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< html >
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< title > API Reference | Common< / title >
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< div class = "manual-toc" >
< p > Unreal Integration 2.02< / p >
< ul >
< li > < a href = "welcome.html" > Welcome to FMOD for Unreal< / a > < / li >
< li > < a href = "user-guide.html" > User Guide< / a > < / li >
< li > < a href = "settings.html" > Settings< / a > < / li >
< li > < a href = "plugins.html" > Plugins< / a > < / li >
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< li > < a href = "niagara.html" > Niagara Integration< / a > < / li >
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< li class = "manual-current-chapter manual-inactive-chapter" > < a href = "api-reference.html" > API Reference< / a > < ul class = "subchapters" > < li class = "manual-current-chapter manual-active-chapter" > < a href = "api-reference-common.html" > Common< / a > < / li > < li > < a href = "api-reference-ifmodstudiomodule.html" > IFMODStudioModule< / a > < / li > < li > < a href = "api-reference-ufmodblueprintstatics.html" > UFMODBlueprintStatics< / a > < / li > < li > < a href = "api-reference-ufmodaudiocomponent.html" > UFMODAudioComponent< / a > < / li > < li > < a href = "api-reference-afmodambientsound.html" > AFMODAmbientSound< / a > < / li > < li > < a href = "api-reference-ufmodanimnotifyplay.html" > UFMODAnimNotifyPlay< / a > < / li > < li > < a href = "api-reference-ufmodbank.html" > UFMODBank< / a > < / li > < li > < a href = "api-reference-ufmodbus.html" > UFMODBus< / a > < / li > < li > < a href = "api-reference-ufmodvca.html" > UFMODVCA< / a > < / li > < li > < a href = "api-reference-ufmodevent.html" > UFMODEvent< / a > < / li > < li > < a href = "api-reference-ufmodport.html" > UFMODPort< / a > < / li > < li > < a href = "api-reference-ufmodsnapshot.html" > UFMODSnapshot< / a > < / li > < li > < a href = "api-reference-ufmodsnapshotreverb.html" > UFMODSnapshotReverb< / a > < / li > < li > < a href = "api-reference-ufmodasset.html" > UFMODAsset< / a > < / li > < li > < a href = "api-reference-ufmodsettings.html" > UFMODSettings< / a > < / li > < / ul > < / li >
< li > < a href = "blueprint-reference.html" > Blueprint Reference< / a > < / li >
< li > < a href = "platform-specifics.html" > Platform Specifics< / a > < / li >
< li > < a href = "troubleshooting.html" > Troubleshooting< / a > < / li >
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< li > < a href = "audiolink.html" > AudioLink< / a > < / li >
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< li > < a href = "glossary.html" > Glossary< / a > < / li >
< / ul >
< / div >
< div class = "manual-content api" >
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< h1 > 6. API Reference | Common< / h1 >
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< p > < strong > Types:< / strong > < / p >
< ul >
< li > < span > < a class = "apilink" href = "api-reference-common.html#ffmodattenuationdetails" title = "Override the attenuation values from FMOD Studio." > FFMODAttenuationDetails< / a > Override the attenuation values from FMOD Studio.< / span > < / li >
< li > < span > < a class = "apilink" href = "api-reference-common.html#efmodeventproperty" title = "These definitions describe built-in event properties." > EFMODEventProperty< / a > These definitions describe built-in event properties.< / span > < / li >
< li > < span > < a class = "apilink" href = "api-reference-common.html#efmodsystemcontext" title = "Which FMOD Studio system to use." > EFMODSystemContext< / a > Which FMOD Studio system to use.< / span > < / li >
< li > < span > < a class = "apilink" href = "api-reference-common.html#ffmodocclusiondetails" title = "Occlusion details." > FFMODOcclusionDetails< / a > Occlusion details.< / span > < / li >
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< li > < span > < a class = "apilink" href = "api-reference-common.html#fmod_vector_scale_default" title = "This constant is used to convert unreal units to meters for FMOD Studio. The default value is appropriate for games that follow the Unreal Engine's convention of 1 unreal unit == 1cm; if your game world's scale uses a different length for unreal units, you can alter this value in FMODUtils.h." > FMOD_VECTOR_SCALE_DEFAULT< / a > This constant is used to convert unreal units to meters for FMOD Studio. The default value is appropriate for games that follow the Unreal Engine's convention of 1 unreal unit == 1cm; if your game world's scale uses a different length for unreal units, you can alter this value in FMODUtils.h.< / span > < / li >
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< / ul >
< p > < strong > Methods:< / strong > < / p >
< ul >
< li > < span > < a class = "apilink" href = "api-reference-common.html#fmodutils_logerror" title = "Helper function to debug FMOD function calls." > FMODUtils::LogError< / a > Helper function to debug FMOD function calls.< / span > < / li >
< li > < span > < a class = "apilink" href = "api-reference-common.html#fmodutils_assign" title = "Helper function to convert from UE world axis to FMOD axis." > FMODUtils::Assign< / a > Helper function to convert from UE world axis to FMOD axis.< / span > < / li >
< li > < span > < a class = "apilink" href = "api-reference-common.html#fmodutils_convertworldvector" title = "Helper function to convert from UE world vector to FMOD vector." > FMODUtils::ConvertWorldVector< / a > Helper function to convert from UE world vector to FMOD vector.< / span > < / li >
< li > < span > < a class = "apilink" href = "api-reference-common.html#fmodutils_convertunitvector" title = "Helper function for converting unit vector to be used by FMOD." > FMODUtils::ConvertUnitVector< / a > Helper function for converting unit vector to be used by FMOD.< / span > < / li >
< li > < span > < a class = "apilink" href = "api-reference-common.html#fmodutils_distancetouescale" title = "Helper function to convert from FMOD distance to UE scale." > FMODUtils::DistanceToUEScale< / a > Helper function to convert from FMOD distance to UE scale.< / span > < / li >
< li > < span > < a class = "apilink" href = "api-reference-common.html#fmodutils_isworldaudible" title = "Helper function to know if an object is audible in the world." > FMODUtils::IsWorldAudible< / a > Helper function to know if an object is audible in the world.< / span > < / li >
< li > < span > < a class = "apilink" href = "api-reference-common.html#fmodutils_convertguid" title = "Helper function to convert from UE GUID to FMOD Studio ID." > FMODUtils::ConvertGuid< / a > Helper function to convert from UE GUID to FMOD Studio ID.< / span > < / li >
< li > < span > < a class = "apilink" href = "api-reference-common.html#fmodutils_getid" title = "Helper function to get UE GUID from an FMOD instanced object." > FMODUtils::GetID< / a > Helper function to get UE GUID from an FMOD instanced object.< / span > < / li >
< li > < span > < a class = "apilink" href = "api-reference-common.html#fmodutils_getpath" title = "Helper function to get the path of an event." > FMODUtils::GetPath< / a > Helper function to get the path of an event.< / span > < / li >
< li > < span > < a class = "apilink" href = "api-reference-common.html#fmodutils_lookupnamefromguid" title = "Helper function to return the name of an event using its Guid." > FMODUtils::LookupNameFromGuid< / a > Helper function to return the name of an event using its Guid.< / span > < / li >
< li > < span > < a class = "apilink" href = "api-reference-common.html#fmodutils_parametertypetostring" title = "Helper function to return the FMOD Studio Parameter as a string." > FMODUtils::ParameterTypeToString< / a > Helper function to return the FMOD Studio Parameter as a string.< / span > < / li >
< / ul >
< h2 api = "type" id = "ffmodattenuationdetails" > < a href = "#ffmodattenuationdetails" > FFMODAttenuationDetails< / a > < / h2 >
< p > Override the attenuation values from FMOD Studio.< / p >
< p >
< div class = "language-selector" >
< div class = "language-tab" data-language = "language-cpp" > C++< / div >
< / div >
< / p >
< div class = "highlight language-cpp" > < pre > < span > < / span > < span class = "k" > struct< / span > < span class = "n" > FFMODAttenuationDetails< / span >
< span class = "p" > {< / span >
< span class = "n" > uint32< / span > < span class = "n" > bOverrideAttenuation< / span > < span class = "p" > ;< / span >
< span class = "kt" > float< / span > < span class = "n" > MinimumDistance< / span > < span class = "p" > ;< / span >
< span class = "kt" > float< / span > < span class = "n" > MaximumDistance< / span > < span class = "p" > ;< / span >
< span class = "p" > };< / span >
< / pre > < / div >
< dl >
< dt > bOverrideAttenuation< / dt >
< dd > Should we use attenuation set in Studio or be able to modify in Editor.< / dd >
< dt > MinimumDistance< / dt >
< dd > Override the event's 3D minimum distance.< / dd >
< dt > MaximumDistance< / dt >
< dd > Override the event's 3D maximum distance.< / dd >
< / dl >
< h2 api = "type" id = "efmodeventproperty" > < a href = "#efmodeventproperty" > EFMODEventProperty< / a > < / h2 >
< p > These definitions describe built-in event properties.< / p >
< p >
< div class = "language-selector" >
< div class = "language-tab" data-language = "language-cpp" > C++< / div >
< / div >
< / p >
< div class = "highlight language-cpp" > < pre > < span > < / span > < span class = "k" > enum< / span > < span class = "n" > Type< / span >
< span class = "p" > {< / span >
< span class = "n" > ChannelPriority< / span > < span class = "p" > ,< / span >
< span class = "n" > ScheduleDelay< / span > < span class = "p" > ,< / span >
< span class = "n" > ScheduleLookahead< / span > < span class = "p" > ,< / span >
< span class = "n" > MinimumDistance< / span > < span class = "p" > ,< / span >
< span class = "n" > MaximumDistance< / span > < span class = "p" > ,< / span >
< span class = "n" > Count< / span >
< span class = "p" > };< / span >
< / pre > < / div >
< dl >
< dt > ChannelPriority< / dt >
< dd >
< p > Priority to set on low-level channels created by this event instance.< / p >
< ul >
< li > < span class = "label" > Range:< / span > [-1, 256]< / li >
< li > < span class = "label" > Default:< / span > -1< / li >
< / ul >
< / dd >
< dt > ScheduleDelay< / dt >
< dd >
< p > Schedule delay to synchronized playback for multiple tracks in DSP clocks, or -1 for default.< / p >
< ul >
< li > < span class = "label" > Range:< / span > -1, [0, inf]< / li >
< li > < span class = "label" > Default:< / span > -1< / li >
< / ul >
< / dd >
< dt > ScheduleLookahead< / dt >
< dd >
< p > Schedule look-ahead on the timeline in DSP clocks, or -1 for default.< / p >
< ul >
< li > < span class = "label" > Range:< / span > -1, [0, inf]< / li >
< li > < span class = "label" > Default:< / span > -1< / li >
< / ul >
< / dd >
< dt > MinimumDistance< / dt >
< dd >
< p > Override the event's 3D minimum distance, or -1 for default.< / p >
< ul >
< li > < span class = "label" > Range:< / span > -1, [0, inf]< / li >
< li > < span class = "label" > Default:< / span > -1< / li >
< / ul >
< / dd >
< dt > MaximumDistance< / dt >
< dd >
< p > Override the event's 3D maximum distance, or -1 for default.< / p >
< ul >
< li > < span class = "label" > Range:< / span > -1, [0, inf]< / li >
< li > < span class = "label" > Default:< / span > -1< / li >
< / ul >
< / dd >
< dt > Count< / dt >
< dd > Number of options.< / dd >
< / dl >
< h2 api = "type" id = "efmodsystemcontext" > < a href = "#efmodsystemcontext" > EFMODSystemContext< / a > < / h2 >
< p > Which FMOD Studio system to use.< / p >
< p >
< div class = "language-selector" >
< div class = "language-tab" data-language = "language-cpp" > C++< / div >
< / div >
< / p >
< div class = "highlight language-cpp" > < pre > < span > < / span > < span class = "k" > enum< / span > < span class = "n" > Type< / span >
< span class = "p" > {< / span >
< span class = "n" > Auditioning< / span > < span class = "p" > ,< / span >
< span class = "n" > Runtime< / span > < span class = "p" > ,< / span >
< span class = "n" > Editor< / span > < span class = "p" > ,< / span >
< span class = "n" > Max< / span >
< span class = "p" > };< / span >
< / pre > < / div >
< dl >
< dt > Auditioning< / dt >
< dd > For use auditioning sounds within the editor.< / dd >
< dt > Runtime< / dt >
< dd > For use in PIE and in-game.< / dd >
< dt > Editor< / dt >
< dd > For use when playing events in an editor world (e.g. previewing a level sequence).< / dd >
< dt > Max< / dt >
< dd > Upper bound of types.< / dd >
< / dl >
< h2 api = "type" id = "ffmodocclusiondetails" > < a href = "#ffmodocclusiondetails" > FFMODOcclusionDetails< / a > < / h2 >
< p > Occlusion details.< / p >
< p >
< div class = "language-selector" >
< div class = "language-tab" data-language = "language-cpp" > C++< / div >
< / div >
< / p >
< div class = "highlight language-cpp" > < pre > < span > < / span > < span class = "k" > struct< / span > < span class = "n" > FFMODOcclusionDetails< / span >
< span class = "p" > {< / span >
< span class = "kt" > bool< / span > < span class = "n" > bEnableOcclusion< / span > < span class = "p" > ;< / span >
< span class = "n" > TEnumAsByte< / span > < span class = "o" > < < / span > < span class = "k" > enum< / span > < span class = "n" > ECollisionChannel< / span > < span class = "o" > > < / span > < span class = "n" > OcclusionTraceChannel< / span > < span class = "p" > ;< / span >
< span class = "kt" > bool< / span > < span class = "n" > bUseComplexCollisionForOcclusion< / span > < span class = "p" > ;< / span >
< span class = "p" > }< / span >
< / pre > < / div >
< dl >
< dt > bEnableOcclusion< / dt >
< dd > Enable occlusion settings.< / dd >
< dt > OcclusionTraceChannel< / dt >
< dd > Which trace channel to use for audio occlusion checks.< / dd >
< dt > bUseComplexCollisionForOcclusion< / dt >
< dd > Whether or not to enable complex geometry occlusion checks.< / dd >
< / dl >
< h2 api = "type" id = "fmod_vector_scale_default" > < a href = "#fmod_vector_scale_default" > FMOD_VECTOR_SCALE_DEFAULT< / a > < / h2 >
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< p > This constant is used to convert unreal units to meters for FMOD Studio. The default value is appropriate for games that follow the Unreal Engine's convention of 1 unreal unit == 1cm; if your game world's scale uses a different length for unreal units, you can alter this value in FMODUtils.h.< / p >
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< p >
< div class = "language-selector" >
< div class = "language-tab" data-language = "language-cpp" > C++< / div >
< / div >
< / p >
< div class = "highlight language-cpp" > < pre > < span > < / span > < span class = "cp" > #define FMOD_VECTOR_SCALE_DEFAULT 0.01f< / span >
< / pre > < / div >
< h2 api = "method" id = "fmodutils_logerror" > < a href = "#fmodutils_logerror" > FMODUtils::LogError< / a > < / h2 >
< p > Helper function to debug FMOD function calls.< / p >
< p >
< div class = "language-selector" >
< div class = "language-tab" data-language = "language-cpp" > C++< / div >
< / div >
< / p >
< div class = "highlight language-cpp" > < pre > < span > < / span > < span class = "kt" > void< / span > < span class = "nf" > LogError< / span > < span class = "p" > (< / span >
< span class = "n" > FMOD_RESULT< / span > < span class = "n" > result< / span > < span class = "p" > ,< / span >
< span class = "k" > const< / span > < span class = "kt" > char< / span > < span class = "o" > *< / span > < span class = "n" > function< / span >
< span class = "p" > );< / span >
< / pre > < / div >
< dl >
< dt > result< / dt >
< dd > Result of an FMOD function call.< / dd >
< dt > function< / dt >
< dd > The function that is being checked.< / dd >
< / dl >
< h2 api = "method" id = "fmodutils_assign" > < a href = "#fmodutils_assign" > FMODUtils::Assign< / a > < / h2 >
< p > Helper function to convert from UE world axis to FMOD axis.< / p >
< p >
< div class = "language-selector" >
< div class = "language-tab" data-language = "language-cpp" > C++< / div >
< / div >
< / p >
< div class = "highlight language-cpp" > < pre > < span > < / span > < span class = "kt" > void< / span > < span class = "nf" > Assign< / span > < span class = "p" > (< / span >
< span class = "n" > FMOD_VECTOR< / span > < span class = "o" > & < / span > < span class = "n" > Dest< / span >
< span class = "k" > const< / span > < span class = "n" > FVector< / span > < span class = "o" > & < / span > < span class = "n" > Src< / span >
< span class = "p" > );< / span >
< span class = "kt" > void< / span > < span class = "nf" > Assign< / span > < span class = "p" > (< / span >
< span class = "n" > FMOD_3D_ATTRIBUTES< / span > < span class = "o" > & < / span > < span class = "n" > Dest< / span > < span class = "p" > ,< / span >
< span class = "k" > const< / span > < span class = "n" > FTransform< / span > < span class = "o" > & < / span > < span class = "n" > Src< / span >
< span class = "p" > );< / span >
< / pre > < / div >
< dl >
< dt > Dest< / dt >
< dd > Returned FMOD vector.< / dd >
< dt > Src< / dt >
< dd > Unreal vector to be converted.< / dd >
< / dl >
< h2 api = "method" id = "fmodutils_convertworldvector" > < a href = "#fmodutils_convertworldvector" > FMODUtils::ConvertWorldVector< / a > < / h2 >
< p > Helper function to convert from UE world vector to FMOD vector.< / p >
< p >
< div class = "language-selector" >
< div class = "language-tab" data-language = "language-cpp" > C++< / div >
< / div >
< / p >
< div class = "highlight language-cpp" > < pre > < span > < / span > < span class = "n" > FMOD_VECTOR< / span > < span class = "nf" > ConvertWorldVector< / span > < span class = "p" > (< / span >
< span class = "k" > const< / span > < span class = "n" > FVector< / span > < span class = "o" > & < / span > < span class = "n" > Src< / span >
< span class = "p" > );< / span >
< / pre > < / div >
< dl >
< dt > Src< / dt >
< dd > Source vector to be converted.< / dd >
< / dl >
< h2 api = "method" id = "fmodutils_convertunitvector" > < a href = "#fmodutils_convertunitvector" > FMODUtils::ConvertUnitVector< / a > < / h2 >
< p > Helper function for converting unit vector to be used by FMOD.< / p >
< p >
< div class = "language-selector" >
< div class = "language-tab" data-language = "language-cpp" > C++< / div >
< / div >
< / p >
< div class = "highlight language-cpp" > < pre > < span > < / span > < span class = "n" > FMOD_VECTOR< / span > < span class = "nf" > ConvertUnitVector< / span > < span class = "p" > (< / span >
< span class = "k" > const< / span > < span class = "n" > FVector< / span > < span class = "o" > & < / span > < span class = "n" > Src< / span >
< span class = "p" > );< / span >
< / pre > < / div >
< dl >
< dt > Src< / dt >
< dd > Unit vector to be converted.< / dd >
< / dl >
< h2 api = "method" id = "fmodutils_distancetouescale" > < a href = "#fmodutils_distancetouescale" > FMODUtils::DistanceToUEScale< / a > < / h2 >
< p > Helper function to convert from FMOD distance to UE scale.< / p >
< p >
< div class = "language-selector" >
< div class = "language-tab" data-language = "language-cpp" > C++< / div >
< / div >
< / p >
< div class = "highlight language-cpp" > < pre > < span > < / span > < span class = "kt" > float< / span > < span class = "nf" > DistanceToUEScale< / span > < span class = "p" > (< / span >
< span class = "kt" > float< / span > < span class = "n" > FMODDistance< / span >
< span class = "p" > );< / span >
< / pre > < / div >
< dl >
< dt > FMODDistance< / dt >
< dd > Distance in FMOD scale.< / dd >
< / dl >
< h2 api = "method" id = "fmodutils_isworldaudible" > < a href = "#fmodutils_isworldaudible" > FMODUtils::IsWorldAudible< / a > < / h2 >
< p > Helper function to know if an object is audible in the world.< / p >
< p >
< div class = "language-selector" >
< div class = "language-tab" data-language = "language-cpp" > C++< / div >
< / div >
< / p >
< div class = "highlight language-cpp" > < pre > < span > < / span > < span class = "kt" > bool< / span > < span class = "nf" > IsWorldAudible< / span > < span class = "p" > (< / span >
< span class = "n" > UWorld< / span > < span class = "o" > *< / span > < span class = "n" > World< / span > < span class = "p" > ,< / span >
< span class = "kt" > bool< / span > < span class = "n" > AllowInEditor< / span >
< span class = "p" > );< / span >
< / pre > < / div >
< dl >
< dt > World< / dt >
< dd > A pointer to the current world.< / dd >
< dt > AllowInEditor< / dt >
< dd > Whether editor world objects should be considered audible when determining audibility.< / dd >
< / dl >
< h2 api = "method" id = "fmodutils_convertguid" > < a href = "#fmodutils_convertguid" > FMODUtils::ConvertGuid< / a > < / h2 >
< p > Helper function to convert from UE GUID to FMOD Studio ID.< / p >
< p >
< div class = "language-selector" >
< div class = "language-tab" data-language = "language-cpp" > C++< / div >
< / div >
< / p >
< div class = "highlight language-cpp" > < pre > < span > < / span > < span class = "n" > FMOD< / span > < span class = "o" > ::< / span > < span class = "n" > Studio< / span > < span class = "o" > ::< / span > < span class = "n" > ID< / span > < span class = "n" > ConvertGuid< / span > < span class = "p" > (< / span >
< span class = "k" > const< / span > < span class = "n" > FGuid< / span > < span class = "o" > & < / span > < span class = "n" > UnrealGuid< / span >
< span class = "p" > );< / span >
< / pre > < / div >
< dl >
< dt > UnrealGuid< / dt >
< dd > The GUID to be converted.< / dd >
< / dl >
< h2 api = "method" id = "fmodutils_getid" > < a href = "#fmodutils_getid" > FMODUtils::GetID< / a > < / h2 >
< p > Helper function to get UE GUID from an FMOD instanced object.< / p >
< p >
< div class = "language-selector" >
< div class = "language-tab" data-language = "language-cpp" > C++< / div >
< / div >
< / p >
< div class = "highlight language-cpp" > < pre > < span > < / span > < span class = "n" > FGuid< / span > < span class = "nf" > GetID< / span > < span class = "p" > (< / span >
< span class = "n" > StudioType< / span > < span class = "o" > *< / span > < span class = "n" > Instance< / span >
< span class = "p" > );< / span >
< / pre > < / div >
< dl >
< dt > Instance< / dt >
< dd > An instance of an FMOD object.< / dd >
< / dl >
< h2 api = "method" id = "fmodutils_getpath" > < a href = "#fmodutils_getpath" > FMODUtils::GetPath< / a > < / h2 >
< p > Helper function to get the path of an event.< / p >
< p >
< div class = "language-selector" >
< div class = "language-tab" data-language = "language-cpp" > C++< / div >
< / div >
< / p >
< div class = "highlight language-cpp" > < pre > < span > < / span > < span class = "n" > FString< / span > < span class = "nf" > GetPath< / span > < span class = "p" > (< / span >
< span class = "n" > StudioType< / span > < span class = "o" > *< / span > < span class = "n" > Instance< / span >
< span class = "p" > );< / span >
< / pre > < / div >
< dl >
< dt > Instance< / dt >
< dd > An instance of an FMOD object.< / dd >
< / dl >
< h2 api = "method" id = "fmodutils_lookupnamefromguid" > < a href = "#fmodutils_lookupnamefromguid" > FMODUtils::LookupNameFromGuid< / a > < / h2 >
< p > Helper function to return the name of an event using its Guid.< / p >
< p >
< div class = "language-selector" >
< div class = "language-tab" data-language = "language-cpp" > C++< / div >
< / div >
< / p >
< div class = "highlight language-cpp" > < pre > < span > < / span > < span class = "n" > FString< / span > < span class = "nf" > LookupNameFromGuid< / span > < span class = "p" > (< / span >
< span class = "n" > FMOD< / span > < span class = "o" > ::< / span > < span class = "n" > Studio< / span > < span class = "o" > ::< / span > < span class = "n" > System< / span > < span class = "o" > *< / span > < span class = "n" > StudioSystem< / span > < span class = "p" > ,< / span >
< span class = "k" > const< / span > < span class = "n" > FGuid< / span > < span class = "o" > & < / span > < span class = "n" > Guid< / span >
< span class = "p" > );< / span >
< span class = "n" > FString< / span > < span class = "nf" > LookupNameFromGuid< / span > < span class = "p" > (< / span >
< span class = "n" > FMOD< / span > < span class = "o" > ::< / span > < span class = "n" > Studio< / span > < span class = "o" > ::< / span > < span class = "n" > System< / span > < span class = "o" > *< / span > < span class = "n" > StudioSystem< / span > < span class = "p" > ,< / span >
< span class = "k" > const< / span > < span class = "n" > FMOD< / span > < span class = "o" > ::< / span > < span class = "n" > Studio< / span > < span class = "o" > ::< / span > < span class = "n" > ID< / span > < span class = "o" > & < / span > < span class = "n" > Guid< / span >
< span class = "p" > );< / span >
< / pre > < / div >
< dl >
< dt > studioSystem< / dt >
< dd > Current FMOD Studio System.< / dd >
< dt > Guid< / dt >
< dd > GUID to retrieve the name of.< / dd >
< / dl >
< h2 api = "method" id = "fmodutils_parametertypetostring" > < a href = "#fmodutils_parametertypetostring" > FMODUtils::ParameterTypeToString< / a > < / h2 >
< p > Helper function to return the FMOD Studio Parameter as a string.< / p >
< p >
< div class = "language-selector" >
< div class = "language-tab" data-language = "language-cpp" > C++< / div >
< / div >
< / p >
< div class = "highlight language-cpp" > < pre > < span > < / span > < span class = "n" > FString< / span > < span class = "nf" > ParameterTypeToString< / span > < span class = "p" > (< / span >
< span class = "n" > FMOD_STUDIO_PARAMETER_TYPE< / span > < span class = "n" > Type< / span >
< span class = "p" > );< / span >
< / pre > < / div >
< dl >
< dt > Type< / dt >
< dd > Helper function to return a parameter type as a string.< / dd >
< / dl > < / div >
2025-02-01 16:35:31 +01:00
< p class = "manual-footer" > Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.< / p >
2024-02-10 23:06:19 +01:00
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