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{
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{
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"version": "1.0",
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"version": "1.0",
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"components": [
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"components": [
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||||||
"Microsoft.Net.Component.4.6.2.TargetingPack",
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"Microsoft.Net.Component.4.6.2.TargetingPack",
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"Microsoft.VisualStudio.Component.VC.14.33.17.3.ARM64",
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"Microsoft.VisualStudio.Component.VC.14.36.17.6.x86.x64",
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"Microsoft.VisualStudio.Component.VC.14.33.17.3.x86.x64",
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"Microsoft.VisualStudio.Component.VC.Tools.ARM64",
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"Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
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"Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
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||||||
"Microsoft.VisualStudio.Component.Windows10SDK",
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"Microsoft.VisualStudio.Component.Windows10SDK.22000",
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||||||
"Microsoft.VisualStudio.Workload.CoreEditor",
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"Microsoft.VisualStudio.Workload.CoreEditor",
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||||||
"Microsoft.VisualStudio.Workload.ManagedDesktop",
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"Microsoft.VisualStudio.Workload.ManagedDesktop",
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||||||
"Microsoft.VisualStudio.Workload.NativeCrossPlat",
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||||||
"Microsoft.VisualStudio.Workload.NativeDesktop",
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"Microsoft.VisualStudio.Workload.NativeDesktop",
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||||||
"Microsoft.VisualStudio.Workload.NativeGame",
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"Microsoft.VisualStudio.Workload.NativeGame"
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"Microsoft.VisualStudio.Workload.Universal"
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]
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]
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}
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}
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hwanyoung2/Content/FMOD/PrivateIntegrationData/BankLookup.uasset
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D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HwanyoungAssetManager.h
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C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Source\hwanyoung2\CraftingInfo.h
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D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Source\hwanyoung2\hwanyoung2Character.h
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C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Source\hwanyoung2\hwanyoung2Character.h
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D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Source\hwanyoung2\hwanyoung2GameMode.h
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C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Source\hwanyoung2\hwanyoung2GameMode.h
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D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYAIController.h
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C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HwanyoungAssetManager.h
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D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Source\hwanyoung2\CraftingInfo.h
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C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYAIController.h
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D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYAttackComponent.h
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C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYGameStateBase.h
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||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYAutomaticPickUp.h
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C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYAttackComponent.h
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D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYConsumableItem.h
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C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYAutomaticPickUp.h
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D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYGameStateBase.h
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C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYManualPickUp.h
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D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYManualPickUp.h
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C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYEnemyBase.h
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D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYMoneyAutoPickUp.h
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C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYInteractableActor.h
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D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYPlayerCharacController.h
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C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYMoneyAutoPickUp.h
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D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYProjectileAttackComponent.h
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C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYProjectileAttackComponent.h
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D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYSaveGameActor.h
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C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Source\hwanyoung2\InventoryItem.h
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D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYEnemyBase.h
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C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYSaveGameActor.h
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D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYInteractableActor.h
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C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYPlayerCharacController.h
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D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Source\hwanyoung2\InventoryItem.h
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C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Source\hwanyoung2\HYConsumableItem.h
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|||||||
<body>
|
<body>
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||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -41,7 +41,7 @@
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|||||||
|
|
||||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-ufmodaudiocomponent.html">UFMODAudioComponent</a></p></div>
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<p><strong>See Also:</strong> <a class="apilink" href="api-reference-ufmodaudiocomponent.html">UFMODAudioComponent</a></p></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
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|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
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||||||
@ -387,7 +387,7 @@
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|||||||
<dd>Helper function to return a parameter type as a string.</dd>
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<dd>Helper function to return a parameter type as a string.</dd>
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||||||
</dl></div>
|
</dl></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
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||||||
|
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||||||
|
@ -7,7 +7,7 @@
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|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
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||||||
@ -359,7 +359,7 @@
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<div class="highlight language-cpp"><pre><span></span><span class="kt">bool</span> <span class="nf">UseSound</span><span class="p">();</span>
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<div class="highlight language-cpp"><pre><span></span><span class="kt">bool</span> <span class="nf">UseSound</span><span class="p">();</span>
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||||||
</pre></div></div>
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</pre></div></div>
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||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
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||||||
<li><a href="user-guide.html">User Guide</a></li>
|
<li><a href="user-guide.html">User Guide</a></li>
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||||||
@ -86,7 +86,7 @@
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<p>If <a class="apilink" href="api-reference-ufmodanimnotifyplay.html#ufmodanimnotifyplay_bfollow">UFMODAnimNotifyPlay::bFollow</a> is true <a class="apilink" href="blueprint-reference-common.html#play-event-attached">Play Event Attached</a> is called using the current <a class="apilink" href="api-reference-ufmodanimnotifyplay.html#ufmodanimnotifyplay_attachname">UFMODAnimNotifyPlay::AttachName</a>.<br />
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<p>If <a class="apilink" href="api-reference-ufmodanimnotifyplay.html#ufmodanimnotifyplay_bfollow">UFMODAnimNotifyPlay::bFollow</a> is true <a class="apilink" href="blueprint-reference-common.html#play-event-attached">Play Event Attached</a> is called using the current <a class="apilink" href="api-reference-ufmodanimnotifyplay.html#ufmodanimnotifyplay_attachname">UFMODAnimNotifyPlay::AttachName</a>.<br />
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Otherwise <a class="apilink" href="blueprint-reference-common.html#play-event-at-location">Play Event At Location</a> is called using the <code>MeshComp</code> for the positional information.</p></div>
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Otherwise <a class="apilink" href="blueprint-reference-common.html#play-event-at-location">Play Event At Location</a> is called using the <code>MeshComp</code> for the positional information.</p></div>
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||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
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||||||
</html>
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</html>
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|
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||||||
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@ -7,7 +7,7 @@
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<body>
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<body>
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||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -40,7 +40,7 @@
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<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
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<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
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</pre></div></div>
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</pre></div></div>
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||||||
|
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||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
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||||||
</html>
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</html>
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<body>
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<body>
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<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
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||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
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||||||
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<div class="language-tab" data-language="language-cpp">C++</div>
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<div class="language-tab" data-language="language-cpp">C++</div>
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</div>
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</div>
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</p>
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</p>
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<div class="highlight language-cpp"><pre><span></span><span class="n">FMOD_RESULT</span> <span class="n">F_CALLBACK</span> <span class="nf">UFMODAudioComponent_EventCallback</span><span class="p">(</span>
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<div class="highlight language-cpp"><pre><span></span><span class="n">FMOD_RESULT</span> <span class="n">F_CALL</span> <span class="nf">UFMODAudioComponent_EventCallback</span><span class="p">(</span>
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<span class="n">FMOD_STUDIO_EVENT_CALLBACK_TYPE</span> <span class="n">type</span><span class="p">,</span>
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<span class="n">FMOD_STUDIO_EVENT_CALLBACK_TYPE</span> <span class="n">type</span><span class="p">,</span>
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<span class="n">FMOD_STUDIO_EVENTINSTANCE</span> <span class="o">*</span><span class="n">event</span><span class="p">,</span>
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<span class="n">FMOD_STUDIO_EVENTINSTANCE</span> <span class="o">*</span><span class="n">event</span><span class="p">,</span>
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||||||
<span class="kt">void</span> <span class="o">*</span><span class="n">parameters</span>
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<span class="kt">void</span> <span class="o">*</span><span class="n">parameters</span>
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<dd>Information about the callback.</dd>
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<dd>Information about the callback.</dd>
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</dl>
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<p>This is called if the <a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_benabletimelinecallbacks">UFMODAudioComponent::bEnableTimelineCallbacks</a> is true or <a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_programmersoundname">UFMODAudioComponent::ProgrammerSoundName</a> is not empty.</p>
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<p>This is called if the <a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_benabletimelinecallbacks">UFMODAudioComponent::bEnableTimelineCallbacks</a> is true or <a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_programmersoundname">UFMODAudioComponent::ProgrammerSoundName</a> is not empty.</p>
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<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.02/api/studio-api-eventinstance.html#fmod_studio_event_callback_type">FMOD_STUDIO_EVENT_CALLBACK_TYPE</a></p>
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<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html#fmod_studio_event_callback_type">FMOD_STUDIO_EVENT_CALLBACK_TYPE</a></p>
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<h2 api="struct" id="ufmodaudiocomponent_occlusiondetails"><a href="#ufmodaudiocomponent_occlusiondetails">UFMODAudioComponent::OcclusionDetails</a></h2>
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<h2 api="struct" id="ufmodaudiocomponent_occlusiondetails"><a href="#ufmodaudiocomponent_occlusiondetails">UFMODAudioComponent::OcclusionDetails</a></h2>
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<p>FMOD Custom Occlusion Details.</p>
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<p>FMOD Custom Occlusion Details.</p>
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<p>
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<p>
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<dt>Sound</dt>
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<dt>Sound</dt>
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<dd>User created sound to use.</dd>
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<dd>User created sound to use.</dd>
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</dl>
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</dl>
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<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.02/api/core-api-sound.html">FMOD::Sound</a></p>
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<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.03/api/core-api-sound.html">FMOD::Sound</a></p>
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<h2 api="struct" id="ufmodaudiocomponent_studioinstance"><a href="#ufmodaudiocomponent_studioinstance">UFMODAudioComponent::StudioInstance</a></h2>
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<h2 api="struct" id="ufmodaudiocomponent_studioinstance"><a href="#ufmodaudiocomponent_studioinstance">UFMODAudioComponent::StudioInstance</a></h2>
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<p>Actual Studio instance handle.</p>
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<p>Actual Studio instance handle.</p>
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<p>
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<p>
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<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">EventInstance</span> <span class="o">*</span><span class="n">StudioInstance</span><span class="p">;</span>
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<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">EventInstance</span> <span class="o">*</span><span class="n">StudioInstance</span><span class="p">;</span>
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</pre></div></div>
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</pre></div></div>
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||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
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</body>
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</body>
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||||||
</html>
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</html>
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<body>
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<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
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||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
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||||||
@ -39,7 +39,7 @@
|
|||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
||||||
</pre></div></div>
|
</pre></div></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -50,7 +50,7 @@
|
|||||||
<dt id="efmod_studio_stop_mode_immediate">IMMEDIATE</dt>
|
<dt id="efmod_studio_stop_mode_immediate">IMMEDIATE</dt>
|
||||||
<dd>Stop the event instance immediately.</dd>
|
<dd>Stop the event instance immediately.</dd>
|
||||||
</dl>
|
</dl>
|
||||||
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.02/api/studio-api-eventinstance.html#fmod_studio_stop_mode">FMOD_STUDIO_STOP_MODE</a></p>
|
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html#fmod_studio_stop_mode">FMOD_STUDIO_STOP_MODE</a></p>
|
||||||
<h2 api="struct" id="ffmodeventinstance"><a href="#ffmodeventinstance">FFMODEventInstance</a></h2>
|
<h2 api="struct" id="ffmodeventinstance"><a href="#ffmodeventinstance">FFMODEventInstance</a></h2>
|
||||||
<p>Wrapped FMOD::Studio::EventInstance for use in blueprints.</p>
|
<p>Wrapped FMOD::Studio::EventInstance for use in blueprints.</p>
|
||||||
<p>
|
<p>
|
||||||
@ -65,10 +65,10 @@
|
|||||||
|
|
||||||
<dl>
|
<dl>
|
||||||
<dt id="ffmodeventinstance_instance">Instance</dt>
|
<dt id="ffmodeventinstance_instance">Instance</dt>
|
||||||
<dd><a href="https://fmod.com/docs/2.02/api/studio-api-eventinstance.html">FMOD::Studio::EventInstance</a> to use.</dd>
|
<dd><a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html">FMOD::Studio::EventInstance</a> to use.</dd>
|
||||||
</dl></div>
|
</dl></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -39,7 +39,7 @@
|
|||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
||||||
</pre></div></div>
|
</pre></div></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -57,7 +57,7 @@
|
|||||||
<dd>Parameters to retrieve.</dd>
|
<dd>Parameters to retrieve.</dd>
|
||||||
</dl></div>
|
</dl></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -39,7 +39,7 @@
|
|||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
||||||
</pre></div></div>
|
</pre></div></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -423,7 +423,7 @@ FMOD may become unstable if the limit is exceeded!</dd>
|
|||||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">bool</span> <span class="n">bEnableMemoryTracking</span><span class="p">;</span>
|
<div class="highlight language-cpp"><pre><span></span><span class="kt">bool</span> <span class="n">bEnableMemoryTracking</span><span class="p">;</span>
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p><strong>See Also</strong>: <a href="https://fmod.com/docs/2.02/api/studio-api-system.html#fmod_studio_init_memory_tracking">FMOD_STUDIO_INIT_MEMORY_TRACKING</a></p>
|
<p><strong>See Also</strong>: <a href="https://fmod.com/docs/2.03/api/studio-api-system.html#fmod_studio_init_memory_tracking">FMOD_STUDIO_INIT_MEMORY_TRACKING</a></p>
|
||||||
<h2 api="property" id="ufmodsettings_bankoutputdirectory"><a href="#ufmodsettings_bankoutputdirectory">UFMODSettings::BankOutputDirectory</a></h2>
|
<h2 api="property" id="ufmodsettings_bankoutputdirectory"><a href="#ufmodsettings_bankoutputdirectory">UFMODSettings::BankOutputDirectory</a></h2>
|
||||||
<p>Path to find your studio bank output directory, relative to Content directory.</p>
|
<p>Path to find your studio bank output directory, relative to Content directory.</p>
|
||||||
<p>
|
<p>
|
||||||
@ -627,7 +627,7 @@ FMOD may become unstable if the limit is exceeded!</dd>
|
|||||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">bool</span> <span class="n">bEnableMemoryTracking</span><span class="p">;</span>
|
<div class="highlight language-cpp"><pre><span></span><span class="kt">bool</span> <span class="n">bEnableMemoryTracking</span><span class="p">;</span>
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p><strong>See Also</strong>: <a href="https://fmod.com/docs/2.02/api/studio-api-system.html#fmod_studio_init_memory_tracking">FMOD_STUDIO_INIT_MEMORY_TRACKING</a></p>
|
<p><strong>See Also</strong>: <a href="https://fmod.com/docs/2.03/api/studio-api-system.html#fmod_studio_init_memory_tracking">FMOD_STUDIO_INIT_MEMORY_TRACKING</a></p>
|
||||||
<h2 api="property" id="ufmodsettings_pluginfiles"><a href="#ufmodsettings_pluginfiles">UFMODSettings::PluginFiles</a></h2>
|
<h2 api="property" id="ufmodsettings_pluginfiles"><a href="#ufmodsettings_pluginfiles">UFMODSettings::PluginFiles</a></h2>
|
||||||
<p>Extra plugin files to load. The plugin files should sit alongside the FMOD dynamic libraries in the ThirdParty directory.</p>
|
<p>Extra plugin files to load. The plugin files should sit alongside the FMOD dynamic libraries in the ThirdParty directory.</p>
|
||||||
<p>
|
<p>
|
||||||
@ -748,7 +748,7 @@ FMOD may become unstable if the limit is exceeded!</dd>
|
|||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">TMap</span><span class="o"><</span><span class="n">TEnumAsByte</span><span class="o"><</span><span class="n">EFMODPlatforms</span><span class="o">::</span><span class="n">Type</span><span class="o">></span><span class="p">,</span> <span class="n">FFMODPlatformSettings</span><span class="o">></span> <span class="n">Platforms</span><span class="p">;</span>
|
<div class="highlight language-cpp"><pre><span></span><span class="n">TMap</span><span class="o"><</span><span class="n">TEnumAsByte</span><span class="o"><</span><span class="n">EFMODPlatforms</span><span class="o">::</span><span class="n">Type</span><span class="o">></span><span class="p">,</span> <span class="n">FFMODPlatformSettings</span><span class="o">></span> <span class="n">Platforms</span><span class="p">;</span>
|
||||||
</pre></div></div>
|
</pre></div></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -57,7 +57,7 @@
|
|||||||
<dd>Parameters to retrieve.</dd>
|
<dd>Parameters to retrieve.</dd>
|
||||||
</dl></div>
|
</dl></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -39,7 +39,7 @@
|
|||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
||||||
</pre></div></div>
|
</pre></div></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -39,7 +39,7 @@
|
|||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
||||||
</pre></div></div>
|
</pre></div></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -41,7 +41,7 @@
|
|||||||
<li><a href="api-reference-ufmodsettings.html">UFMODSettings</a></li>
|
<li><a href="api-reference-ufmodsettings.html">UFMODSettings</a></li>
|
||||||
</ul></div>
|
</ul></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -40,7 +40,7 @@
|
|||||||
<p><a href="https://docs.unrealengine.com/en-US/audiolink/">AudioLink</a> is an API that connects Unreal Audio Engine to external software, allowing Audio to be passed from Unreal to FMOD. By using hardware abstraction, AudioLink bypasses the need for direct hardware access and provides the strengths of both Unreal Audio Engine and FMOD.</p>
|
<p><a href="https://docs.unrealengine.com/en-US/audiolink/">AudioLink</a> is an API that connects Unreal Audio Engine to external software, allowing Audio to be passed from Unreal to FMOD. By using hardware abstraction, AudioLink bypasses the need for direct hardware access and provides the strengths of both Unreal Audio Engine and FMOD.</p>
|
||||||
<p>This section will assume a basic understanding of the Unreal AudioLink system and will focus on the FMOD specific information.</p>
|
<p>This section will assume a basic understanding of the Unreal AudioLink system and will focus on the FMOD specific information.</p>
|
||||||
<h3 id="linking-with-your-studio-project"><a href="#linking-with-your-studio-project">10.0.1 Linking with your Studio Project</a></h3>
|
<h3 id="linking-with-your-studio-project"><a href="#linking-with-your-studio-project">10.0.1 Linking with your Studio Project</a></h3>
|
||||||
<p>The FMOD for Unreal AudioLink module assumes the Event linked contains a <a href="https://fmod.com/docs/2.02/studio/instrument-reference.html#programmer-instrument">Programmer Instrument</a>, this is what it uses to pass the sound data from Unreal to FMOD.</p>
|
<p>The FMOD for Unreal AudioLink module assumes the Event linked contains a <a href="https://fmod.com/docs/2.03/studio/instrument-reference.html#programmer-instrument">Programmer Instrument</a>, this is what it uses to pass the sound data from Unreal to FMOD.</p>
|
||||||
<p><img alt="Programmer sound event" src="images/audiolink-programmer-sound.png" /><br />
|
<p><img alt="Programmer sound event" src="images/audiolink-programmer-sound.png" /><br />
|
||||||
<em>Generally you will want an Event that has a looping async programmer sound, because we may not know the length of the sounds being played from Unreal (ie. submixes are generally alive from startup to shutdown).</em></p>
|
<em>Generally you will want an Event that has a looping async programmer sound, because we may not know the length of the sounds being played from Unreal (ie. submixes are generally alive from startup to shutdown).</em></p>
|
||||||
<h3 id="how-to-enabledisable-fmod-audiolink"><a href="#how-to-enabledisable-fmod-audiolink">10.0.2 How to Enable/Disable FMOD AudioLink</a></h3>
|
<h3 id="how-to-enabledisable-fmod-audiolink"><a href="#how-to-enabledisable-fmod-audiolink">10.0.2 How to Enable/Disable FMOD AudioLink</a></h3>
|
||||||
@ -129,7 +129,7 @@ Create a new FMODAudioLinkSettings asset and leave the <code>Link Event</code> e
|
|||||||
<li>FMOD Studio Profiler can now be used to track and manage events using Live Update.</li>
|
<li>FMOD Studio Profiler can now be used to track and manage events using Live Update.</li>
|
||||||
</ul></div>
|
</ul></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -59,7 +59,7 @@
|
|||||||
<img alt="Check if Loaded" src="images/blueprint-async-checkifloaded.png" /></dd>
|
<img alt="Check if Loaded" src="images/blueprint-async-checkifloaded.png" /></dd>
|
||||||
</dl></div>
|
</dl></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -118,9 +118,9 @@
|
|||||||
<dt>stopMode</dt>
|
<dt>stopMode</dt>
|
||||||
<dd>Desired stop mode.</dd>
|
<dd>Desired stop mode.</dd>
|
||||||
</dl>
|
</dl>
|
||||||
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.02/api/studio-api-eventinstance.html#fmod_studio_stop_mode">FMOD_STUDIO_STOP_MODE</a></p></div>
|
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html#fmod_studio_stop_mode">FMOD_STUDIO_STOP_MODE</a></p></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -147,6 +147,7 @@
|
|||||||
<dd>Name of the parameter.</dd>
|
<dd>Name of the parameter.</dd>
|
||||||
</dl>
|
</dl>
|
||||||
<p>Will be deprecated in FMOD 2.01, use <a class="apilink" href="blueprint-reference-common.html#get-global-parameter-value-by-name">Get Global Parameter Value By Name</a> instead.</p>
|
<p>Will be deprecated in FMOD 2.01, use <a class="apilink" href="blueprint-reference-common.html#get-global-parameter-value-by-name">Get Global Parameter Value By Name</a> instead.</p>
|
||||||
|
<p>Lookups using the full names of parameters (i.e. "parameter:/MyFolder/MyParameter") will only succeed if the <a href="https://fmod.com/docs/2.03/api/glossary.html#studio-strings-bank">strings bank</a> is loaded. Shortened names (i.e. "MyParameter") do not require the strings bank to be loaded.</p>
|
||||||
<p><strong>See Also:</strong> <a class="apilink" href="blueprint-reference-common.html#set-global-parameter-by-name">Set Global Parameter By Name</a></p>
|
<p><strong>See Also:</strong> <a class="apilink" href="blueprint-reference-common.html#set-global-parameter-by-name">Set Global Parameter By Name</a></p>
|
||||||
<h2 api="function" id="get-global-parameter-value-by-name"><a href="#get-global-parameter-value-by-name">Get Global Parameter Value By Name</a></h2>
|
<h2 api="function" id="get-global-parameter-value-by-name"><a href="#get-global-parameter-value-by-name">Get Global Parameter Value By Name</a></h2>
|
||||||
<p>Get a global parameter value from the System.</p>
|
<p>Get a global parameter value from the System.</p>
|
||||||
@ -171,6 +172,7 @@
|
|||||||
<dt>FinalValue</dt>
|
<dt>FinalValue</dt>
|
||||||
<dd>Final combined parameter value.</dd>
|
<dd>Final combined parameter value.</dd>
|
||||||
</dl>
|
</dl>
|
||||||
|
<p>Lookups using the full names of parameters (i.e. "parameter:/MyFolder/MyParameter") will only succeed if the <a href="https://fmod.com/docs/2.03/api/glossary.html#studio-strings-bank">strings bank</a> is loaded. Shortened names (i.e. "MyParameter") do not require the strings bank to be loaded.</p>
|
||||||
<h2 api="function" id="get-output-drivers"><a href="#get-output-drivers">Get Output Drivers</a></h2>
|
<h2 api="function" id="get-output-drivers"><a href="#get-output-drivers">Get Output Drivers</a></h2>
|
||||||
<p>List all output device names.</p>
|
<p>List all output device names.</p>
|
||||||
<p><img alt="Get Output Drivers" src="images/get-output-drivers.png" /></p>
|
<p><img alt="Get Output Drivers" src="images/get-output-drivers.png" /></p>
|
||||||
@ -397,6 +399,7 @@ The sound does not travel with any actor.</p>
|
|||||||
<dt>Value</dt>
|
<dt>Value</dt>
|
||||||
<dd>Value to apply to the parameter.</dd>
|
<dd>Value to apply to the parameter.</dd>
|
||||||
</dl>
|
</dl>
|
||||||
|
<p>Lookups using the full names of parameters (i.e. "parameter:/MyFolder/MyParameter") will only succeed if the <a href="https://fmod.com/docs/2.03/api/glossary.html#studio-strings-bank">strings bank</a> is loaded. Shortened names (i.e. "MyParameter") do not require the strings bank to be loaded.</p>
|
||||||
<h2 api="function" id="set-locale"><a href="#set-locale">Set Locale</a></h2>
|
<h2 api="function" id="set-locale"><a href="#set-locale">Set Locale</a></h2>
|
||||||
<p>Set the active locale for subsequent bank loads.</p>
|
<p>Set the active locale for subsequent bank loads.</p>
|
||||||
<p><img alt="Set Locale" src="images/set-locale.png" /></p>
|
<p><img alt="Set Locale" src="images/set-locale.png" /></p>
|
||||||
@ -519,7 +522,7 @@ The sound does not travel with any actor.</p>
|
|||||||
<dd>Volume value.</dd>
|
<dd>Volume value.</dd>
|
||||||
</dl></div>
|
</dl></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -85,6 +85,7 @@
|
|||||||
<dt>Name</dt>
|
<dt>Name</dt>
|
||||||
<dd>Name of the parameter.</dd>
|
<dd>Name of the parameter.</dd>
|
||||||
</dl>
|
</dl>
|
||||||
|
<p>Path lookups only succeed if the <a href="https://fmod.com/docs/2.03/api/glossary.html#studio-strings-bank">strings bank</a> is loaded.</p>
|
||||||
<h2 api="function" id="get-parameter-value"><a href="#get-parameter-value">Get Parameter Value</a></h2>
|
<h2 api="function" id="get-parameter-value"><a href="#get-parameter-value">Get Parameter Value</a></h2>
|
||||||
<p>Get parameter value from the Event.</p>
|
<p>Get parameter value from the Event.</p>
|
||||||
<p><img alt="Get Parameter Value" src="images/get-parameter-value.png" /></p>
|
<p><img alt="Get Parameter Value" src="images/get-parameter-value.png" /></p>
|
||||||
@ -104,6 +105,7 @@
|
|||||||
<dt>FinalValue</dt>
|
<dt>FinalValue</dt>
|
||||||
<dd>Final combined parameter value.</dd>
|
<dd>Final combined parameter value.</dd>
|
||||||
</dl>
|
</dl>
|
||||||
|
<p>Path lookups only succeed if the <a href="https://fmod.com/docs/2.03/api/glossary.html#studio-strings-bank">strings bank</a> is loaded.</p>
|
||||||
<h2 api="struct" id="get-paused"><a href="#get-paused">Get Paused</a></h2>
|
<h2 api="struct" id="get-paused"><a href="#get-paused">Get Paused</a></h2>
|
||||||
<p>Get the paused state of the audio component.</p>
|
<p>Get the paused state of the audio component.</p>
|
||||||
<p><img alt="Set Paused" src="images/get-paused.png" /></p>
|
<p><img alt="Set Paused" src="images/get-paused.png" /></p>
|
||||||
@ -132,7 +134,7 @@
|
|||||||
<dt>Property</dt>
|
<dt>Property</dt>
|
||||||
<dd>Enum to describe built-in event properties.</dd>
|
<dd>Enum to describe built-in event properties.</dd>
|
||||||
</dl>
|
</dl>
|
||||||
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.02/api/studio-api-eventinstance.html#fmod_studio_event_property">EFMODEventProperty</a></p>
|
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html#fmod_studio_event_property">EFMODEventProperty</a></p>
|
||||||
<h2 api="function" id="get-timeline-position"><a href="#get-timeline-position">Get Timeline Position</a></h2>
|
<h2 api="function" id="get-timeline-position"><a href="#get-timeline-position">Get Timeline Position</a></h2>
|
||||||
<p>Get the timeline position in milliseconds.</p>
|
<p>Get the timeline position in milliseconds.</p>
|
||||||
<p><img alt="Get Timeline Position" src="images/get-timeline-position.png" /></p>
|
<p><img alt="Get Timeline Position" src="images/get-timeline-position.png" /></p>
|
||||||
@ -228,6 +230,7 @@
|
|||||||
<dt>Value</dt>
|
<dt>Value</dt>
|
||||||
<dd>Value to apply to the parameter.</dd>
|
<dd>Value to apply to the parameter.</dd>
|
||||||
</dl>
|
</dl>
|
||||||
|
<p>Path lookups only succeed if the <a href="https://fmod.com/docs/2.03/api/glossary.html#studio-strings-bank">strings bank</a> is loaded.</p>
|
||||||
<h2 api="struct" id="set-paused"><a href="#set-paused">Set Paused</a></h2>
|
<h2 api="struct" id="set-paused"><a href="#set-paused">Set Paused</a></h2>
|
||||||
<p>Pause/Unpause an audio component.</p>
|
<p>Pause/Unpause an audio component.</p>
|
||||||
<p><img alt="Set Paused" src="images/set-paused.png" /></p>
|
<p><img alt="Set Paused" src="images/set-paused.png" /></p>
|
||||||
@ -301,7 +304,7 @@
|
|||||||
<dt>Value</dt>
|
<dt>Value</dt>
|
||||||
<dd>Value to apply to the property.</dd>
|
<dd>Value to apply to the property.</dd>
|
||||||
</dl>
|
</dl>
|
||||||
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.02/api/studio-api-eventinstance.html#fmod_studio_event_property">EFMODEventProperty</a></p>
|
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html#fmod_studio_event_property">EFMODEventProperty</a></p>
|
||||||
<h2 api="function" id="set-timeline-position"><a href="#set-timeline-position">Set Timeline Position</a></h2>
|
<h2 api="function" id="set-timeline-position"><a href="#set-timeline-position">Set Timeline Position</a></h2>
|
||||||
<p>Set the timeline position in milliseconds</p>
|
<p>Set the timeline position in milliseconds</p>
|
||||||
<p><img alt="Set Timeline Position" src="images/set-timeline-position.png" /></p>
|
<p><img alt="Set Timeline Position" src="images/set-timeline-position.png" /></p>
|
||||||
@ -348,7 +351,7 @@
|
|||||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">Stop</span><span class="p">();</span>
|
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">Stop</span><span class="p">();</span>
|
||||||
</pre></div></div>
|
</pre></div></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -49,7 +49,7 @@
|
|||||||
<dt>Byte</dt>
|
<dt>Byte</dt>
|
||||||
<dd>Byte to convert to an EFMOD_STUDIO_STOP_MODE.</dd>
|
<dd>Byte to convert to an EFMOD_STUDIO_STOP_MODE.</dd>
|
||||||
</dl>
|
</dl>
|
||||||
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.02/api/studio-api-eventinstance.html#fmod_studio_stop_mode">EFMOD_STUDIO_STOP_MODE</a>.</p>
|
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html#fmod_studio_stop_mode">EFMOD_STUDIO_STOP_MODE</a>.</p>
|
||||||
<h2 api="function" id="foreach-efmod_studio_stop_mode"><a href="#foreach-efmod_studio_stop_mode">ForEach EFMOD_STUDIO_STOP_MODE</a></h2>
|
<h2 api="function" id="foreach-efmod_studio_stop_mode"><a href="#foreach-efmod_studio_stop_mode">ForEach EFMOD_STUDIO_STOP_MODE</a></h2>
|
||||||
<p>Returns every value in the EFMOD_STUDIO_STOP_MODE enum.</p>
|
<p>Returns every value in the EFMOD_STUDIO_STOP_MODE enum.</p>
|
||||||
<p><img alt="ForEach EFMOD_STUDIO_STOP_MODE" src="images/for-each.png" /></p>
|
<p><img alt="ForEach EFMOD_STUDIO_STOP_MODE" src="images/for-each.png" /></p>
|
||||||
@ -61,7 +61,7 @@
|
|||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">EFMOD_STUDIO_STOP_MODE</span> <span class="nf">ForEachEFMOD_STUDIO_STOP_MODE</span><span class="p">();</span>
|
<div class="highlight language-cpp"><pre><span></span><span class="n">EFMOD_STUDIO_STOP_MODE</span> <span class="nf">ForEachEFMOD_STUDIO_STOP_MODE</span><span class="p">();</span>
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.02/api/studio-api-eventinstance.html#fmod_studio_stop_mode">EFMOD_STUDIO_STOP_MODE</a>.</p>
|
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html#fmod_studio_stop_mode">EFMOD_STUDIO_STOP_MODE</a>.</p>
|
||||||
<h2 api="function" id="get-number-of-entries-in-efmod_studio_stop_mode"><a href="#get-number-of-entries-in-efmod_studio_stop_mode">Get Number of Entries in EFMOD_STUDIO_STOP_MODE</a></h2>
|
<h2 api="function" id="get-number-of-entries-in-efmod_studio_stop_mode"><a href="#get-number-of-entries-in-efmod_studio_stop_mode">Get Number of Entries in EFMOD_STUDIO_STOP_MODE</a></h2>
|
||||||
<p>Returns the total number of entries in the EFMOD_STUDIO_STOP_MODE enum.</p>
|
<p>Returns the total number of entries in the EFMOD_STUDIO_STOP_MODE enum.</p>
|
||||||
<p><img alt="Get Number of Entries in EFMOD_STUDIO_STOP_MODE" src="images/get-number-of-entreis-in.png" /></p>
|
<p><img alt="Get Number of Entries in EFMOD_STUDIO_STOP_MODE" src="images/get-number-of-entreis-in.png" /></p>
|
||||||
@ -73,7 +73,7 @@
|
|||||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">int</span> <span class="nf">GetNumberOfEntriesInEFMOD_STUDIO_STOP_MODE</span><span class="p">();</span>
|
<div class="highlight language-cpp"><pre><span></span><span class="kt">int</span> <span class="nf">GetNumberOfEntriesInEFMOD_STUDIO_STOP_MODE</span><span class="p">();</span>
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.02/api/studio-api-eventinstance.html#fmod_studio_stop_mode">EFMOD_STUDIO_STOP_MODE</a>.</p>
|
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html#fmod_studio_stop_mode">EFMOD_STUDIO_STOP_MODE</a>.</p>
|
||||||
<h2 api="function" id="literal-enum-efmod_studio_stop_mode"><a href="#literal-enum-efmod_studio_stop_mode">Literal Enum EFMOD_STUDIO_STOP_MODE</a></h2>
|
<h2 api="function" id="literal-enum-efmod_studio_stop_mode"><a href="#literal-enum-efmod_studio_stop_mode">Literal Enum EFMOD_STUDIO_STOP_MODE</a></h2>
|
||||||
<p>Returns the value of an EFMOD_STUDIO_STOP_MODE member.</p>
|
<p>Returns the value of an EFMOD_STUDIO_STOP_MODE member.</p>
|
||||||
<p><img alt="Literal Enum EFMOD_STUDIO_STOP_MODE" src="images/literal-enum.png" /></p>
|
<p><img alt="Literal Enum EFMOD_STUDIO_STOP_MODE" src="images/literal-enum.png" /></p>
|
||||||
@ -91,9 +91,9 @@
|
|||||||
<dt>Enum</dt>
|
<dt>Enum</dt>
|
||||||
<dd>The EFMOD_STUDIO_STOP_MODE member value to retrieve.</dd>
|
<dd>The EFMOD_STUDIO_STOP_MODE member value to retrieve.</dd>
|
||||||
</dl>
|
</dl>
|
||||||
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.02/api/studio-api-eventinstance.html#fmod_studio_stop_mode">EFMOD_STUDIO_STOP_MODE</a>.</p></div>
|
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html#fmod_studio_stop_mode">EFMOD_STUDIO_STOP_MODE</a>.</p></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -88,6 +88,7 @@
|
|||||||
<dt>FinalValue</dt>
|
<dt>FinalValue</dt>
|
||||||
<dd>Final combined parameter value.</dd>
|
<dd>Final combined parameter value.</dd>
|
||||||
</dl>
|
</dl>
|
||||||
|
<p>Path lookups only succeed if the <a href="https://fmod.com/docs/2.03/api/glossary.html#studio-strings-bank">strings bank</a> is loaded.</p>
|
||||||
<h2 api="function" id="event-instance-is-valid"><a href="#event-instance-is-valid">Event Instance Is Valid</a></h2>
|
<h2 api="function" id="event-instance-is-valid"><a href="#event-instance-is-valid">Event Instance Is Valid</a></h2>
|
||||||
<p>Return whether this FMOD Event Instance is valid. The instance will be invalidated when the sound stops.</p>
|
<p>Return whether this FMOD Event Instance is valid. The instance will be invalidated when the sound stops.</p>
|
||||||
<p><img alt="Event Instance Is Valid" src="images/event-instance-is-valid.png" /></p>
|
<p><img alt="Event Instance Is Valid" src="images/event-instance-is-valid.png" /></p>
|
||||||
@ -176,6 +177,7 @@
|
|||||||
<dt>Value</dt>
|
<dt>Value</dt>
|
||||||
<dd>Value to set the parameter to.</dd>
|
<dd>Value to set the parameter to.</dd>
|
||||||
</dl>
|
</dl>
|
||||||
|
<p>Path lookups only succeed if the <a href="https://fmod.com/docs/2.03/api/glossary.html#studio-strings-bank">strings bank</a> is loaded.</p>
|
||||||
<h2 api="function" id="event-instance-set-paused"><a href="#event-instance-set-paused">Event Instance Set Paused</a></h2>
|
<h2 api="function" id="event-instance-set-paused"><a href="#event-instance-set-paused">Event Instance Set Paused</a></h2>
|
||||||
<p>Pause/Unpause an FMOD Event Instance.</p>
|
<p>Pause/Unpause an FMOD Event Instance.</p>
|
||||||
<p><img alt="Event Instance Set Paused" src="images/event-instance-set-paused.png" /></p>
|
<p><img alt="Event Instance Set Paused" src="images/event-instance-set-paused.png" /></p>
|
||||||
@ -235,7 +237,7 @@
|
|||||||
<dt>EventInstance</dt>
|
<dt>EventInstance</dt>
|
||||||
<dd><a class="apilink" href="api-reference-ufmodblueprintstatics.html#ffmodeventinstance">FFMODEventInstance</a> to use.</dd>
|
<dd><a class="apilink" href="api-reference-ufmodblueprintstatics.html#ffmodeventinstance">FFMODEventInstance</a> to use.</dd>
|
||||||
<dt>Property</dt>
|
<dt>Property</dt>
|
||||||
<dd><a href="https://fmod.com/docs/2.02/api/studio-api-eventinstance.html#fmod_studio_event_property">EFMODEventProperty</a> to set.</dd>
|
<dd><a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html#fmod_studio_event_property">EFMODEventProperty</a> to set.</dd>
|
||||||
<dt>Value</dt>
|
<dt>Value</dt>
|
||||||
<dd>Value of property.</dd>
|
<dd>Value of property.</dd>
|
||||||
</dl>
|
</dl>
|
||||||
@ -297,7 +299,7 @@
|
|||||||
<dd>Whether to release the Event Instance</dd>
|
<dd>Whether to release the Event Instance</dd>
|
||||||
</dl></div>
|
</dl></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -127,7 +127,7 @@
|
|||||||
</dl>
|
</dl>
|
||||||
<p><strong>See Also:</strong> <a href="api-reference-common.html#ffmodocclusiondetails">FMODOcclusionDetails</a>.</p></div>
|
<p><strong>See Also:</strong> <a href="api-reference-common.html#ffmodocclusiondetails">FMODOcclusionDetails</a>.</p></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -425,7 +425,7 @@
|
|||||||
<dd>Class to cast to an <a href="api-reference-ufmodvca.html">FMODVCA</a>.</dd>
|
<dd>Class to cast to an <a href="api-reference-ufmodvca.html">FMODVCA</a>.</dd>
|
||||||
</dl></div>
|
</dl></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -34,7 +34,7 @@
|
|||||||
<li><a href="blueprint-reference-utilities.html">Utilities</a></li>
|
<li><a href="blueprint-reference-utilities.html">Utilities</a></li>
|
||||||
</ul></div>
|
</ul></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -69,7 +69,7 @@
|
|||||||
<p>Major versions contain significant changes, add new features, and may affect bank compatibility. Updating to a new major version usually requires project migration. New major versions may change playback behavior in some cases.</p>
|
<p>Major versions contain significant changes, add new features, and may affect bank compatibility. Updating to a new major version usually requires project migration. New major versions may change playback behavior in some cases.</p>
|
||||||
<p>Minor versions, also known as patch versions, contain bug fixes and smaller workflow improvements.</p></div>
|
<p>Minor versions, also known as patch versions, contain bug fixes and smaller workflow improvements.</p></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
BIN
hwanyoung2/Plugins/FMODStudio/Docs/images/add-cpp-class-4.png
(Stored with Git LFS)
Normal file
BIN
hwanyoung2/Plugins/FMODStudio/Docs/images/add-cpp-class-4.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
hwanyoung2/Plugins/FMODStudio/Docs/images/add-cpp-class-5.png
(Stored with Git LFS)
Normal file
BIN
hwanyoung2/Plugins/FMODStudio/Docs/images/add-cpp-class-5.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
hwanyoung2/Plugins/FMODStudio/Docs/images/add-new-cpp-class-4.png
(Stored with Git LFS)
Normal file
BIN
hwanyoung2/Plugins/FMODStudio/Docs/images/add-new-cpp-class-4.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
hwanyoung2/Plugins/FMODStudio/Docs/images/add-new-cpp-class-5.png
(Stored with Git LFS)
Normal file
BIN
hwanyoung2/Plugins/FMODStudio/Docs/images/add-new-cpp-class-5.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
hwanyoung2/Plugins/FMODStudio/Docs/images/new-sln-file.png
(Stored with Git LFS)
Normal file
BIN
hwanyoung2/Plugins/FMODStudio/Docs/images/new-sln-file.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
hwanyoung2/Plugins/FMODStudio/Docs/images/source-control.png
(Stored with Git LFS)
Normal file
BIN
hwanyoung2/Plugins/FMODStudio/Docs/images/source-control.png
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -220,7 +220,7 @@ You can have multiple of these if you need to control multiple parameters.</p>
|
|||||||
<li>Add your emitter to the scene and press play to hear it in action.</li>
|
<li>Add your emitter to the scene and press play to hear it in action.</li>
|
||||||
</ul></div>
|
</ul></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -87,15 +87,6 @@
|
|||||||
<li><a href="#live-update">Live Update</a></li>
|
<li><a href="#live-update">Live Update</a></li>
|
||||||
</ul>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
<li><a href="#xbox-one_1">Xbox One</a><ul>
|
|
||||||
<li><a href="#enabling-xboxone-microphone-input">Enabling XboxOne Microphone Input</a></li>
|
|
||||||
<li><a href="#enabling-live-update_2">Enabling Live Update</a></li>
|
|
||||||
<li><a href="#packaging_9">Packaging</a></li>
|
|
||||||
<li><a href="#disabling-the-unreal-audio-device_5">Disabling the Unreal Audio Device</a></li>
|
|
||||||
<li><a href="#copying-dlls-to-build">Copying dll's to build</a></li>
|
|
||||||
<li><a href="#submission-validator">Submission Validator</a></li>
|
|
||||||
</ul>
|
|
||||||
</li>
|
|
||||||
</ul>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||||
@ -461,115 +452,9 @@ AudioMixerModuleName=
|
|||||||
<p>If Live Update has been enabled in the FMOD for Unreal Settings, the integration will attempt to open a port on the Dev Kit for FMOD Studio to connect to.</p>
|
<p>If Live Update has been enabled in the FMOD for Unreal Settings, the integration will attempt to open a port on the Dev Kit for FMOD Studio to connect to.</p>
|
||||||
<p>If the integration is unsuccessful it will print out the reason to the logs, otherwise you will see the IP address used in the log:</p>
|
<p>If the integration is unsuccessful it will print out the reason to the logs, otherwise you will see the IP address used in the log:</p>
|
||||||
<div class="highlight language-text"><pre><span></span>IP address: 192.168.1.189
|
<div class="highlight language-text"><pre><span></span>IP address: 192.168.1.189
|
||||||
</pre></div>
|
</pre></div></div>
|
||||||
|
|
||||||
<h2 id="xbox-one_1"><a href="#xbox-one_1">8.10 Xbox One</a></h2>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
<h3 id="enabling-xboxone-microphone-input"><a href="#enabling-xboxone-microphone-input">8.10.1 Enabling XboxOne Microphone Input</a></h3>
|
|
||||||
<p>To enable FMOD Studio the use of any microphone input, including Kinect, on the Xbox One. The Engine ini file specific for the platform, located in <code>/Config/XboxOne/XboxOneEngine.ini</code>, needs to have the following lines added:</p>
|
|
||||||
<div class="highlight language-xml"><pre><span></span>[AppxManifest]
|
|
||||||
Package.Capabilities.mx:Capability[0].Name=kinectAudio
|
|
||||||
Package.Capabilities.mx:Capability[1].Name=kinectGamechat
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h3 id="enabling-live-update_2"><a href="#enabling-live-update_2">8.10.2 Enabling Live Update</a></h3>
|
|
||||||
<p>To enable Live Update the Unreal Xbox One project settings must be modified to allow FMOD to open the Live Update port from the running game. Access the settings by opening the <strong>Project Settings</strong> editor from the <strong>Edit</strong> menu, then navigate to Xbox One platform settings. Under the <strong>Network</strong> category, add the following entries to the <strong>Secure Socket Descriptions</strong> and <strong>Secure Socket Associations</strong> settings:<br />
|
|
||||||
<img alt="Settings" src="images/xboxone-enable-liveupdate.png" /></p>
|
|
||||||
<h3 id="packaging_9"><a href="#packaging_9">8.10.3 Packaging</a></h3>
|
|
||||||
<p>Banks for the Xbox One are expected to be located in the <code>XboxOne</code> sub-directory of the Studio built banks output directory. This sub-directory name is hardcoded in the integration so if you want to use a different location you would need to modify the integration source code.</p>
|
|
||||||
<p>To package the Xbox One specific banks add these lines to <code>Platforms\XboxOne\Config\XboxOneGame.ini</code>:</p>
|
|
||||||
<div class="highlight language-text"><pre><span></span>[/Script/UnrealEd.ProjectPackagingSettings]
|
|
||||||
-DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
|
|
||||||
+DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/XboxOne")
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h3 id="disabling-the-unreal-audio-device_5"><a href="#disabling-the-unreal-audio-device_5">8.10.4 Disabling the Unreal Audio Device</a></h3>
|
|
||||||
<p>FMOD will not work with inbuilt Unreal audio on Xbox One. You will need to disable the Unreal Audio Device by creating a new file <code>Config\XboxOne\XboxOneEngine.ini</code> with this section:</p>
|
|
||||||
<div class="highlight language-text"><pre><span></span>[Audio]
|
|
||||||
AudioDeviceModuleName=
|
|
||||||
AudioMixerModuleName=
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h3 id="copying-dlls-to-build"><a href="#copying-dlls-to-build">8.10.5 Copying dll's to build</a></h3>
|
|
||||||
<div class="admonition warning">
|
|
||||||
<p>This has been solved in 2.01.07, you only need to follow these steps if you are using an older version.</p>
|
|
||||||
</div>
|
|
||||||
<p>Add the following to GetFilesToDeployOrStage in XboxOnePlatform.Automation.cs, before the end of the function:</p>
|
|
||||||
<div class="highlight language-text"><pre><span></span>// FMOD code start
|
|
||||||
DirectoryReference FMODDLLPath = null;
|
|
||||||
if (Directory.Exists(Path.Combine(SC.ProjectRoot.ToString(), "Plugins/FMODStudio")))
|
|
||||||
{
|
|
||||||
FMODDLLPath = DirectoryReference.Combine(SC.ProjectRoot, "Plugins/FMODStudio/Binaries/XBoxOne/");
|
|
||||||
}
|
|
||||||
else if (Directory.Exists(Path.Combine(SC.LocalRoot.ToString(), "Engine/Plugins/FMODStudio")))
|
|
||||||
{
|
|
||||||
FMODDLLPath = DirectoryReference.Combine(SC.LocalRoot, "Engine/Plugins/FMODStudio/Binaries/XBoxOne/");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
LogError("Failed to find FMODStudio plugin in game or engine directory");
|
|
||||||
}
|
|
||||||
if (FMODDLLPath != null)
|
|
||||||
{
|
|
||||||
Log.TraceInformation("Copying FMOD dlls to loose directory: " + RelativeBinPath);
|
|
||||||
StagedDirectoryReference RelativeBinPathRef = new StagedDirectoryReference(RelativeBinPath);
|
|
||||||
StageFileIfExists(StagedFileType.NonUFS, FileReference.Combine(FMODDLLPath, "fmod.dll"), RelativeBinPathRef, SC);
|
|
||||||
StageFileIfExists(StagedFileType.NonUFS, FileReference.Combine(FMODDLLPath, "fmodL.dll"), RelativeBinPathRef, SC);
|
|
||||||
StageFileIfExists(StagedFileType.NonUFS, FileReference.Combine(FMODDLLPath, "fmodstudio.dll"), RelativeBinPathRef, SC);
|
|
||||||
StageFileIfExists(StagedFileType.NonUFS, FileReference.Combine(FMODDLLPath, "fmodstudioL.dll"), RelativeBinPathRef, SC);
|
|
||||||
}
|
|
||||||
// FMOD code end
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p>Add the following to PrepTargetForDeployment in XboxOneDeploy.cs, in the same scope as 'DestDir':</p>
|
|
||||||
<div class="highlight language-text"><pre><span></span>// FMOD code start
|
|
||||||
string FMODDLLPath = null;
|
|
||||||
if (Directory.Exists(Path.Combine(ProjectDirectory.FullName, "Plugins/FMODStudio")))
|
|
||||||
{
|
|
||||||
FMODDLLPath = Path.Combine(ProjectDirectory.FullName, "Plugins/FMODStudio/Binaries/XBoxOne/");
|
|
||||||
}
|
|
||||||
else if (Directory.Exists(Path.Combine(RelativeEnginePath, "Plugins/FMODStudio")))
|
|
||||||
{
|
|
||||||
FMODDLLPath = Path.Combine(RelativeEnginePath, "Plugins/FMODStudio/Binaries/XBoxOne/");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Log.TraceWarning("Failed to find FMODStudio plugin in game or engine directory");
|
|
||||||
}
|
|
||||||
if (FMODDLLPath != null)
|
|
||||||
{
|
|
||||||
Log.TraceInformation("...copying the FMOD dlls...");
|
|
||||||
string FMODDLLName = "fmod.dll";
|
|
||||||
Log.TraceInformation("\tcopying " + FMODDLLPath + FMODDLLName + " to " + DestDir + "/" + FMODDLLName);
|
|
||||||
CopyFile(FMODDLLPath + FMODDLLName, DestDir + "/" + FMODDLLName, true);
|
|
||||||
FMODDLLName = "fmodL.dll";
|
|
||||||
Log.TraceInformation("\tcopying " + FMODDLLPath + FMODDLLName + " to " + DestDir + "/" + FMODDLLName);
|
|
||||||
CopyFile(FMODDLLPath + FMODDLLName, DestDir + "/" + FMODDLLName, true);
|
|
||||||
FMODDLLName = "fmodstudio.dll";
|
|
||||||
Log.TraceInformation("\tcopying " + FMODDLLPath + FMODDLLName + " to " + DestDir + "/" + FMODDLLName);
|
|
||||||
CopyFile(FMODDLLPath + FMODDLLName, DestDir + "/" + FMODDLLName, true);
|
|
||||||
FMODDLLName = "fmodstudioL.dll";
|
|
||||||
Log.TraceInformation("\tcopying " + FMODDLLPath + FMODDLLName + " to " + DestDir + "/" + FMODDLLName);
|
|
||||||
CopyFile(FMODDLLPath + FMODDLLName, DestDir + "/" + FMODDLLName, true);
|
|
||||||
}
|
|
||||||
// FMOD code end
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h3 id="submission-validator"><a href="#submission-validator">8.10.6 Submission Validator</a></h3>
|
|
||||||
<p>The XboxOne validaition tool uses <code>_NT_SYMBOL_PATH</code> environment variable to know where to look for PDBs.<br />
|
|
||||||
In 'XboxOnePlatform.Automation.cs' is where Unreal overrides _NT_SYMBOL_PATH:</p>
|
|
||||||
<div class="highlight language-text"><pre><span></span>EnvironmentVariables.Add("_NT_SYMBOL_PATH", Params.GetProjectBinariesPathForPlatform(UnrealTargetPlatform.XboxOne).ToString());
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p>We want to change this to add to it:</p>
|
|
||||||
<div class="highlight language-text"><pre><span></span>string SymbolPath = Params.GetProjectBinariesPathForPlatform(UnrealTargetPlatform.XboxOne).ToString() + ";" + CommandUtils.GetEnvVar("_NT_SYMBOL_PATH");
|
|
||||||
EnvironmentVariables.Add("_NT_SYMBOL_PATH", SymbolPath);
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p>Now it keeps the original value as well as adding its own path.</p>
|
|
||||||
<p>Then, on your build machine you need to set the value of <code>_NT_SYMBOL_PATH</code> to where the FMOD PDBs will be.<br />
|
|
||||||
Eg. "[MyGame]\Plugins\FMODStudio\Binaries\XBoxOne" or "[MyGame]\Platforms\XboxOne\Plugins\FMODStudio\Binaries".</p></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -46,7 +46,7 @@
|
|||||||
|
|
||||||
<p>Check the <a href="platform-specifics.html">Platform Specifics</a> for information relating to plugins on specific platforms.</p></div>
|
<p>Check the <a href="platform-specifics.html">Platform Specifics</a> for information relating to plugins on specific platforms.</p></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -38,7 +38,8 @@
|
|||||||
<li><a href="#studio-update-period">Studio Update Period</a></li>
|
<li><a href="#studio-update-period">Studio Update Period</a></li>
|
||||||
<li><a href="#initial-output-driver-name">Initial Output Driver Name</a></li>
|
<li><a href="#initial-output-driver-name">Initial Output Driver Name</a></li>
|
||||||
<li><a href="#lock-all-buses">Lock All Buses</a></li>
|
<li><a href="#lock-all-buses">Lock All Buses</a></li>
|
||||||
<li><a href="#memory-pool-sizes">Memory Pool Sizes</a></li>
|
<li><a href="#memory-pool-size">Memory Pool Size</a></li>
|
||||||
|
<li><a href="#codecs">Codecs</a></li>
|
||||||
</ul>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
<li><a href="#advanced">Advanced</a><ul>
|
<li><a href="#advanced">Advanced</a><ul>
|
||||||
@ -66,8 +67,8 @@
|
|||||||
<li><a href="#sample-rate_1">Sample Rate</a></li>
|
<li><a href="#sample-rate_1">Sample Rate</a></li>
|
||||||
<li><a href="#speaker-mode">Speaker Mode</a></li>
|
<li><a href="#speaker-mode">Speaker Mode</a></li>
|
||||||
<li><a href="#output-type_1">Output Type</a></li>
|
<li><a href="#output-type_1">Output Type</a></li>
|
||||||
<li><a href="#custom-pool-size">Custom Pool Size</a></li>
|
<li><a href="#memory-pool-size_1">Memory Pool Size</a></li>
|
||||||
<li><a href="#codecs">Codecs</a></li>
|
<li><a href="#codecs_1">Codecs</a></li>
|
||||||
</ul>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
</ul>
|
</ul>
|
||||||
@ -134,11 +135,11 @@
|
|||||||
<p>When loading banks, banks which correspond to the active locale are loaded while banks which correspond to any other recognized locale are skipped.</p>
|
<p>When loading banks, banks which correspond to the active locale are loaded while banks which correspond to any other recognized locale are skipped.</p>
|
||||||
<h2 id="init"><a href="#init">3.3 Init</a></h2>
|
<h2 id="init"><a href="#init">3.3 Init</a></h2>
|
||||||
<h3 id="vol-0-virtual-level"><a href="#vol-0-virtual-level">3.3.1 Vol 0 Virtual Level</a></h3>
|
<h3 id="vol-0-virtual-level"><a href="#vol-0-virtual-level">3.3.1 Vol 0 Virtual Level</a></h3>
|
||||||
<p>Sets the signal level at which <a href="https://fmod.com/docs/2.02/api/core-api-channel.html">Channel</a>s are virtualized. This corresponds directly to the <code>vol0virtual</code> member of <a href="https://fmod.com/docs/2.02/api/core-api-system.html#fmod_advancedsettings"><code>FMOD_ADVANCED_SETTINGS</code></a> in the Core API.</p>
|
<p>Sets the signal level at which <a href="https://fmod.com/docs/2.03/api/core-api-channel.html">Channel</a>s are virtualized. This corresponds directly to the <code>vol0virtual</code> member of <a href="https://fmod.com/docs/2.03/api/core-api-system.html#fmod_advancedsettings"><code>FMOD_ADVANCED_SETTINGS</code></a> in the Core API.</p>
|
||||||
<pre><code>Default: 0.0001
|
<pre><code>Default: 0.0001
|
||||||
</code></pre>
|
</code></pre>
|
||||||
<h3 id="sample-rate"><a href="#sample-rate">3.3.2 Sample Rate</a></h3>
|
<h3 id="sample-rate"><a href="#sample-rate">3.3.2 Sample Rate</a></h3>
|
||||||
<p>The sample rate for the FMOD mixer. This corresponds to the <code>samplerate</code> parameter of <a href="https://fmod.com/docs/2.02/api/core-api-system.html#system_setsoftwareformat"><code>FMOD::System::setSoftwareFormat</code></a> in the Core API.</p>
|
<p>The sample rate for the FMOD mixer. This corresponds to the <code>samplerate</code> parameter of <a href="https://fmod.com/docs/2.03/api/core-api-system.html#system_setsoftwareformat"><code>FMOD::System::setSoftwareFormat</code></a> in the Core API.</p>
|
||||||
<pre><code>Default: 0 (uses the default sample rate for the platform)
|
<pre><code>Default: 0 (uses the default sample rate for the platform)
|
||||||
</code></pre>
|
</code></pre>
|
||||||
<h3 id="match-hardware-sample-rate"><a href="#match-hardware-sample-rate">3.3.3 Match Hardware Sample Rate</a></h3>
|
<h3 id="match-hardware-sample-rate"><a href="#match-hardware-sample-rate">3.3.3 Match Hardware Sample Rate</a></h3>
|
||||||
@ -146,29 +147,29 @@
|
|||||||
<pre><code>Default: Enabled
|
<pre><code>Default: Enabled
|
||||||
</code></pre>
|
</code></pre>
|
||||||
<h3 id="real-channel-count"><a href="#real-channel-count">3.3.4 Real Channel Count</a></h3>
|
<h3 id="real-channel-count"><a href="#real-channel-count">3.3.4 Real Channel Count</a></h3>
|
||||||
<p>The maximum number of active <a href="https://fmod.com/docs/2.02/api/core-api-channel.html">Channel</a>s. This corresponds to the <code>numsoftwarechannels</code> parameter of <a href="https://fmod.com/docs/2.02/api/core-api-system.html#system_setsoftwarechannels"><code>FMOD::System::setSoftwareChannels</code></a> in the Core API.</p>
|
<p>The maximum number of active <a href="https://fmod.com/docs/2.03/api/core-api-channel.html">Channel</a>s. This corresponds to the <code>numsoftwarechannels</code> parameter of <a href="https://fmod.com/docs/2.03/api/core-api-system.html#system_setsoftwarechannels"><code>FMOD::System::setSoftwareChannels</code></a> in the Core API.</p>
|
||||||
<pre><code>Default: 64
|
<pre><code>Default: 64
|
||||||
</code></pre>
|
</code></pre>
|
||||||
<h3 id="total-channel-count"><a href="#total-channel-count">3.3.5 Total Channel Count</a></h3>
|
<h3 id="total-channel-count"><a href="#total-channel-count">3.3.5 Total Channel Count</a></h3>
|
||||||
<p>The maximum number of <a href="https://fmod.com/docs/2.02/api/core-api-channel.html">Channel</a>s to be used in FMOD. This corresponds to the <code>maxchannels</code> parameter of <a href="https://fmod.com/docs/2.02/api/studio-api-system.html#studio_system_initialize"><code>FMOD::Studio::System::initialize</code></a> in the Studio API.</p>
|
<p>The maximum number of <a href="https://fmod.com/docs/2.03/api/core-api-channel.html">Channel</a>s to be used in FMOD. This corresponds to the <code>maxchannels</code> parameter of <a href="https://fmod.com/docs/2.03/api/studio-api-system.html#studio_system_initialize"><code>FMOD::Studio::System::initialize</code></a> in the Studio API.</p>
|
||||||
<pre><code>Default: 512
|
<pre><code>Default: 512
|
||||||
</code></pre>
|
</code></pre>
|
||||||
<h3 id="dsp-buffer-length"><a href="#dsp-buffer-length">3.3.6 DSP Buffer Length</a></h3>
|
<h3 id="dsp-buffer-length"><a href="#dsp-buffer-length">3.3.6 DSP Buffer Length</a></h3>
|
||||||
<p>The mixer block length for the FMOD mixer. This corresponds to the <code>bufferlength</code> parameter of <a href="https://fmod.com/docs/2.02/api/core-api-system.html#system_setdspbuffersize"><code>FMOD::System::setDSPBufferSize</code></a> in the Core API.</p>
|
<p>The mixer block length for the FMOD mixer. This corresponds to the <code>bufferlength</code> parameter of <a href="https://fmod.com/docs/2.03/api/core-api-system.html#system_setdspbuffersize"><code>FMOD::System::setDSPBufferSize</code></a> in the Core API.</p>
|
||||||
<pre><code>Units: samples
|
<pre><code>Units: samples
|
||||||
Default: 0 (uses the default DSP buffer length for the platform)
|
Default: 0 (uses the default DSP buffer length for the platform)
|
||||||
</code></pre>
|
</code></pre>
|
||||||
<h3 id="dsp-buffer-count"><a href="#dsp-buffer-count">3.3.7 DSP Buffer Count</a></h3>
|
<h3 id="dsp-buffer-count"><a href="#dsp-buffer-count">3.3.7 DSP Buffer Count</a></h3>
|
||||||
<p>The number of mixer blocks for the FMOD mixer to use. This corresponds to the <code>numbuffers</code> parameter of <a href="https://fmod.com/docs/2.02/api/core-api-system.html#system_setdspbuffersize"><code>FMOD::System::setDSPBufferSize</code></a> in the Core API.</p>
|
<p>The number of mixer blocks for the FMOD mixer to use. This corresponds to the <code>numbuffers</code> parameter of <a href="https://fmod.com/docs/2.03/api/core-api-system.html#system_setdspbuffersize"><code>FMOD::System::setDSPBufferSize</code></a> in the Core API.</p>
|
||||||
<pre><code>Default: 0 (uses the default DSP buffer count for the platform)
|
<pre><code>Default: 0 (uses the default DSP buffer count for the platform)
|
||||||
</code></pre>
|
</code></pre>
|
||||||
<h3 id="file-buffer-size"><a href="#file-buffer-size">3.3.8 File Buffer Size</a></h3>
|
<h3 id="file-buffer-size"><a href="#file-buffer-size">3.3.8 File Buffer Size</a></h3>
|
||||||
<p>File buffering chunk size. This corresponds to the <code>blockalign</code> parameter of <a href="https://fmod.com/docs/2.02/api/core-api-system.html#system_setfilesystem"><code>FMOD::System::setFileSystem</code></a> in the Core API.</p>
|
<p>File buffering chunk size. This corresponds to the <code>blockalign</code> parameter of <a href="https://fmod.com/docs/2.03/api/core-api-system.html#system_setfilesystem"><code>FMOD::System::setFileSystem</code></a> in the Core API.</p>
|
||||||
<pre><code>Units: bytes
|
<pre><code>Units: bytes
|
||||||
Default: 2048
|
Default: 2048
|
||||||
</code></pre>
|
</code></pre>
|
||||||
<h3 id="studio-update-period"><a href="#studio-update-period">3.3.9 Studio Update Period</a></h3>
|
<h3 id="studio-update-period"><a href="#studio-update-period">3.3.9 Studio Update Period</a></h3>
|
||||||
<p>Update period of FMOD Studio. This corresponds to the <code>studioupdateperiod</code> member of <a href="https://fmod.com/docs/2.02/api/studio-api-system.html#fmod_studio_advancedsettings"><code>FMOD_STUDIO_ADVANCEDSETTINGS</code></a> in the Studio API.</p>
|
<p>Update period of FMOD Studio. This corresponds to the <code>studioupdateperiod</code> member of <a href="https://fmod.com/docs/2.03/api/studio-api-system.html#fmod_studio_advancedsettings"><code>FMOD_STUDIO_ADVANCEDSETTINGS</code></a> in the Studio API.</p>
|
||||||
<pre><code>Units: milliseconds
|
<pre><code>Units: milliseconds
|
||||||
Default: 0 (uses the default update period for FMOD Studio)
|
Default: 0 (uses the default update period for FMOD Studio)
|
||||||
</code></pre>
|
</code></pre>
|
||||||
@ -180,11 +181,13 @@ Default: 0 (uses the default update period for FMOD Studio)
|
|||||||
<p>When enabled all buses in the global mixer are locked when the master bank is loaded. This ensures that all buses in the global mixer are created.</p>
|
<p>When enabled all buses in the global mixer are locked when the master bank is loaded. This ensures that all buses in the global mixer are created.</p>
|
||||||
<pre><code>Default: Disabled
|
<pre><code>Default: Disabled
|
||||||
</code></pre>
|
</code></pre>
|
||||||
<h3 id="memory-pool-sizes"><a href="#memory-pool-sizes">3.3.12 Memory Pool Sizes</a></h3>
|
<h3 id="memory-pool-size"><a href="#memory-pool-size">3.3.12 Memory Pool Size</a></h3>
|
||||||
<p>Size of memory pool to use on each platform. When this is set to a value other than zero a memory pool of the requested size is allocated using the Unreal memory system and all FMOD memory allocations are made from the pool. Otherwise FMOD memory allocations directly use the Unreal memory system.</p>
|
<p>Size of memory pool to use. When this is set to a value other than zero a memory pool of the requested size is allocated using the Unreal memory system and all FMOD memory allocations are made from the pool. Otherwise FMOD memory allocations directly use the Unreal memory system.</p>
|
||||||
<pre><code>Units: bytes
|
<pre><code>Units: bytes
|
||||||
Default: 0
|
Default: 0
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
<h3 id="codecs"><a href="#codecs">3.3.13 Codecs</a></h3>
|
||||||
|
<p>Specifying one or more of the codec maximums will help determine the maximum CPU usage of playing FMOD_CREATECOMPRESSEDSAMPLE Sounds of that type as well as the memory requirements.</p>
|
||||||
<h2 id="advanced"><a href="#advanced">3.4 Advanced</a></h2>
|
<h2 id="advanced"><a href="#advanced">3.4 Advanced</a></h2>
|
||||||
<h3 id="live-update-port"><a href="#live-update-port">3.4.1 Live Update Port</a></h3>
|
<h3 id="live-update-port"><a href="#live-update-port">3.4.1 Live Update Port</a></h3>
|
||||||
<p>TCP port to listen on for FMOD Studio Live Update connections when running non-final builds of the game.</p>
|
<p>TCP port to listen on for FMOD Studio Live Update connections when running non-final builds of the game.</p>
|
||||||
@ -204,7 +207,7 @@ Default: 5
|
|||||||
<pre><code>Default: Disabled
|
<pre><code>Default: Disabled
|
||||||
</code></pre>
|
</code></pre>
|
||||||
<h3 id="enable-memory-tracking"><a href="#enable-memory-tracking">3.4.5 Enable Memory Tracking</a></h3>
|
<h3 id="enable-memory-tracking"><a href="#enable-memory-tracking">3.4.5 Enable Memory Tracking</a></h3>
|
||||||
<p>Enables FMOD's detailed memory tracking for non-final builds. This corresponds to setting the <a href="https://fmod.com/docs/2.02/api/studio-api-system.html#fmod_studio_initflags"><code>FMOD_STUDIO_INIT_MEMORY_TRACKING</code></a> flag into the <code>studioflags</code> when initializing the Studio API.</p>
|
<p>Enables FMOD's detailed memory tracking for non-final builds. This corresponds to setting the <a href="https://fmod.com/docs/2.03/api/studio-api-system.html#fmod_studio_initflags"><code>FMOD_STUDIO_INIT_MEMORY_TRACKING</code></a> flag into the <code>studioflags</code> when initializing the Studio API.</p>
|
||||||
<pre><code>Default: Disabled
|
<pre><code>Default: Disabled
|
||||||
</code></pre>
|
</code></pre>
|
||||||
<h3 id="plugin-files"><a href="#plugin-files">3.4.6 Plugin Files</a></h3>
|
<h3 id="plugin-files"><a href="#plugin-files">3.4.6 Plugin Files</a></h3>
|
||||||
@ -226,13 +229,13 @@ Default: 5
|
|||||||
<pre><code>Default: Empty
|
<pre><code>Default: Empty
|
||||||
</code></pre>
|
</code></pre>
|
||||||
<h3 id="encryption-key"><a href="#encryption-key">3.4.11 Encryption Key</a></h3>
|
<h3 id="encryption-key"><a href="#encryption-key">3.4.11 Encryption Key</a></h3>
|
||||||
<p>Key for loading encrypted banks. This corresponds to the <code>encryptionkey</code> member of <a href="https://fmod.com/docs/2.02/api/studio-api-system.html#fmod_studio_advancedsettings"><code>FMOD_STUDIO_ADVANCEDSETTINGS</code></a> in the Studio API.</p>
|
<p>Key for loading encrypted banks. This corresponds to the <code>encryptionkey</code> member of <a href="https://fmod.com/docs/2.03/api/studio-api-system.html#fmod_studio_advancedsettings"><code>FMOD_STUDIO_ADVANCEDSETTINGS</code></a> in the Studio API.</p>
|
||||||
<h3 id="wav-writer-path"><a href="#wav-writer-path">3.4.12 Wav Writer Path</a></h3>
|
<h3 id="wav-writer-path"><a href="#wav-writer-path">3.4.12 Wav Writer Path</a></h3>
|
||||||
<p>File name that the wav writer will output to. If this is not empty then the runtime FMOD Studio system will use <a href="https://fmod.com/docs/2.02/api/core-api-system.html#fmod_outputtype"><code>FMOD_OUTPUTTYPE_WAVWRITER</code></a> and the mixed audio produced by FMOD will be sent to the specified file. There will be no audible output when using this setting.</p>
|
<p>File name that the wav writer will output to. If this is not empty then the runtime FMOD Studio system will use <a href="https://fmod.com/docs/2.03/api/core-api-system.html#fmod_outputtype"><code>FMOD_OUTPUTTYPE_WAVWRITER</code></a> and the mixed audio produced by FMOD will be sent to the specified file. There will be no audible output when using this setting.</p>
|
||||||
<pre><code>Default: Empty
|
<pre><code>Default: Empty
|
||||||
</code></pre>
|
</code></pre>
|
||||||
<h3 id="logging-level"><a href="#logging-level">3.4.13 Logging Level</a></h3>
|
<h3 id="logging-level"><a href="#logging-level">3.4.13 Logging Level</a></h3>
|
||||||
<p>Logging level for non-final builds. The logging levels correspond to the similarly named <a href="https://fmod.com/docs/2.02/api/core-api-common.html#fmod_debug_flags"><code>FMOD_DEBUG_LEVEL_XXX</code></a> flags used by the <a href="https://fmod.com/docs/2.02/api/core-api-common.html#debug_initialize"><code>FMOD::Debug_Initialize</code></a> function in the Core API.</p>
|
<p>Logging level for non-final builds. The logging levels correspond to the similarly named <a href="https://fmod.com/docs/2.03/api/core-api-common.html#fmod_debug_flags"><code>FMOD_DEBUG_LEVEL_XXX</code></a> flags used by the <a href="https://fmod.com/docs/2.03/api/core-api-common.html#debug_initialize"><code>FMOD::Debug_Initialize</code></a> function in the Core API.</p>
|
||||||
<pre><code>Default: LEVEL NONE
|
<pre><code>Default: LEVEL NONE
|
||||||
</code></pre>
|
</code></pre>
|
||||||
<h3 id="occlusion-parameter"><a href="#occlusion-parameter">3.4.14 Occlusion Parameter</a></h3>
|
<h3 id="occlusion-parameter"><a href="#occlusion-parameter">3.4.14 Occlusion Parameter</a></h3>
|
||||||
@ -252,11 +255,11 @@ Default: 5
|
|||||||
<h3 id="platform"><a href="#platform">3.5.1 Platform</a></h3>
|
<h3 id="platform"><a href="#platform">3.5.1 Platform</a></h3>
|
||||||
<p>Name of the platform.</p>
|
<p>Name of the platform.</p>
|
||||||
<h4 id="real-channel-count_1"><a href="#real-channel-count_1">Real Channel Count</a></h4>
|
<h4 id="real-channel-count_1"><a href="#real-channel-count_1">Real Channel Count</a></h4>
|
||||||
<p>The maximum number of active channels. This corresponds to the <code>numsoftwarechannels</code> parameter of <a href="https://fmod.com/docs/2.02/api/core-api-system.html#system_setsoftwarechannels"><code>FMOD::System::setSoftwareChannels</code></a> in the Core API.</p>
|
<p>The maximum number of active channels. This corresponds to the <code>numsoftwarechannels</code> parameter of <a href="https://fmod.com/docs/2.03/api/core-api-system.html#system_setsoftwarechannels"><code>FMOD::System::setSoftwareChannels</code></a> in the Core API.</p>
|
||||||
<pre><code>Default: 64
|
<pre><code>Default: 64
|
||||||
</code></pre>
|
</code></pre>
|
||||||
<h4 id="sample-rate_1"><a href="#sample-rate_1">Sample Rate</a></h4>
|
<h4 id="sample-rate_1"><a href="#sample-rate_1">Sample Rate</a></h4>
|
||||||
<p>The sample rate for the FMOD mixer. This corresponds to the <code>samplerate</code> parameter of <a href="https://fmod.com/docs/2.02/api/core-api-system.html#system_setsoftwareformat"><code>FMOD::System::setSoftwareFormat</code></a> in the Core API.</p>
|
<p>The sample rate for the FMOD mixer. This corresponds to the <code>samplerate</code> parameter of <a href="https://fmod.com/docs/2.03/api/core-api-system.html#system_setsoftwareformat"><code>FMOD::System::setSoftwareFormat</code></a> in the Core API.</p>
|
||||||
<pre><code>Default: 0 (uses the default sample rate for the platform)
|
<pre><code>Default: 0 (uses the default sample rate for the platform)
|
||||||
</code></pre>
|
</code></pre>
|
||||||
<h4 id="speaker-mode"><a href="#speaker-mode">Speaker Mode</a></h4>
|
<h4 id="speaker-mode"><a href="#speaker-mode">Speaker Mode</a></h4>
|
||||||
@ -267,17 +270,17 @@ Default: 5
|
|||||||
<p>Built-in output types that can be used to run the mixer.</p>
|
<p>Built-in output types that can be used to run the mixer.</p>
|
||||||
<pre><code>Default: TYPE_AUTODETECT
|
<pre><code>Default: TYPE_AUTODETECT
|
||||||
</code></pre>
|
</code></pre>
|
||||||
<h4 id="custom-pool-size"><a href="#custom-pool-size">Custom Pool Size</a></h4>
|
<h4 id="memory-pool-size_1"><a href="#memory-pool-size_1">Memory Pool Size</a></h4>
|
||||||
<p>Size of memory pool to use. When this is set to a value other than zero a memory pool of the requested size is allocated using the Unreal memory system and all FMOD memory allocations are made from the pool. Otherwise FMOD memory allocations directly use the Unreal memory system.</p>
|
<p>Size of memory pool to use. When this is set to a value other than zero a memory pool of the requested size is allocated using the Unreal memory system and all FMOD memory allocations are made from the pool. Otherwise FMOD memory allocations directly use the Unreal memory system.</p>
|
||||||
<pre><code>Units: bytes
|
<pre><code>Units: bytes
|
||||||
Default: 0
|
Default: 0
|
||||||
</code></pre>
|
</code></pre>
|
||||||
<h4 id="codecs"><a href="#codecs">Codecs</a></h4>
|
<h4 id="codecs_1"><a href="#codecs_1">Codecs</a></h4>
|
||||||
<p>Specifying one or more of the codec maximums will help determine the maximum CPU usage of playing FMOD_CREATECOMPRESSEDSAMPLE Sounds of that type as well as the memory requirements.</p>
|
<p>Specifying one or more of the codec maximums will help determine the maximum CPU usage of playing FMOD_CREATECOMPRESSEDSAMPLE Sounds of that type as well as the memory requirements.</p>
|
||||||
<h2 id="packaging"><a href="#packaging">3.6 Packaging</a></h2>
|
<h2 id="packaging"><a href="#packaging">3.6 Packaging</a></h2>
|
||||||
<p>As well as settings exposed by FMOD For Unreal you will need to add the directory containing the FMOD bank files to the Additional Non-asset Directory To Copy setting in Unreal's Project - Packaging settings. The FMOD Studio settings UI will prompt you to update this setting if it is not correctly configured. See <a href="user-guide.html#packaging-banks">Packaging banks</a> in the user guide for more information.</p></div>
|
<p>As well as settings exposed by FMOD For Unreal you will need to add the directory containing the FMOD bank files to the Additional Non-asset Directory To Copy setting in Unreal's Project - Packaging settings. The FMOD Studio settings UI will prompt you to update this setting if it is not correctly configured. See <a href="user-guide.html#packaging-banks">Packaging banks</a> in the user guide for more information.</p></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<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="user-guide.html">User Guide</a></li>
|
||||||
@ -30,6 +30,7 @@
|
|||||||
<li><a href="#blueprint-only-projects">Blueprint only projects</a></li>
|
<li><a href="#blueprint-only-projects">Blueprint only projects</a></li>
|
||||||
<li><a href="#audio-not-muted-when-game-loses-focus">Audio not muted when game loses focus</a></li>
|
<li><a href="#audio-not-muted-when-game-loses-focus">Audio not muted when game loses focus</a></li>
|
||||||
<li><a href="#endplay-with-play-in-editor">EndPlay with Play-In-Editor</a></li>
|
<li><a href="#endplay-with-play-in-editor">EndPlay with Play-In-Editor</a></li>
|
||||||
|
<li><a href="#cannot-find-events-or-buses-with-strings">Cannot Find Events or Buses with Strings</a></li>
|
||||||
</ul>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
<li><a href="audiolink.html">AudioLink</a></li>
|
<li><a href="audiolink.html">AudioLink</a></li>
|
||||||
@ -66,7 +67,40 @@ However any such changes aren't going to change the underlying Studio project, s
|
|||||||
<div class="highlight language-text"><pre><span></span>"Plugin 'FMODStudio' failed to load because module 'FMODStudio' could not be found.
|
<div class="highlight language-text"><pre><span></span>"Plugin 'FMODStudio' failed to load because module 'FMODStudio' could not be found.
|
||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<p>The only way to work around this is to add a blank code class to the project and build the resulting solution before packaging again.<br />
|
<p>The only way to work around this is to add a C++ class to the project and build the resulting solution before packaging again.</p>
|
||||||
|
<p>Add an empty class from the <code>File</code> menu in <code>4.27</code> or <code>Tools</code> menu in <code>5+</code>.</p>
|
||||||
|
<table>
|
||||||
|
<thead>
|
||||||
|
<tr>
|
||||||
|
<th>4.27</th>
|
||||||
|
<th>5+</th>
|
||||||
|
</tr>
|
||||||
|
</thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td><img alt="New CPP Class 4" src="images/add-new-cpp-class-4.png" /></td>
|
||||||
|
<td><img alt="New CPP Class 5" src="images/add-new-cpp-class-5.png" /></td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
<p>Select any option.</p>
|
||||||
|
<table>
|
||||||
|
<thead>
|
||||||
|
<tr>
|
||||||
|
<th>4.27</th>
|
||||||
|
<th>5+</th>
|
||||||
|
</tr>
|
||||||
|
</thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td><img alt="Add CPP Class 4" src="images/add-cpp-class-4.png" /></td>
|
||||||
|
<td><img alt="Add CPP Class" src="images/add-cpp-class-5.png" /></td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
<p>Wait for UE to finish setting up the <code>.sln</code> and <code>Source</code> files.<br />
|
||||||
|
<img alt="New SLN File" src="images/new-sln-file.png" /></p>
|
||||||
|
<p>Attempt to repackage the project.<br />
|
||||||
This is mentioned by Epic on their forum: <a href="https://answers.unrealengine.com/questions/72781/unable-to-run-community-plugins-when-packaged.html">Unable to run plugins when packaged</a>.</p>
|
This is mentioned by Epic on their forum: <a href="https://answers.unrealengine.com/questions/72781/unable-to-run-community-plugins-when-packaged.html">Unable to run plugins when packaged</a>.</p>
|
||||||
<h2 id="audio-not-muted-when-game-loses-focus"><a href="#audio-not-muted-when-game-loses-focus">9.8 Audio not muted when game loses focus</a></h2>
|
<h2 id="audio-not-muted-when-game-loses-focus"><a href="#audio-not-muted-when-game-loses-focus">9.8 Audio not muted when game loses focus</a></h2>
|
||||||
<p>FMOD will not automatically mute its audio output when your game loses focus due to the user hitting alt-tab or switching to a different app. If you would like to mute FMOD audio when your game loses focus, make an <a href="https://docs.unrealengine.com/4.27/en-US/API/Runtime/Slate/Framework/Application/FSlateApplication/OnApplicationAct-_2/">OnApplicationActivationStateChanged</a> callback and write code to mute the FMOD master bus. Here is an example :</p>
|
<p>FMOD will not automatically mute its audio output when your game loses focus due to the user hitting alt-tab or switching to a different app. If you would like to mute FMOD audio when your game loses focus, make an <a href="https://docs.unrealengine.com/4.27/en-US/API/Runtime/Slate/Framework/Application/FSlateApplication/OnApplicationAct-_2/">OnApplicationActivationStateChanged</a> callback and write code to mute the FMOD master bus. Here is an example :</p>
|
||||||
@ -91,7 +125,7 @@ This is mentioned by Epic on their forum: <a href="https://answers.unrealengine.
|
|||||||
</pre></div>
|
</pre></div>
|
||||||
|
|
||||||
<h2 id="endplay-with-play-in-editor"><a href="#endplay-with-play-in-editor">9.9 EndPlay with Play-In-Editor</a></h2>
|
<h2 id="endplay-with-play-in-editor"><a href="#endplay-with-play-in-editor">9.9 EndPlay with Play-In-Editor</a></h2>
|
||||||
<p>Normally cleaning up in <code>EndPlay()</code> is valid and safe to do for your game, but during Play-In-Editor <code>EndPlay</code> doesn't get triggered until after the FMODStudio Module has already been shutdown. This isn't such an issue with <a href="https://fmod.com/docs/2.02/api/studio-api.html">Studio API</a>, as when the System gets released it cleans up all of it's managed handles. The issue is when using the <a href="https://fmod.com/docs/2.02/api/core-api.html">Core API</a> because you need to manage it's objects yourself.</p>
|
<p>Normally cleaning up in <code>EndPlay()</code> is valid and safe to do for your game, but during Play-In-Editor <code>EndPlay</code> doesn't get triggered until after the FMODStudio Module has already been shutdown. This isn't such an issue with <a href="https://fmod.com/docs/2.03/api/studio-api.html">Studio API</a>, as when the System gets released it cleans up all of it's managed handles. The issue is when using the <a href="https://fmod.com/docs/2.03/api/core-api.html">Core API</a> because you need to manage it's objects yourself.</p>
|
||||||
<p>We have a delegate that you can hook into, which will fire off a function before the FMOD System has been shutdown. You can access the delegate using <a href=""><code>IFMODStudioModule::Get().PreEndPIEEvent()</code></a>.</p>
|
<p>We have a delegate that you can hook into, which will fire off a function before the FMOD System has been shutdown. You can access the delegate using <a href=""><code>IFMODStudioModule::Get().PreEndPIEEvent()</code></a>.</p>
|
||||||
<p>Eg.</p>
|
<p>Eg.</p>
|
||||||
<div class="highlight language-text"><pre><span></span>void AMyActor::BeginPlay()
|
<div class="highlight language-text"><pre><span></span>void AMyActor::BeginPlay()
|
||||||
@ -121,9 +155,12 @@ void AMyActor::ShutdownFunction()
|
|||||||
sound->release();
|
sound->release();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
</pre></div></div>
|
</pre></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<h2 id="cannot-find-events-or-buses-with-strings"><a href="#cannot-find-events-or-buses-with-strings">9.10 Cannot Find Events or Buses with Strings</a></h2>
|
||||||
|
<p>This usually happens because the strings bank file has not been loaded. The strings bank is denoted with the file type <code>.strings.bank</code>, and includes all the metadata required to look up events, buses, snapshots, and VCAs by their paths during runtime. In the event that a path lookup is performed while the strings bank isn't loaded, the error <a href="https://fmod.com/docs/2.03/api/core-api-common.html#fmod_err_event_notfound">FMOD_ERR_EVENT_NOTFOUND</a> will occur, which will either be logged to the Unreal Console, or directly returned from the Studio API function being called.</p></div>
|
||||||
|
|
||||||
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
||||||
<li class="manual-current-chapter manual-active-chapter"><a href="user-guide.html">User Guide</a><ul>
|
<li class="manual-current-chapter manual-active-chapter"><a href="user-guide.html">User Guide</a><ul>
|
||||||
@ -23,7 +23,6 @@
|
|||||||
<li><a href="#android">Android</a></li>
|
<li><a href="#android">Android</a></li>
|
||||||
<li><a href="#ps4">PS4</a></li>
|
<li><a href="#ps4">PS4</a></li>
|
||||||
<li><a href="#ps5">PS5</a></li>
|
<li><a href="#ps5">PS5</a></li>
|
||||||
<li><a href="#xbox-one">XBox One</a></li>
|
|
||||||
<li><a href="#xbox-series-xs">XBox Series X|S</a></li>
|
<li><a href="#xbox-series-xs">XBox Series X|S</a></li>
|
||||||
<li><a href="#switch">Switch</a></li>
|
<li><a href="#switch">Switch</a></li>
|
||||||
</ul>
|
</ul>
|
||||||
@ -164,8 +163,6 @@
|
|||||||
<p>Install the PS4 plugin following the instructions for <a class="apilink" href="#platform-specific-integrations">Platform Specific Integrations</a>. Additional setup is required for this platform, please see the <a href="platform-specifics.html#ps4">Platform Specifics | PS4</a> section for more information.</p>
|
<p>Install the PS4 plugin following the instructions for <a class="apilink" href="#platform-specific-integrations">Platform Specific Integrations</a>. Additional setup is required for this platform, please see the <a href="platform-specifics.html#ps4">Platform Specifics | PS4</a> section for more information.</p>
|
||||||
<h4 id="ps5"><a href="#ps5">PS5</a></h4>
|
<h4 id="ps5"><a href="#ps5">PS5</a></h4>
|
||||||
<p>Install the PS5 plugin following the instructions for <a class="apilink" href="#platform-specific-integrations">Platform Specific Integrations</a>. Additional setup is required for this platform, please see the <a href="platform-specifics.html#ps5">Platform Specifics | PS5</a> section for more information.</p>
|
<p>Install the PS5 plugin following the instructions for <a class="apilink" href="#platform-specific-integrations">Platform Specific Integrations</a>. Additional setup is required for this platform, please see the <a href="platform-specifics.html#ps5">Platform Specifics | PS5</a> section for more information.</p>
|
||||||
<h4 id="xbox-one"><a href="#xbox-one">XBox One</a></h4>
|
|
||||||
<p>Install the Xbox One plugin following the instructions for <a class="apilink" href="#platform-specific-integrations">Platform Specific Integrations</a>. Additional setup is required for this platform, please see the <a href="platform-specifics.html#xbox-one_1">Platform Specifics | Xbox One</a> section for more information.</p>
|
|
||||||
<h4 id="xbox-series-xs"><a href="#xbox-series-xs">XBox Series X|S</a></h4>
|
<h4 id="xbox-series-xs"><a href="#xbox-series-xs">XBox Series X|S</a></h4>
|
||||||
<p>Install the XBox Series X|S plugin following the instructions for <a class="apilink" href="#platform-specific-integrations">Platform Specific Integrations</a>. Additional setup is required for this platform, please see the <a href="platform-specifics.html#xbox-series-xs">Platform Specifics | Xbos Series X|S</a> section for more information.</p>
|
<p>Install the XBox Series X|S plugin following the instructions for <a class="apilink" href="#platform-specific-integrations">Platform Specific Integrations</a>. Additional setup is required for this platform, please see the <a href="platform-specifics.html#xbox-series-xs">Platform Specifics | Xbos Series X|S</a> section for more information.</p>
|
||||||
<h4 id="switch"><a href="#switch">Switch</a></h4>
|
<h4 id="switch"><a href="#switch">Switch</a></h4>
|
||||||
@ -309,7 +306,7 @@ You can disable occlusion, per instance, and adjust the Trace Channel in the Com
|
|||||||
<h3 id="snapshot-reverb-effects"><a href="#snapshot-reverb-effects">2.8.1 Snapshot Reverb Effects</a></h3>
|
<h3 id="snapshot-reverb-effects"><a href="#snapshot-reverb-effects">2.8.1 Snapshot Reverb Effects</a></h3>
|
||||||
<p>The workflow to use reverb zones is to set up snapshots in FMOD Studio. Snapshots can modify global reverb effects, change any bus volume, and modify any DSP value. To help trigger snapshots for reverb effects, the integration exports all snapshots as reverb effects in the <code>FMOD/Reverbs</code> folder.</p>
|
<p>The workflow to use reverb zones is to set up snapshots in FMOD Studio. Snapshots can modify global reverb effects, change any bus volume, and modify any DSP value. To help trigger snapshots for reverb effects, the integration exports all snapshots as reverb effects in the <code>FMOD/Reverbs</code> folder.</p>
|
||||||
<p><img alt="Reverb assets" src="images/reverb-assets.png" /></p>
|
<p><img alt="Reverb assets" src="images/reverb-assets.png" /></p>
|
||||||
<p>These reverb effects can be dragged into audio volume Reverb Settings panel to be triggered when the audio listener enters the audio volume. It uses the same logic as the inbuilt Unreal audio system to determine which audio volume should be enabled, based on the priority of all the audio volumes the audio listener is within. The <a href="https://fmod.com/docs/2.02/studio/mixing.html#priority">Snapshot priority</a>, which is used to resolve conflicting property values when mutliple snapshots are active, is unrelated to audio volume priority and not a factor in determining which audio volume will be enabled. In the case of nested audio volumes you must set distinct priorities because audio volumes with the same priority may not become enabled.</p>
|
<p>These reverb effects can be dragged into audio volume Reverb Settings panel to be triggered when the audio listener enters the audio volume. It uses the same logic as the inbuilt Unreal audio system to determine which audio volume should be enabled, based on the priority of all the audio volumes the audio listener is within. The <a href="https://fmod.com/docs/2.03/studio/mixing.html#priority">Snapshot priority</a>, which is used to resolve conflicting property values when mutliple snapshots are active, is unrelated to audio volume priority and not a factor in determining which audio volume will be enabled. In the case of nested audio volumes you must set distinct priorities because audio volumes with the same priority may not become enabled.</p>
|
||||||
<p><img alt="Reverb settings" src="images/reverb-settings.png" /></p>
|
<p><img alt="Reverb settings" src="images/reverb-settings.png" /></p>
|
||||||
<p>By default, snapshots apply instantly. To have a snapshot fade in, one of two things can be done. The first is by adding an AHDSR modulation to the intensity dial. The second way is to expose the intensity as a parameter, which allows it to be driven from the integration.</p>
|
<p>By default, snapshots apply instantly. To have a snapshot fade in, one of two things can be done. The first is by adding an AHDSR modulation to the intensity dial. The second way is to expose the intensity as a parameter, which allows it to be driven from the integration.</p>
|
||||||
<p><img alt="Reverb snapshot intensity" src="images/reverb-snapshot-intensity.png" /></p>
|
<p><img alt="Reverb snapshot intensity" src="images/reverb-snapshot-intensity.png" /></p>
|
||||||
@ -334,7 +331,7 @@ You will need to add these parameter names to the integration settings.</p>
|
|||||||
<h2 id="localization"><a href="#localization">2.10 Localization</a></h2>
|
<h2 id="localization"><a href="#localization">2.10 Localization</a></h2>
|
||||||
<p>Localized audio tables are a special kind of audio table with features that facilitate localization. We recommend using localized audio tables if your game supports multiple spoken languages, or if you intend to add support for additional languages in a future patch.</p>
|
<p>Localized audio tables are a special kind of audio table with features that facilitate localization. We recommend using localized audio tables if your game supports multiple spoken languages, or if you intend to add support for additional languages in a future patch.</p>
|
||||||
<h3 id="setting-up-audio-tables"><a href="#setting-up-audio-tables">2.10.1 Setting up Audio Tables</a></h3>
|
<h3 id="setting-up-audio-tables"><a href="#setting-up-audio-tables">2.10.1 Setting up Audio Tables</a></h3>
|
||||||
<p><a href="https://fmod.com/docs/2.02/api/dialogue-and-localization.html#audio-tables">Audio Tables</a> are lists of audio files stored outside your FMOD Studio project's asset folder. You can use audio tables to control localized sounds. See the <a href="https://fmod.com/docs/2.02/studio/dialogue-and-localization.html#localized-audio-tables">Dialogue and Localization</a> section of the <a href="https://fmod.com/docs/2.02/studio/welcome-to-fmod-studio.html">FMOD Studio Docs</a> on how to set up an audio table in your project.</p>
|
<p><a href="https://fmod.com/docs/2.03/api/dialogue-and-localization.html#audio-tables">Audio Tables</a> are lists of audio files stored outside your FMOD Studio project's asset folder. You can use audio tables to control localized sounds. See the <a href="https://fmod.com/docs/2.03/studio/dialogue-and-localization.html#localized-audio-tables">Dialogue and Localization</a> section of the <a href="https://fmod.com/docs/2.03/studio/welcome-to-fmod-studio.html">FMOD Studio Docs</a> on how to set up an audio table in your project.</p>
|
||||||
<p><img alt="Audio Table" src="images/audio-table.png" /></p>
|
<p><img alt="Audio Table" src="images/audio-table.png" /></p>
|
||||||
<h3 id="loading-localized-banks"><a href="#loading-localized-banks">2.10.2 Loading Localized Banks</a></h3>
|
<h3 id="loading-localized-banks"><a href="#loading-localized-banks">2.10.2 Loading Localized Banks</a></h3>
|
||||||
<p>Audio tables are assigned to an associated bank, this means that in order to change the currently loaded audio table you will need to change the bank. Only one localized bank should be loaded at a time, otherwise just the first one to be loaded will be used.</p>
|
<p>Audio tables are assigned to an associated bank, this means that in order to change the currently loaded audio table you will need to change the bank. Only one localized bank should be loaded at a time, otherwise just the first one to be loaded will be used.</p>
|
||||||
@ -353,11 +350,11 @@ You will need to add these parameter names to the integration settings.</p>
|
|||||||
<ul>
|
<ul>
|
||||||
<li>Delete the old FMODStudio folder then follow the same steps from <a href="user-guide.html#installing-the-integration">Installing the integration</a>.</li>
|
<li>Delete the old FMODStudio folder then follow the same steps from <a href="user-guide.html#installing-the-integration">Installing the integration</a>.</li>
|
||||||
</ul>
|
</ul>
|
||||||
<p>If you are updating to a newer <a href="glossary.html#version">minor version</a> of FMOD no additional steps are required unless specified in the <a href="https://fmod.com/docs/2.02/api/welcome-revision-history.html">revision history</a>.</p>
|
<p>If you are updating to a newer <a href="glossary.html#version">minor version</a> of FMOD no additional steps are required unless specified in the <a href="https://fmod.com/docs/2.03/api/welcome-revision-history.html">revision history</a>.</p>
|
||||||
<p>Upgrading to a newer <a href="glossary.html#version">major version</a> of FMOD is usually only recommend for projects at or near the beginning of development, because new major versions may introduce behavioral and breaking changes. If you are upgrading to a new major version, you will need to read over:</p>
|
<p>Upgrading to a newer <a href="glossary.html#version">major version</a> of FMOD is usually only recommend for projects at or near the beginning of development, because new major versions may introduce behavioral and breaking changes. If you are upgrading to a new major version, you will need to read over:</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="welcome.html">What's new in FMOD for Unreal Integration...</a></li>
|
<li><a href="welcome.html">What's new in FMOD for Unreal Integration...</a></li>
|
||||||
<li><a href="https://fmod.com/docs/2.02/api/welcome.html">What's new in FMOD API...</a></li>
|
<li><a href="https://fmod.com/docs/2.03/api/welcome.html">What's new in FMOD API...</a></li>
|
||||||
</ul>
|
</ul>
|
||||||
<p>These will describe specific changes that might need to be made to your project.</p>
|
<p>These will describe specific changes that might need to be made to your project.</p>
|
||||||
<h3 id="updating-to-ue4-426"><a href="#updating-to-ue4-426">2.11.1 Updating to UE4 4.26</a></h3>
|
<h3 id="updating-to-ue4-426"><a href="#updating-to-ue4-426">2.11.1 Updating to UE4 4.26</a></h3>
|
||||||
@ -434,7 +431,7 @@ You will need to add these parameter names to the integration settings.</p>
|
|||||||
<p>For further documentation, see:<br />
|
<p>For further documentation, see:<br />
|
||||||
- <a href="api-reference.html">Integration API Reference</a><br />
|
- <a href="api-reference.html">Integration API Reference</a><br />
|
||||||
- <a href="blueprint-reference.html">Integration Blueprint Reference</a><br />
|
- <a href="blueprint-reference.html">Integration Blueprint Reference</a><br />
|
||||||
- <a href="https://fmod.com/docs/2.02/api/welcome.html">FMOD API Reference</a>.</p>
|
- <a href="https://fmod.com/docs/2.03/api/welcome.html">FMOD API Reference</a>.</p>
|
||||||
<h2 id="programmer-sounds"><a href="#programmer-sounds">2.14 Programmer Sounds</a></h2>
|
<h2 id="programmer-sounds"><a href="#programmer-sounds">2.14 Programmer Sounds</a></h2>
|
||||||
<p>FMOD Studio events can include programmer sound modules that are controlled at runtime. There are a few different ways of hooking them up.</p>
|
<p>FMOD Studio events can include programmer sound modules that are controlled at runtime. There are a few different ways of hooking them up.</p>
|
||||||
<h3 id="programmer-sounds-via-audio-tables"><a href="#programmer-sounds-via-audio-tables">2.14.1 Programmer Sounds via Audio Tables</a></h3>
|
<h3 id="programmer-sounds-via-audio-tables"><a href="#programmer-sounds-via-audio-tables">2.14.1 Programmer Sounds via Audio Tables</a></h3>
|
||||||
@ -533,7 +530,7 @@ Add the Actor the level:<br />
|
|||||||
<div class="highlight language-cpp"><pre><span></span><span class="c1">// Fill out your copyright notice in the Description page of Project Settings.</span>
|
<div class="highlight language-cpp"><pre><span></span><span class="c1">// Fill out your copyright notice in the Description page of Project Settings.</span>
|
||||||
<span class="cp">#include</span> <span class="cpf">"ProgrammerExample.h"</span><span class="cp"></span>
|
<span class="cp">#include</span> <span class="cpf">"ProgrammerExample.h"</span><span class="cp"></span>
|
||||||
|
|
||||||
<span class="n">FMOD_RESULT</span> <span class="n">F_CALLBACK</span> <span class="nf">StaticDialogueEventCallback</span><span class="p">(</span><span class="n">FMOD_STUDIO_EVENT_CALLBACK_TYPE</span> <span class="n">type</span><span class="p">,</span> <span class="n">FMOD_STUDIO_EVENTINSTANCE</span><span class="o">*</span> <span class="n">event</span><span class="p">,</span> <span class="kt">void</span><span class="o">*</span> <span class="n">parameters</span><span class="p">);</span>
|
<span class="n">FMOD_RESULT</span> <span class="n">F_CALL</span> <span class="nf">StaticDialogueEventCallback</span><span class="p">(</span><span class="n">FMOD_STUDIO_EVENT_CALLBACK_TYPE</span> <span class="n">type</span><span class="p">,</span> <span class="n">FMOD_STUDIO_EVENTINSTANCE</span><span class="o">*</span> <span class="n">event</span><span class="p">,</span> <span class="kt">void</span><span class="o">*</span> <span class="n">parameters</span><span class="p">);</span>
|
||||||
|
|
||||||
<span class="n">AProgrammerExample</span><span class="o">::</span><span class="n">AProgrammerExample</span><span class="p">()</span>
|
<span class="n">AProgrammerExample</span><span class="o">::</span><span class="n">AProgrammerExample</span><span class="p">()</span>
|
||||||
<span class="p">{</span>
|
<span class="p">{</span>
|
||||||
@ -557,7 +554,7 @@ Add the Actor the level:<br />
|
|||||||
<span class="n">dialogueInstance</span><span class="o">-></span><span class="n">release</span><span class="p">();</span>
|
<span class="n">dialogueInstance</span><span class="o">-></span><span class="n">release</span><span class="p">();</span>
|
||||||
<span class="p">}</span>
|
<span class="p">}</span>
|
||||||
|
|
||||||
<span class="n">FMOD_RESULT</span> <span class="n">F_CALLBACK</span> <span class="n">StaticDialogueEventCallback</span><span class="p">(</span><span class="n">FMOD_STUDIO_EVENT_CALLBACK_TYPE</span> <span class="n">type</span><span class="p">,</span> <span class="n">FMOD_STUDIO_EVENTINSTANCE</span><span class="o">*</span> <span class="n">event</span><span class="p">,</span> <span class="kt">void</span><span class="o">*</span> <span class="n">parameters</span><span class="p">)</span>
|
<span class="n">FMOD_RESULT</span> <span class="n">F_CALL</span> <span class="n">StaticDialogueEventCallback</span><span class="p">(</span><span class="n">FMOD_STUDIO_EVENT_CALLBACK_TYPE</span> <span class="n">type</span><span class="p">,</span> <span class="n">FMOD_STUDIO_EVENTINSTANCE</span><span class="o">*</span> <span class="n">event</span><span class="p">,</span> <span class="kt">void</span><span class="o">*</span> <span class="n">parameters</span><span class="p">)</span>
|
||||||
<span class="p">{</span>
|
<span class="p">{</span>
|
||||||
<span class="c1">// Retrieving the instance</span>
|
<span class="c1">// Retrieving the instance</span>
|
||||||
<span class="n">FMOD</span><span class="o">::</span><span class="n">Studio</span><span class="o">::</span><span class="n">EventInstance</span><span class="o">*</span> <span class="n">instance</span> <span class="o">=</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">EventInstance</span><span class="o">*</span><span class="p">)</span><span class="n">event</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">EventInstance</span><span class="o">*</span> <span class="n">instance</span> <span class="o">=</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">EventInstance</span><span class="o">*</span><span class="p">)</span><span class="n">event</span><span class="p">;</span>
|
||||||
@ -732,7 +729,7 @@ AudioMixerModuleName=
|
|||||||
</ul>
|
</ul>
|
||||||
<p>This can be especially useful for build machines that don't normally run the Editor at all, which is what normally triggers the assets to be built, and does not require the generated assets to be checked in to source control.</p></div>
|
<p>This can be especially useful for build machines that don't normally run the Editor at all, which is what normally triggers the assets to be built, and does not require the generated assets to be checked in to source control.</p></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,9 +7,9 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="welcome.html">Welcome to FMOD for Unreal</a><ul class="subchapters"><li><a href="welcome-whats-new-202.html">New in FMOD for Unreal 2.02</a></li><li><a href="welcome-whats-new-201.html">New in FMOD for Unreal 2.01</a></li><li class="manual-current-chapter manual-active-chapter"><a href="welcome-whats-new-200.html">New in FMOD for Unreal 2.00</a></li></ul></li>
|
<li class="manual-current-chapter manual-inactive-chapter"><a href="welcome.html">Welcome to FMOD for Unreal</a><ul class="subchapters"><li><a href="welcome-whats-new-203.html">New in FMOD for Unreal 2.03</a></li><li><a href="welcome-whats-new-202.html">New in FMOD for Unreal 2.02</a></li><li><a href="welcome-whats-new-201.html">New in FMOD for Unreal 2.01</a></li><li class="manual-current-chapter manual-active-chapter"><a href="welcome-whats-new-200.html">New in FMOD for Unreal 2.00</a></li></ul></li>
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
<li><a href="user-guide.html">User Guide</a></li>
|
||||||
<li><a href="settings.html">Settings</a></li>
|
<li><a href="settings.html">Settings</a></li>
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
<li><a href="plugins.html">Plugins</a></li>
|
||||||
@ -36,17 +36,17 @@
|
|||||||
</ul>
|
</ul>
|
||||||
</div>
|
</div>
|
||||||
<h2 id="whats-new-in-200"><a href="#whats-new-in-200">What's New in 2.00?</a></h2>
|
<h2 id="whats-new-in-200"><a href="#whats-new-in-200">What's New in 2.00?</a></h2>
|
||||||
<p>This section describes the major features introduced in the 2.00 release. See the <a href="https://fmod.com/docs/2.02/api/welcome-revision-history.html">Detailed Revision History</a> for information regarding each patch release.</p>
|
<p>This section describes the major features introduced in the 2.00 release. See the <a href="https://fmod.com/docs/2.03/api/welcome-revision-history.html">Detailed Revision History</a> for information regarding each patch release.</p>
|
||||||
<p>General runtime features and improvements, including any API changes relevant to scripting are documented in the <a href="https://fmod.com/docs/2.02/api/welcome-whats-new-200.html">API what's new</a> page.</p>
|
<p>General runtime features and improvements, including any API changes relevant to scripting are documented in the <a href="https://fmod.com/docs/2.03/api/welcome-whats-new-200.html">API what's new</a> page.</p>
|
||||||
<h3 id="global-parameters"><a href="#global-parameters">Global Parameters</a></h3>
|
<h3 id="global-parameters"><a href="#global-parameters">Global Parameters</a></h3>
|
||||||
<p>The Studio API now supports global parameters. These parameters are controlled via the System parameter API and have a single value that is shared between all instances.</p>
|
<p>The Studio API now supports global parameters. These parameters are controlled via the System parameter API and have a single value that is shared between all instances.</p>
|
||||||
<p>See the <a href="https://fmod.com/docs/2.02/api/welcome-whats-new-200.html#global-parameters">Global Parameters</a> chapter of the <a href="https://fmod.com/docs/2.02/api">FMOD API User Manual</a> for more information.</p>
|
<p>See the <a href="https://fmod.com/docs/2.03/api/welcome-whats-new-200.html#global-parameters">Global Parameters</a> chapter of the <a href="https://fmod.com/docs/2.03/api">FMOD API User Manual</a> for more information.</p>
|
||||||
<p>New blueprint nodes can be found for getting and setting Global Parameters:</p>
|
<p>New blueprint nodes can be found for getting and setting Global Parameters:</p>
|
||||||
<p><img alt="GetGlobalParameterByName" src="images/getglobalparameter.png" /> <img alt="SetGlobalParameterByName" src="images/setglobalparameter.png" /></p>
|
<p><img alt="GetGlobalParameterByName" src="images/getglobalparameter.png" /> <img alt="SetGlobalParameterByName" src="images/setglobalparameter.png" /></p>
|
||||||
<h3 id="sample-data-encryption"><a href="#sample-data-encryption">Sample Data Encryption</a></h3>
|
<h3 id="sample-data-encryption"><a href="#sample-data-encryption">Sample Data Encryption</a></h3>
|
||||||
<p>Bank sample data can now be encrypted using FMOD Studio. This implementation is an extension of the Core API FSB encryption feature.</p>
|
<p>Bank sample data can now be encrypted using FMOD Studio. This implementation is an extension of the Core API FSB encryption feature.</p>
|
||||||
<p>See the <a href="https://fmod.com/docs/2.02/api/welcome-whats-new-200.html#sample-data-encryption">Sample Data Encryption</a> chapter of the <a href="https://fmod.com/docs/2.02/api">FMOD API User Manual</a> for more information.</p>
|
<p>See the <a href="https://fmod.com/docs/2.03/api/welcome-whats-new-200.html#sample-data-encryption">Sample Data Encryption</a> chapter of the <a href="https://fmod.com/docs/2.03/api">FMOD API User Manual</a> for more information.</p>
|
||||||
<p>To allow bank loading when used with the Studio API, set the key via <a href="https://fmod.com/docs/2.02/api/studio-api-system.html#fmod_studio_advancedsettings"><code>FMOD_STUDIO_ADVANCEDSETTINGS::encryptionkey</code></a>. Then if some banks are unencrypted you can use the <a href="https://fmod.com/docs/2.02/api/studio-api-system.html#fmod_studio_load_bank_flags"><code>FMOD_STUDIO_LOAD_BANK_UNENCRYPTED</code></a> load flag to ignore the given key.</p>
|
<p>To allow bank loading when used with the Studio API, set the key via <a href="https://fmod.com/docs/2.03/api/studio-api-system.html#fmod_studio_advancedsettings"><code>FMOD_STUDIO_ADVANCEDSETTINGS::encryptionkey</code></a>. Then if some banks are unencrypted you can use the <a href="https://fmod.com/docs/2.03/api/studio-api-system.html#fmod_studio_load_bank_flags"><code>FMOD_STUDIO_LOAD_BANK_UNENCRYPTED</code></a> load flag to ignore the given key.</p>
|
||||||
<p>The FMOD for Unreal settings now have an added field for bank loading, <a href="settings.html#encryption-key">Bank Encryption Key</a>, which will set the <code>FMOD_STUDIO_ADVANCEDSETTINGS::encryptionkey</code> for you.</p>
|
<p>The FMOD for Unreal settings now have an added field for bank loading, <a href="settings.html#encryption-key">Bank Encryption Key</a>, which will set the <code>FMOD_STUDIO_ADVANCEDSETTINGS::encryptionkey</code> for you.</p>
|
||||||
<p><img alt="Encryption Key" src="images/settings-encryption.png" /></p>
|
<p><img alt="Encryption Key" src="images/settings-encryption.png" /></p>
|
||||||
<h3 id="occlusion-ambient-changes"><a href="#occlusion-ambient-changes">Occlusion & Ambient Changes</a></h3>
|
<h3 id="occlusion-ambient-changes"><a href="#occlusion-ambient-changes">Occlusion & Ambient Changes</a></h3>
|
||||||
@ -60,7 +60,7 @@
|
|||||||
<p>The default Master Bank name has changed from "Master Bank.bank" to "Master.bank". If you are upgrading from an older version or you are using a different name, this will need to be updated in the <a href="settings.html#master-bank-name">Master Bank Name</a> field of the <a href="settings.html">FMOD Unreal Settings</a> so that the integration can find it.</p>
|
<p>The default Master Bank name has changed from "Master Bank.bank" to "Master.bank". If you are upgrading from an older version or you are using a different name, this will need to be updated in the <a href="settings.html#master-bank-name">Master Bank Name</a> field of the <a href="settings.html">FMOD Unreal Settings</a> so that the integration can find it.</p>
|
||||||
<p><img alt="Master Bank Name" src="images/master-bank-name.png" /></p></div>
|
<p><img alt="Master Bank Name" src="images/master-bank-name.png" /></p></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,9 +7,9 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="welcome.html">Welcome to FMOD for Unreal</a><ul class="subchapters"><li><a href="welcome-whats-new-202.html">New in FMOD for Unreal 2.02</a></li><li class="manual-current-chapter manual-active-chapter"><a href="welcome-whats-new-201.html">New in FMOD for Unreal 2.01</a></li><li><a href="welcome-whats-new-200.html">New in FMOD for Unreal 2.00</a></li></ul></li>
|
<li class="manual-current-chapter manual-inactive-chapter"><a href="welcome.html">Welcome to FMOD for Unreal</a><ul class="subchapters"><li><a href="welcome-whats-new-203.html">New in FMOD for Unreal 2.03</a></li><li><a href="welcome-whats-new-202.html">New in FMOD for Unreal 2.02</a></li><li class="manual-current-chapter manual-active-chapter"><a href="welcome-whats-new-201.html">New in FMOD for Unreal 2.01</a></li><li><a href="welcome-whats-new-200.html">New in FMOD for Unreal 2.00</a></li></ul></li>
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
<li><a href="user-guide.html">User Guide</a></li>
|
||||||
<li><a href="settings.html">Settings</a></li>
|
<li><a href="settings.html">Settings</a></li>
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
<li><a href="plugins.html">Plugins</a></li>
|
||||||
@ -38,8 +38,8 @@
|
|||||||
</ul>
|
</ul>
|
||||||
</div>
|
</div>
|
||||||
<h2 id="whats-new-in-201"><a href="#whats-new-in-201">What's New in 2.01?</a></h2>
|
<h2 id="whats-new-in-201"><a href="#whats-new-in-201">What's New in 2.01?</a></h2>
|
||||||
<p>This section describes the major features introduced in the 2.01 release. See the <a href="https://fmod.com/docs/2.02/api/welcome-revision-history.html">Detailed Revision History</a> for information regarding each patch release.</p>
|
<p>This section describes the major features introduced in the 2.01 release. See the <a href="https://fmod.com/docs/2.03/api/welcome-revision-history.html">Detailed Revision History</a> for information regarding each patch release.</p>
|
||||||
<p>General runtime features and improvements, including any API changes relevant to scripting are documented in the <a href="https://fmod.com/docs/2.02/api/welcome-whats-new-201.html">API what's new</a> page.</p>
|
<p>General runtime features and improvements, including any API changes relevant to scripting are documented in the <a href="https://fmod.com/docs/2.03/api/welcome-whats-new-201.html">API what's new</a> page.</p>
|
||||||
<h3 id="performance-improvements-and-fixes"><a href="#performance-improvements-and-fixes">Performance Improvements and Fixes</a></h3>
|
<h3 id="performance-improvements-and-fixes"><a href="#performance-improvements-and-fixes">Performance Improvements and Fixes</a></h3>
|
||||||
<p>This release focused on improving general performance and fixing bugs with no significant changes to the FMOD for Unreal plugin.</p>
|
<p>This release focused on improving general performance and fixing bugs with no significant changes to the FMOD for Unreal plugin.</p>
|
||||||
<h2 id="whats-new-since-200-initial-release"><a href="#whats-new-since-200-initial-release">What's New Since 2.00 Initial Release?</a></h2>
|
<h2 id="whats-new-since-200-initial-release"><a href="#whats-new-since-200-initial-release">What's New Since 2.00 Initial Release?</a></h2>
|
||||||
@ -49,7 +49,7 @@
|
|||||||
<h3 id="supported-platforms"><a href="#supported-platforms">Supported Platforms</a></h3>
|
<h3 id="supported-platforms"><a href="#supported-platforms">Supported Platforms</a></h3>
|
||||||
<p>Added support for Stadia, tvOS and Android x86_64.</p></div>
|
<p>Added support for Stadia, tvOS and Android x86_64.</p></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,9 +7,9 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="welcome.html">Welcome to FMOD for Unreal</a><ul class="subchapters"><li class="manual-current-chapter manual-active-chapter"><a href="welcome-whats-new-202.html">New in FMOD for Unreal 2.02</a></li><li><a href="welcome-whats-new-201.html">New in FMOD for Unreal 2.01</a></li><li><a href="welcome-whats-new-200.html">New in FMOD for Unreal 2.00</a></li></ul></li>
|
<li class="manual-current-chapter manual-inactive-chapter"><a href="welcome.html">Welcome to FMOD for Unreal</a><ul class="subchapters"><li><a href="welcome-whats-new-203.html">New in FMOD for Unreal 2.03</a></li><li class="manual-current-chapter manual-active-chapter"><a href="welcome-whats-new-202.html">New in FMOD for Unreal 2.02</a></li><li><a href="welcome-whats-new-201.html">New in FMOD for Unreal 2.01</a></li><li><a href="welcome-whats-new-200.html">New in FMOD for Unreal 2.00</a></li></ul></li>
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
<li><a href="user-guide.html">User Guide</a></li>
|
||||||
<li><a href="settings.html">Settings</a></li>
|
<li><a href="settings.html">Settings</a></li>
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
<li><a href="plugins.html">Plugins</a></li>
|
||||||
@ -38,8 +38,8 @@
|
|||||||
</ul>
|
</ul>
|
||||||
</div>
|
</div>
|
||||||
<h2 id="whats-new-in-202"><a href="#whats-new-in-202">What's New in 2.02?</a></h2>
|
<h2 id="whats-new-in-202"><a href="#whats-new-in-202">What's New in 2.02?</a></h2>
|
||||||
<p>This section describes the major features introduced in the 2.02 release. See the <a href="https://fmod.com/docs/2.02/api/welcome-revision-history.html">Detailed Revision History</a> for information regarding each patch release.</p>
|
<p>This section describes the major features introduced in the 2.02 release. See the <a href="https://fmod.com/docs/2.03/api/welcome-revision-history.html">Detailed Revision History</a> for information regarding each patch release.</p>
|
||||||
<p>General runtime features and improvements, including any API changes relevant to scripting are documented in the <a href="https://fmod.com/docs/2.02/api/welcome-whats-new-202.html">API what's new</a> page.</p>
|
<p>General runtime features and improvements, including any API changes relevant to scripting are documented in the <a href="https://fmod.com/docs/2.03/api/welcome-whats-new-202.html">API what's new</a> page.</p>
|
||||||
<h3 id="performance-improvements-and-fixes"><a href="#performance-improvements-and-fixes">Performance Improvements and Fixes</a></h3>
|
<h3 id="performance-improvements-and-fixes"><a href="#performance-improvements-and-fixes">Performance Improvements and Fixes</a></h3>
|
||||||
<p>This release focused on improving general performance and fixing bugs with no significant changes to the FMOD for Unreal plugin.</p>
|
<p>This release focused on improving general performance and fixing bugs with no significant changes to the FMOD for Unreal plugin.</p>
|
||||||
<h2 id="whats-new-since-201-initial-release"><a href="#whats-new-since-201-initial-release">What's New Since 2.01 Initial Release?</a></h2>
|
<h2 id="whats-new-since-201-initial-release"><a href="#whats-new-since-201-initial-release">What's New Since 2.01 Initial Release?</a></h2>
|
||||||
@ -50,7 +50,7 @@
|
|||||||
<h3 id="supported-platforms"><a href="#supported-platforms">Supported Platforms</a></h3>
|
<h3 id="supported-platforms"><a href="#supported-platforms">Supported Platforms</a></h3>
|
||||||
<p>Added support for PS5 and Game Core.</p></div>
|
<p>Added support for PS5 and Game Core.</p></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -68,7 +68,7 @@ If you were previously using these settings you will need to manually transfer t
|
|||||||
</tbody>
|
</tbody>
|
||||||
</table></div>
|
</table></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.06 (2025-02-04). © 2025 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -7,9 +7,9 @@
|
|||||||
<body>
|
<body>
|
||||||
<div class="docs-body">
|
<div class="docs-body">
|
||||||
<div class="manual-toc">
|
<div class="manual-toc">
|
||||||
<p>Unreal Integration 2.02</p>
|
<p>Unreal Integration 2.03</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li class="manual-current-chapter manual-active-chapter"><a href="welcome.html">Welcome to FMOD for Unreal</a><ul class="subchapters"><li><a href="welcome-whats-new-202.html">New in FMOD for Unreal 2.02</a></li><li><a href="welcome-whats-new-201.html">New in FMOD for Unreal 2.01</a></li><li><a href="welcome-whats-new-200.html">New in FMOD for Unreal 2.00</a></li></ul></li>
|
<li class="manual-current-chapter manual-active-chapter"><a href="welcome.html">Welcome to FMOD for Unreal</a><ul class="subchapters"><li><a href="welcome-whats-new-203.html">New in FMOD for Unreal 2.03</a></li><li><a href="welcome-whats-new-202.html">New in FMOD for Unreal 2.02</a></li><li><a href="welcome-whats-new-201.html">New in FMOD for Unreal 2.01</a></li><li><a href="welcome-whats-new-200.html">New in FMOD for Unreal 2.00</a></li></ul></li>
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
<li><a href="user-guide.html">User Guide</a></li>
|
||||||
<li><a href="settings.html">Settings</a></li>
|
<li><a href="settings.html">Settings</a></li>
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
<li><a href="plugins.html">Plugins</a></li>
|
||||||
@ -26,7 +26,7 @@
|
|||||||
<h1>1. Welcome to FMOD for Unreal</h1>
|
<h1>1. Welcome to FMOD for Unreal</h1>
|
||||||
<p>FMOD for Unreal is a plugin that allows you to use the FMOD APIs and projects from FMOD Studio in your Unreal game.</p>
|
<p>FMOD for Unreal is a plugin that allows you to use the FMOD APIs and projects from FMOD Studio in your Unreal game.</p>
|
||||||
<h2 id="supported-unreal-engine-versions"><a href="#supported-unreal-engine-versions">1.1 Supported Unreal Engine Versions</a></h2>
|
<h2 id="supported-unreal-engine-versions"><a href="#supported-unreal-engine-versions">1.1 Supported Unreal Engine Versions</a></h2>
|
||||||
<p>The integration is compatible with public release versions of Unreal Engine 4.25, 4.25+, 4.26, 4.27, 5.0, 5.1, 5.2 and 5.3.</p>
|
<p>The integration is compatible with public release versions of Unreal Engine 4.27, 5.0, 5.1, 5.2, 5.3, 5.4, and 5.5.</p>
|
||||||
<p>Preview builds are not officially supported however you are able to <a href="user-guide.html#compiling-the-plugin-optional">build the plugin from source</a> yourself.</p>
|
<p>Preview builds are not officially supported however you are able to <a href="user-guide.html#compiling-the-plugin-optional">build the plugin from source</a> yourself.</p>
|
||||||
<h2 id="supported-platforms"><a href="#supported-platforms">1.2 Supported platforms</a></h2>
|
<h2 id="supported-platforms"><a href="#supported-platforms">1.2 Supported platforms</a></h2>
|
||||||
<p>The integration supports:</p>
|
<p>The integration supports:</p>
|
||||||
@ -46,12 +46,13 @@
|
|||||||
<h2 id="licensing"><a href="#licensing">1.3 Licensing</a></h2>
|
<h2 id="licensing"><a href="#licensing">1.3 Licensing</a></h2>
|
||||||
<p>The integration itself is free, but you must have the appropriate FMOD License to release a title using FMOD Studio with Unreal. For more information about licensing see the FMOD sales page.</p>
|
<p>The integration itself is free, but you must have the appropriate FMOD License to release a title using FMOD Studio with Unreal. For more information about licensing see the FMOD sales page.</p>
|
||||||
<h2 id="whats-new"><a href="#whats-new">1.4 What's New?</a></h2>
|
<h2 id="whats-new"><a href="#whats-new">1.4 What's New?</a></h2>
|
||||||
<p>This section describes the major changes introduced in each new release. See the <a href="https://fmod.com/docs/2.02/api/welcome-revision-history.html">Detailed Revision History</a> for information regarding each patch release.</p><ul class="docs-body-subchapters"><li><a href="welcome-whats-new-202.html">New in FMOD for Unreal 2.02</a></li>
|
<p>This section describes the major changes introduced in each new release. See the <a href="https://fmod.com/docs/2.03/api/welcome-revision-history.html">Detailed Revision History</a> for information regarding each patch release.</p><ul class="docs-body-subchapters"><li><a href="welcome-whats-new-203.html">New in FMOD for Unreal 2.03</a></li>
|
||||||
|
<li><a href="welcome-whats-new-202.html">New in FMOD for Unreal 2.02</a></li>
|
||||||
<li><a href="welcome-whats-new-201.html">New in FMOD for Unreal 2.01</a></li>
|
<li><a href="welcome-whats-new-201.html">New in FMOD for Unreal 2.01</a></li>
|
||||||
<li><a href="welcome-whats-new-200.html">New in FMOD for Unreal 2.00</a></li>
|
<li><a href="welcome-whats-new-200.html">New in FMOD for Unreal 2.00</a></li>
|
||||||
</ul></div>
|
</ul></div>
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
@ -2,8 +2,8 @@
|
|||||||
"FileVersion" : 3,
|
"FileVersion" : 3,
|
||||||
|
|
||||||
"FriendlyName" : "FMOD Studio Integration",
|
"FriendlyName" : "FMOD Studio Integration",
|
||||||
"Version" : 20226,
|
"Version" : 20307,
|
||||||
"VersionName" : "2.02.26",
|
"VersionName" : "2.03.07",
|
||||||
"CreatedBy" : "Firelight Technologies",
|
"CreatedBy" : "Firelight Technologies",
|
||||||
"CreatedByURL" : "http://fmod.com",
|
"CreatedByURL" : "http://fmod.com",
|
||||||
"Description" : "FMOD Studio Integration.",
|
"Description" : "FMOD Studio Integration.",
|
||||||
|
@ -1,23 +1,23 @@
|
|||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODAmbientSound.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODAmbientSound.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODAnimNotifyPlay.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODAnimNotifyPlay.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODAsset.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODAsset.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODAudioComponent.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODAudioComponent.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODBank.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODBank.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODBlueprintStatics.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODBlueprintStatics.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODBus.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODBus.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODEvent.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODEvent.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODPort.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODPort.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODSettings.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODSettings.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODSnapshot.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODSnapshot.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODSnapshotReverb.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODVCA.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODVCA.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Classes\FMODSnapshotReverb.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODAudioLink\Public\FMODAudioLinkComponent.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODAudioLink\Public\FMODAudioLinkComponent.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODAudioLink\Public\FMODAudioLinkSettings.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODAudioLink\Public\FMODAudioLinkSettings.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Private\FMODBankLookup.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Private\FMODAssetLookup.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer\FMODEventControlSection.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Private\FMODBankLookup.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer\FMODEventParameterTrack.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer\FMODEventControlSection.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer\FMODEventParameterSectionTemplate.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer\FMODEventControlSectionTemplate.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Private\FMODAssetLookup.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer\FMODEventControlTrack.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer\FMODEventControlSectionTemplate.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer\FMODEventParameterSectionTemplate.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer\FMODEventControlTrack.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODStudio\Private\Sequencer\FMODEventParameterTrack.h
|
||||||
D:\Unreal\Hwanyoung\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODAudioLinkEditor\Private\FMODAudioLinkSettingsFactory.h
|
C:\Users\MyCom\Documents\Unreal Projects\Illusion-UE5\hwanyoung2\Plugins\FMODStudio\Source\FMODAudioLinkEditor\Private\FMODAudioLinkSettingsFactory.h
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2025-2025.
|
||||||
|
|
||||||
using UnrealBuildTool;
|
using UnrealBuildTool;
|
||||||
using System.IO;
|
using System.IO;
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2025-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2025-2025.
|
||||||
|
|
||||||
#include "FMODAudioLinkComponent.h"
|
#include "FMODAudioLinkComponent.h"
|
||||||
#include "FMODAudioLinkFactory.h"
|
#include "FMODAudioLinkFactory.h"
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2025-2025.
|
||||||
|
|
||||||
#include "FMODAudioLinkFactory.h"
|
#include "FMODAudioLinkFactory.h"
|
||||||
#include "FMODAudioLinkSynchronizer.h"
|
#include "FMODAudioLinkSynchronizer.h"
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2025-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2025-2025.
|
||||||
|
|
||||||
#include "FMODAudioLinkInputClient.h"
|
#include "FMODAudioLinkInputClient.h"
|
||||||
#include "FMODAudioLinkLog.h"
|
#include "FMODAudioLinkLog.h"
|
||||||
@ -98,7 +98,7 @@ FFMODAudioLinkInputClient::~FFMODAudioLinkInputClient()
|
|||||||
Unregister();
|
Unregister();
|
||||||
}
|
}
|
||||||
|
|
||||||
FMOD_RESULT F_CALLBACK pcmreadcallback(FMOD_SOUND* inSound, void* data, unsigned int datalen)
|
FMOD_RESULT F_CALL pcmreadcallback(FMOD_SOUND* inSound, void* data, unsigned int datalen)
|
||||||
{
|
{
|
||||||
FMOD::Sound* sound = (FMOD::Sound*)inSound;
|
FMOD::Sound* sound = (FMOD::Sound*)inSound;
|
||||||
FFMODAudioLinkInputClient* ConsumerSP;
|
FFMODAudioLinkInputClient* ConsumerSP;
|
||||||
@ -109,7 +109,7 @@ FMOD_RESULT F_CALLBACK pcmreadcallback(FMOD_SOUND* inSound, void* data, unsigned
|
|||||||
return FMOD_OK;
|
return FMOD_OK;
|
||||||
}
|
}
|
||||||
|
|
||||||
FMOD_RESULT F_CALLBACK SoundCallback(FMOD_STUDIO_EVENT_CALLBACK_TYPE type, FMOD_STUDIO_EVENTINSTANCE* event, void* parameters)
|
FMOD_RESULT F_CALL SoundCallback(FMOD_STUDIO_EVENT_CALLBACK_TYPE type, FMOD_STUDIO_EVENTINSTANCE* event, void* parameters)
|
||||||
{
|
{
|
||||||
FMOD_RESULT result = FMOD_OK;
|
FMOD_RESULT result = FMOD_OK;
|
||||||
FMOD::Studio::EventInstance* eventInstance = (FMOD::Studio::EventInstance*)event;
|
FMOD::Studio::EventInstance* eventInstance = (FMOD::Studio::EventInstance*)event;
|
||||||
@ -202,7 +202,20 @@ void FFMODAudioLinkInputClient::Start(USceneComponent* InComponent)
|
|||||||
InputClientRef* callbackMemory = new InputClientRef(SelfSP);
|
InputClientRef* callbackMemory = new InputClientRef(SelfSP);
|
||||||
|
|
||||||
EventInst->setUserData(callbackMemory);
|
EventInst->setUserData(callbackMemory);
|
||||||
EventInst->start();
|
|
||||||
|
bool bIs3d = 0;
|
||||||
|
EventDesc->is3D(&bIs3d);
|
||||||
|
if (bIs3d)
|
||||||
|
{
|
||||||
|
// delay start
|
||||||
|
SelfSP->bShouldDelayStart = true;
|
||||||
|
UE_LOG(LogFMODAudioLink, Verbose, TEXT("FFMODAudioLinkInputClient::Start: Delaying start of 3D EventInstance."));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
SelfSP->bShouldDelayStart = false;
|
||||||
|
EventInst->start();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
@ -240,6 +253,12 @@ void FFMODAudioLinkInputClient::UpdateWorldState(const FWorldState& InParams)
|
|||||||
// TODO: velocity
|
// TODO: velocity
|
||||||
|
|
||||||
EventInstance->set3DAttributes(&attr);
|
EventInstance->set3DAttributes(&attr);
|
||||||
|
if (bShouldDelayStart)
|
||||||
|
{
|
||||||
|
EventInstance->start();
|
||||||
|
UE_LOG(LogFMODAudioLink, Verbose, TEXT("FFMODAudioLinkInputClient::UpdateWorldState: Starting EventInstance."));
|
||||||
|
bShouldDelayStart = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2025-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
@ -40,6 +40,7 @@ public:
|
|||||||
|
|
||||||
FName GetProducerName() const { return ProducerName; }
|
FName GetProducerName() const { return ProducerName; }
|
||||||
FMOD::Studio::EventInstance* EventInstance;
|
FMOD::Studio::EventInstance* EventInstance;
|
||||||
|
bool bShouldDelayStart = 0;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void Register(const FName& NameOfProducingSource);
|
void Register(const FName& NameOfProducingSource);
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2025-2025.
|
||||||
|
|
||||||
#include "FMODAudioLinkLog.h"
|
#include "FMODAudioLinkLog.h"
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2025-2025.
|
||||||
|
|
||||||
#include "FMODAudioLinkSettings.h"
|
#include "FMODAudioLinkSettings.h"
|
||||||
#include "FMODAudioLinkFactory.h"
|
#include "FMODAudioLinkFactory.h"
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2025-2025.
|
||||||
|
|
||||||
#include "FMODAudioLinkSourcePushed.h"
|
#include "FMODAudioLinkSourcePushed.h"
|
||||||
#include "FMODAudioLinkSettings.h"
|
#include "FMODAudioLinkSettings.h"
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2025-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
#include "FMODAudioLinkInputClient.h"
|
#include "FMODAudioLinkInputClient.h"
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2025-2025.
|
||||||
|
|
||||||
#include "FMODAudioLinkSynchronizer.h"
|
#include "FMODAudioLinkSynchronizer.h"
|
||||||
#include "fmod_studio.hpp"
|
#include "fmod_studio.hpp"
|
||||||
@ -7,7 +7,7 @@
|
|||||||
|
|
||||||
#include "AudioDeviceManager.h"
|
#include "AudioDeviceManager.h"
|
||||||
|
|
||||||
FMOD_RESULT F_CALLBACK MixCallback(FMOD_SYSTEM* system, FMOD_SYSTEM_CALLBACK_TYPE type, void* commanddata1, void* commanddata2, void* userdata)
|
FMOD_RESULT F_CALL MixCallback(FMOD_SYSTEM* system, FMOD_SYSTEM_CALLBACK_TYPE type, void* commanddata1, void* commanddata2, void* userdata)
|
||||||
{
|
{
|
||||||
FFMODAudioLinkSynchronizer *Synchro = static_cast<FFMODAudioLinkSynchronizer*>(userdata);
|
FFMODAudioLinkSynchronizer *Synchro = static_cast<FFMODAudioLinkSynchronizer*>(userdata);
|
||||||
if (Synchro)
|
if (Synchro)
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2025-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
@ -54,5 +54,5 @@ struct FFMODAudioLinkSynchronizer : IAudioLinkSynchronizer, TSharedFromThis<FFMO
|
|||||||
|
|
||||||
#undef MAKE_DELEGATE_FUNC
|
#undef MAKE_DELEGATE_FUNC
|
||||||
|
|
||||||
friend FMOD_RESULT F_CALLBACK MixCallback(FMOD_SYSTEM* system, FMOD_SYSTEM_CALLBACK_TYPE type, void* commanddata1, void* commanddata2, void* userdata);
|
friend FMOD_RESULT F_CALL MixCallback(FMOD_SYSTEM* system, FMOD_SYSTEM_CALLBACK_TYPE type, void* commanddata1, void* commanddata2, void* userdata);
|
||||||
};
|
};
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2025-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2025-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2025-2025.
|
||||||
|
|
||||||
#include "Modules/ModuleInterface.h"
|
#include "Modules/ModuleInterface.h"
|
||||||
#include "Modules/ModuleManager.h"
|
#include "Modules/ModuleManager.h"
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2025-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2025-2025.
|
||||||
|
|
||||||
using UnrealBuildTool;
|
using UnrealBuildTool;
|
||||||
using System;
|
using System;
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2025-2025.
|
||||||
|
|
||||||
#include "FMODAudioLinkSettingsFactory.h"
|
#include "FMODAudioLinkSettingsFactory.h"
|
||||||
#include "FMODAudioLinkSettings.h"
|
#include "FMODAudioLinkSettings.h"
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2025-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2025-2025.
|
||||||
|
|
||||||
#include "Modules/ModuleInterface.h"
|
#include "Modules/ModuleInterface.h"
|
||||||
#include "FMODAudioLinkSettingsFactory.h"
|
#include "FMODAudioLinkSettingsFactory.h"
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
@ -140,7 +140,7 @@ class FMODSTUDIO_API UFMODAudioComponent : public USceneComponent
|
|||||||
|
|
||||||
friend struct FFMODEventControlExecutionToken;
|
friend struct FFMODEventControlExecutionToken;
|
||||||
friend struct FPlayingToken;
|
friend struct FPlayingToken;
|
||||||
friend FMOD_RESULT F_CALLBACK UFMODAudioComponent_EventCallback(FMOD_STUDIO_EVENT_CALLBACK_TYPE type, FMOD_STUDIO_EVENTINSTANCE *event, void *parameters);
|
friend FMOD_RESULT F_CALL UFMODAudioComponent_EventCallback(FMOD_STUDIO_EVENT_CALLBACK_TYPE type, FMOD_STUDIO_EVENTINSTANCE *event, void *parameters);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
/** The event asset to use for this sound. */
|
/** The event asset to use for this sound. */
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
@ -104,34 +104,6 @@ namespace EFMODCodec
|
|||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
USTRUCT()
|
|
||||||
struct FCustomPoolSizes
|
|
||||||
{
|
|
||||||
GENERATED_USTRUCT_BODY()
|
|
||||||
/** Default = 0 (Disabled) units in bytes*/
|
|
||||||
UPROPERTY(config, EditAnywhere, Category = InitSettings, meta = (ClampMin = "0"))
|
|
||||||
int32 Desktop;
|
|
||||||
/** Default = 0 (Disabled) units in bytes*/
|
|
||||||
UPROPERTY(config, EditAnywhere, Category = InitSettings, meta = (ClampMin = "0"))
|
|
||||||
int32 Mobile;
|
|
||||||
/** Default = 0 (Disabled) units in bytes*/
|
|
||||||
UPROPERTY(config, EditAnywhere, Category = InitSettings, meta = (ClampMin = "0"))
|
|
||||||
int32 PS4;
|
|
||||||
/** Default = 0 (Disabled) units in bytes*/
|
|
||||||
UPROPERTY(config, EditAnywhere, Category = InitSettings, meta = (ClampMin = "0"))
|
|
||||||
int32 Switch;
|
|
||||||
/** Default = 0 (Disabled) units in bytes*/
|
|
||||||
UPROPERTY(config, EditAnywhere, Category = InitSettings, meta = (ClampMin = "0"))
|
|
||||||
int32 XboxOne;
|
|
||||||
FCustomPoolSizes()
|
|
||||||
: Desktop(0)
|
|
||||||
, Mobile(0)
|
|
||||||
, PS4(0)
|
|
||||||
, Switch(0)
|
|
||||||
, XboxOne(0)
|
|
||||||
{}
|
|
||||||
};
|
|
||||||
|
|
||||||
USTRUCT()
|
USTRUCT()
|
||||||
struct FFMODPlatformSettings
|
struct FFMODPlatformSettings
|
||||||
{
|
{
|
||||||
@ -159,12 +131,13 @@ struct FFMODPlatformSettings
|
|||||||
* Use specified memory pool size, units in bytes. Disabled by default.
|
* Use specified memory pool size, units in bytes. Disabled by default.
|
||||||
* FMOD may become unstable if the limit is exceeded!
|
* FMOD may become unstable if the limit is exceeded!
|
||||||
*/
|
*/
|
||||||
UPROPERTY(config, EditAnywhere, Category = PlatformSettings, meta = (ClampMin = "0"))
|
UPROPERTY(config, EditAnywhere, Category = PlatformSettings, meta = (ClampMin = "0", DisplayName = "Memory Pool Size"))
|
||||||
int32 CustomPoolSize;
|
int32 CustomPoolSize;
|
||||||
/* Codecs
|
/* Codecs
|
||||||
*/
|
*/
|
||||||
UPROPERTY(config, EditAnywhere, Category = PlatformSettings, meta = (ClampMin = "0"))
|
UPROPERTY(config, EditAnywhere, Category = PlatformSettings, meta = (ClampMin = "0"))
|
||||||
TMap<TEnumAsByte<EFMODCodec::Type>, int32> Codecs;
|
TMap<TEnumAsByte<EFMODCodec::Type>, int32> Codecs;
|
||||||
|
|
||||||
FFMODPlatformSettings()
|
FFMODPlatformSettings()
|
||||||
: RealChannelCount(64)
|
: RealChannelCount(64)
|
||||||
, SampleRate(0)
|
, SampleRate(0)
|
||||||
@ -193,6 +166,7 @@ struct FFMODProjectLocale
|
|||||||
*/
|
*/
|
||||||
UPROPERTY(config, EditAnywhere, Category = Localization)
|
UPROPERTY(config, EditAnywhere, Category = Localization)
|
||||||
bool bDefault;
|
bool bDefault;
|
||||||
|
|
||||||
FFMODProjectLocale()
|
FFMODProjectLocale()
|
||||||
: bDefault(false)
|
: bDefault(false)
|
||||||
{}
|
{}
|
||||||
@ -330,8 +304,14 @@ public:
|
|||||||
* Use specified memory pool size for platform, units in bytes. Disabled by default.
|
* Use specified memory pool size for platform, units in bytes. Disabled by default.
|
||||||
* FMOD may become unstable if the limit is exceeded!
|
* FMOD may become unstable if the limit is exceeded!
|
||||||
*/
|
*/
|
||||||
UPROPERTY(config, EditAnywhere, Category = InitSettings)
|
UPROPERTY(config, EditAnywhere, Category = InitSettings, meta = (ClampMin = "0"))
|
||||||
FCustomPoolSizes MemoryPoolSizes;
|
int32 MemoryPoolSize;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Codecs
|
||||||
|
*/
|
||||||
|
UPROPERTY(config, EditAnywhere, Category = InitSettings, meta = (ClampMin = "0"))
|
||||||
|
TMap<TEnumAsByte<EFMODCodec::Type>, int32> Codecs;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Live update port to use, or 0 for default.
|
* Live update port to use, or 0 for default.
|
||||||
@ -480,7 +460,7 @@ private:
|
|||||||
int32 GetRealChannelCount() const;
|
int32 GetRealChannelCount() const;
|
||||||
|
|
||||||
/** Set the maximum codecs for the current platform. */
|
/** Set the maximum codecs for the current platform. */
|
||||||
bool SetCodecs(FMOD_ADVANCEDSETTINGS& advSettings) const;
|
TMap<TEnumAsByte<EFMODCodec::Type>, int32> GetCodecs() const;
|
||||||
|
|
||||||
/** List of generated folder names that contain FMOD uassets. */
|
/** List of generated folder names that contain FMOD uassets. */
|
||||||
TArray<FString> GeneratedFolders = {
|
TArray<FString> GeneratedFolders = {
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
using UnrealBuildTool;
|
using UnrealBuildTool;
|
||||||
using System;
|
using System;
|
||||||
using System.IO;
|
using System.IO;
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#include "FMODAmbientSound.h"
|
#include "FMODAmbientSound.h"
|
||||||
#include "FMODEvent.h"
|
#include "FMODEvent.h"
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#include "FMODAsset.h"
|
#include "FMODAsset.h"
|
||||||
#include "FMODStudioModule.h"
|
#include "FMODStudioModule.h"
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#include "FMODAssetTable.h"
|
#include "FMODAssetTable.h"
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#include "FMODAudioComponent.h"
|
#include "FMODAudioComponent.h"
|
||||||
#include "FMODStudioModule.h"
|
#include "FMODStudioModule.h"
|
||||||
@ -532,7 +532,7 @@ void UFMODAudioComponent::Deactivate()
|
|||||||
Super::Deactivate();
|
Super::Deactivate();
|
||||||
}
|
}
|
||||||
|
|
||||||
FMOD_RESULT F_CALLBACK UFMODAudioComponent_EventCallback(FMOD_STUDIO_EVENT_CALLBACK_TYPE type, FMOD_STUDIO_EVENTINSTANCE *event, void *parameters)
|
FMOD_RESULT F_CALL UFMODAudioComponent_EventCallback(FMOD_STUDIO_EVENT_CALLBACK_TYPE type, FMOD_STUDIO_EVENTINSTANCE *event, void *parameters)
|
||||||
{
|
{
|
||||||
UFMODAudioComponent *Component = nullptr;
|
UFMODAudioComponent *Component = nullptr;
|
||||||
FMOD::Studio::EventInstance *Instance = (FMOD::Studio::EventInstance *)event;
|
FMOD::Studio::EventInstance *Instance = (FMOD::Studio::EventInstance *)event;
|
||||||
@ -572,7 +572,7 @@ void UFMODAudioComponent_ReleaseProgrammerSound(FMOD_STUDIO_PROGRAMMER_SOUND_PRO
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
FMOD_RESULT F_CALLBACK UFMODAudioComponent_EventCallbackDestroyProgrammerSound(FMOD_STUDIO_EVENT_CALLBACK_TYPE type, FMOD_STUDIO_EVENTINSTANCE *event, void *parameters)
|
FMOD_RESULT F_CALL UFMODAudioComponent_EventCallbackDestroyProgrammerSound(FMOD_STUDIO_EVENT_CALLBACK_TYPE type, FMOD_STUDIO_EVENTINSTANCE *event, void *parameters)
|
||||||
{
|
{
|
||||||
UFMODAudioComponent_ReleaseProgrammerSound((FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES *)parameters);
|
UFMODAudioComponent_ReleaseProgrammerSound((FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES *)parameters);
|
||||||
return FMOD_OK;
|
return FMOD_OK;
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#include "FMODBank.h"
|
#include "FMODBank.h"
|
||||||
#include "FMODStudioModule.h"
|
#include "FMODStudioModule.h"
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#include "FMODBlueprintStatics.h"
|
#include "FMODBlueprintStatics.h"
|
||||||
#include "FMODAudioComponent.h"
|
#include "FMODAudioComponent.h"
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#include "FMODBus.h"
|
#include "FMODBus.h"
|
||||||
#include "FMODStudioModule.h"
|
#include "FMODStudioModule.h"
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#include "FMODEvent.h"
|
#include "FMODEvent.h"
|
||||||
#include "FMODStudioModule.h"
|
#include "FMODStudioModule.h"
|
||||||
|
@ -10,7 +10,7 @@
|
|||||||
#include "Misc/ScopeLock.h"
|
#include "Misc/ScopeLock.h"
|
||||||
#include "FMODStudioPrivatePCH.h"
|
#include "FMODStudioPrivatePCH.h"
|
||||||
|
|
||||||
FMOD_RESULT F_CALLBACK FMODLogCallback(FMOD_DEBUG_FLAGS flags, const char *file, int line, const char *func, const char *message)
|
FMOD_RESULT F_CALL FMODLogCallback(FMOD_DEBUG_FLAGS flags, const char *file, int line, const char *func, const char *message)
|
||||||
{
|
{
|
||||||
if (flags & FMOD_DEBUG_LEVEL_ERROR)
|
if (flags & FMOD_DEBUG_LEVEL_ERROR)
|
||||||
{
|
{
|
||||||
@ -43,12 +43,12 @@ FMOD_RESULT F_CALLBACK FMODLogCallback(FMOD_DEBUG_FLAGS flags, const char *file,
|
|||||||
return FMOD_OK;
|
return FMOD_OK;
|
||||||
}
|
}
|
||||||
|
|
||||||
FMOD_RESULT F_CALLBACK FMODErrorCallback(FMOD_SYSTEM *system, FMOD_SYSTEM_CALLBACK_TYPE type, void *commanddata1, void* commanddata2, void *userdata)
|
FMOD_RESULT F_CALL FMODErrorCallback(FMOD_SYSTEM *system, FMOD_SYSTEM_CALLBACK_TYPE type, void *commanddata1, void* commanddata2, void *userdata)
|
||||||
{
|
{
|
||||||
FMOD_ERRORCALLBACK_INFO *callbackInfo = (FMOD_ERRORCALLBACK_INFO *)commanddata1;
|
FMOD_ERRORCALLBACK_INFO *callbackInfo = (FMOD_ERRORCALLBACK_INFO *)commanddata1;
|
||||||
|
|
||||||
if ((callbackInfo->instancetype == FMOD_ERRORCALLBACK_INSTANCETYPE_CHANNEL || callbackInfo->instancetype == FMOD_ERRORCALLBACK_INSTANCETYPE_CHANNELCONTROL)
|
if ((callbackInfo->instancetype == FMOD_ERRORCALLBACK_INSTANCETYPE_CHANNEL || callbackInfo->instancetype == FMOD_ERRORCALLBACK_INSTANCETYPE_CHANNELCONTROL)
|
||||||
&& callbackInfo->result == FMOD_ERR_INVALID_HANDLE)
|
&& (callbackInfo->result == FMOD_ERR_INVALID_HANDLE || callbackInfo->result == FMOD_ERR_CHANNEL_STOLEN))
|
||||||
{
|
{
|
||||||
return FMOD_OK;
|
return FMOD_OK;
|
||||||
}
|
}
|
||||||
@ -80,10 +80,10 @@ public:
|
|||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
static FMOD_RESULT F_CALLBACK OpenCallback(const char *name, unsigned int *filesize, void **handle, void * /*userdata*/);
|
static FMOD_RESULT F_CALL OpenCallback(const char *name, unsigned int *filesize, void **handle, void * /*userdata*/);
|
||||||
static FMOD_RESULT F_CALLBACK CloseCallback(void *handle, void * /*userdata*/);
|
static FMOD_RESULT F_CALL CloseCallback(void *handle, void * /*userdata*/);
|
||||||
static FMOD_RESULT F_CALLBACK ReadCallback(void *handle, void *buffer, unsigned int sizebytes, unsigned int *bytesread, void * /*userdata*/);
|
static FMOD_RESULT F_CALL ReadCallback(void *handle, void *buffer, unsigned int sizebytes, unsigned int *bytesread, void * /*userdata*/);
|
||||||
static FMOD_RESULT F_CALLBACK SeekCallback(void *handle, unsigned int pos, void * /*userdata*/);
|
static FMOD_RESULT F_CALL SeekCallback(void *handle, unsigned int pos, void * /*userdata*/);
|
||||||
|
|
||||||
static FMOD_RESULT OpenInternal(const char *name, unsigned int *filesize, void **handle);
|
static FMOD_RESULT OpenInternal(const char *name, unsigned int *filesize, void **handle);
|
||||||
static FMOD_RESULT CloseInternal(void *handle);
|
static FMOD_RESULT CloseInternal(void *handle);
|
||||||
@ -221,7 +221,7 @@ private:
|
|||||||
|
|
||||||
static FFMODFileSystem gFileSystem;
|
static FFMODFileSystem gFileSystem;
|
||||||
|
|
||||||
FMOD_RESULT F_CALLBACK FFMODFileSystem::OpenCallback(const char *name, unsigned int *filesize, void **handle, void * /*userdata*/)
|
FMOD_RESULT F_CALL FFMODFileSystem::OpenCallback(const char *name, unsigned int *filesize, void **handle, void * /*userdata*/)
|
||||||
{
|
{
|
||||||
FScopeLock lock(&gFileSystem.mCrit);
|
FScopeLock lock(&gFileSystem.mCrit);
|
||||||
gFileSystem.mName = name;
|
gFileSystem.mName = name;
|
||||||
@ -249,7 +249,7 @@ FMOD_RESULT FFMODFileSystem::OpenInternal(const char *name, unsigned int *filesi
|
|||||||
return FMOD_OK;
|
return FMOD_OK;
|
||||||
}
|
}
|
||||||
|
|
||||||
FMOD_RESULT F_CALLBACK FFMODFileSystem::CloseCallback(void *handle, void * /*userdata*/)
|
FMOD_RESULT F_CALL FFMODFileSystem::CloseCallback(void *handle, void * /*userdata*/)
|
||||||
{
|
{
|
||||||
FScopeLock lock(&gFileSystem.mCrit);
|
FScopeLock lock(&gFileSystem.mCrit);
|
||||||
gFileSystem.mHandleIn = handle;
|
gFileSystem.mHandleIn = handle;
|
||||||
@ -271,7 +271,7 @@ FMOD_RESULT FFMODFileSystem::CloseInternal(void *handle)
|
|||||||
return FMOD_OK;
|
return FMOD_OK;
|
||||||
}
|
}
|
||||||
|
|
||||||
FMOD_RESULT F_CALLBACK FFMODFileSystem::ReadCallback(void *handle, void *buffer, unsigned int sizebytes, unsigned int *bytesread, void * /*userdata*/)
|
FMOD_RESULT F_CALL FFMODFileSystem::ReadCallback(void *handle, void *buffer, unsigned int sizebytes, unsigned int *bytesread, void * /*userdata*/)
|
||||||
{
|
{
|
||||||
FScopeLock lock(&gFileSystem.mCrit);
|
FScopeLock lock(&gFileSystem.mCrit);
|
||||||
gFileSystem.mHandleIn = handle;
|
gFileSystem.mHandleIn = handle;
|
||||||
@ -308,7 +308,7 @@ FMOD_RESULT FFMODFileSystem::ReadInternal(void *handle, void *buffer, unsigned i
|
|||||||
return FMOD_OK;
|
return FMOD_OK;
|
||||||
}
|
}
|
||||||
|
|
||||||
FMOD_RESULT F_CALLBACK FFMODFileSystem::SeekCallback(void *handle, unsigned int pos, void * /*userdata*/)
|
FMOD_RESULT F_CALL FFMODFileSystem::SeekCallback(void *handle, unsigned int pos, void * /*userdata*/)
|
||||||
{
|
{
|
||||||
FScopeLock lock(&gFileSystem.mCrit);
|
FScopeLock lock(&gFileSystem.mCrit);
|
||||||
gFileSystem.mHandleIn = handle;
|
gFileSystem.mHandleIn = handle;
|
||||||
|
@ -1,12 +1,12 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "fmod.hpp"
|
#include "fmod.hpp"
|
||||||
#include "GenericPlatform/GenericPlatform.h"
|
#include "GenericPlatform/GenericPlatform.h"
|
||||||
|
|
||||||
FMOD_RESULT F_CALLBACK FMODLogCallback(FMOD_DEBUG_FLAGS flags, const char *file, int line, const char *func, const char *message);
|
FMOD_RESULT F_CALL FMODLogCallback(FMOD_DEBUG_FLAGS flags, const char *file, int line, const char *func, const char *message);
|
||||||
FMOD_RESULT F_CALLBACK FMODErrorCallback(FMOD_SYSTEM *system, FMOD_SYSTEM_CALLBACK_TYPE type, void *commanddata1, void *commanddata2, void *userdata);
|
FMOD_RESULT F_CALL FMODErrorCallback(FMOD_SYSTEM *system, FMOD_SYSTEM_CALLBACK_TYPE type, void *commanddata1, void *commanddata2, void *userdata);
|
||||||
|
|
||||||
void AcquireFMODFileSystem();
|
void AcquireFMODFileSystem();
|
||||||
void ReleaseFMODFileSystem();
|
void ReleaseFMODFileSystem();
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2024.
|
// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2025.
|
||||||
|
|
||||||
#include "FMODListener.h"
|
#include "FMODListener.h"
|
||||||
#include "Misc/App.h"
|
#include "Misc/App.h"
|
||||||
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
x
Reference in New Issue
Block a user