newly updated FMODStudio plugin for UE5.3 migration

This commit is contained in:
Ji Yoon Rhee
2025-02-02 00:35:31 +09:00
parent 6ec77258e3
commit 547689631f
296 changed files with 4467 additions and 4042 deletions

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</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). &copy; 2023 Firelight Technologies Pty Ltd.</p>
<p class="manual-footer">Unreal Integration 2.02.26 (2024-12-11). &copy; 2024 Firelight Technologies Pty Ltd.</p>
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