# Blueprint Reference | Common

# 6. Blueprint Reference | Common

The common section contains methods for controlling the FMOD system.

Methods:

- Find Asset By Name Find an asset by name.
- Find Event By Name Find an Event by name.
- Find Event Instances Return a list of all event instances that are playing for this event.
- Get Global Parameter By Name Get a global parameter value from the System.
- Get Global Parameter Value By Name Get a global parameter value from the System.

- Get Output Drivers List all output device names.

- Set Global Parameter By Name Set a global parameter from the System.

- Set Output Driver By Name Set current output device by name or part of the name.
- Set Output Driver By Index Set current output device by its index from GetOutputDrivers.

- Set Locale Set the active locale for subsequent bank loads.

- Mixer Suspend Suspend the FMOD mixer.

- Mixer Resume Resume the FMOD mixer.

- Load Bank Load a bank.

- Unload Bank Unload a bank.
- Is Bank Loaded Return true if a bank is loaded.
- Load Bank Sample Data Load bank sample data.

- Unload Bank Sample Data Unload bank sample data.

- Play Event 2D Play an event without a specified location.

- Play Event At Location Plays an event at the given location.
- Play Event Attached Play an event attached to and following the specified component.
- Load Event Sample Data Load event sample data.

- Unload Event Sample Data Unload event sample data.

- VCA Set Volume Set volume on a VCA.

## Find Asset By Name

Find an asset by name.

C++

    static UFMODAsset *FindAssetByName(
      const FString &Name
    );

Name
  The asset name.

See Also: UFMODAsset

## Find Event By Name

Find an Event by name.

C++

    static UFMODEvent *FindEventByName(
      const FString &Name
    );

Name
  The event name.

See Also: UFMODEvent

## Find Event Instances

Return a list of all event instances that are playing for this event.

C++

    static TArray<FFMODEventInstance> FindEventInstances(
      UObject *WorldContextObject,
      UFMODEvent *Event
    );

WorldContextObject
  Object from current world context.
Event
  UFMODEvent to find instances of.

Be careful using this function because it is possible to find and alter any playing sound, even ones owned by other audio components.

See Also: FFMODEventInstance

## Get Global Parameter By Name

Get a global parameter value from the System.

C++

    static float GetGlobalParameterByName(
      FName Name
    );

Name
  Name of the parameter.

Will be deprecated in FMOD 2.01, use Get Global Parameter Value By Name instead.

See Also: Set Global Parameter By Name

## Get Global Parameter Value By Name

Get a global parameter value from the System.

C++

    void GetGlobalParameterValueByName(
        FName Name,
        float &UserValue,
        float &FinalValue
    );

Name
  Name of parameter
UserValue
  Parameter value as set from the public API.
FinalValue
  Final combined parameter value.

## Get Output Drivers

List all output device names.

C++

    static TArray<FString> GetOutputDrivers();

See Also: Set Output Driver By Index, Set Output Driver By Name

## Is Bank Loaded

Return true if a bank is loaded.

C++

    static bool IsBankLoaded(
      UFMODBank *Bank
    );

Bank
  UFMODBank to query.

See Also: Load Bank

## Load Bank

Load a bank.

C++

    static void LoadBank(
      UFMODBank *Bank,
      bool bBlocking,
      bool bLoadSampleData
    );

Bank
  UFMODBank to use.
bBlocking
  Whether the bank will load synchronously.
bLoadSampleData
  Whether sample data will be preloaded immediately.

## Load Bank Sample Data

Load bank sample data.

C++

    static void LoadBankSampleData(
      UFMODBank *Bank
    );

Bank
  UFMODBank to use.

## Load Event Sample Data

Load event sample data.

C++

    static void LoadEventSampleData(
      UObject *WorldContextObject,
      UFMODEvent *Event
    );

WorldContextObject
  Object from current world context.
Event
  UFMODEvent to use.

This can be done ahead of time to avoid loading stalls.

## Mixer Resume

Resume the FMOD mixer.

C++

    static void MixerResume();

Used when resuming the application.

## Mixer Suspend

Suspend the FMOD mixer.

C++

    static void MixerSuspend();

Used when suspending the application.

## Play Event 2D

Play an event without a specified location.

C++

    static FFMODEventInstance PlayEvent2D(
      UObject *WorldContextObject,
      UFMODEvent *Event,
      bool bAutoPlay
    );

WorldContextObject
  Object from current world context.
Event
  UFMODEvent to use.
bAutoPlay
  Start the event automatically.

This returns an FFMODEventInstance.
The sound does not travel with any actor.

## Play Event At Location

Plays an event at the given location.

C++

    static FFMODEventInstance PlayEventAtLocation(
      UObject *WorldContextObject,
      UFMODEvent *Event,
      const FTransform &Location,
      bool bAutoPlay
    );

WorldContextObject
  Object from current world context.
Event
  UFMODEvent to use.
Location
  World position to play event at.
bAutoPlay
  Start the event automatically.

This returns an FMOD Event Instance.
The sound does not travel with any actor.

## Play Event Attached

Play an event attached to and following the specified component.

C++

    static class UFMODAudioComponent *PlayEventAttached(
      UFMODEvent *Event,
      USceneComponent *AttachToComponent,
      FName AttachPointName,
      FVector Location,
      EAttachLocation::Type LocationType,
      bool bStopWhenAttachedToDestroyed,
      bool bAutoPlay,
      bool bAutoDestroy
    );

Event
  UFMODEvent to use.
AttachToComponent
  Component to attach to.
AttachPointName Opt
  Named point within the AttachComponent to play the sound at.
Location
  Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset.
LocationType
  Location is a relative offset or an absolute world position.
bStopWhenAttachedToDestroyed
  The sound should stop playing when the owner of the attach to component is destroyed.
bAutoPlay
  Start the event automatically.
bAutoDestroy
  Automatically destroy the audio component when the sound is stopped.

## Set Global Parameter By Name

Set a global parameter from the System.

C++

    static void SetGlobalParameterByName(
      FName Name,
      float Value
    );

Name
  Name of parameter.
Value
  Value to apply to the parameter.

## Set Locale

Set the active locale for subsequent bank loads.

C++

    static void SetLocale(const FString& Locale);

## Set Output Driver By Index

Set current output device by its index from GetOutputDrivers.

C++

    static void SetOutputDriverByIndex(
      int NewDriverIndex
    );

NewDriverIndex
  Index of driver to use.

See Also: Get Output Drivers

## Set Output Driver By Name

Set current output device by name or part of the name.

C++

    static void SetOutputDriverByName(
      FString NewDriverName
    );

NewDriverName
  Name of new driver to use.

See Also: Get Output Drivers

## Unload Bank

Unload a bank.

C++

    static void UnloadBank(
      UFMODBank *Bank
    );

Bank
  UFMODBank to use.

## Unload Bank Sample Data

Unload bank sample data.

C++

    static void UnloadBankSampleData(
      UFMODBank *Bank
    );

Bank
  UFMODBank to use.

## Unload Event Sample Data

Unload event sample data.

C++

    static void UnloadEventSampleData(
      UObject *WorldContextObject,
      UFMODEvent *Event
    );

WorldContextObject
  Object from current world context.
Event
  UFMODEvent to use.

## VCA Set Volume

Set volume on a VCA.

C++

    static void VCASetVolume(
      UFMODVCA *Vca,
      float Volume
    );

Vca
  UFMODVCA to use.
Volume
  Volume value.