newly updated FMODStudio plugin for UE5.3 migration
@ -13,15 +13,17 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="api-reference.html">API Reference</a><ul class="subchapters"><li><a href="api-reference-common.html">Common</a></li><li><a href="api-reference-ifmodstudiomodule.html">IFMODStudioModule</a></li><li><a href="api-reference-ufmodblueprintstatics.html">UFMODBlueprintStatics</a></li><li><a href="api-reference-ufmodaudiocomponent.html">UFMODAudioComponent</a></li><li class="manual-current-chapter manual-active-chapter"><a href="api-reference-afmodambientsound.html">AFMODAmbientSound</a></li><li><a href="api-reference-ufmodanimnotifyplay.html">UFMODAnimNotifyPlay</a></li><li><a href="api-reference-ufmodbank.html">UFMODBank</a></li><li><a href="api-reference-ufmodbus.html">UFMODBus</a></li><li><a href="api-reference-ufmodvca.html">UFMODVCA</a></li><li><a href="api-reference-ufmodevent.html">UFMODEvent</a></li><li><a href="api-reference-ufmodport.html">UFMODPort</a></li><li><a href="api-reference-ufmodsnapshot.html">UFMODSnapshot</a></li><li><a href="api-reference-ufmodsnapshotreverb.html">UFMODSnapshotReverb</a></li><li><a href="api-reference-ufmodasset.html">UFMODAsset</a></li><li><a href="api-reference-ufmodsettings.html">UFMODSettings</a></li></ul></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>5. API Reference | AFMODAmbientSound</h1>
|
||||
<h1>6. API Reference | AFMODAmbientSound</h1>
|
||||
<p>This class inherits from <a href="https://api.unrealengine.com/INT/API/Runtime/Engine/GameFramework/AActor/index.html">AActor</a></p>
|
||||
<p><strong>Properties:</strong></p>
|
||||
<ul>
|
||||
@ -39,7 +41,7 @@
|
||||
|
||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-ufmodaudiocomponent.html">UFMODAudioComponent</a></p></div>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,22 +13,24 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="api-reference.html">API Reference</a><ul class="subchapters"><li class="manual-current-chapter manual-active-chapter"><a href="api-reference-common.html">Common</a></li><li><a href="api-reference-ifmodstudiomodule.html">IFMODStudioModule</a></li><li><a href="api-reference-ufmodblueprintstatics.html">UFMODBlueprintStatics</a></li><li><a href="api-reference-ufmodaudiocomponent.html">UFMODAudioComponent</a></li><li><a href="api-reference-afmodambientsound.html">AFMODAmbientSound</a></li><li><a href="api-reference-ufmodanimnotifyplay.html">UFMODAnimNotifyPlay</a></li><li><a href="api-reference-ufmodbank.html">UFMODBank</a></li><li><a href="api-reference-ufmodbus.html">UFMODBus</a></li><li><a href="api-reference-ufmodvca.html">UFMODVCA</a></li><li><a href="api-reference-ufmodevent.html">UFMODEvent</a></li><li><a href="api-reference-ufmodport.html">UFMODPort</a></li><li><a href="api-reference-ufmodsnapshot.html">UFMODSnapshot</a></li><li><a href="api-reference-ufmodsnapshotreverb.html">UFMODSnapshotReverb</a></li><li><a href="api-reference-ufmodasset.html">UFMODAsset</a></li><li><a href="api-reference-ufmodsettings.html">UFMODSettings</a></li></ul></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>5. API Reference | Common</h1>
|
||||
<h1>6. API Reference | Common</h1>
|
||||
<p><strong>Types:</strong></p>
|
||||
<ul>
|
||||
<li><span><a class="apilink" href="api-reference-common.html#ffmodattenuationdetails" title="Override the attenuation values from FMOD Studio.">FFMODAttenuationDetails</a> Override the attenuation values from FMOD Studio.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-common.html#efmodeventproperty" title="These definitions describe built-in event properties.">EFMODEventProperty</a> These definitions describe built-in event properties.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-common.html#efmodsystemcontext" title="Which FMOD Studio system to use.">EFMODSystemContext</a> Which FMOD Studio system to use.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-common.html#ffmodocclusiondetails" title="Occlusion details.">FFMODOcclusionDetails</a> Occlusion details.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-common.html#fmod_vector_scale_default" title="Unreal defines 1 unit == 1cm, so convert to metres for Studio automatically.">FMOD_VECTOR_SCALE_DEFAULT</a> Unreal defines 1 unit == 1cm, so convert to metres for Studio automatically.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-common.html#fmod_vector_scale_default" title="This constant is used to convert unreal units to meters for FMOD Studio. The default value is appropriate for games that follow the Unreal Engine's convention of 1 unreal unit == 1cm; if your game world's scale uses a different length for unreal units, you can alter this value in FMODUtils.h.">FMOD_VECTOR_SCALE_DEFAULT</a> This constant is used to convert unreal units to meters for FMOD Studio. The default value is appropriate for games that follow the Unreal Engine's convention of 1 unreal unit == 1cm; if your game world's scale uses a different length for unreal units, you can alter this value in FMODUtils.h.</span></li>
|
||||
</ul>
|
||||
<p><strong>Methods:</strong></p>
|
||||
<ul>
|
||||
@ -179,7 +181,7 @@
|
||||
<dd>Whether or not to enable complex geometry occlusion checks.</dd>
|
||||
</dl>
|
||||
<h2 api="type" id="fmod_vector_scale_default"><a href="#fmod_vector_scale_default">FMOD_VECTOR_SCALE_DEFAULT</a></h2>
|
||||
<p>Unreal defines 1 unit == 1cm, so convert to metres for Studio automatically.</p>
|
||||
<p>This constant is used to convert unreal units to meters for FMOD Studio. The default value is appropriate for games that follow the Unreal Engine's convention of 1 unreal unit == 1cm; if your game world's scale uses a different length for unreal units, you can alter this value in FMODUtils.h.</p>
|
||||
<p>
|
||||
<div class="language-selector">
|
||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
||||
@ -385,7 +387,7 @@
|
||||
<dd>Helper function to return a parameter type as a string.</dd>
|
||||
</dl></div>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,15 +13,17 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="api-reference.html">API Reference</a><ul class="subchapters"><li><a href="api-reference-common.html">Common</a></li><li class="manual-current-chapter manual-active-chapter"><a href="api-reference-ifmodstudiomodule.html">IFMODStudioModule</a></li><li><a href="api-reference-ufmodblueprintstatics.html">UFMODBlueprintStatics</a></li><li><a href="api-reference-ufmodaudiocomponent.html">UFMODAudioComponent</a></li><li><a href="api-reference-afmodambientsound.html">AFMODAmbientSound</a></li><li><a href="api-reference-ufmodanimnotifyplay.html">UFMODAnimNotifyPlay</a></li><li><a href="api-reference-ufmodbank.html">UFMODBank</a></li><li><a href="api-reference-ufmodbus.html">UFMODBus</a></li><li><a href="api-reference-ufmodvca.html">UFMODVCA</a></li><li><a href="api-reference-ufmodevent.html">UFMODEvent</a></li><li><a href="api-reference-ufmodport.html">UFMODPort</a></li><li><a href="api-reference-ufmodsnapshot.html">UFMODSnapshot</a></li><li><a href="api-reference-ufmodsnapshotreverb.html">UFMODSnapshotReverb</a></li><li><a href="api-reference-ufmodasset.html">UFMODAsset</a></li><li><a href="api-reference-ufmodsettings.html">UFMODSettings</a></li></ul></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>5. API Reference | IFMODStudioModule</h1>
|
||||
<h1>6. API Reference | IFMODStudioModule</h1>
|
||||
<p>This class inherits from <a href="">IModuleInterface</a>.</p>
|
||||
<p><strong>Methods:</strong></p>
|
||||
<ul>
|
||||
@ -29,15 +31,11 @@
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_isavailable" title="Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.">IFMODStudioModule::IsAvailable</a> Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_getstudiosystem" title="Get a pointer to the runtime studio system (only valid in-game or in PIE).">IFMODStudioModule::GetStudioSystem</a> Get a pointer to the runtime studio system (only valid in-game or in PIE).</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_setsystempaused" title="Set system paused.">IFMODStudioModule::SetSystemPaused</a> Set system paused.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_refreshsettings" title="Called when user changes any studio settings.">IFMODStudioModule::RefreshSettings</a> Called when user changes any studio settings.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_setinpie" title="Called when we enter or leave PIE mode.">IFMODStudioModule::SetInPIE</a> Called when we enter or leave PIE mode.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_findassetbyname" title="Look up an asset given its name.">IFMODStudioModule::FindAssetByName</a> Look up an asset given its name.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_findeventbyname" title="Look up an event given its name.">IFMODStudioModule::FindEventByName</a> Look up an event given its name.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_getbankpath" title="Get the disk path for a bank asset.">IFMODStudioModule::GetBankPath</a> Get the disk path for a bank asset.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_getallbankpaths" title="Get the disk paths for all Banks.">IFMODStudioModule::GetAllBankPaths</a> Get the disk paths for all Banks.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_reloadbanks" title="Called by the editor module when banks have been modified on disk.">IFMODStudioModule::ReloadBanks</a> Called by the editor module when banks have been modified on disk.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_getlocale" title="Get current locale.">IFMODStudioModule::GetLocale</a> Get current locale.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_setlocale" title="Set active locale. Locale must be the locale name of one of the configured project locales.">IFMODStudioModule::SetLocale</a> Set active locale. Locale must be the locale name of one of the configured project locales.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_geteventdescription" title="Get an event description. The system type can control which Studio system to use, or leave it as System_Max for it to choose automatically.">IFMODStudioModule::GetEventDescription</a> Get an event description. The system type can control which Studio system to use, or leave it as System_Max for it to choose automatically.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_createauditioninginstance" title="Create a single auditioning instance using the auditioning system.">IFMODStudioModule::CreateAuditioningInstance</a> Create a single auditioning instance using the auditioning system.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_stopauditioninginstance" title="Stop any auditioning instance.">IFMODStudioModule::StopAuditioningInstance</a> Stop any auditioning instance.</span></li>
|
||||
@ -46,78 +44,47 @@
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_finishsetlistenerposition" title="Used to update the listener positions.">IFMODStudioModule::FinishSetListenerPosition</a> Used to update the listener positions.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_getnearestlistener" title="Return the audio settings for the listener nearest the given location.">IFMODStudioModule::GetNearestListener</a> Return the audio settings for the listener nearest the given location.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_getfailedbankloads" title="Return a list of banks that failed to load due to an error.">IFMODStudioModule::GetFailedBankLoads</a> Return a list of banks that failed to load due to an error.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_banksreloadedevent" title="This event is fired after all banks were reloaded.">IFMODStudioModule::BanksReloadedEvent</a> This event is fired after all banks were reloaded.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_getrequiredplugins" title="Return a list of plugins that appear to be needed.">IFMODStudioModule::GetRequiredPlugins</a> Return a list of plugins that appear to be needed.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_addrequiredplugin" title="Register a plugin that is required.">IFMODStudioModule::AddRequiredPlugin</a> Register a plugin that is required.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_usesound" title="Returns whether sound is enabled for the game.">IFMODStudioModule::UseSound</a> Returns whether sound is enabled for the game.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_loadplugin" title="Attempts to load a plugin by name.">IFMODStudioModule::LoadPlugin</a> Attempts to load a plugin by name.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_logerror" title="Log an FMOD error.">IFMODStudioModule::LogError</a> Log an FMOD error.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudioeditormodule_arebanksloaded" title="This returns true if the plugin has loaded all required banks on startup. Depending if bLoadAllBanks is checked, this could be all banks or just the Master and Strings Bank.">IFMODStudioEditorModule::AreBanksLoaded</a> This returns true if the plugin has loaded all required banks on startup. Depending if <a href="api-reference-ufmodsettings#bloadallbanks.html">bLoadAllBanks</a> is checked, this could be all banks or just the <a href="studio-guide#loading-banks.html">Master</a> and <a href="studio-guide#loading-banks.html">Strings Bank</a>.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_arebanksloaded" title="This returns true if the plugin has loaded all required banks on startup. Depending if bLoadAllBanks is checked, this could be all banks or just the Master and Strings Bank.">IFMODStudioModule::AreBanksLoaded</a> This returns true if the plugin has loaded all required banks on startup. Depending if <a href="api-reference-ufmodsettings#bloadallbanks.html">bLoadAllBanks</a> is checked, this could be all banks or just the <a href="studio-guide#loading-banks.html">Master</a> and <a href="studio-guide#loading-banks.html">Strings Bank</a>.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_setlocale" title="Set active locale. Locale must be the locale name of one of the configured project locales.">IFMODStudioModule::SetLocale</a> Set active locale. Locale must be the locale name of one of the configured project locales.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_getlocale" title="Get current locale.">IFMODStudioModule::GetLocale</a> Get current locale.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_getdefaultlocale" title="Get the current default locale.">IFMODStudioModule::GetDefaultLocale</a> Get the current default locale.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_preendpie" title="A function called by FFMODStudioEditorModule as the PIE is ending so that the FMODStudioModule can clean up.">IFMODStudioModule::PreEndPIE</a> A function called by FFMODStudioEditorModule as the PIE is ending so that the FMODStudioModule can clean up.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_preendpieevent" title="Returns a delegate that gets triggered as the Play-In-Editor session is stopped but before the FMOD System is shutdown.">IFMODStudioModule::PreEndPIEEvent</a> Returns a delegate that gets triggered as the Play-In-Editor session is stopped but before the FMOD System is shutdown.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_reloadbanks" title="Called by the editor module when banks have been modified on disk.">IFMODStudioModule::ReloadBanks</a> Called by the editor module when banks have been modified on disk.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_loadeditorbanks" title="Load banks using the Editor System Context.">IFMODStudioModule::LoadEditorBanks</a> Load banks using the Editor System Context.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_unloadeditorbanks" title="Unload banks using the Editor System Context.">IFMODStudioModule::UnloadEditorBanks</a> Unload banks using the Editor System Context.</span></li>
|
||||
</ul>
|
||||
<h2 api="method" id="ifmodstudiomodule_get"><a href="#ifmodstudiomodule_get">IFMODStudioModule::Get</a></h2>
|
||||
<p>Singleton-like access to this module's interface. Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.</p>
|
||||
<p>
|
||||
<div class="language-selector">
|
||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
||||
</div>
|
||||
</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">IFMODStudioModule</span> <span class="o">&</span><span class="n">Get</span><span class="p">()</span>
|
||||
</pre></div>
|
||||
|
||||
<dl>
|
||||
<dt>return</dt>
|
||||
<dd>Returns singleton instance, loading the module on demand if needed.</dd>
|
||||
</dl>
|
||||
<h2 api="method" id="ifmodstudiomodule_isavailable"><a href="#ifmodstudiomodule_isavailable">IFMODStudioModule::IsAvailable</a></h2>
|
||||
<p>Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">bool</span> <span class="n">IsAvailable</span><span class="p">()</span>
|
||||
</pre></div>
|
||||
|
||||
<dl>
|
||||
<dt>return</dt>
|
||||
<dd>Returns true if the module is loaded and ready to use.</dd>
|
||||
</dl>
|
||||
<h2 api="method" id="ifmodstudiomodule_getstudiosystem"><a href="#ifmodstudiomodule_getstudiosystem">IFMODStudioModule::GetStudioSystem</a></h2>
|
||||
<p>Get a pointer to the runtime studio system (only valid in-game or in PIE).</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FMOD</span><span class="o">::</span><span class="n">Studio</span><span class="o">::</span><span class="n">System</span> <span class="o">*</span><span class="n">GetStudioSystem</span><span class="p">(</span>
|
||||
<span class="n">EFMODSystemContext</span><span class="o">::</span><span class="n">Type</span> <span class="n">Context</span>
|
||||
<h2 api="method" id="ifmodstudiomodule_addrequiredplugin"><a href="#ifmodstudiomodule_addrequiredplugin">IFMODStudioModule::AddRequiredPlugin</a></h2>
|
||||
<p>Register a plugin that is required.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">AddRequiredPlugin</span><span class="p">(</span>
|
||||
<span class="k">const</span> <span class="n">FString</span> <span class="o">&</span><span class="n">Plugin</span>
|
||||
<span class="p">);</span>
|
||||
</pre></div>
|
||||
|
||||
<dl>
|
||||
<dt>Context</dt>
|
||||
<dd>System context to use.</dd>
|
||||
<dt>Plugin</dt>
|
||||
<dd>The plugin to be registered.</dd>
|
||||
</dl>
|
||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-common.html#efmodsystemcontext">EFMODSystemContext</a>.</p>
|
||||
<h2 api="method" id="ifmodstudiomodule_setsystempaused"><a href="#ifmodstudiomodule_setsystempaused">IFMODStudioModule::SetSystemPaused</a></h2>
|
||||
<p>Set system paused.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">SetSystemPaused</span><span class="p">(</span>
|
||||
<span class="kt">bool</span> <span class="n">paused</span>
|
||||
<h2 api="method" id="ifmodstudiomodule_arebanksloaded"><a href="#ifmodstudiomodule_arebanksloaded">IFMODStudioModule::AreBanksLoaded</a></h2>
|
||||
<p>This returns true if the plugin has loaded all required banks on startup. Depending if <a href="api-reference-ufmodsettings#bloadallbanks.html">bLoadAllBanks</a> is checked, this could be all banks or just the <a href="studio-guide#loading-banks.html">Master</a> and <a href="studio-guide#loading-banks.html">Strings Bank</a>.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">bool</span> <span class="nf">AreBanksLoaded</span><span class="p">();</span>
|
||||
</pre></div>
|
||||
|
||||
<h2 api="method" id="ifmodstudiomodule_createauditioninginstance"><a href="#ifmodstudiomodule_createauditioninginstance">IFMODStudioModule::CreateAuditioningInstance</a></h2>
|
||||
<p>Create a single auditioning instance using the auditioning system.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FMOD</span><span class="o">::</span><span class="n">Studio</span><span class="o">::</span><span class="n">EventInstance</span> <span class="o">*</span><span class="n">CreateAuditioningInstance</span><span class="p">(</span>
|
||||
<span class="k">const</span> <span class="n">UFMODEvent</span> <span class="o">*</span><span class="n">Event</span>
|
||||
<span class="p">);</span>
|
||||
</pre></div>
|
||||
|
||||
<dl>
|
||||
<dt>paused</dt>
|
||||
<dd>Should the system be paused.</dd>
|
||||
</dl>
|
||||
<h2 api="method" id="ifmodstudiomodule_refreshsettings"><a href="#ifmodstudiomodule_refreshsettings">IFMODStudioModule::RefreshSettings</a></h2>
|
||||
<p>Called when user changes any studio settings.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">RefreshSettings</span><span class="p">();</span>
|
||||
</pre></div>
|
||||
|
||||
<h2 api="method" id="ifmodstudiomodule_setinpie"><a href="#ifmodstudiomodule_setinpie">IFMODStudioModule::SetInPIE</a></h2>
|
||||
<p>Called when we enter or leave PIE mode.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">SetInPIE</span><span class="p">(</span>
|
||||
<span class="kt">bool</span> <span class="n">bInPIE</span><span class="p">,</span>
|
||||
<span class="kt">bool</span> <span class="n">bSimulating</span>
|
||||
<span class="p">);</span>
|
||||
</pre></div>
|
||||
|
||||
<dl>
|
||||
<dt>bInPIE</dt>
|
||||
<dd>Currently in PIE.</dd>
|
||||
<dt>bSimulating</dt>
|
||||
<dd>Currently simulating.</dd>
|
||||
<dt>Event</dt>
|
||||
<dd>The event to audition.</dd>
|
||||
</dl>
|
||||
<h2 api="method" id="ifmodstudiomodule_findassetbyname"><a href="#ifmodstudiomodule_findassetbyname">IFMODStudioModule::FindAssetByName</a></h2>
|
||||
<p>Look up an asset given its name.</p>
|
||||
@ -141,16 +108,30 @@
|
||||
<dt>Name</dt>
|
||||
<dd>The name of the event.</dd>
|
||||
</dl>
|
||||
<h2 api="method" id="ifmodstudiomodule_getbankpath"><a href="#ifmodstudiomodule_getbankpath">IFMODStudioModule::GetBankPath</a></h2>
|
||||
<p>Get the disk path for a bank asset.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FString</span> <span class="nf">GetBankPath</span><span class="p">(</span>
|
||||
<span class="k">const</span> <span class="n">UFMODBank</span> <span class="o">&</span><span class="n">Bank</span>
|
||||
<h2 api="method" id="ifmodstudiomodule_finishsetlistenerposition"><a href="#ifmodstudiomodule_finishsetlistenerposition">IFMODStudioModule::FinishSetListenerPosition</a></h2>
|
||||
<p>Used to update the listener positions.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">FinishSetListenerPosition</span><span class="p">(</span>
|
||||
<span class="kt">int</span> <span class="n">NumListeners</span>
|
||||
<span class="p">);</span>
|
||||
</pre></div>
|
||||
|
||||
<dl>
|
||||
<dt>Bank</dt>
|
||||
<dd>The bank to retrieve the disk path for.</dd>
|
||||
<dt>NumListeners</dt>
|
||||
<dd>The number of listeners to change the positions of.</dd>
|
||||
</dl>
|
||||
<h2 api="method" id="ifmodstudiomodule_get"><a href="#ifmodstudiomodule_get">IFMODStudioModule::Get</a></h2>
|
||||
<p>Singleton-like access to this module's interface. Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.</p>
|
||||
<p>
|
||||
<div class="language-selector">
|
||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
||||
</div>
|
||||
</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">IFMODStudioModule</span> <span class="o">&</span><span class="n">Get</span><span class="p">()</span>
|
||||
</pre></div>
|
||||
|
||||
<dl>
|
||||
<dt>return</dt>
|
||||
<dd>Returns singleton instance, loading the module on demand if needed.</dd>
|
||||
</dl>
|
||||
<h2 api="method" id="ifmodstudiomodule_getallbankpaths"><a href="#ifmodstudiomodule_getallbankpaths">IFMODStudioModule::GetAllBankPaths</a></h2>
|
||||
<p>Get the disk paths for all Banks.</p>
|
||||
@ -166,25 +147,20 @@
|
||||
<dt>IncludeMasterBank</dt>
|
||||
<dd>Should the Master Bank path be included.</dd>
|
||||
</dl>
|
||||
<h2 api="method" id="ifmodstudiomodule_reloadbanks"><a href="#ifmodstudiomodule_reloadbanks">IFMODStudioModule::ReloadBanks</a></h2>
|
||||
<p>Called by the editor module when banks have been modified on disk.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">ReloadBanks</span><span class="p">();</span>
|
||||
</pre></div>
|
||||
|
||||
<h2 api="method" id="ifmodstudiomodule_setlocale"><a href="#ifmodstudiomodule_setlocale">IFMODStudioModule::SetLocale</a></h2>
|
||||
<p>Set active locale. Locale must be the locale name of one of the configured project locales.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">bool</span> <span class="nf">SetLocale</span><span class="p">(</span>
|
||||
<span class="k">const</span> <span class="n">FString</span><span class="o">&</span> <span class="n">Locale</span>
|
||||
<h2 api="method" id="ifmodstudiomodule_getbankpath"><a href="#ifmodstudiomodule_getbankpath">IFMODStudioModule::GetBankPath</a></h2>
|
||||
<p>Get the disk path for a bank asset.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FString</span> <span class="nf">GetBankPath</span><span class="p">(</span>
|
||||
<span class="k">const</span> <span class="n">UFMODBank</span> <span class="o">&</span><span class="n">Bank</span>
|
||||
<span class="p">);</span>
|
||||
</pre></div>
|
||||
|
||||
<dl>
|
||||
<dt>Locale</dt>
|
||||
<dd>The language to use.</dd>
|
||||
<dt>Bank</dt>
|
||||
<dd>The bank to retrieve the disk path for.</dd>
|
||||
</dl>
|
||||
<h2 api="method" id="ifmodstudiomodule_getlocale"><a href="#ifmodstudiomodule_getlocale">IFMODStudioModule::GetLocale</a></h2>
|
||||
<p>Get current locale.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FString</span> <span class="nf">GetLocale</span><span class="p">();</span>
|
||||
<h2 api="method" id="ifmodstudiomodule_getdefaultlocale"><a href="#ifmodstudiomodule_getdefaultlocale">IFMODStudioModule::GetDefaultLocale</a></h2>
|
||||
<p>Get the current default locale.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FString</span> <span class="nf">GetDefaultLocale</span><span class="p">();</span>
|
||||
</pre></div>
|
||||
|
||||
<h2 api="method" id="ifmodstudiomodule_geteventdescription"><a href="#ifmodstudiomodule_geteventdescription">IFMODStudioModule::GetEventDescription</a></h2>
|
||||
@ -202,69 +178,6 @@
|
||||
<dd>System context to use.</dd>
|
||||
</dl>
|
||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-common.html#efmodsystemcontext">EFMODSystemContext</a>.</p>
|
||||
<h2 api="method" id="ifmodstudiomodule_createauditioninginstance"><a href="#ifmodstudiomodule_createauditioninginstance">IFMODStudioModule::CreateAuditioningInstance</a></h2>
|
||||
<p>Create a single auditioning instance using the auditioning system.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FMOD</span><span class="o">::</span><span class="n">Studio</span><span class="o">::</span><span class="n">EventInstance</span> <span class="o">*</span><span class="n">CreateAuditioningInstance</span><span class="p">(</span>
|
||||
<span class="k">const</span> <span class="n">UFMODEvent</span> <span class="o">*</span><span class="n">Event</span>
|
||||
<span class="p">);</span>
|
||||
</pre></div>
|
||||
|
||||
<dl>
|
||||
<dt>Event</dt>
|
||||
<dd>The event to audition.</dd>
|
||||
</dl>
|
||||
<h2 api="method" id="ifmodstudiomodule_stopauditioninginstance"><a href="#ifmodstudiomodule_stopauditioninginstance">IFMODStudioModule::StopAuditioningInstance</a></h2>
|
||||
<p>Stop any auditioning instance.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">StopAuditioningInstance</span><span class="p">();</span>
|
||||
</pre></div>
|
||||
|
||||
<h2 api="method" id="ifmodstudiomodule_haslistenermoved"><a href="#ifmodstudiomodule_haslistenermoved">IFMODStudioModule::HasListenerMoved</a></h2>
|
||||
<p>Return whether the listener(s) have moved.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">bool</span> <span class="nf">HasListenerMoved</span><span class="p">();</span>
|
||||
</pre></div>
|
||||
|
||||
<h2 api="method" id="ifmodstudiomodule_setlistenerposition"><a href="#ifmodstudiomodule_setlistenerposition">IFMODStudioModule::SetListenerPosition</a></h2>
|
||||
<p>Used to update a listener's position.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">SetListenerPosition</span><span class="p">(</span>
|
||||
<span class="kt">int</span> <span class="n">ListenerIndex</span><span class="p">,</span>
|
||||
<span class="n">UWorld</span> <span class="o">*</span><span class="n">World</span><span class="p">,</span>
|
||||
<span class="n">FTransform</span> <span class="o">&</span><span class="n">ListenerTransform</span><span class="p">,</span>
|
||||
<span class="kt">float</span> <span class="n">DeltaSeconds</span>
|
||||
<span class="p">);</span>
|
||||
</pre></div>
|
||||
|
||||
<dl>
|
||||
<dt>ListenerIndex</dt>
|
||||
<dd>Which listener position to change.</dd>
|
||||
<dt>World</dt>
|
||||
<dd>The current map.</dd>
|
||||
<dt>ListenerTransform</dt>
|
||||
<dd>New transform of the listener.</dd>
|
||||
<dt>DeltaSeconds</dt>
|
||||
<dd>How many seconds it should take to get there.</dd>
|
||||
</dl>
|
||||
<h2 api="method" id="ifmodstudiomodule_finishsetlistenerposition"><a href="#ifmodstudiomodule_finishsetlistenerposition">IFMODStudioModule::FinishSetListenerPosition</a></h2>
|
||||
<p>Used to update the listener positions.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">FinishSetListenerPosition</span><span class="p">(</span>
|
||||
<span class="kt">int</span> <span class="n">NumListeners</span>
|
||||
<span class="p">);</span>
|
||||
</pre></div>
|
||||
|
||||
<dl>
|
||||
<dt>NumListeners</dt>
|
||||
<dd>The number of listeners to change the positions of.</dd>
|
||||
</dl>
|
||||
<h2 api="method" id="ifmodstudiomodule_getnearestlistener"><a href="#ifmodstudiomodule_getnearestlistener">IFMODStudioModule::GetNearestListener</a></h2>
|
||||
<p>Return the audio settings for the listener nearest the given location.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="k">const</span> <span class="n">FFMODListener</span> <span class="o">&</span><span class="n">GetNearestListener</span><span class="p">(</span>
|
||||
<span class="k">const</span> <span class="n">FVector</span> <span class="o">&</span><span class="n">Location</span>
|
||||
<span class="p">);</span>
|
||||
</pre></div>
|
||||
|
||||
<dl>
|
||||
<dt>Location</dt>
|
||||
<dd>Unreal Vector position.</dd>
|
||||
</dl>
|
||||
<h2 api="method" id="ifmodstudiomodule_getfailedbankloads"><a href="#ifmodstudiomodule_getfailedbankloads">IFMODStudioModule::GetFailedBankLoads</a></h2>
|
||||
<p>Return a list of banks that failed to load due to an error.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">TArray</span><span class="o"><</span><span class="n">FString</span><span class="o">></span> <span class="n">GetFailedBankLoads</span><span class="p">(</span>
|
||||
@ -277,32 +190,59 @@
|
||||
<dd>System context to use.</dd>
|
||||
</dl>
|
||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-common.html#efmodsystemcontext">EFMODSystemContext</a>.</p>
|
||||
<h2 api="method" id="ifmodstudiomodule_banksreloadedevent"><a href="#ifmodstudiomodule_banksreloadedevent">IFMODStudioModule::BanksReloadedEvent</a></h2>
|
||||
<p>This event is fired after all banks were reloaded.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FSimpleMulticastDelegate</span> <span class="o">&</span><span class="n">BanksReloadedEvent</span><span class="p">();</span>
|
||||
<h2 api="method" id="ifmodstudiomodule_getlocale"><a href="#ifmodstudiomodule_getlocale">IFMODStudioModule::GetLocale</a></h2>
|
||||
<p>Get current locale.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FString</span> <span class="nf">GetLocale</span><span class="p">();</span>
|
||||
</pre></div>
|
||||
|
||||
<h2 api="method" id="ifmodstudiomodule_getnearestlistener"><a href="#ifmodstudiomodule_getnearestlistener">IFMODStudioModule::GetNearestListener</a></h2>
|
||||
<p>Return the audio settings for the listener nearest the given location.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="k">const</span> <span class="n">FFMODListener</span> <span class="o">&</span><span class="n">GetNearestListener</span><span class="p">(</span>
|
||||
<span class="k">const</span> <span class="n">FVector</span> <span class="o">&</span><span class="n">Location</span>
|
||||
<span class="p">);</span>
|
||||
</pre></div>
|
||||
|
||||
<dl>
|
||||
<dt>Location</dt>
|
||||
<dd>Unreal Vector position.</dd>
|
||||
</dl>
|
||||
<h2 api="method" id="ifmodstudiomodule_getrequiredplugins"><a href="#ifmodstudiomodule_getrequiredplugins">IFMODStudioModule::GetRequiredPlugins</a></h2>
|
||||
<p>Return a list of plugins that appear to be needed.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">TArray</span><span class="o"><</span><span class="n">FString</span><span class="o">></span> <span class="n">GetRequiredPlugins</span><span class="p">();</span>
|
||||
</pre></div>
|
||||
|
||||
<h2 api="method" id="ifmodstudiomodule_addrequiredplugin"><a href="#ifmodstudiomodule_addrequiredplugin">IFMODStudioModule::AddRequiredPlugin</a></h2>
|
||||
<p>Register a plugin that is required.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">AddRequiredPlugin</span><span class="p">(</span>
|
||||
<span class="k">const</span> <span class="n">FString</span> <span class="o">&</span><span class="n">Plugin</span>
|
||||
<h2 api="method" id="ifmodstudiomodule_getstudiosystem"><a href="#ifmodstudiomodule_getstudiosystem">IFMODStudioModule::GetStudioSystem</a></h2>
|
||||
<p>Get a pointer to the runtime studio system (only valid in-game or in PIE).</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FMOD</span><span class="o">::</span><span class="n">Studio</span><span class="o">::</span><span class="n">System</span> <span class="o">*</span><span class="n">GetStudioSystem</span><span class="p">(</span>
|
||||
<span class="n">EFMODSystemContext</span><span class="o">::</span><span class="n">Type</span> <span class="n">Context</span>
|
||||
<span class="p">);</span>
|
||||
</pre></div>
|
||||
|
||||
<dl>
|
||||
<dt>Plugin</dt>
|
||||
<dd>The plugin to be registered.</dd>
|
||||
<dt>Context</dt>
|
||||
<dd>System context to use.</dd>
|
||||
</dl>
|
||||
<h2 api="method" id="ifmodstudiomodule_usesound"><a href="#ifmodstudiomodule_usesound">IFMODStudioModule::UseSound</a></h2>
|
||||
<p>Returns whether sound is enabled for the game.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">bool</span> <span class="nf">UseSound</span><span class="p">();</span>
|
||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-common.html#efmodsystemcontext">EFMODSystemContext</a>.</p>
|
||||
<h2 api="method" id="ifmodstudiomodule_haslistenermoved"><a href="#ifmodstudiomodule_haslistenermoved">IFMODStudioModule::HasListenerMoved</a></h2>
|
||||
<p>Return whether the listener(s) have moved.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">bool</span> <span class="nf">HasListenerMoved</span><span class="p">();</span>
|
||||
</pre></div>
|
||||
|
||||
<h2 api="method" id="ifmodstudiomodule_isavailable"><a href="#ifmodstudiomodule_isavailable">IFMODStudioModule::IsAvailable</a></h2>
|
||||
<p>Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">bool</span> <span class="n">IsAvailable</span><span class="p">()</span>
|
||||
</pre></div>
|
||||
|
||||
<dl>
|
||||
<dt>return</dt>
|
||||
<dd>Returns true if the module is loaded and ready to use.</dd>
|
||||
</dl>
|
||||
<h2 api="method" id="ifmodstudiomodule_loadeditorbanks"><a href="#ifmodstudiomodule_loadeditorbanks">IFMODStudioModule::LoadEditorBanks</a></h2>
|
||||
<p>Load banks using the Editor System Context.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">LoadEditorBanks</span><span class="p">();</span>
|
||||
</pre></div>
|
||||
|
||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-common.html#efmodsystemcontext">EFMODSystemContext</a>.</p>
|
||||
<h2 api="method" id="ifmodstudiomodule_loadplugin"><a href="#ifmodstudiomodule_loadplugin">IFMODStudioModule::LoadPlugin</a></h2>
|
||||
<p>Attempts to load a plugin by name.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">bool</span> <span class="nf">LoadPlugin</span><span class="p">(</span>
|
||||
@ -332,12 +272,94 @@
|
||||
<dt>function</dt>
|
||||
<dd>The name of the function.</dd>
|
||||
</dl>
|
||||
<h2 api="method" id="ifmodstudioeditormodule_arebanksloaded"><a href="#ifmodstudioeditormodule_arebanksloaded">IFMODStudioEditorModule::AreBanksLoaded</a></h2>
|
||||
<p>This returns true if the plugin has loaded all required banks on startup. Depending if <a href="api-reference-ufmodsettings#bloadallbanks.html">bLoadAllBanks</a> is checked, this could be all banks or just the <a href="studio-guide#loading-banks.html">Master</a> and <a href="studio-guide#loading-banks.html">Strings Bank</a>.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">bool</span> <span class="nf">AreBanksLoaded</span><span class="p">();</span>
|
||||
<h2 api="function" id="ifmodstudiomodule_preendpie"><a href="#ifmodstudiomodule_preendpie">IFMODStudioModule::PreEndPIE</a></h2>
|
||||
<p>A function called by FFMODStudioEditorModule as the PIE is ending so that the FMODStudioModule can clean up.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="n">PreEndPIE</span><span class="p">()</span>
|
||||
</pre></div>
|
||||
|
||||
<h2 api="function" id="ifmodstudiomodule_preendpieevent"><a href="#ifmodstudiomodule_preendpieevent">IFMODStudioModule::PreEndPIEEvent</a></h2>
|
||||
<p>Returns a delegate that gets triggered as the Play-In-Editor session is stopped but before the FMOD System is shutdown.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FSimpleMulticastDelegate</span> <span class="o">&</span><span class="n">PreEndPIEEvent</span><span class="p">()</span>
|
||||
</pre></div>
|
||||
|
||||
<h2 api="method" id="ifmodstudiomodule_reloadbanks"><a href="#ifmodstudiomodule_reloadbanks">IFMODStudioModule::ReloadBanks</a></h2>
|
||||
<p>Called by the editor module when banks have been modified on disk.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">ReloadBanks</span><span class="p">();</span>
|
||||
</pre></div>
|
||||
|
||||
<h2 api="method" id="ifmodstudiomodule_setinpie"><a href="#ifmodstudiomodule_setinpie">IFMODStudioModule::SetInPIE</a></h2>
|
||||
<p>Called when we enter or leave PIE mode.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">SetInPIE</span><span class="p">(</span>
|
||||
<span class="kt">bool</span> <span class="n">bInPIE</span><span class="p">,</span>
|
||||
<span class="kt">bool</span> <span class="n">bSimulating</span>
|
||||
<span class="p">);</span>
|
||||
</pre></div>
|
||||
|
||||
<dl>
|
||||
<dt>bInPIE</dt>
|
||||
<dd>Currently in PIE.</dd>
|
||||
<dt>bSimulating</dt>
|
||||
<dd>Currently simulating.</dd>
|
||||
</dl>
|
||||
<h2 api="method" id="ifmodstudiomodule_setlistenerposition"><a href="#ifmodstudiomodule_setlistenerposition">IFMODStudioModule::SetListenerPosition</a></h2>
|
||||
<p>Used to update a listener's position.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">SetListenerPosition</span><span class="p">(</span>
|
||||
<span class="kt">int</span> <span class="n">ListenerIndex</span><span class="p">,</span>
|
||||
<span class="n">UWorld</span> <span class="o">*</span><span class="n">World</span><span class="p">,</span>
|
||||
<span class="n">FTransform</span> <span class="o">&</span><span class="n">ListenerTransform</span><span class="p">,</span>
|
||||
<span class="kt">float</span> <span class="n">DeltaSeconds</span>
|
||||
<span class="p">);</span>
|
||||
</pre></div>
|
||||
|
||||
<dl>
|
||||
<dt>ListenerIndex</dt>
|
||||
<dd>Which listener position to change.</dd>
|
||||
<dt>World</dt>
|
||||
<dd>The current map.</dd>
|
||||
<dt>ListenerTransform</dt>
|
||||
<dd>New transform of the listener.</dd>
|
||||
<dt>DeltaSeconds</dt>
|
||||
<dd>How many seconds it should take to get there.</dd>
|
||||
</dl>
|
||||
<h2 api="method" id="ifmodstudiomodule_setlocale"><a href="#ifmodstudiomodule_setlocale">IFMODStudioModule::SetLocale</a></h2>
|
||||
<p>Set active locale. Locale must be the locale name of one of the configured project locales.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">bool</span> <span class="nf">SetLocale</span><span class="p">(</span>
|
||||
<span class="k">const</span> <span class="n">FString</span><span class="o">&</span> <span class="n">Locale</span>
|
||||
<span class="p">);</span>
|
||||
</pre></div>
|
||||
|
||||
<dl>
|
||||
<dt>Locale</dt>
|
||||
<dd>The language to use.</dd>
|
||||
</dl>
|
||||
<h2 api="method" id="ifmodstudiomodule_setsystempaused"><a href="#ifmodstudiomodule_setsystempaused">IFMODStudioModule::SetSystemPaused</a></h2>
|
||||
<p>Set system paused.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">SetSystemPaused</span><span class="p">(</span>
|
||||
<span class="kt">bool</span> <span class="n">paused</span>
|
||||
<span class="p">);</span>
|
||||
</pre></div>
|
||||
|
||||
<dl>
|
||||
<dt>paused</dt>
|
||||
<dd>Should the system be paused.</dd>
|
||||
</dl>
|
||||
<h2 api="method" id="ifmodstudiomodule_stopauditioninginstance"><a href="#ifmodstudiomodule_stopauditioninginstance">IFMODStudioModule::StopAuditioningInstance</a></h2>
|
||||
<p>Stop any auditioning instance.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">StopAuditioningInstance</span><span class="p">();</span>
|
||||
</pre></div>
|
||||
|
||||
<h2 api="method" id="ifmodstudiomodule_unloadeditorbanks"><a href="#ifmodstudiomodule_unloadeditorbanks">IFMODStudioModule::UnloadEditorBanks</a></h2>
|
||||
<p>Unload banks using the Editor System Context.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">UnloadEditorBanks</span><span class="p">();</span>
|
||||
</pre></div>
|
||||
|
||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-common.html#efmodsystemcontext">EFMODSystemContext</a>.</p>
|
||||
<h2 api="method" id="ifmodstudiomodule_usesound"><a href="#ifmodstudiomodule_usesound">IFMODStudioModule::UseSound</a></h2>
|
||||
<p>Returns whether sound is enabled for the game.</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">bool</span> <span class="nf">UseSound</span><span class="p">();</span>
|
||||
</pre></div></div>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,15 +13,17 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="api-reference.html">API Reference</a><ul class="subchapters"><li><a href="api-reference-common.html">Common</a></li><li><a href="api-reference-ifmodstudiomodule.html">IFMODStudioModule</a></li><li><a href="api-reference-ufmodblueprintstatics.html">UFMODBlueprintStatics</a></li><li><a href="api-reference-ufmodaudiocomponent.html">UFMODAudioComponent</a></li><li><a href="api-reference-afmodambientsound.html">AFMODAmbientSound</a></li><li class="manual-current-chapter manual-active-chapter"><a href="api-reference-ufmodanimnotifyplay.html">UFMODAnimNotifyPlay</a></li><li><a href="api-reference-ufmodbank.html">UFMODBank</a></li><li><a href="api-reference-ufmodbus.html">UFMODBus</a></li><li><a href="api-reference-ufmodvca.html">UFMODVCA</a></li><li><a href="api-reference-ufmodevent.html">UFMODEvent</a></li><li><a href="api-reference-ufmodport.html">UFMODPort</a></li><li><a href="api-reference-ufmodsnapshot.html">UFMODSnapshot</a></li><li><a href="api-reference-ufmodsnapshotreverb.html">UFMODSnapshotReverb</a></li><li><a href="api-reference-ufmodasset.html">UFMODAsset</a></li><li><a href="api-reference-ufmodsettings.html">UFMODSettings</a></li></ul></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>5. API Reference | UFMODAnimNotifyPlay</h1>
|
||||
<h1>6. API Reference | UFMODAnimNotifyPlay</h1>
|
||||
<p>Used for triggering Events in Animation timelines.</p>
|
||||
<p>This class inherits from <a href="https://api.unrealengine.com/INT/API/Runtime/Engine/Animation/AnimNotifies/UAnimNotify/index.html">UAnimNotify</a></p>
|
||||
<p><strong>Properties:</strong></p>
|
||||
@ -84,7 +86,7 @@
|
||||
<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 />
|
||||
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>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,15 +13,17 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="api-reference.html">API Reference</a><ul class="subchapters"><li><a href="api-reference-common.html">Common</a></li><li><a href="api-reference-ifmodstudiomodule.html">IFMODStudioModule</a></li><li><a href="api-reference-ufmodblueprintstatics.html">UFMODBlueprintStatics</a></li><li><a href="api-reference-ufmodaudiocomponent.html">UFMODAudioComponent</a></li><li><a href="api-reference-afmodambientsound.html">AFMODAmbientSound</a></li><li><a href="api-reference-ufmodanimnotifyplay.html">UFMODAnimNotifyPlay</a></li><li><a href="api-reference-ufmodbank.html">UFMODBank</a></li><li><a href="api-reference-ufmodbus.html">UFMODBus</a></li><li><a href="api-reference-ufmodvca.html">UFMODVCA</a></li><li><a href="api-reference-ufmodevent.html">UFMODEvent</a></li><li><a href="api-reference-ufmodport.html">UFMODPort</a></li><li><a href="api-reference-ufmodsnapshot.html">UFMODSnapshot</a></li><li><a href="api-reference-ufmodsnapshotreverb.html">UFMODSnapshotReverb</a></li><li class="manual-current-chapter manual-active-chapter"><a href="api-reference-ufmodasset.html">UFMODAsset</a></li><li><a href="api-reference-ufmodsettings.html">UFMODSettings</a></li></ul></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>5. API Reference | UFMODAsset</h1>
|
||||
<h1>6. API Reference | UFMODAsset</h1>
|
||||
<p>Base asset used for creating FMOD object assets in Unreal.</p>
|
||||
<p>This class inherits from <a href="https://api.unrealengine.com/INT/API/Runtime/CoreUObject/UObject/UObject/index.html">UObject</a></p>
|
||||
<p><strong>Properties:</strong></p>
|
||||
@ -38,7 +40,7 @@
|
||||
<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>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,15 +13,17 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="api-reference.html">API Reference</a><ul class="subchapters"><li><a href="api-reference-common.html">Common</a></li><li><a href="api-reference-ifmodstudiomodule.html">IFMODStudioModule</a></li><li><a href="api-reference-ufmodblueprintstatics.html">UFMODBlueprintStatics</a></li><li class="manual-current-chapter manual-active-chapter"><a href="api-reference-ufmodaudiocomponent.html">UFMODAudioComponent</a></li><li><a href="api-reference-afmodambientsound.html">AFMODAmbientSound</a></li><li><a href="api-reference-ufmodanimnotifyplay.html">UFMODAnimNotifyPlay</a></li><li><a href="api-reference-ufmodbank.html">UFMODBank</a></li><li><a href="api-reference-ufmodbus.html">UFMODBus</a></li><li><a href="api-reference-ufmodvca.html">UFMODVCA</a></li><li><a href="api-reference-ufmodevent.html">UFMODEvent</a></li><li><a href="api-reference-ufmodport.html">UFMODPort</a></li><li><a href="api-reference-ufmodsnapshot.html">UFMODSnapshot</a></li><li><a href="api-reference-ufmodsnapshotreverb.html">UFMODSnapshotReverb</a></li><li><a href="api-reference-ufmodasset.html">UFMODAsset</a></li><li><a href="api-reference-ufmodsettings.html">UFMODSettings</a></li></ul></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>5. API Reference | UFMODAudioComponent</h1>
|
||||
<h1>6. API Reference | UFMODAudioComponent</h1>
|
||||
<p>This class inherits from <a href="https://api.unrealengine.com/INT/API/Runtime/Engine/Components/USceneComponent/index.html">USceneComponent</a></p>
|
||||
<p><strong>Properties:</strong></p>
|
||||
<ul>
|
||||
@ -34,11 +36,12 @@
|
||||
<li><span><a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_event" title="The event asset to use for this sound.">UFMODAudioComponent::Event</a> The event asset to use for this sound.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_eventcallback" title="Generic callback used for the Studio Instance.">UFMODAudioComponent_EventCallback</a> Generic callback used for the Studio Instance.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_occlusiondetails" title="FMOD Custom Occlusion Details.">UFMODAudioComponent::OcclusionDetails</a> FMOD Custom Occlusion Details.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_oneventstopped" title="Called when an event stops, either because it played to completion or because a Stop() call turned it off early.">UFMODAudioComponent::OnEventStopped</a> Called when an event stops, either because it played to completion or because a Stop() call turned it off early.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_onsoundstopped" title="Called when a sound stops.">UFMODAudioComponent::OnSoundStopped</a> Called when a sound stops.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_ontimelinebeat" title="Called when we reach a beat of a tempo (if bEnableTimelineCallbacks is true).">UFMODAudioComponent::OnTimelineBeat</a> Called when we reach a beat of a tempo (if bEnableTimelineCallbacks is true).</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_ontimelinemarker" title="Called when we reach a named marker (if bEnableTimelineCallbacks is true).">UFMODAudioComponent::OnTimelineMarker</a> Called when we reach a named marker (if bEnableTimelineCallbacks is true).</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_parametercache" title="Cache of the current Events parameters.">UFMODAudioComponent::ParameterCache</a> Cache of the current Events parameters.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_programmersoundname" title="Sound name used for programmer sound.">UFMODAudioComponent::ProgrammerSoundName</a> Sound name used for programmer sound.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_oneventstopped" title="Called when an event stops, either because it played to completion or because a Stop() call turned it off early.">UFMODAudioComponent::OnEventStopped</a> Called when an event stops, either because it played to completion or because a Stop() call turned it off early.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_ontimelinebeat" title="Called when we reach a beat of a tempo (if bEnableTimelineCallbacks is true).">UFMODAudioComponent::OnTimelineBeat</a> Called when we reach a beat of a tempo (if bEnableTimelineCallbacks is true).</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_studioinstance" title="Actual Studio instance handle.">UFMODAudioComponent::StudioInstance</a> Actual Studio instance handle.</span></li>
|
||||
</ul>
|
||||
<p><strong>Methods:</strong></p>
|
||||
@ -50,6 +53,7 @@
|
||||
<li><span><a class="apilink" href="blueprint-reference-component.html#get-length" title="Get the event length in milliseconds.">Get Length</a> Get the event length in milliseconds.</span></li>
|
||||
<li><span><a class="apilink" href="blueprint-reference-component.html#get-parameter" title="Get parameter value from the Event.">Get Parameter</a> Get parameter value from the Event.</span></li>
|
||||
<li><span><a class="apilink" href="blueprint-reference-component.html#get-parameter-value" title="Get parameter value from the Event.">Get Parameter Value</a> Get parameter value from the Event.</span></li>
|
||||
<li><span><a class="apilink" href="blueprint-reference-component.html#get-paused" title="Get the paused state of the audio component.">Get Paused</a> Get the paused state of the audio component.</span></li>
|
||||
<li><span><a class="apilink" href="blueprint-reference-component.html#get-property" title="Get a property of the Event.">Get Property</a> Get a property of the Event.</span></li>
|
||||
<li><span><a class="apilink" href="blueprint-reference-component.html#get-timeline-position" title="Get the timeline position in milliseconds.">Get Timeline Position</a> Get the timeline position in milliseconds.</span></li>
|
||||
<li><span><a class="apilink" href="blueprint-reference-component.html#is-playing" title="Return true if this component is currently playing an event.">Is Playing</a> Return true if this component is currently playing an event.</span></li>
|
||||
@ -184,6 +188,16 @@
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FOnEventStopped</span> <span class="n">OnEventStopped</span><span class="p">;</span>
|
||||
</pre></div>
|
||||
|
||||
<h2 api="struct" id="ufmodaudiocomponent_onsoundstopped"><a href="#ufmodaudiocomponent_onsoundstopped">UFMODAudioComponent::OnSoundStopped</a></h2>
|
||||
<p>Called when a sound stops.</p>
|
||||
<p>
|
||||
<div class="language-selector">
|
||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
||||
</div>
|
||||
</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FOnSoundStopped</span> <span class="n">OnSoundStopped</span><span class="p">;</span>
|
||||
</pre></div>
|
||||
|
||||
<h2 api="struct" id="ufmodaudiocomponent_ontimelinebeat"><a href="#ufmodaudiocomponent_ontimelinebeat">UFMODAudioComponent::OnTimelineBeat</a></h2>
|
||||
<p>Called when we reach a beat of a tempo (if bEnableTimelineCallbacks is true).</p>
|
||||
<p>
|
||||
@ -254,7 +268,7 @@
|
||||
<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>
|
||||
</pre></div></div>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,15 +13,17 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="api-reference.html">API Reference</a><ul class="subchapters"><li><a href="api-reference-common.html">Common</a></li><li><a href="api-reference-ifmodstudiomodule.html">IFMODStudioModule</a></li><li><a href="api-reference-ufmodblueprintstatics.html">UFMODBlueprintStatics</a></li><li><a href="api-reference-ufmodaudiocomponent.html">UFMODAudioComponent</a></li><li><a href="api-reference-afmodambientsound.html">AFMODAmbientSound</a></li><li><a href="api-reference-ufmodanimnotifyplay.html">UFMODAnimNotifyPlay</a></li><li class="manual-current-chapter manual-active-chapter"><a href="api-reference-ufmodbank.html">UFMODBank</a></li><li><a href="api-reference-ufmodbus.html">UFMODBus</a></li><li><a href="api-reference-ufmodvca.html">UFMODVCA</a></li><li><a href="api-reference-ufmodevent.html">UFMODEvent</a></li><li><a href="api-reference-ufmodport.html">UFMODPort</a></li><li><a href="api-reference-ufmodsnapshot.html">UFMODSnapshot</a></li><li><a href="api-reference-ufmodsnapshotreverb.html">UFMODSnapshotReverb</a></li><li><a href="api-reference-ufmodasset.html">UFMODAsset</a></li><li><a href="api-reference-ufmodsettings.html">UFMODSettings</a></li></ul></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>5. API Reference | UFMODBank</h1>
|
||||
<h1>6. API Reference | UFMODBank</h1>
|
||||
<p>This class inherits from <a class="apilink" href="api-reference-ufmodasset.html">UFMODAsset</a>.</p>
|
||||
<p><strong>Properties:</strong></p>
|
||||
<ul>
|
||||
@ -37,7 +39,7 @@
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
||||
</pre></div></div>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,15 +13,17 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="api-reference.html">API Reference</a><ul class="subchapters"><li><a href="api-reference-common.html">Common</a></li><li><a href="api-reference-ifmodstudiomodule.html">IFMODStudioModule</a></li><li class="manual-current-chapter manual-active-chapter"><a href="api-reference-ufmodblueprintstatics.html">UFMODBlueprintStatics</a></li><li><a href="api-reference-ufmodaudiocomponent.html">UFMODAudioComponent</a></li><li><a href="api-reference-afmodambientsound.html">AFMODAmbientSound</a></li><li><a href="api-reference-ufmodanimnotifyplay.html">UFMODAnimNotifyPlay</a></li><li><a href="api-reference-ufmodbank.html">UFMODBank</a></li><li><a href="api-reference-ufmodbus.html">UFMODBus</a></li><li><a href="api-reference-ufmodvca.html">UFMODVCA</a></li><li><a href="api-reference-ufmodevent.html">UFMODEvent</a></li><li><a href="api-reference-ufmodport.html">UFMODPort</a></li><li><a href="api-reference-ufmodsnapshot.html">UFMODSnapshot</a></li><li><a href="api-reference-ufmodsnapshotreverb.html">UFMODSnapshotReverb</a></li><li><a href="api-reference-ufmodasset.html">UFMODAsset</a></li><li><a href="api-reference-ufmodsettings.html">UFMODSettings</a></li></ul></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>5. API Reference | UFMODBlueprintStatics</h1>
|
||||
<h1>6. API Reference | UFMODBlueprintStatics</h1>
|
||||
<p>This class inherits from <a href="https://api.unrealengine.com/INT/API/Runtime/Engine/Kismet/UBlueprintFunctionLibrary/index.html">UBlueprintFunctionLibrary</a></p>
|
||||
<p>Refer to <a href="blueprint-reference.html">Blueprint Reference</a>.</p>
|
||||
<p><strong>Defines:</strong></p>
|
||||
@ -66,7 +68,7 @@
|
||||
<dd><a href="https://fmod.com/docs/2.02/api/studio-api-eventinstance.html">FMOD::Studio::EventInstance</a> to use.</dd>
|
||||
</dl></div>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,15 +13,17 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="api-reference.html">API Reference</a><ul class="subchapters"><li><a href="api-reference-common.html">Common</a></li><li><a href="api-reference-ifmodstudiomodule.html">IFMODStudioModule</a></li><li><a href="api-reference-ufmodblueprintstatics.html">UFMODBlueprintStatics</a></li><li><a href="api-reference-ufmodaudiocomponent.html">UFMODAudioComponent</a></li><li><a href="api-reference-afmodambientsound.html">AFMODAmbientSound</a></li><li><a href="api-reference-ufmodanimnotifyplay.html">UFMODAnimNotifyPlay</a></li><li><a href="api-reference-ufmodbank.html">UFMODBank</a></li><li class="manual-current-chapter manual-active-chapter"><a href="api-reference-ufmodbus.html">UFMODBus</a></li><li><a href="api-reference-ufmodvca.html">UFMODVCA</a></li><li><a href="api-reference-ufmodevent.html">UFMODEvent</a></li><li><a href="api-reference-ufmodport.html">UFMODPort</a></li><li><a href="api-reference-ufmodsnapshot.html">UFMODSnapshot</a></li><li><a href="api-reference-ufmodsnapshotreverb.html">UFMODSnapshotReverb</a></li><li><a href="api-reference-ufmodasset.html">UFMODAsset</a></li><li><a href="api-reference-ufmodsettings.html">UFMODSettings</a></li></ul></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>5. API Reference | UFMODBus</h1>
|
||||
<h1>6. API Reference | UFMODBus</h1>
|
||||
<p>This class inherits from <a class="apilink" href="api-reference-ufmodasset.html">UFMODAsset</a>.</p>
|
||||
<p><strong>Properties:</strong></p>
|
||||
<ul>
|
||||
@ -37,7 +39,7 @@
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
||||
</pre></div></div>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,15 +13,17 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="api-reference.html">API Reference</a><ul class="subchapters"><li><a href="api-reference-common.html">Common</a></li><li><a href="api-reference-ifmodstudiomodule.html">IFMODStudioModule</a></li><li><a href="api-reference-ufmodblueprintstatics.html">UFMODBlueprintStatics</a></li><li><a href="api-reference-ufmodaudiocomponent.html">UFMODAudioComponent</a></li><li><a href="api-reference-afmodambientsound.html">AFMODAmbientSound</a></li><li><a href="api-reference-ufmodanimnotifyplay.html">UFMODAnimNotifyPlay</a></li><li><a href="api-reference-ufmodbank.html">UFMODBank</a></li><li><a href="api-reference-ufmodbus.html">UFMODBus</a></li><li><a href="api-reference-ufmodvca.html">UFMODVCA</a></li><li class="manual-current-chapter manual-active-chapter"><a href="api-reference-ufmodevent.html">UFMODEvent</a></li><li><a href="api-reference-ufmodport.html">UFMODPort</a></li><li><a href="api-reference-ufmodsnapshot.html">UFMODSnapshot</a></li><li><a href="api-reference-ufmodsnapshotreverb.html">UFMODSnapshotReverb</a></li><li><a href="api-reference-ufmodasset.html">UFMODAsset</a></li><li><a href="api-reference-ufmodsettings.html">UFMODSettings</a></li></ul></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>5. API Reference | UFMODEvent</h1>
|
||||
<h1>6. API Reference | UFMODEvent</h1>
|
||||
<p>This class inherits from <a class="apilink" href="api-reference-ufmodasset.html">UFMODAsset</a></p>
|
||||
<p><strong>Methods:</strong></p>
|
||||
<ul>
|
||||
@ -55,7 +57,7 @@
|
||||
<dd>Parameters to retrieve.</dd>
|
||||
</dl></div>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,15 +13,17 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="api-reference.html">API Reference</a><ul class="subchapters"><li><a href="api-reference-common.html">Common</a></li><li><a href="api-reference-ifmodstudiomodule.html">IFMODStudioModule</a></li><li><a href="api-reference-ufmodblueprintstatics.html">UFMODBlueprintStatics</a></li><li><a href="api-reference-ufmodaudiocomponent.html">UFMODAudioComponent</a></li><li><a href="api-reference-afmodambientsound.html">AFMODAmbientSound</a></li><li><a href="api-reference-ufmodanimnotifyplay.html">UFMODAnimNotifyPlay</a></li><li><a href="api-reference-ufmodbank.html">UFMODBank</a></li><li><a href="api-reference-ufmodbus.html">UFMODBus</a></li><li><a href="api-reference-ufmodvca.html">UFMODVCA</a></li><li><a href="api-reference-ufmodevent.html">UFMODEvent</a></li><li class="manual-current-chapter manual-active-chapter"><a href="api-reference-ufmodport.html">UFMODPort</a></li><li><a href="api-reference-ufmodsnapshot.html">UFMODSnapshot</a></li><li><a href="api-reference-ufmodsnapshotreverb.html">UFMODSnapshotReverb</a></li><li><a href="api-reference-ufmodasset.html">UFMODAsset</a></li><li><a href="api-reference-ufmodsettings.html">UFMODSettings</a></li></ul></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>5. API Reference | UFMODPort</h1>
|
||||
<h1>6. API Reference | UFMODPort</h1>
|
||||
<p>This class inherits from <a class="apilink" href="api-reference-ufmodasset.html">UFMODAsset</a>.</p>
|
||||
<p><strong>Properties:</strong></p>
|
||||
<ul>
|
||||
@ -37,7 +39,7 @@
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
||||
</pre></div></div>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,15 +13,17 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="api-reference.html">API Reference</a><ul class="subchapters"><li><a href="api-reference-common.html">Common</a></li><li><a href="api-reference-ifmodstudiomodule.html">IFMODStudioModule</a></li><li><a href="api-reference-ufmodblueprintstatics.html">UFMODBlueprintStatics</a></li><li><a href="api-reference-ufmodaudiocomponent.html">UFMODAudioComponent</a></li><li><a href="api-reference-afmodambientsound.html">AFMODAmbientSound</a></li><li><a href="api-reference-ufmodanimnotifyplay.html">UFMODAnimNotifyPlay</a></li><li><a href="api-reference-ufmodbank.html">UFMODBank</a></li><li><a href="api-reference-ufmodbus.html">UFMODBus</a></li><li><a href="api-reference-ufmodvca.html">UFMODVCA</a></li><li><a href="api-reference-ufmodevent.html">UFMODEvent</a></li><li><a href="api-reference-ufmodport.html">UFMODPort</a></li><li><a href="api-reference-ufmodsnapshot.html">UFMODSnapshot</a></li><li><a href="api-reference-ufmodsnapshotreverb.html">UFMODSnapshotReverb</a></li><li><a href="api-reference-ufmodasset.html">UFMODAsset</a></li><li class="manual-current-chapter manual-active-chapter"><a href="api-reference-ufmodsettings.html">UFMODSettings</a></li></ul></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>5. API Reference | UFMODSettings</h1>
|
||||
<h1>6. API Reference | UFMODSettings</h1>
|
||||
<p>This class inherits from <a href="">UObject</a>.</p>
|
||||
<p><strong>Defines:</strong></p>
|
||||
<ul>
|
||||
@ -46,8 +48,7 @@
|
||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_outputformat" title="Project output format, should match the mode set up for the Studio project.">UFMODSettings::OutputFormat</a> Project output format, should match the mode set up for the Studio project.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_outputtype" title="Built-in output types that can be used to run the mixer.">UFMODSettings::OutputType</a> Built-in output types that can be used to run the mixer.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_locales" title="Locales for localized banks. These should match the project locales configured in the FMOD Studio project.">UFMODSettings::Locales</a> Locales for localized banks. These should match the project locales configured in the FMOD Studio project.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_bvol0virtual" title="Enable vol0virtual, which means voices with low volume will automatically go virtual to save CPU.">UFMODSettings::bVol0Virtual</a> Enable vol0virtual, which means voices with low volume will automatically go virtual to save CPU.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_vol0virtuallevel" title="If vol0virtual is enabled, the signal level at which to make channels virtual.">UFMODSettings::Vol0VirtualLevel</a> If vol0virtual is enabled, the signal level at which to make channels virtual.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_vol0virtuallevel" title="The signal level at which to make channels virtual.">UFMODSettings::Vol0VirtualLevel</a> The signal level at which to make channels virtual.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_samplerate" title="Sample rate to use, or 0 to match system rate.eg. 0, 22050, 24000, 32000, 44100, 48000.">UFMODSettings::SampleRate</a> Sample rate to use, or 0 to match system rate.eg. 0, 22050, 24000, 32000, 44100, 48000.</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_bmatchhardwaresamplerate" title="Match hardware sample rate where reasonable (44.1kHz to 48kHz).">UFMODSettings::bMatchHardwareSampleRate</a> Match hardware sample rate where reasonable (44.1kHz to 48kHz).</span></li>
|
||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_realchannelcount" title="Number of actual software voices that can be used at once.">UFMODSettings::RealChannelCount</a> Number of actual software voices that can be used at once.</span></li>
|
||||
@ -463,18 +464,8 @@ FMOD may become unstable if the limit is exceeded!</dd>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">TArray</span><span class="o"><</span><span class="n">FFMODProjectLocale</span><span class="o">></span> <span class="n">Locales</span><span class="p">;</span>
|
||||
</pre></div>
|
||||
|
||||
<h2 api="property" id="ufmodsettings_bvol0virtual"><a href="#ufmodsettings_bvol0virtual">UFMODSettings::bVol0Virtual</a></h2>
|
||||
<p>Enable vol0virtual, which means voices with low volume will automatically go virtual to save CPU.</p>
|
||||
<p>
|
||||
<div class="language-selector">
|
||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
||||
</div>
|
||||
</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">bool</span> <span class="n">bVol0Virtual</span><span class="p">;</span>
|
||||
</pre></div>
|
||||
|
||||
<h2 api="property" id="ufmodsettings_vol0virtuallevel"><a href="#ufmodsettings_vol0virtuallevel">UFMODSettings::Vol0VirtualLevel</a></h2>
|
||||
<p>If vol0virtual is enabled, the signal level at which to make channels virtual.</p>
|
||||
<p>The signal level at which to make channels virtual.</p>
|
||||
<p>
|
||||
<div class="language-selector">
|
||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
||||
@ -757,7 +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>
|
||||
</pre></div></div>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,15 +13,17 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="api-reference.html">API Reference</a><ul class="subchapters"><li><a href="api-reference-common.html">Common</a></li><li><a href="api-reference-ifmodstudiomodule.html">IFMODStudioModule</a></li><li><a href="api-reference-ufmodblueprintstatics.html">UFMODBlueprintStatics</a></li><li><a href="api-reference-ufmodaudiocomponent.html">UFMODAudioComponent</a></li><li><a href="api-reference-afmodambientsound.html">AFMODAmbientSound</a></li><li><a href="api-reference-ufmodanimnotifyplay.html">UFMODAnimNotifyPlay</a></li><li><a href="api-reference-ufmodbank.html">UFMODBank</a></li><li><a href="api-reference-ufmodbus.html">UFMODBus</a></li><li><a href="api-reference-ufmodvca.html">UFMODVCA</a></li><li><a href="api-reference-ufmodevent.html">UFMODEvent</a></li><li><a href="api-reference-ufmodport.html">UFMODPort</a></li><li class="manual-current-chapter manual-active-chapter"><a href="api-reference-ufmodsnapshot.html">UFMODSnapshot</a></li><li><a href="api-reference-ufmodsnapshotreverb.html">UFMODSnapshotReverb</a></li><li><a href="api-reference-ufmodasset.html">UFMODAsset</a></li><li><a href="api-reference-ufmodsettings.html">UFMODSettings</a></li></ul></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>5. API Reference | UFMODSnapshot</h1>
|
||||
<h1>6. API Reference | UFMODSnapshot</h1>
|
||||
<p>This class inherits from <a class="apilink" href="api-reference-ufmodevent.html">UFMODEvent</a>.</p>
|
||||
<p><strong>Methods:</strong></p>
|
||||
<ul>
|
||||
@ -55,7 +57,7 @@
|
||||
<dd>Parameters to retrieve.</dd>
|
||||
</dl></div>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,15 +13,17 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="api-reference.html">API Reference</a><ul class="subchapters"><li><a href="api-reference-common.html">Common</a></li><li><a href="api-reference-ifmodstudiomodule.html">IFMODStudioModule</a></li><li><a href="api-reference-ufmodblueprintstatics.html">UFMODBlueprintStatics</a></li><li><a href="api-reference-ufmodaudiocomponent.html">UFMODAudioComponent</a></li><li><a href="api-reference-afmodambientsound.html">AFMODAmbientSound</a></li><li><a href="api-reference-ufmodanimnotifyplay.html">UFMODAnimNotifyPlay</a></li><li><a href="api-reference-ufmodbank.html">UFMODBank</a></li><li><a href="api-reference-ufmodbus.html">UFMODBus</a></li><li><a href="api-reference-ufmodvca.html">UFMODVCA</a></li><li><a href="api-reference-ufmodevent.html">UFMODEvent</a></li><li><a href="api-reference-ufmodport.html">UFMODPort</a></li><li><a href="api-reference-ufmodsnapshot.html">UFMODSnapshot</a></li><li class="manual-current-chapter manual-active-chapter"><a href="api-reference-ufmodsnapshotreverb.html">UFMODSnapshotReverb</a></li><li><a href="api-reference-ufmodasset.html">UFMODAsset</a></li><li><a href="api-reference-ufmodsettings.html">UFMODSettings</a></li></ul></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>5. API Reference | UFMODSnapshotReverb</h1>
|
||||
<h1>6. API Reference | UFMODSnapshotReverb</h1>
|
||||
<p>This class inherits from <a href="">UReverbEffect</a>.</p>
|
||||
<p><strong>Properties:</strong></p>
|
||||
<ul>
|
||||
@ -37,7 +39,7 @@
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
||||
</pre></div></div>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,15 +13,17 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="api-reference.html">API Reference</a><ul class="subchapters"><li><a href="api-reference-common.html">Common</a></li><li><a href="api-reference-ifmodstudiomodule.html">IFMODStudioModule</a></li><li><a href="api-reference-ufmodblueprintstatics.html">UFMODBlueprintStatics</a></li><li><a href="api-reference-ufmodaudiocomponent.html">UFMODAudioComponent</a></li><li><a href="api-reference-afmodambientsound.html">AFMODAmbientSound</a></li><li><a href="api-reference-ufmodanimnotifyplay.html">UFMODAnimNotifyPlay</a></li><li><a href="api-reference-ufmodbank.html">UFMODBank</a></li><li><a href="api-reference-ufmodbus.html">UFMODBus</a></li><li class="manual-current-chapter manual-active-chapter"><a href="api-reference-ufmodvca.html">UFMODVCA</a></li><li><a href="api-reference-ufmodevent.html">UFMODEvent</a></li><li><a href="api-reference-ufmodport.html">UFMODPort</a></li><li><a href="api-reference-ufmodsnapshot.html">UFMODSnapshot</a></li><li><a href="api-reference-ufmodsnapshotreverb.html">UFMODSnapshotReverb</a></li><li><a href="api-reference-ufmodasset.html">UFMODAsset</a></li><li><a href="api-reference-ufmodsettings.html">UFMODSettings</a></li></ul></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>5. API Reference | UFMODVCA</h1>
|
||||
<h1>6. API Reference | UFMODVCA</h1>
|
||||
<p>This class inherits from <a class="apilink" href="api-reference-ufmodasset.html">UFMODAsset</a>.</p>
|
||||
<p><strong>Properties:</strong></p>
|
||||
<ul>
|
||||
@ -37,7 +39,7 @@
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
||||
</pre></div></div>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,15 +13,17 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li class="manual-current-chapter manual-active-chapter"><a href="api-reference.html">API Reference</a><ul class="subchapters"><li><a href="api-reference-common.html">Common</a></li><li><a href="api-reference-ifmodstudiomodule.html">IFMODStudioModule</a></li><li><a href="api-reference-ufmodblueprintstatics.html">UFMODBlueprintStatics</a></li><li><a href="api-reference-ufmodaudiocomponent.html">UFMODAudioComponent</a></li><li><a href="api-reference-afmodambientsound.html">AFMODAmbientSound</a></li><li><a href="api-reference-ufmodanimnotifyplay.html">UFMODAnimNotifyPlay</a></li><li><a href="api-reference-ufmodbank.html">UFMODBank</a></li><li><a href="api-reference-ufmodbus.html">UFMODBus</a></li><li><a href="api-reference-ufmodvca.html">UFMODVCA</a></li><li><a href="api-reference-ufmodevent.html">UFMODEvent</a></li><li><a href="api-reference-ufmodport.html">UFMODPort</a></li><li><a href="api-reference-ufmodsnapshot.html">UFMODSnapshot</a></li><li><a href="api-reference-ufmodsnapshotreverb.html">UFMODSnapshotReverb</a></li><li><a href="api-reference-ufmodasset.html">UFMODAsset</a></li><li><a href="api-reference-ufmodsettings.html">UFMODSettings</a></li></ul></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>5. API Reference</h1>
|
||||
<h1>6. API Reference</h1>
|
||||
<ul class="docs-body-subchapters"><li><a href="api-reference-common.html">Common</a></li>
|
||||
<li><a href="api-reference-ifmodstudiomodule.html">IFMODStudioModule</a></li>
|
||||
<li><a href="api-reference-ufmodblueprintstatics.html">UFMODBlueprintStatics</a></li>
|
||||
@ -39,7 +41,7 @@
|
||||
<li><a href="api-reference-ufmodsettings.html">UFMODSettings</a></li>
|
||||
</ul></div>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,15 +13,17 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li><a href="api-reference.html">API Reference</a></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="blueprint-reference.html">Blueprint Reference</a><ul class="subchapters"><li><a href="blueprint-reference-bus.html">Bus</a></li><li><a href="blueprint-reference-common.html">Common</a></li><li><a href="blueprint-reference-component.html">Component</a></li><li><a href="blueprint-reference-eventinstance.html">Event Instance</a></li><li class="manual-current-chapter manual-active-chapter"><a href="blueprint-reference-asynchronous-loading.html">Asynchronous Loading</a></li></ul></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="blueprint-reference.html">Blueprint Reference</a><ul class="subchapters"><li><a href="blueprint-reference-bus.html">Bus</a></li><li><a href="blueprint-reference-common.html">Common</a></li><li><a href="blueprint-reference-component.html">Component</a></li><li><a href="blueprint-reference-eventinstance.html">Event Instance</a></li><li class="manual-current-chapter manual-active-chapter"><a href="blueprint-reference-asynchronous-loading.html">Asynchronous Loading</a></li><li><a href="blueprint-reference-enums.html">Enums</a></li><li><a href="blueprint-reference-structs.html">Structs</a></li><li><a href="blueprint-reference-utilities.html">Utilities</a></li></ul></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>6. Blueprint Reference | Asynchronous Loading</h1>
|
||||
<h1>7. Blueprint Reference | Asynchronous Loading</h1>
|
||||
<p>This is an Unreal Level Blueprint that demonstrates how to build a loading screen that can be used at the start of a game to load both FMOD Studio data and Unreal data without blocking the main thread. To make this work properly "Load All Banks" needs to be turned off in the FMOD Settings.</p>
|
||||
<p><img alt="Level Blueprint" src="images/blueprint-async-levelbp.png" /></p>
|
||||
<p><strong>Topics:</strong></p>
|
||||
@ -57,7 +59,7 @@
|
||||
<img alt="Check if Loaded" src="images/blueprint-async-checkifloaded.png" /></dd>
|
||||
</dl></div>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,15 +13,17 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li><a href="api-reference.html">API Reference</a></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="blueprint-reference.html">Blueprint Reference</a><ul class="subchapters"><li class="manual-current-chapter manual-active-chapter"><a href="blueprint-reference-bus.html">Bus</a></li><li><a href="blueprint-reference-common.html">Common</a></li><li><a href="blueprint-reference-component.html">Component</a></li><li><a href="blueprint-reference-eventinstance.html">Event Instance</a></li><li><a href="blueprint-reference-asynchronous-loading.html">Asynchronous Loading</a></li></ul></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="blueprint-reference.html">Blueprint Reference</a><ul class="subchapters"><li class="manual-current-chapter manual-active-chapter"><a href="blueprint-reference-bus.html">Bus</a></li><li><a href="blueprint-reference-common.html">Common</a></li><li><a href="blueprint-reference-component.html">Component</a></li><li><a href="blueprint-reference-eventinstance.html">Event Instance</a></li><li><a href="blueprint-reference-asynchronous-loading.html">Asynchronous Loading</a></li><li><a href="blueprint-reference-enums.html">Enums</a></li><li><a href="blueprint-reference-structs.html">Structs</a></li><li><a href="blueprint-reference-utilities.html">Utilities</a></li></ul></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>6. Blueprint Reference | Bus</h1>
|
||||
<h1>7. Blueprint Reference | Bus</h1>
|
||||
<p>Used for controlling mixer buses.</p>
|
||||
<p><strong>Methods:</strong></p>
|
||||
<ul>
|
||||
@ -118,7 +120,7 @@
|
||||
</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 class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,15 +13,17 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li><a href="api-reference.html">API Reference</a></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="blueprint-reference.html">Blueprint Reference</a><ul class="subchapters"><li><a href="blueprint-reference-bus.html">Bus</a></li><li class="manual-current-chapter manual-active-chapter"><a href="blueprint-reference-common.html">Common</a></li><li><a href="blueprint-reference-component.html">Component</a></li><li><a href="blueprint-reference-eventinstance.html">Event Instance</a></li><li><a href="blueprint-reference-asynchronous-loading.html">Asynchronous Loading</a></li></ul></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="blueprint-reference.html">Blueprint Reference</a><ul class="subchapters"><li><a href="blueprint-reference-bus.html">Bus</a></li><li class="manual-current-chapter manual-active-chapter"><a href="blueprint-reference-common.html">Common</a></li><li><a href="blueprint-reference-component.html">Component</a></li><li><a href="blueprint-reference-eventinstance.html">Event Instance</a></li><li><a href="blueprint-reference-asynchronous-loading.html">Asynchronous Loading</a></li><li><a href="blueprint-reference-enums.html">Enums</a></li><li><a href="blueprint-reference-structs.html">Structs</a></li><li><a href="blueprint-reference-utilities.html">Utilities</a></li></ul></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>6. Blueprint Reference | Common</h1>
|
||||
<h1>7. Blueprint Reference | Common</h1>
|
||||
<p>The common section contains methods for controlling the FMOD system.</p>
|
||||
<p><strong>Methods:</strong></p>
|
||||
<ul>
|
||||
@ -517,7 +519,7 @@ The sound does not travel with any actor.</p>
|
||||
<dd>Volume value.</dd>
|
||||
</dl></div>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,15 +13,17 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li><a href="api-reference.html">API Reference</a></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="blueprint-reference.html">Blueprint Reference</a><ul class="subchapters"><li><a href="blueprint-reference-bus.html">Bus</a></li><li><a href="blueprint-reference-common.html">Common</a></li><li class="manual-current-chapter manual-active-chapter"><a href="blueprint-reference-component.html">Component</a></li><li><a href="blueprint-reference-eventinstance.html">Event Instance</a></li><li><a href="blueprint-reference-asynchronous-loading.html">Asynchronous Loading</a></li></ul></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="blueprint-reference.html">Blueprint Reference</a><ul class="subchapters"><li><a href="blueprint-reference-bus.html">Bus</a></li><li><a href="blueprint-reference-common.html">Common</a></li><li class="manual-current-chapter manual-active-chapter"><a href="blueprint-reference-component.html">Component</a></li><li><a href="blueprint-reference-eventinstance.html">Event Instance</a></li><li><a href="blueprint-reference-asynchronous-loading.html">Asynchronous Loading</a></li><li><a href="blueprint-reference-enums.html">Enums</a></li><li><a href="blueprint-reference-structs.html">Structs</a></li><li><a href="blueprint-reference-utilities.html">Utilities</a></li></ul></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>6. Blueprint Reference | Component</h1>
|
||||
<h1>7. Blueprint Reference | Component</h1>
|
||||
<p>These methods are used to control the state of Audio Components.</p>
|
||||
<p><strong>Methods:</strong></p>
|
||||
<ul>
|
||||
@ -29,6 +31,7 @@
|
||||
<li><span><a class="apilink" href="blueprint-reference-component.html#get-length" title="Get the event length in milliseconds.">Get Length</a> Get the event length in milliseconds.</span></li>
|
||||
<li><span><a class="apilink" href="blueprint-reference-component.html#get-parameter" title="Get parameter value from the Event.">Get Parameter</a> Get parameter value from the Event.</span></li>
|
||||
<li><span><a class="apilink" href="blueprint-reference-component.html#get-parameter-value" title="Get parameter value from the Event.">Get Parameter Value</a> Get parameter value from the Event.</span></li>
|
||||
<li><span><a class="apilink" href="blueprint-reference-component.html#get-paused" title="Get the paused state of the audio component.">Get Paused</a> Get the paused state of the audio component.</span></li>
|
||||
<li><span><a class="apilink" href="blueprint-reference-component.html#get-property" title="Get a property of the Event.">Get Property</a> Get a property of the Event.</span></li>
|
||||
<li><span><a class="apilink" href="blueprint-reference-component.html#get-timeline-position" title="Get the timeline position in milliseconds.">Get Timeline Position</a> Get the timeline position in milliseconds.</span></li>
|
||||
<li><span><a class="apilink" href="blueprint-reference-component.html#is-playing" title="Return true if this component is currently playing an event.">Is Playing</a> Return true if this component is currently playing an event.</span></li>
|
||||
@ -101,6 +104,17 @@
|
||||
<dt>FinalValue</dt>
|
||||
<dd>Final combined parameter value.</dd>
|
||||
</dl>
|
||||
<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><img alt="Set Paused" src="images/get-paused.png" /></p>
|
||||
<p>
|
||||
<div class="language-selector">
|
||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
||||
</div>
|
||||
</p>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">bool</span> <span class="nf">GetPaused</span><span class="p">();</span>
|
||||
</pre></div>
|
||||
|
||||
<h2 api="function" id="get-property"><a href="#get-property">Get Property</a></h2>
|
||||
<p>Get a property of the Event.</p>
|
||||
<p><img alt="Get Property" src="images/get-property.png" /></p>
|
||||
@ -334,7 +348,7 @@
|
||||
<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>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,15 +13,17 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li><a href="api-reference.html">API Reference</a></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="blueprint-reference.html">Blueprint Reference</a><ul class="subchapters"><li><a href="blueprint-reference-bus.html">Bus</a></li><li><a href="blueprint-reference-common.html">Common</a></li><li><a href="blueprint-reference-component.html">Component</a></li><li class="manual-current-chapter manual-active-chapter"><a href="blueprint-reference-eventinstance.html">Event Instance</a></li><li><a href="blueprint-reference-asynchronous-loading.html">Asynchronous Loading</a></li></ul></li>
|
||||
<li class="manual-current-chapter manual-inactive-chapter"><a href="blueprint-reference.html">Blueprint Reference</a><ul class="subchapters"><li><a href="blueprint-reference-bus.html">Bus</a></li><li><a href="blueprint-reference-common.html">Common</a></li><li><a href="blueprint-reference-component.html">Component</a></li><li class="manual-current-chapter manual-active-chapter"><a href="blueprint-reference-eventinstance.html">Event Instance</a></li><li><a href="blueprint-reference-asynchronous-loading.html">Asynchronous Loading</a></li><li><a href="blueprint-reference-enums.html">Enums</a></li><li><a href="blueprint-reference-structs.html">Structs</a></li><li><a href="blueprint-reference-utilities.html">Utilities</a></li></ul></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>6. Blueprint Reference | Event Instance</h1>
|
||||
<h1>7. Blueprint Reference | Event Instance</h1>
|
||||
<p>These methods are used to control individual Event Instances.</p>
|
||||
<p><strong>Methods:</strong></p>
|
||||
<ul>
|
||||
@ -295,7 +297,7 @@
|
||||
<dd>Whether to release the Event Instance</dd>
|
||||
</dl></div>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,23 +13,28 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li><a href="api-reference.html">API Reference</a></li>
|
||||
<li class="manual-current-chapter manual-active-chapter"><a href="blueprint-reference.html">Blueprint Reference</a><ul class="subchapters"><li><a href="blueprint-reference-bus.html">Bus</a></li><li><a href="blueprint-reference-common.html">Common</a></li><li><a href="blueprint-reference-component.html">Component</a></li><li><a href="blueprint-reference-eventinstance.html">Event Instance</a></li><li><a href="blueprint-reference-asynchronous-loading.html">Asynchronous Loading</a></li></ul></li>
|
||||
<li class="manual-current-chapter manual-active-chapter"><a href="blueprint-reference.html">Blueprint Reference</a><ul class="subchapters"><li><a href="blueprint-reference-bus.html">Bus</a></li><li><a href="blueprint-reference-common.html">Common</a></li><li><a href="blueprint-reference-component.html">Component</a></li><li><a href="blueprint-reference-eventinstance.html">Event Instance</a></li><li><a href="blueprint-reference-asynchronous-loading.html">Asynchronous Loading</a></li><li><a href="blueprint-reference-enums.html">Enums</a></li><li><a href="blueprint-reference-structs.html">Structs</a></li><li><a href="blueprint-reference-utilities.html">Utilities</a></li></ul></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>6. Blueprint Reference</h1>
|
||||
<h1>7. Blueprint Reference</h1>
|
||||
<ul class="docs-body-subchapters"><li><a href="blueprint-reference-bus.html">Bus</a></li>
|
||||
<li><a href="blueprint-reference-common.html">Common</a></li>
|
||||
<li><a href="blueprint-reference-component.html">Component</a></li>
|
||||
<li><a href="blueprint-reference-eventinstance.html">Event Instance</a></li>
|
||||
<li><a href="blueprint-reference-asynchronous-loading.html">Asynchronous Loading</a></li>
|
||||
<li><a href="blueprint-reference-enums.html">Enums</a></li>
|
||||
<li><a href="blueprint-reference-structs.html">Structs</a></li>
|
||||
<li><a href="blueprint-reference-utilities.html">Utilities</a></li>
|
||||
</ul></div>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -13,10 +13,12 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li><a href="api-reference.html">API Reference</a></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li class="manual-current-chapter manual-active-chapter"><a href="glossary.html">Glossary</a><ul>
|
||||
<li><a href="#documentation-conventions">Documentation Conventions</a><ul>
|
||||
<li><a href="#parameter-tokens">Parameter Tokens</a></li>
|
||||
@ -28,10 +30,10 @@
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>9. Glossary</h1>
|
||||
<h1>11. Glossary</h1>
|
||||
<p>This page includes definitions for various common FMOD Studio terms, along with references to related terms and documentation.</p>
|
||||
<h2 id="documentation-conventions"><a href="#documentation-conventions">9.1 Documentation Conventions</a></h2>
|
||||
<h3 id="parameter-tokens"><a href="#parameter-tokens">9.1.1 Parameter Tokens</a></h3>
|
||||
<h2 id="documentation-conventions"><a href="#documentation-conventions">11.1 Documentation Conventions</a></h2>
|
||||
<h3 id="parameter-tokens"><a href="#parameter-tokens">11.1.1 Parameter Tokens</a></h3>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
@ -62,12 +64,12 @@
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h2 id="version"><a href="#version">9.2 Version</a></h2>
|
||||
<h2 id="version"><a href="#version">11.2 Version</a></h2>
|
||||
<p>The version number of FMOD Studio. Version numbers are split into three parts, in the format: productVersion.majorVersion.minorVersion. For example, the version 1.23.45 would indicate product version 1, major version 23, and minor version 45 of that major version.</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 class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
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BIN
hwanyoung2/Plugins/FMODStudio/Docs/images/source-control-generated-assets.png
(Stored with Git LFS)
BIN
hwanyoung2/Plugins/FMODStudio/Docs/images/studio-export-path.png
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@ -13,6 +13,7 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li><a href="api-reference.html">API Reference</a></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li class="manual-current-chapter manual-active-chapter"><a href="platform-specifics.html">Platform Specifics</a><ul>
|
||||
@ -83,6 +84,7 @@
|
||||
</li>
|
||||
<li><a href="#switch">Switch</a><ul>
|
||||
<li><a href="#packaging_8">Packaging</a></li>
|
||||
<li><a href="#live-update">Live Update</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><a href="#xbox-one_1">Xbox One</a><ul>
|
||||
@ -97,15 +99,16 @@
|
||||
</ul>
|
||||
</li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>7. Platform Specifics</h1>
|
||||
<h1>8. Platform Specifics</h1>
|
||||
<p>Some platforms require some extra steps to run properly.</p>
|
||||
<h2 id="android"><a href="#android">7.1 Android</a></h2>
|
||||
<h2 id="android"><a href="#android">8.1 Android</a></h2>
|
||||
<p>To deploy on Android, make sure FMODStudio is in your game's directory, not in the Engine plugins directory. When FMODStudio is in your game's plugin directory, the engine will rebuild the plugin for Android and deploy all the files properly.</p>
|
||||
<h3 id="deployment-of-android-plugins"><a href="#deployment-of-android-plugins">7.1.1 Deployment of Android plugins</a></h3>
|
||||
<h3 id="deployment-of-android-plugins"><a href="#deployment-of-android-plugins">8.1.1 Deployment of Android plugins</a></h3>
|
||||
<p>FMOD supports DSP plugins, which will be stand-alone .so files that will need to be packaged into the build. Add the .so file into the <code>FMODStudio/Binaries/Android/{Architecture}</code> directory. Unreal will also need an APL file so it knows to package the .so file. To do this, you will need to write an APL file and drop it into the <code>FMODStudio/Binaries/Android</code> directory. The FMODStudio.build.cs file looks for any file ending with "_APL.xml" and will pass that along to the unreal build tool for packaging.</p>
|
||||
<p>The APL is a custom xml file format which is documented in the engine file AndroidPluginLanguage.cs. Here is a sample APL file for libovrfmod.so:</p>
|
||||
<div class="highlight language-xml"><pre><span></span><span class="cp"><?xml version="1.0" encoding="utf-8"?></span>
|
||||
@ -132,7 +135,7 @@
|
||||
</pre></div>
|
||||
|
||||
<p>You only need to write this if you want to load a DSP plugin on Android.</p>
|
||||
<h3 id="packaging"><a href="#packaging">7.1.2 Packaging</a></h3>
|
||||
<h3 id="packaging"><a href="#packaging">8.1.2 Packaging</a></h3>
|
||||
<p>Banks for Android are expected to be located in the <code>Mobile</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 Android banks add these lines to <code>Platforms\Android\Config\AndroidGame.ini</code>:</p>
|
||||
<div class="highlight language-text"><pre><span></span>[/Script/UnrealEd.ProjectPackagingSettings]
|
||||
@ -144,10 +147,10 @@
|
||||
<p><strong>4.24</strong><br />
|
||||
The location of <code>AndroidGame.ini</code> is <code>Config\Android\AndroidGame.ini</code></p>
|
||||
</div>
|
||||
<h3 id="android-based-vr-devices"><a href="#android-based-vr-devices">7.1.3 Android-based VR devices</a></h3>
|
||||
<h3 id="android-based-vr-devices"><a href="#android-based-vr-devices">8.1.3 Android-based VR devices</a></h3>
|
||||
<p>Any platform specific requirements for Android also apply to Android-based VR devices, such as Oculus Quest.</p>
|
||||
<h2 id="game-core"><a href="#game-core">7.2 Game Core</a></h2>
|
||||
<h3 id="xbox-series-xs"><a href="#xbox-series-xs">7.2.1 Xbox Series X|S</a></h3>
|
||||
<h2 id="game-core"><a href="#game-core">8.2 Game Core</a></h2>
|
||||
<h3 id="xbox-series-xs"><a href="#xbox-series-xs">8.2.1 Xbox Series X|S</a></h3>
|
||||
<h4 id="enabling-live-update"><a href="#enabling-live-update">Enabling Live Update</a></h4>
|
||||
<p>To enable Live Update the Unreal XSX 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 Series X|S platform settings. Under the <strong>Development</strong> category, add the following entry to the <strong>Debug Network Ports</strong> setting:<br />
|
||||
<img alt="Settings" src="images/gdk-enable-liveupdate.png" /></p>
|
||||
@ -208,7 +211,7 @@ AudioDeviceModuleName=
|
||||
AudioMixerModuleName=
|
||||
</pre></div>
|
||||
|
||||
<h3 id="xbox-one"><a href="#xbox-one">7.2.2 Xbox One</a></h3>
|
||||
<h3 id="xbox-one"><a href="#xbox-one">8.2.2 Xbox One</a></h3>
|
||||
<h4 id="enabling-live-update_1"><a href="#enabling-live-update_1">Enabling Live Update</a></h4>
|
||||
<p>To enable Live Update the Unreal Xbox One GDK 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 GDK platform settings. Under the <strong>Development</strong> category, add the following entry to the <strong>Debug Network Ports</strong> setting:<br />
|
||||
<img alt="Settings" src="images/gdk-enable-liveupdate.png" /></p>
|
||||
@ -292,7 +295,7 @@ AudioDeviceModuleName=
|
||||
AudioMixerModuleName=
|
||||
</pre></div>
|
||||
|
||||
<h3 id="desktop"><a href="#desktop">7.2.3 Desktop</a></h3>
|
||||
<h3 id="desktop"><a href="#desktop">8.2.3 Desktop</a></h3>
|
||||
<h4 id="packaging_3"><a href="#packaging_3">Packaging</a></h4>
|
||||
<p>Banks for Game Core Desktop are expected to be located in the <code>Desktop</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>The Unreal Build Tool will block packaging of the <code>Desktop</code> directory unless it is explicitly whitelisted. To whitelist the directory add the following lines to the appropriate Unreal config file from the table below e.g. <code>Platforms\WinGDK\Config\WinGDKGame.ini</code>, replacing <code>MyGame</code> with your project's name:</p>
|
||||
@ -330,8 +333,8 @@ AudioMixerModuleName=
|
||||
+AllowedDirectories=MyGame/Content/FMOD/Desktop
|
||||
</pre></div>
|
||||
|
||||
<h2 id="ios"><a href="#ios">7.3 iOS</a></h2>
|
||||
<h3 id="packaging_4"><a href="#packaging_4">7.3.1 Packaging</a></h3>
|
||||
<h2 id="ios"><a href="#ios">8.3 iOS</a></h2>
|
||||
<h3 id="packaging_4"><a href="#packaging_4">8.3.1 Packaging</a></h3>
|
||||
<p>Banks for iOS are expected to be located in the <code>Mobile</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 iOS banks from the <code>Mobile</code> sub-directory, add these lines to <code>Platforms\IOS\Config\IOSGame.ini</code>:</p>
|
||||
<div class="highlight language-text"><pre><span></span>[/Script/UnrealEd.ProjectPackagingSettings]
|
||||
@ -350,7 +353,7 @@ AudioMixerModuleName=
|
||||
+AllowedDirectories=cookeddata/mygame/content/fmod/desktop
|
||||
</pre></div>
|
||||
|
||||
<h3 id="disabling-the-unreal-audio-device_2"><a href="#disabling-the-unreal-audio-device_2">7.3.2 Disabling the Unreal Audio Device</a></h3>
|
||||
<h3 id="disabling-the-unreal-audio-device_2"><a href="#disabling-the-unreal-audio-device_2">8.3.2 Disabling the Unreal Audio Device</a></h3>
|
||||
<p>FMOD will not work with inbuilt Unreal audio on iOS. You will need to disable the Unreal Audio Device by creating a new file <code>Config\IOS\IOSEngine.ini</code> with this section:</p>
|
||||
<div class="highlight language-text"><pre><span></span>[Audio]
|
||||
AudioDeviceModuleName=
|
||||
@ -361,14 +364,14 @@ AudioMixerModuleName=
|
||||
<p><strong>4.24</strong><br />
|
||||
The location of <code>IOSGame.ini</code> is <code>Config\IOS\IOSGame.ini</code></p>
|
||||
</div>
|
||||
<h3 id="building-for-ios-on-windows"><a href="#building-for-ios-on-windows">7.3.3 Building for iOS on Windows</a></h3>
|
||||
<h3 id="building-for-ios-on-windows"><a href="#building-for-ios-on-windows">8.3.3 Building for iOS on Windows</a></h3>
|
||||
<p>Using remote build to build for iOS on Windows using the FMOD Studio plugin requires some additional files to be copied to the remote Mac. To tell Unreal to copy the additional files add a file named <code>RsyncProject.txt</code> to the directory <code><ue_project_root>/Build/Rsync</code> (you may need to create this directory). The <code>RsyncProject.txt</code> file needs to contain this line:</p>
|
||||
<div class="highlight language-text"><pre><span></span>+ /Plugins/FMODStudio/Binaries/IOS/**
|
||||
</pre></div>
|
||||
|
||||
<h2 id="tvos"><a href="#tvos">7.4 tvOS</a></h2>
|
||||
<h2 id="tvos"><a href="#tvos">8.4 tvOS</a></h2>
|
||||
<p>To build for tvOS, make sure FMODStudio is in your game's directory and not in the Engine plugins directory.</p>
|
||||
<h3 id="packaging_5"><a href="#packaging_5">7.4.1 Packaging</a></h3>
|
||||
<h3 id="packaging_5"><a href="#packaging_5">8.4.1 Packaging</a></h3>
|
||||
<p>Banks for tvOS are expected to be located in the <code>Mobile</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 correct banks add these lines to <code>Platforms\TVOS\Config\TVOSGame.ini</code>:</p>
|
||||
<div class="highlight language-text"><pre><span></span>[/Script/UnrealEd.ProjectPackagingSettings]
|
||||
@ -380,15 +383,15 @@ The location of <code>IOSGame.ini</code> is <code>Config\IOS\IOSGame.ini</code><
|
||||
<p><strong>4.24</strong><br />
|
||||
The location of <code>TVOSGame.ini</code> is <code>Config\TVOS\TVOSGame.ini</code></p>
|
||||
</div>
|
||||
<h3 id="disabling-the-unreal-audio-device_3"><a href="#disabling-the-unreal-audio-device_3">7.4.2 Disabling the Unreal Audio Device</a></h3>
|
||||
<h3 id="disabling-the-unreal-audio-device_3"><a href="#disabling-the-unreal-audio-device_3">8.4.2 Disabling the Unreal Audio Device</a></h3>
|
||||
<p>FMOD will not work with inbuilt Unreal audio on tvOS. You will need to disable the Unreal Audio Device by creating a new file <code>Config\TVOS\TVOSEngine.ini</code> with this section:</p>
|
||||
<div class="highlight language-text"><pre><span></span>[Audio]
|
||||
AudioDeviceModuleName=
|
||||
AudioMixerModuleName=
|
||||
</pre></div>
|
||||
|
||||
<h2 id="linux"><a href="#linux">7.5 Linux</a></h2>
|
||||
<p>To deploy on linux, you will need to rebuild the engine from source via github. For compiling linux from windows, see this <a href="https://wiki.unrealengine.com/Compiling_For_Linux">page</a> for instructions how to get up and running with Unreal. Then, add in both the fmodstudio linux .zip and windows .zip on top of each other into the engine plugins directory.</p>
|
||||
<h2 id="linux"><a href="#linux">8.5 Linux</a></h2>
|
||||
<p>To deploy on linux, you will need to rebuild the engine from source via github. For compiling linux from windows, see this <a href="https://docs.unrealengine.com/linux-development-requirements-for-unreal-engine">page</a> for instructions how to get up and running with Unreal. Then, add in both the fmodstudio linux .zip and windows .zip on top of each other into the engine plugins directory.</p>
|
||||
<p>The last thing you will need to do is to get the FMOD .so libraries into a directory that the executable can read them. The easiest way is to copy them from</p>
|
||||
<div class="highlight language-text"><pre><span></span><DeployedDir>\Engine\Plugins\FMODStudio\Binaries\Linux\x86_64
|
||||
</pre></div>
|
||||
@ -398,13 +401,16 @@ AudioMixerModuleName=
|
||||
</pre></div>
|
||||
|
||||
<p>To see what directories the .so files can be located, look at LinuxToolChain.cs. Currently there are only a set of hard coded directories that are supported.</p>
|
||||
<h2 id="macos"><a href="#macos">7.6 macOS</a></h2>
|
||||
<p>To make a packaged build runnable on your local machine, execute the following command from the command shell :</p>
|
||||
<h2 id="macos"><a href="#macos">8.6 macOS</a></h2>
|
||||
<div class="admonition warning">
|
||||
<p>This has been solved in UE 4.27 and above, the following is only required if you are using an older version of Unreal.</p>
|
||||
</div>
|
||||
<p>To make a packaged build runnable on your local machine, execute the following command from the command shell:</p>
|
||||
<div class="highlight language-text"><pre><span></span>install_name_tool -add_rpath @executable_path/../Unreal/YourGame/Plugins/FMODStudio/Libs/Mac /Path/To/YourGame.app/Contents/MacOS/YourGame
|
||||
</pre></div>
|
||||
|
||||
<h2 id="ps4"><a href="#ps4">7.7 PS4</a></h2>
|
||||
<h3 id="packaging_6"><a href="#packaging_6">7.7.1 Packaging</a></h3>
|
||||
<h2 id="ps4"><a href="#ps4">8.7 PS4</a></h2>
|
||||
<h3 id="packaging_6"><a href="#packaging_6">8.7.1 Packaging</a></h3>
|
||||
<p>Banks for the PS4 are expected to be located in the <code>PS4</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 PS4 specific banks add these lines to <code>Platforms\PS4\Config\PS4Game.ini</code>:</p>
|
||||
<div class="highlight language-text"><pre><span></span>[/Script/UnrealEd.ProjectPackagingSettings]
|
||||
@ -412,8 +418,8 @@ AudioMixerModuleName=
|
||||
+DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/PS4")
|
||||
</pre></div>
|
||||
|
||||
<h2 id="ps5"><a href="#ps5">7.8 PS5</a></h2>
|
||||
<h3 id="packaging_7"><a href="#packaging_7">7.8.1 Packaging</a></h3>
|
||||
<h2 id="ps5"><a href="#ps5">8.8 PS5</a></h2>
|
||||
<h3 id="packaging_7"><a href="#packaging_7">8.8.1 Packaging</a></h3>
|
||||
<p>Banks for the PS5 are expected to be located in the <code>PS5</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 PS5 specific banks add these lines to <code>Platforms\PS5\Config\PS5Game.ini</code>:</p>
|
||||
<div class="highlight language-text"><pre><span></span>[/Script/UnrealEd.ProjectPackagingSettings]
|
||||
@ -421,7 +427,7 @@ AudioMixerModuleName=
|
||||
+DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/PS5")
|
||||
</pre></div>
|
||||
|
||||
<h3 id="using-controller-vibration"><a href="#using-controller-vibration">7.8.2 Using Controller Vibration</a></h3>
|
||||
<h3 id="using-controller-vibration"><a href="#using-controller-vibration">8.8.2 Using Controller Vibration</a></h3>
|
||||
<p>To enable vibration for the PS5 controller add these lines to <code>Config\PS5\PS5Engine.ini</code>:</p>
|
||||
<h4 id="unreal-engine-4"><a href="#unreal-engine-4">Unreal Engine 4</a></h4>
|
||||
<div class="highlight language-text"><pre><span></span>[/Script/Engine.InputSettings]
|
||||
@ -433,17 +439,17 @@ AdvancedVibrationMode=true
|
||||
bAdvancedVibrationMode=true
|
||||
</pre></div>
|
||||
|
||||
<h3 id="disabling-the-unreal-audio-device_4"><a href="#disabling-the-unreal-audio-device_4">7.8.3 Disabling the Unreal Audio Device</a></h3>
|
||||
<h3 id="disabling-the-unreal-audio-device_4"><a href="#disabling-the-unreal-audio-device_4">8.8.3 Disabling the Unreal Audio Device</a></h3>
|
||||
<p>FMOD will not work with built-in Unreal audio on PS5 without some engine modification. In most cases you should disable the Unreal Audio Device by adding/editing <code>Config\PS5\PS5Engine.ini</code> with the following section:</p>
|
||||
<div class="highlight language-text"><pre><span></span>[Audio]
|
||||
AudioDeviceModuleName=
|
||||
AudioMixerModuleName=
|
||||
</pre></div>
|
||||
|
||||
<h3 id="enabling-built-in-unreal-audio-alongside-fmod"><a href="#enabling-built-in-unreal-audio-alongside-fmod">7.8.4 Enabling built-in Unreal audio alongside FMOD</a></h3>
|
||||
<h3 id="enabling-built-in-unreal-audio-alongside-fmod"><a href="#enabling-built-in-unreal-audio-alongside-fmod">8.8.4 Enabling built-in Unreal audio alongside FMOD</a></h3>
|
||||
<p>See this <a href="https://qa.fmod.com/t/unreal-video-playback-with-audio-on-ps5/16555">forum post</a> for details.</p>
|
||||
<h2 id="switch"><a href="#switch">7.9 Switch</a></h2>
|
||||
<h3 id="packaging_8"><a href="#packaging_8">7.9.1 Packaging</a></h3>
|
||||
<h2 id="switch"><a href="#switch">8.9 Switch</a></h2>
|
||||
<h3 id="packaging_8"><a href="#packaging_8">8.9.1 Packaging</a></h3>
|
||||
<p>Banks for the Switch are expected to be located in the <code>Switch</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 Switch specific banks add these lines to <code>Platforms\Switch\Config\SwitchGame.ini</code>:</p>
|
||||
<div class="highlight language-text"><pre><span></span>[/Script/UnrealEd.ProjectPackagingSettings]
|
||||
@ -451,18 +457,24 @@ AudioMixerModuleName=
|
||||
+DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Switch")
|
||||
</pre></div>
|
||||
|
||||
<h2 id="xbox-one_1"><a href="#xbox-one_1">7.10 Xbox One</a></h2>
|
||||
<h3 id="enabling-xboxone-microphone-input"><a href="#enabling-xboxone-microphone-input">7.10.1 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 '/Config/XboxOne/XboxOneEngine.ini', needs to have the following lines added:</p>
|
||||
<h3 id="live-update"><a href="#live-update">8.9.2 Live Update</a></h3>
|
||||
<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>
|
||||
<div class="highlight language-text"><pre><span></span>IP address: 192.168.1.189
|
||||
</pre></div>
|
||||
|
||||
<h2 id="xbox-one_1"><a href="#xbox-one_1">8.10 Xbox One</a></h2>
|
||||
<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">7.10.2 Enabling Live Update</a></h3>
|
||||
<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">7.10.3 Packaging</a></h3>
|
||||
<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]
|
||||
@ -470,14 +482,14 @@ Package.Capabilities.mx:Capability[1].Name=kinectGamechat
|
||||
+DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/XboxOne")
|
||||
</pre></div>
|
||||
|
||||
<h3 id="disabling-the-unreal-audio-device_5"><a href="#disabling-the-unreal-audio-device_5">7.10.4 Disabling the Unreal Audio Device</a></h3>
|
||||
<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">7.10.5 Copying dll's to build</a></h3>
|
||||
<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>
|
||||
@ -542,7 +554,7 @@ if (FMODDLLPath != null)
|
||||
// FMOD code end
|
||||
</pre></div>
|
||||
|
||||
<h3 id="submission-validator"><a href="#submission-validator">7.10.6 Submission Validator</a></h3>
|
||||
<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());
|
||||
@ -557,7 +569,7 @@ EnvironmentVariables.Add("_NT_SYMBOL_PATH", SymbolPath);
|
||||
<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 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -17,10 +17,12 @@
|
||||
<li><a href="#deploying-fmod-plugins">Deploying FMOD plugins</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li><a href="api-reference.html">API Reference</a></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
@ -44,7 +46,7 @@
|
||||
|
||||
<p>Check the <a href="platform-specifics.html">Platform Specifics</a> for information relating to plugins on specific platforms.</p></div>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -27,7 +27,6 @@
|
||||
</ul>
|
||||
</li>
|
||||
<li><a href="#init">Init</a><ul>
|
||||
<li><a href="#vol-0-virtual">Vol 0 Virtual</a></li>
|
||||
<li><a href="#vol-0-virtual-level">Vol 0 Virtual Level</a></li>
|
||||
<li><a href="#sample-rate">Sample Rate</a></li>
|
||||
<li><a href="#match-hardware-sample-rate">Match Hardware Sample Rate</a></li>
|
||||
@ -77,10 +76,12 @@
|
||||
</ul>
|
||||
</li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li><a href="api-reference.html">API Reference</a></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
@ -132,58 +133,54 @@
|
||||
</ol>
|
||||
<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>
|
||||
<h3 id="vol-0-virtual"><a href="#vol-0-virtual">3.3.1 Vol 0 Virtual</a></h3>
|
||||
<p>Controls whether the <a class="apilink" href="#vol-0-virtual-level">Vol 0 Virtual Level</a> setting is honored.</p>
|
||||
<pre><code>Default: Enabled
|
||||
</code></pre>
|
||||
<h3 id="vol-0-virtual-level"><a href="#vol-0-virtual-level">3.3.2 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 when the <a class="apilink" href="#vol-0-virtual">Vol 0 Virtual</a> setting is enabled. 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>
|
||||
<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>
|
||||
<pre><code>Default: 0.0001
|
||||
</code></pre>
|
||||
<h3 id="sample-rate"><a href="#sample-rate">3.3.3 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>
|
||||
<pre><code>Default: 0 (uses the default sample rate for the platform)
|
||||
</code></pre>
|
||||
<h3 id="match-hardware-sample-rate"><a href="#match-hardware-sample-rate">3.3.4 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>
|
||||
<p>When enabled attempt to match the sample rate for the FMOD mixer with the output driver's sample rate.</p>
|
||||
<pre><code>Default: Enabled
|
||||
</code></pre>
|
||||
<h3 id="real-channel-count"><a href="#real-channel-count">3.3.5 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>
|
||||
<pre><code>Default: 64
|
||||
</code></pre>
|
||||
<h3 id="total-channel-count"><a href="#total-channel-count">3.3.6 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>
|
||||
<pre><code>Default: 512
|
||||
</code></pre>
|
||||
<h3 id="dsp-buffer-length"><a href="#dsp-buffer-length">3.3.7 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>
|
||||
<pre><code>Units: samples
|
||||
Default: 0 (uses the default DSP buffer length for the platform)
|
||||
</code></pre>
|
||||
<h3 id="dsp-buffer-count"><a href="#dsp-buffer-count">3.3.8 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>
|
||||
<pre><code>Default: 0 (uses the default DSP buffer count for the platform)
|
||||
</code></pre>
|
||||
<h3 id="file-buffer-size"><a href="#file-buffer-size">3.3.9 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>
|
||||
<pre><code>Units: bytes
|
||||
Default: 2048
|
||||
</code></pre>
|
||||
<h3 id="studio-update-period"><a href="#studio-update-period">3.3.10 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>
|
||||
<pre><code>Units: milliseconds
|
||||
Default: 0 (uses the default update period for FMOD Studio)
|
||||
</code></pre>
|
||||
<h3 id="initial-output-driver-name"><a href="#initial-output-driver-name">3.3.11 Initial Output Driver Name</a></h3>
|
||||
<h3 id="initial-output-driver-name"><a href="#initial-output-driver-name">3.3.10 Initial Output Driver Name</a></h3>
|
||||
<p>Name of output driver to choose at start up. If this is not empty the available output drivers are enumerated at start up and if a driver with a matching name is found then that driver is selected for output.</p>
|
||||
<pre><code>Default: Empty (uses the default output driver)
|
||||
</code></pre>
|
||||
<h3 id="lock-all-buses"><a href="#lock-all-buses">3.3.12 Lock All Buses</a></h3>
|
||||
<h3 id="lock-all-buses"><a href="#lock-all-buses">3.3.11 Lock All Buses</a></h3>
|
||||
<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
|
||||
</code></pre>
|
||||
<h3 id="memory-pool-sizes"><a href="#memory-pool-sizes">3.3.13 Memory Pool Sizes</a></h3>
|
||||
<h3 id="memory-pool-sizes"><a href="#memory-pool-sizes">3.3.12 Memory Pool Sizes</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>
|
||||
<pre><code>Units: bytes
|
||||
Default: 0
|
||||
@ -214,7 +211,7 @@ Default: 5
|
||||
<p>List of FMOD Studio plugins to be loaded when the system starts up. See <a href="plugins.html">Plugins</a> for more information.</p>
|
||||
<h3 id="content-browser-prefix"><a href="#content-browser-prefix">3.4.7 Content Browser Prefix</a></h3>
|
||||
<p>Root directory for FMOD assets.</p>
|
||||
<pre><code>Default: /Game/FMOD
|
||||
<pre><code>Default: /Game/FMOD/
|
||||
</code></pre>
|
||||
<h3 id="force-platform-name"><a href="#force-platform-name">3.4.8 Force Platform Name</a></h3>
|
||||
<p>Override platform name for loading banks at runtime.</p>
|
||||
@ -280,7 +277,7 @@ Default: 0
|
||||
<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 class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -241,6 +241,11 @@ ul.subchapters .manual-active-chapter > a { border-bottom: 2px solid black; }
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
.manual-content td img {
|
||||
margin: initial;
|
||||
box-shadow: initial;
|
||||
}
|
||||
|
||||
.manual-content img + br + em {
|
||||
display: block;
|
||||
margin-left: 20px;
|
||||
|
@ -13,6 +13,7 @@
|
||||
<li><a href="user-guide.html">User Guide</a></li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li><a href="api-reference.html">API Reference</a></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
@ -28,44 +29,46 @@
|
||||
<li><a href="#additional-logging">Additional Logging</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="#endplay-with-play-in-editor">EndPlay with Play-In-Editor</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="manual-content api">
|
||||
<h1>8. Troubleshooting</h1>
|
||||
<h1>9. Troubleshooting</h1>
|
||||
<p>If you are experiencing an issue with the integration and none of the topics below help, visit to our <a href="https://qa.fmod.com/c/ue4">Q&A Forum</a>.</p>
|
||||
<h2 id="check-the-plugin-is-installed"><a href="#check-the-plugin-is-installed">8.1 Check the plugin is installed</a></h2>
|
||||
<h2 id="check-the-plugin-is-installed"><a href="#check-the-plugin-is-installed">9.1 Check the plugin is installed</a></h2>
|
||||
<p>You should see a shortcut to the manual is available under the help menu, that means the plugin is in the right place and has been enabled.</p>
|
||||
<p><img alt="Unreal Help Menu" src="images/docs-menu.png" /></p>
|
||||
<p>If you see the FMOD Help in the manual, then the plugin installed correctly. If you don't see FMOD help, it isn't installed.</p>
|
||||
<h2 id="project-output-format"><a href="#project-output-format">8.2 Project Output Format</a></h2>
|
||||
<h2 id="project-output-format"><a href="#project-output-format">9.2 Project Output Format</a></h2>
|
||||
<p>If you have modified the project output format in your FMOD Studio project, you will need to update your Unreal project settings to match. <br />
|
||||
This can be found under "Edit > Project Settings > FMOD Studio > Output Format". Keep in mind that this must match the Studio project settings in order for the mix to behave correctly.</p>
|
||||
<h2 id="content-changes"><a href="#content-changes">8.3 Content Changes</a></h2>
|
||||
<h2 id="content-changes"><a href="#content-changes">9.3 Content Changes</a></h2>
|
||||
<p>The editor does not mark FMOD assets as read-only, so there is nothing stopping the user from trying to rearrange the folder structure. <br />
|
||||
However any such changes aren't going to change the underlying Studio project, so the changes will be lost next time Unreal is restarted.</p>
|
||||
<h3 id="asset-paths"><a href="#asset-paths">8.3.1 Asset Paths</a></h3>
|
||||
<h3 id="asset-paths"><a href="#asset-paths">9.3.1 Asset Paths</a></h3>
|
||||
<p>The inbuilt Unreal asset serialization stores asset by full path, not by GUID. This means that if you rename events or folders in the Studio Tool, then any references in Unreal levels will be lost. For now the only workaround is to avoid renaming events or folders once you have started using them in levels.</p>
|
||||
<h2 id="deployment-issues"><a href="#deployment-issues">8.4 Deployment Issues</a></h2>
|
||||
<h2 id="deployment-issues"><a href="#deployment-issues">9.4 Deployment Issues</a></h2>
|
||||
<p>See the <a href="user-guide.html#deployment">Deployment</a> page for information about issues with deployment.</p>
|
||||
<p>If you Launch your game and there is no sound playing or there is error loading the FMODStudio module, it an issue with Deployment.</p>
|
||||
<h2 id="live-update"><a href="#live-update">8.5 Live Update</a></h2>
|
||||
<h2 id="live-update"><a href="#live-update">9.5 Live Update</a></h2>
|
||||
<p>If Live Update is enabled and the FMOD Studio will error when it fails to open the required network port. If this is a problem, then Live Update can be disabled in the Project Settings window.</p>
|
||||
<h2 id="additional-logging"><a href="#additional-logging">8.6 Additional Logging</a></h2>
|
||||
<h2 id="additional-logging"><a href="#additional-logging">9.6 Additional Logging</a></h2>
|
||||
<p>To help track down problems, verbose logging can be turned on for FMOD For Unreal. Add the following command line to the Unreal editor:</p>
|
||||
<div class="highlight language-text"><pre><span></span>-LogCmds="LogFMOD verbose"
|
||||
</pre></div>
|
||||
|
||||
<h2 id="blueprint-only-projects"><a href="#blueprint-only-projects">8.7 Blueprint only projects</a></h2>
|
||||
<h2 id="blueprint-only-projects"><a href="#blueprint-only-projects">9.7 Blueprint only projects</a></h2>
|
||||
<p>Packaging a blueprint only project containing FMOD for Unreal will result in an error:</p>
|
||||
<div class="highlight language-text"><pre><span></span>"Plugin 'FMODStudio' failed to load because module 'FMODStudio' could not be found.
|
||||
</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 />
|
||||
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">8.8 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>
|
||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="n">AExampleGameMode</span><span class="o">::</span><span class="n">InitFMODFocusChangeCallback</span><span class="p">()</span>
|
||||
<span class="p">{</span>
|
||||
@ -85,9 +88,42 @@ This is mentioned by Epic on their forum: <a href="https://answers.unrealengine.
|
||||
<span class="p">}</span>
|
||||
<span class="cp">#endif</span>
|
||||
<span class="p">}</span>
|
||||
</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>
|
||||
<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>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>
|
||||
<div class="highlight language-text"><pre><span></span>void AMyActor::BeginPlay()
|
||||
{
|
||||
#if WITH_EDITOR
|
||||
IFMODStudioModule::Get().PreEndPIEEvent().AddUObject(this, &AMyActor::ShutdownFunction);
|
||||
#endif
|
||||
}
|
||||
|
||||
void AMyActor::EndPlay()
|
||||
{
|
||||
#if WITH_EDITOR
|
||||
IFMODStudioModule::Get().PreEndPIEEvent().RemoveAll(this);
|
||||
#else
|
||||
ShutdownFunction();
|
||||
#endif
|
||||
}
|
||||
|
||||
void AMyActor::ShutdownFunction()
|
||||
{
|
||||
if (channel)
|
||||
{
|
||||
channel->stop();
|
||||
}
|
||||
if (sound)
|
||||
{
|
||||
sound->release();
|
||||
}
|
||||
}
|
||||
</pre></div></div>
|
||||
|
||||
<p class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
@ -124,10 +124,12 @@
|
||||
</li>
|
||||
<li><a href="settings.html">Settings</a></li>
|
||||
<li><a href="plugins.html">Plugins</a></li>
|
||||
<li><a href="niagara.html">Niagara Integration</a></li>
|
||||
<li><a href="api-reference.html">API Reference</a></li>
|
||||
<li><a href="blueprint-reference.html">Blueprint Reference</a></li>
|
||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
|
||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
|
||||
<li><a href="audiolink.html">AudioLink</a></li>
|
||||
<li><a href="glossary.html">Glossary</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
@ -674,7 +676,28 @@ AudioMixerModuleName=
|
||||
<p>The audio device can be disabled for every platform that you want to ship with.</p>
|
||||
<h2 id="source-control"><a href="#source-control">2.16 Source Control</a></h2>
|
||||
<p>Not all of the plugin files are required to be checked in to source control, below the necessary files are marked:</p>
|
||||
<p><img alt="Source Control Files to Add" src="images/source-control.png" /></p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>OS</th>
|
||||
<th>Files</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Windows</td>
|
||||
<td><img alt="Source Control Files to Add Win" src="images/source-control-win.png" /></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>macOS</td>
|
||||
<td><img alt="Source Control Files to Add macOS" src="images/source-control-mac.png" /></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Linux</td>
|
||||
<td><img alt="Source Control Files to Add Linux" src="images/source-control-linux.png" /></td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<div class="admonition warning">
|
||||
<p>FMOD Banks cannot be added using the In-Editor source control, as the editor only interacts with UAssets, they need to be added to source control from outside of the UE Editor.</p>
|
||||
</div>
|
||||
@ -709,7 +732,7 @@ AudioMixerModuleName=
|
||||
</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 class="manual-footer">Unreal Integration 2.02.14 (2023-05-03). © 2023 Firelight Technologies Pty Ltd.</p>
|
||||
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). © 2024 Firelight Technologies Pty Ltd.</p>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|