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<html>
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<head>
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||||||
<title>API Reference | AFMODAmbientSound</title>
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||||||
<link rel="stylesheet" href="style/docs.css">
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||||||
<link rel="stylesheet" href="style/code_highlight.css">
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||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
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||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
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|
||||||
<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>
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|
||||||
<li><a href="platform-specifics.html">Platform Specifics</a></li>
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|
||||||
<li><a href="troubleshooting.html">Troubleshooting</a></li>
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|
||||||
<li><a href="audiolink.html">AudioLink</a></li>
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|
||||||
<li><a href="glossary.html">Glossary</a></li>
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|
||||||
</ul>
|
|
||||||
</div>
|
|
||||||
<div class="manual-content api">
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|
||||||
<h1>6. API Reference | AFMODAmbientSound</h1>
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|
||||||
<p>This class inherits from <a href="https://api.unrealengine.com/INT/API/Runtime/Engine/GameFramework/AActor/index.html">AActor</a></p>
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||||||
<p><strong>Properties:</strong></p>
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||||||
<ul>
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|
||||||
<li><span><a class="apilink" href="api-reference-afmodambientsound.html#afmodambientsound_audiocomponent" title="FMODAudioComponent used to play the ambient Event.">AFMODAmbientSound::AudioComponent</a> FMODAudioComponent used to play the ambient Event.</span></li>
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||||||
</ul>
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||||||
<h2 api="struct" id="afmodambientsound_audiocomponent"><a href="#afmodambientsound_audiocomponent">AFMODAmbientSound::AudioComponent</a></h2>
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<p>FMODAudioComponent used to play the ambient Event.</p>
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|
||||||
<p>
|
|
||||||
<div class="language-selector">
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|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
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|
||||||
</div>
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|
||||||
</p>
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||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">UFMODAudioComponent</span> <span class="o">*</span><span class="n">AudioComponent</span><span class="p">;</span>
|
|
||||||
</pre></div>
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|
||||||
|
|
||||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-ufmodaudiocomponent.html">UFMODAudioComponent</a></p></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,394 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>API Reference | Common</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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>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="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>
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|
||||||
<ul>
|
|
||||||
<li><span><a class="apilink" href="api-reference-common.html#fmodutils_logerror" title="Helper function to debug FMOD function calls.">FMODUtils::LogError</a> Helper function to debug FMOD function calls.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-common.html#fmodutils_assign" title="Helper function to convert from UE world axis to FMOD axis.">FMODUtils::Assign</a> Helper function to convert from UE world axis to FMOD axis.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-common.html#fmodutils_convertworldvector" title="Helper function to convert from UE world vector to FMOD vector.">FMODUtils::ConvertWorldVector</a> Helper function to convert from UE world vector to FMOD vector.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-common.html#fmodutils_convertunitvector" title="Helper function for converting unit vector to be used by FMOD.">FMODUtils::ConvertUnitVector</a> Helper function for converting unit vector to be used by FMOD.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-common.html#fmodutils_distancetouescale" title="Helper function to convert from FMOD distance to UE scale.">FMODUtils::DistanceToUEScale</a> Helper function to convert from FMOD distance to UE scale.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-common.html#fmodutils_isworldaudible" title="Helper function to know if an object is audible in the world.">FMODUtils::IsWorldAudible</a> Helper function to know if an object is audible in the world.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-common.html#fmodutils_convertguid" title="Helper function to convert from UE GUID to FMOD Studio ID.">FMODUtils::ConvertGuid</a> Helper function to convert from UE GUID to FMOD Studio ID.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-common.html#fmodutils_getid" title="Helper function to get UE GUID from an FMOD instanced object.">FMODUtils::GetID</a> Helper function to get UE GUID from an FMOD instanced object.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-common.html#fmodutils_getpath" title="Helper function to get the path of an event.">FMODUtils::GetPath</a> Helper function to get the path of an event.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-common.html#fmodutils_lookupnamefromguid" title="Helper function to return the name of an event using its Guid.">FMODUtils::LookupNameFromGuid</a> Helper function to return the name of an event using its Guid.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-common.html#fmodutils_parametertypetostring" title="Helper function to return the FMOD Studio Parameter as a string.">FMODUtils::ParameterTypeToString</a> Helper function to return the FMOD Studio Parameter as a string.</span></li>
|
|
||||||
</ul>
|
|
||||||
<h2 api="type" id="ffmodattenuationdetails"><a href="#ffmodattenuationdetails">FFMODAttenuationDetails</a></h2>
|
|
||||||
<p>Override the attenuation values from FMOD Studio.</p>
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|
||||||
<p>
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|
||||||
<div class="language-selector">
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|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
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|
||||||
</div>
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|
||||||
</p>
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|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="k">struct</span> <span class="n">FFMODAttenuationDetails</span>
|
|
||||||
<span class="p">{</span>
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|
||||||
<span class="n">uint32</span> <span class="n">bOverrideAttenuation</span><span class="p">;</span>
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|
||||||
<span class="kt">float</span> <span class="n">MinimumDistance</span><span class="p">;</span>
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|
||||||
<span class="kt">float</span> <span class="n">MaximumDistance</span><span class="p">;</span>
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|
||||||
<span class="p">};</span>
|
|
||||||
</pre></div>
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|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>bOverrideAttenuation</dt>
|
|
||||||
<dd>Should we use attenuation set in Studio or be able to modify in Editor.</dd>
|
|
||||||
<dt>MinimumDistance</dt>
|
|
||||||
<dd>Override the event's 3D minimum distance.</dd>
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|
||||||
<dt>MaximumDistance</dt>
|
|
||||||
<dd>Override the event's 3D maximum distance.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="type" id="efmodeventproperty"><a href="#efmodeventproperty">EFMODEventProperty</a></h2>
|
|
||||||
<p>These definitions describe built-in event properties.</p>
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|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
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|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="k">enum</span> <span class="n">Type</span>
|
|
||||||
<span class="p">{</span>
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|
||||||
<span class="n">ChannelPriority</span><span class="p">,</span>
|
|
||||||
<span class="n">ScheduleDelay</span><span class="p">,</span>
|
|
||||||
<span class="n">ScheduleLookahead</span><span class="p">,</span>
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|
||||||
<span class="n">MinimumDistance</span><span class="p">,</span>
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|
||||||
<span class="n">MaximumDistance</span><span class="p">,</span>
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|
||||||
<span class="n">Count</span>
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|
||||||
<span class="p">};</span>
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|
||||||
</pre></div>
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|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>ChannelPriority</dt>
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|
||||||
<dd>
|
|
||||||
<p>Priority to set on low-level channels created by this event instance.</p>
|
|
||||||
<ul>
|
|
||||||
<li><span class="label">Range:</span> [-1, 256]</li>
|
|
||||||
<li><span class="label">Default:</span> -1</li>
|
|
||||||
</ul>
|
|
||||||
</dd>
|
|
||||||
<dt>ScheduleDelay</dt>
|
|
||||||
<dd>
|
|
||||||
<p>Schedule delay to synchronized playback for multiple tracks in DSP clocks, or -1 for default.</p>
|
|
||||||
<ul>
|
|
||||||
<li><span class="label">Range:</span> -1, [0, inf]</li>
|
|
||||||
<li><span class="label">Default:</span> -1</li>
|
|
||||||
</ul>
|
|
||||||
</dd>
|
|
||||||
<dt>ScheduleLookahead</dt>
|
|
||||||
<dd>
|
|
||||||
<p>Schedule look-ahead on the timeline in DSP clocks, or -1 for default.</p>
|
|
||||||
<ul>
|
|
||||||
<li><span class="label">Range:</span> -1, [0, inf]</li>
|
|
||||||
<li><span class="label">Default:</span> -1</li>
|
|
||||||
</ul>
|
|
||||||
</dd>
|
|
||||||
<dt>MinimumDistance</dt>
|
|
||||||
<dd>
|
|
||||||
<p>Override the event's 3D minimum distance, or -1 for default.</p>
|
|
||||||
<ul>
|
|
||||||
<li><span class="label">Range:</span> -1, [0, inf]</li>
|
|
||||||
<li><span class="label">Default:</span> -1</li>
|
|
||||||
</ul>
|
|
||||||
</dd>
|
|
||||||
<dt>MaximumDistance</dt>
|
|
||||||
<dd>
|
|
||||||
<p>Override the event's 3D maximum distance, or -1 for default.</p>
|
|
||||||
<ul>
|
|
||||||
<li><span class="label">Range:</span> -1, [0, inf]</li>
|
|
||||||
<li><span class="label">Default:</span> -1</li>
|
|
||||||
</ul>
|
|
||||||
</dd>
|
|
||||||
<dt>Count</dt>
|
|
||||||
<dd>Number of options.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="type" id="efmodsystemcontext"><a href="#efmodsystemcontext">EFMODSystemContext</a></h2>
|
|
||||||
<p>Which FMOD Studio system to use.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="k">enum</span> <span class="n">Type</span>
|
|
||||||
<span class="p">{</span>
|
|
||||||
<span class="n">Auditioning</span><span class="p">,</span>
|
|
||||||
<span class="n">Runtime</span><span class="p">,</span>
|
|
||||||
<span class="n">Editor</span><span class="p">,</span>
|
|
||||||
<span class="n">Max</span>
|
|
||||||
<span class="p">};</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Auditioning</dt>
|
|
||||||
<dd>For use auditioning sounds within the editor.</dd>
|
|
||||||
<dt>Runtime</dt>
|
|
||||||
<dd>For use in PIE and in-game.</dd>
|
|
||||||
<dt>Editor</dt>
|
|
||||||
<dd>For use when playing events in an editor world (e.g. previewing a level sequence).</dd>
|
|
||||||
<dt>Max</dt>
|
|
||||||
<dd>Upper bound of types.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="type" id="ffmodocclusiondetails"><a href="#ffmodocclusiondetails">FFMODOcclusionDetails</a></h2>
|
|
||||||
<p>Occlusion details.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="k">struct</span> <span class="n">FFMODOcclusionDetails</span>
|
|
||||||
<span class="p">{</span>
|
|
||||||
<span class="kt">bool</span> <span class="n">bEnableOcclusion</span><span class="p">;</span>
|
|
||||||
<span class="n">TEnumAsByte</span><span class="o"><</span><span class="k">enum</span> <span class="n">ECollisionChannel</span><span class="o">></span> <span class="n">OcclusionTraceChannel</span><span class="p">;</span>
|
|
||||||
<span class="kt">bool</span> <span class="n">bUseComplexCollisionForOcclusion</span><span class="p">;</span>
|
|
||||||
<span class="p">}</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>bEnableOcclusion</dt>
|
|
||||||
<dd>Enable occlusion settings.</dd>
|
|
||||||
<dt>OcclusionTraceChannel</dt>
|
|
||||||
<dd>Which trace channel to use for audio occlusion checks.</dd>
|
|
||||||
<dt>bUseComplexCollisionForOcclusion</dt>
|
|
||||||
<dd>Whether or not to enable complex geometry occlusion checks.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="type" id="fmod_vector_scale_default"><a href="#fmod_vector_scale_default">FMOD_VECTOR_SCALE_DEFAULT</a></h2>
|
|
||||||
<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>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="cp">#define FMOD_VECTOR_SCALE_DEFAULT 0.01f</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="method" id="fmodutils_logerror"><a href="#fmodutils_logerror">FMODUtils::LogError</a></h2>
|
|
||||||
<p>Helper function to debug FMOD function calls.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">LogError</span><span class="p">(</span>
|
|
||||||
<span class="n">FMOD_RESULT</span> <span class="n">result</span><span class="p">,</span>
|
|
||||||
<span class="k">const</span> <span class="kt">char</span> <span class="o">*</span><span class="n">function</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>result</dt>
|
|
||||||
<dd>Result of an FMOD function call.</dd>
|
|
||||||
<dt>function</dt>
|
|
||||||
<dd>The function that is being checked.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="method" id="fmodutils_assign"><a href="#fmodutils_assign">FMODUtils::Assign</a></h2>
|
|
||||||
<p>Helper function to convert from UE world axis to FMOD axis.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">Assign</span><span class="p">(</span>
|
|
||||||
<span class="n">FMOD_VECTOR</span> <span class="o">&</span><span class="n">Dest</span>
|
|
||||||
<span class="k">const</span> <span class="n">FVector</span> <span class="o">&</span><span class="n">Src</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
<span class="kt">void</span> <span class="nf">Assign</span><span class="p">(</span>
|
|
||||||
<span class="n">FMOD_3D_ATTRIBUTES</span> <span class="o">&</span><span class="n">Dest</span><span class="p">,</span>
|
|
||||||
<span class="k">const</span> <span class="n">FTransform</span> <span class="o">&</span><span class="n">Src</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Dest</dt>
|
|
||||||
<dd>Returned FMOD vector.</dd>
|
|
||||||
<dt>Src</dt>
|
|
||||||
<dd>Unreal vector to be converted.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="method" id="fmodutils_convertworldvector"><a href="#fmodutils_convertworldvector">FMODUtils::ConvertWorldVector</a></h2>
|
|
||||||
<p>Helper function to convert from UE world vector to FMOD vector.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FMOD_VECTOR</span> <span class="nf">ConvertWorldVector</span><span class="p">(</span>
|
|
||||||
<span class="k">const</span> <span class="n">FVector</span> <span class="o">&</span><span class="n">Src</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Src</dt>
|
|
||||||
<dd>Source vector to be converted.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="method" id="fmodutils_convertunitvector"><a href="#fmodutils_convertunitvector">FMODUtils::ConvertUnitVector</a></h2>
|
|
||||||
<p>Helper function for converting unit vector to be used by FMOD.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FMOD_VECTOR</span> <span class="nf">ConvertUnitVector</span><span class="p">(</span>
|
|
||||||
<span class="k">const</span> <span class="n">FVector</span> <span class="o">&</span><span class="n">Src</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Src</dt>
|
|
||||||
<dd>Unit vector to be converted.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="method" id="fmodutils_distancetouescale"><a href="#fmodutils_distancetouescale">FMODUtils::DistanceToUEScale</a></h2>
|
|
||||||
<p>Helper function to convert from FMOD distance to UE scale.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">float</span> <span class="nf">DistanceToUEScale</span><span class="p">(</span>
|
|
||||||
<span class="kt">float</span> <span class="n">FMODDistance</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>FMODDistance</dt>
|
|
||||||
<dd>Distance in FMOD scale.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="method" id="fmodutils_isworldaudible"><a href="#fmodutils_isworldaudible">FMODUtils::IsWorldAudible</a></h2>
|
|
||||||
<p>Helper function to know if an object is audible in the world.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">bool</span> <span class="nf">IsWorldAudible</span><span class="p">(</span>
|
|
||||||
<span class="n">UWorld</span> <span class="o">*</span><span class="n">World</span><span class="p">,</span>
|
|
||||||
<span class="kt">bool</span> <span class="n">AllowInEditor</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>World</dt>
|
|
||||||
<dd>A pointer to the current world.</dd>
|
|
||||||
<dt>AllowInEditor</dt>
|
|
||||||
<dd>Whether editor world objects should be considered audible when determining audibility.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="method" id="fmodutils_convertguid"><a href="#fmodutils_convertguid">FMODUtils::ConvertGuid</a></h2>
|
|
||||||
<p>Helper function to convert from UE GUID to FMOD Studio ID.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FMOD</span><span class="o">::</span><span class="n">Studio</span><span class="o">::</span><span class="n">ID</span> <span class="n">ConvertGuid</span><span class="p">(</span>
|
|
||||||
<span class="k">const</span> <span class="n">FGuid</span> <span class="o">&</span><span class="n">UnrealGuid</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>UnrealGuid</dt>
|
|
||||||
<dd>The GUID to be converted.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="method" id="fmodutils_getid"><a href="#fmodutils_getid">FMODUtils::GetID</a></h2>
|
|
||||||
<p>Helper function to get UE GUID from an FMOD instanced object.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="nf">GetID</span><span class="p">(</span>
|
|
||||||
<span class="n">StudioType</span> <span class="o">*</span><span class="n">Instance</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Instance</dt>
|
|
||||||
<dd>An instance of an FMOD object.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="method" id="fmodutils_getpath"><a href="#fmodutils_getpath">FMODUtils::GetPath</a></h2>
|
|
||||||
<p>Helper function to get the path of an event.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FString</span> <span class="nf">GetPath</span><span class="p">(</span>
|
|
||||||
<span class="n">StudioType</span> <span class="o">*</span><span class="n">Instance</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Instance</dt>
|
|
||||||
<dd>An instance of an FMOD object.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="method" id="fmodutils_lookupnamefromguid"><a href="#fmodutils_lookupnamefromguid">FMODUtils::LookupNameFromGuid</a></h2>
|
|
||||||
<p>Helper function to return the name of an event using its Guid.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FString</span> <span class="nf">LookupNameFromGuid</span><span class="p">(</span>
|
|
||||||
<span class="n">FMOD</span><span class="o">::</span><span class="n">Studio</span><span class="o">::</span><span class="n">System</span> <span class="o">*</span><span class="n">StudioSystem</span><span class="p">,</span>
|
|
||||||
<span class="k">const</span> <span class="n">FGuid</span> <span class="o">&</span><span class="n">Guid</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
<span class="n">FString</span> <span class="nf">LookupNameFromGuid</span><span class="p">(</span>
|
|
||||||
<span class="n">FMOD</span><span class="o">::</span><span class="n">Studio</span><span class="o">::</span><span class="n">System</span> <span class="o">*</span><span class="n">StudioSystem</span><span class="p">,</span>
|
|
||||||
<span class="k">const</span> <span class="n">FMOD</span><span class="o">::</span><span class="n">Studio</span><span class="o">::</span><span class="n">ID</span> <span class="o">&</span><span class="n">Guid</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>studioSystem</dt>
|
|
||||||
<dd>Current FMOD Studio System.</dd>
|
|
||||||
<dt>Guid</dt>
|
|
||||||
<dd>GUID to retrieve the name of.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="method" id="fmodutils_parametertypetostring"><a href="#fmodutils_parametertypetostring">FMODUtils::ParameterTypeToString</a></h2>
|
|
||||||
<p>Helper function to return the FMOD Studio Parameter as a string.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FString</span> <span class="nf">ParameterTypeToString</span><span class="p">(</span>
|
|
||||||
<span class="n">FMOD_STUDIO_PARAMETER_TYPE</span> <span class="n">Type</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Type</dt>
|
|
||||||
<dd>Helper function to return a parameter type as a string.</dd>
|
|
||||||
</dl></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,366 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>API Reference | IFMODStudioModule</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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>6. API Reference | IFMODStudioModule</h1>
|
|
||||||
<p>This class inherits from <a href="">IModuleInterface</a>.</p>
|
|
||||||
<p><strong>Methods:</strong></p>
|
|
||||||
<ul>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_get" title="Singleton-like access to this module's interface. Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.">IFMODStudioModule::Get</a> Singleton-like access to this module's interface. Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.</span></li>
|
|
||||||
<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_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_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>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_haslistenermoved" title="Return whether the listener(s) have moved.">IFMODStudioModule::HasListenerMoved</a> Return whether the listener(s) have moved.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ifmodstudiomodule.html#ifmodstudiomodule_setlistenerposition" title="Used to update a listener's position.">IFMODStudioModule::SetListenerPosition</a> Used to update a listener's position.</span></li>
|
|
||||||
<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_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#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_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>Plugin</dt>
|
|
||||||
<dd>The plugin to be registered.</dd>
|
|
||||||
</dl>
|
|
||||||
<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>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>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">UFMODAsset</span> <span class="o">*</span><span class="nf">FindAssetByName</span><span class="p">(</span>
|
|
||||||
<span class="k">const</span> <span class="n">FString</span> <span class="o">&</span><span class="n">Name</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Name</dt>
|
|
||||||
<dd>The asset name.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="method" id="ifmodstudiomodule_findeventbyname"><a href="#ifmodstudiomodule_findeventbyname">IFMODStudioModule::FindEventByName</a></h2>
|
|
||||||
<p>Look up an event given its name.</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">UFMODEvent</span> <span class="o">*</span><span class="nf">FindEventByName</span><span class="p">(</span>
|
|
||||||
<span class="k">const</span> <span class="n">FString</span> <span class="o">&</span><span class="n">Name</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Name</dt>
|
|
||||||
<dd>The name of the event.</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_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>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">GetAllBankPaths</span><span class="p">(</span>
|
|
||||||
<span class="n">TArray</span><span class="o"><</span><span class="n">FString</span><span class="o">></span> <span class="o">&</span><span class="n">Paths</span><span class="p">,</span>
|
|
||||||
<span class="kt">bool</span> <span class="n">IncludeMasterBank</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Paths</dt>
|
|
||||||
<dd>An array of strings for the paths to be assigned to.</dd>
|
|
||||||
<dt>IncludeMasterBank</dt>
|
|
||||||
<dd>Should the Master Bank path be included.</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>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Bank</dt>
|
|
||||||
<dd>The bank to retrieve the disk path for.</dd>
|
|
||||||
</dl>
|
|
||||||
<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>
|
|
||||||
<p>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.</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">EventDescription</span> <span class="o">*</span><span class="n">GetEventDescription</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>
|
|
||||||
<span class="n">FMODSystemContext</span><span class="o">::</span><span class="n">Type</span> <span class="n">Context</span> <span class="o">=</span> <span class="n">EFMODSystemContext</span><span class="o">::</span><span class="n">Max</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Event</dt>
|
|
||||||
<dd>The event to retrieve the description of.</dd>
|
|
||||||
<dt>Context</dt>
|
|
||||||
<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_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>
|
|
||||||
<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>Context</dt>
|
|
||||||
<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_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_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>Context</dt>
|
|
||||||
<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_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>
|
|
||||||
<span class="n">EFMODSystemContext</span><span class="o">::</span><span class="n">Type</span> <span class="n">Context</span><span class="p">,</span>
|
|
||||||
<span class="k">const</span> <span class="n">TCHAR</span> <span class="o">*</span><span class="n">ShortName</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Context</dt>
|
|
||||||
<dd>System context to use.</dd>
|
|
||||||
<dt>ShortName</dt>
|
|
||||||
<dd>Name of the plugin.</dd>
|
|
||||||
</dl>
|
|
||||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-common.html#efmodsystemcontext">EFMODSystemContext</a>.</p>
|
|
||||||
<h2 api="method" id="ifmodstudiomodule_logerror"><a href="#ifmodstudiomodule_logerror">IFMODStudioModule::LogError</a></h2>
|
|
||||||
<p>Log an FMOD error.</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">LogError</span><span class="p">(</span>
|
|
||||||
<span class="kt">int</span> <span class="n">result</span><span class="p">,</span>
|
|
||||||
<span class="k">const</span> <span class="kt">char</span> <span class="o">*</span><span class="n">function</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>result</dt>
|
|
||||||
<dd>Result of FMOD function call.</dd>
|
|
||||||
<dt>function</dt>
|
|
||||||
<dd>The name of the function.</dd>
|
|
||||||
</dl>
|
|
||||||
<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 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,93 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>API Reference | UFMODAnimNotifyPlay</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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>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>
|
|
||||||
<ul>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodanimnotifyplay.html#ufmodanimnotifyplay_bfollow" title="Should this sound follow its owner.">UFMODAnimNotifyPlay::bFollow</a> Should this sound follow its owner.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodanimnotifyplay.html#ufmodanimnotifyplay_attachname" title="Socket or bone name to attach sound to.">UFMODAnimNotifyPlay::AttachName</a> Socket or bone name to attach sound to.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodanimnotifyplay.html#ufmodanimnotifyplay_event" title="FMODEvent reference to play.">UFMODAnimNotifyPlay::Event</a> FMODEvent reference to play.</span></li>
|
|
||||||
</ul>
|
|
||||||
<p><strong>Methods:</strong></p>
|
|
||||||
<ul>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodanimnotifyplay.html#ufmodanimnotifyplay_notify" title="Event triggered when the timeline crosses the notify marker.">UFMODAnimNotifyPlay::Notify</a> Event triggered when the timeline crosses the notify marker.</span></li>
|
|
||||||
</ul>
|
|
||||||
<h2 api="struct" id="ufmodanimnotifyplay_attachname"><a href="#ufmodanimnotifyplay_attachname">UFMODAnimNotifyPlay::AttachName</a></h2>
|
|
||||||
<p>Socket or bone name to attach sound to.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FString</span> <span class="n">AttachName</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="struct" id="ufmodanimnotifyplay_bfollow"><a href="#ufmodanimnotifyplay_bfollow">UFMODAnimNotifyPlay::bFollow</a></h2>
|
|
||||||
<p>Should this sound follow its owner.</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">unit32</span> <span class="nl">bFollow</span> <span class="p">:</span> <span class="mi">1</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="struct" id="ufmodanimnotifyplay_event"><a href="#ufmodanimnotifyplay_event">UFMODAnimNotifyPlay::Event</a></h2>
|
|
||||||
<p>FMODEvent reference to play.</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">TAssetPtr</span><span class="o"><</span><span class="k">class</span> <span class="nc">UFMODEvent</span><span class="o">></span> <span class="n">Event</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-ufmodevent.html">UFMODEvent</a></p>
|
|
||||||
<h2 api="function" id="ufmodanimnotifyplay_notify"><a href="#ufmodanimnotifyplay_notify">UFMODAnimNotifyPlay::Notify</a></h2>
|
|
||||||
<p>Event triggered when the timeline crosses the notify marker.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="k">virtual</span> <span class="kt">void</span> <span class="n">Notify</span><span class="p">(</span><span class="n">USkeletalMeshComponent</span> <span class="o">*</span><span class="n">MeshComp</span><span class="p">,</span> <span class="n">UAnimSequenceBase</span> <span class="o">*</span><span class="n">AnimSeq</span><span class="p">)</span> <span class="k">override</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>MeshComp</dt>
|
|
||||||
<dd>USceneComponent used for the position of the Event.</dd>
|
|
||||||
<dt>AnimSeq</dt>
|
|
||||||
<dd>Reference to the current animation.</dd>
|
|
||||||
</dl>
|
|
||||||
<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 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,47 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>API Reference | UFMODAsset</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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>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>
|
|
||||||
<ul>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodbank.html#ufmodasset_assetguid" title="The unique Guid, which matches the one exported from FMOD Studio.">UFMODAsset::AssetGuid</a> The unique Guid, which matches the one exported from FMOD Studio.</span></li>
|
|
||||||
</ul>
|
|
||||||
<h2 api="struct" id="ufmodasset_assetguid"><a href="#ufmodasset_assetguid">UFMODAsset::AssetGuid</a></h2>
|
|
||||||
<p>The unique Guid, which matches the one exported from FMOD Studio.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
|
||||||
</pre></div></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,275 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>API Reference | UFMODAudioComponent</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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>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>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_attenuationdetails" title="FMOD Custom Attenuation Details.">UFMODAudioComponent::AttenuationDetails</a> FMOD Custom Attenuation Details.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_bapplyambientvolumes" title="Whether we apply gain and low-pass based on audio zones.">UFMODAudioComponent::bApplyAmbientVolumes</a> Whether we apply gain and low-pass based on audio zones.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_bapplyocclusionparameter" title="Whether we apply gain and low-pass based on occlusion onto a parameter.">UFMODAudioComponent::bApplyOcclusionParameter</a> Whether we apply gain and low-pass based on occlusion onto a parameter.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_bautodestroy" title="Auto destroy this component on completion.">UFMODAudioComponent::bAutoDestroy</a> Auto destroy this component on completion.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_benabletimelinecallbacks" title="Enable timeline callbacks for this sound, so that OnTimelineMarker and OnTimelineBeat can be used.">UFMODAudioComponent::bEnableTimelineCallbacks</a> Enable timeline callbacks for this sound, so that OnTimelineMarker and OnTimelineBeat can be used.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_bstopwhenownerdestroyed" title="Stop sound when owner is destroyed.">UFMODAudioComponent::bStopWhenOwnerDestroyed</a> Stop sound when owner is destroyed.</span></li>
|
|
||||||
<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_studioinstance" title="Actual Studio instance handle.">UFMODAudioComponent::StudioInstance</a> Actual Studio instance handle.</span></li>
|
|
||||||
</ul>
|
|
||||||
<p><strong>Methods:</strong></p>
|
|
||||||
<ul>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_setprogrammersound" title="Set a programmer sound to use for this audio component. Lifetime of sound must exceed that of the audio component.">UFMODAudioComponent::SetProgrammerSound</a> Set a programmer sound to use for this audio component. Lifetime of sound must exceed that of the audio component.</span></li>
|
|
||||||
</ul>
|
|
||||||
<p><strong>BlueprintCallable Methods:</strong></p>
|
|
||||||
<ul>
|
|
||||||
<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>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#key-off" title="Allow an event to continue past a sustain point.">Key Off</a> Allow an event to continue past a sustain point.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#play" title="Start a sound playing on an audio component.">Play</a> Start a sound playing on an audio component.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#release" title="Release the current Studio Instance.">Release</a> Release the current Studio Instance.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#set-event" title="New Event to be used by the FMODAudioComponent.">Set Event</a> New Event to be used by the FMODAudioComponent.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#set-parameter" title="Set a parameter of the Event.">Set Parameter</a> Set a parameter of the Event.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#set-paused" title="Pause/Unpause an audio component.">Set Paused</a> Pause/Unpause an audio component.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#set-pitch" title="Set pitch on an audio component.">Set Pitch</a> Set pitch on an audio component.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#set-programmer-sound-name" title="Set the sound name to use for programmer sound.">Set Programmer Sound Name</a> Set the sound name to use for programmer sound.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#set-property" title="Set a property of the Event.">Set Property</a> Set a property of the Event.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#set-timeline-position" title="Set the timeline position in milliseconds">Set Timeline Position</a> Set the timeline position in milliseconds</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#set-volume" title="Set volume on an audio component.">Set Volume</a> Set volume on an audio component.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#stop" title="Stop an audio component playing.">Stop</a> Stop an audio component playing.</span></li>
|
|
||||||
</ul>
|
|
||||||
<h2 api="struct" id="ufmodaudiocomponent_attenuationdetails"><a href="#ufmodaudiocomponent_attenuationdetails">UFMODAudioComponent::AttenuationDetails</a></h2>
|
|
||||||
<p>FMOD Custom Attenuation Details.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="k">struct</span> <span class="n">FFMODAttenuationDetails</span> <span class="n">AttenuationDetails</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-common.html#ffmodattenuationdetails">FFMODAttenuationDetails</a></p>
|
|
||||||
<h2 api="struct" id="ufmodaudiocomponent_bapplyambientvolumes"><a href="#ufmodaudiocomponent_bapplyambientvolumes">UFMODAudioComponent::bApplyAmbientVolumes</a></h2>
|
|
||||||
<p>Whether we apply gain and low-pass based on audio zones.</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">uint32</span> <span class="nl">bApplyAmbientVolumes</span> <span class="p">:</span> <span class="mi">1</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="struct" id="ufmodaudiocomponent_bapplyocclusionparameter"><a href="#ufmodaudiocomponent_bapplyocclusionparameter">UFMODAudioComponent::bApplyOcclusionParameter</a></h2>
|
|
||||||
<p>Whether we apply gain and low-pass based on occlusion onto a parameter.</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">uint32</span> <span class="nl">bApplyOcclusionParameter</span> <span class="p">:</span> <span class="mi">1</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="struct" id="ufmodaudiocomponent_bautodestroy"><a href="#ufmodaudiocomponent_bautodestroy">UFMODAudioComponent::bAutoDestroy</a></h2>
|
|
||||||
<p>Auto destroy this component on completion.</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">uint32</span> <span class="nl">bAutoDestroy</span> <span class="p">:</span> <span class="mi">1</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="struct" id="ufmodaudiocomponent_benabletimelinecallbacks"><a href="#ufmodaudiocomponent_benabletimelinecallbacks">UFMODAudioComponent::bEnableTimelineCallbacks</a></h2>
|
|
||||||
<p>Enable timeline callbacks for this sound, so that OnTimelineMarker and OnTimelineBeat can be used.</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">uint32</span> <span class="nl">bEnableTimelineCallbacks</span> <span class="p">:</span> <span class="mi">1</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_ontimelinemarker">UFMODAudioComponent::OnTimelineMarker</a>, <a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_ontimelinebeat">UFMODAudioComponent::OnTimelineBeat</a></p>
|
|
||||||
<h2 api="struct" id="ufmodaudiocomponent_bstopwhenownerdestroyed"><a href="#ufmodaudiocomponent_bstopwhenownerdestroyed">UFMODAudioComponent::bStopWhenOwnerDestroyed</a></h2>
|
|
||||||
<p>Stop sound when owner is destroyed.</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">uint32</span> <span class="nl">bStopWhenOwnerDestroyed</span> <span class="p">:</span> <span class="mi">1</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="struct" id="ufmodaudiocomponent_event"><a href="#ufmodaudiocomponent_event">UFMODAudioComponent::Event</a></h2>
|
|
||||||
<p>The event asset to use for this sound.</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">TAssetPtr</span><span class="o"><</span><span class="k">class</span> <span class="nc">UFMODEvent</span><span class="o">></span> <span class="n">Event</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-ufmodevent.html">UFMODEvent</a></p>
|
|
||||||
<h2 api="function" id="ufmodaudiocomponent_eventcallback"><a href="#ufmodaudiocomponent_eventcallback">UFMODAudioComponent_EventCallback</a></h2>
|
|
||||||
<p>Generic callback used for the Studio Instance.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FMOD_RESULT</span> <span class="n">F_CALL</span> <span class="nf">UFMODAudioComponent_EventCallback</span><span class="p">(</span>
|
|
||||||
<span class="n">FMOD_STUDIO_EVENT_CALLBACK_TYPE</span> <span class="n">type</span><span class="p">,</span>
|
|
||||||
<span class="n">FMOD_STUDIO_EVENTINSTANCE</span> <span class="o">*</span><span class="n">event</span><span class="p">,</span>
|
|
||||||
<span class="kt">void</span> <span class="o">*</span><span class="n">parameters</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>type</dt>
|
|
||||||
<dd>The type of callback being triggered.</dd>
|
|
||||||
<dt>event</dt>
|
|
||||||
<dd>Reference to the Studio Instance.</dd>
|
|
||||||
<dt>parameters</dt>
|
|
||||||
<dd>Information about the callback.</dd>
|
|
||||||
</dl>
|
|
||||||
<p>This is called if the <a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_benabletimelinecallbacks">UFMODAudioComponent::bEnableTimelineCallbacks</a> is true or <a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_programmersoundname">UFMODAudioComponent::ProgrammerSoundName</a> is not empty.</p>
|
|
||||||
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html#fmod_studio_event_callback_type">FMOD_STUDIO_EVENT_CALLBACK_TYPE</a></p>
|
|
||||||
<h2 api="struct" id="ufmodaudiocomponent_occlusiondetails"><a href="#ufmodaudiocomponent_occlusiondetails">UFMODAudioComponent::OcclusionDetails</a></h2>
|
|
||||||
<p>FMOD Custom Occlusion Details.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="k">struct</span> <span class="n">FFMODOcclusionDetails</span> <span class="n">OcclusionDetails</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-common.html#ffmodocclusiondetails">FFMODOcclusionDetails</a></p>
|
|
||||||
<h2 api="struct" id="ufmodaudiocomponent_oneventstopped"><a href="#ufmodaudiocomponent_oneventstopped">UFMODAudioComponent::OnEventStopped</a></h2>
|
|
||||||
<p>Called when an event stops, either because it played to completion or because a Stop() call turned it off early.</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">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>
|
|
||||||
<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">FOnTimelineMarker</span> <span class="n">OnTimelineBeat</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_benabletimelinecallbacks">UFMODAudioComponent::bEnableTimelineCallbacks</a></p>
|
|
||||||
<h2 api="struct" id="ufmodaudiocomponent_ontimelinemarker"><a href="#ufmodaudiocomponent_ontimelinemarker">UFMODAudioComponent::OnTimelineMarker</a></h2>
|
|
||||||
<p>Called when we reach a named marker (if bEnableTimelineCallbacks is true).</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">FOnTimelineMarker</span> <span class="n">OnTimelineMarker</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_benabletimelinecallbacks">UFMODAudioComponent::bEnableTimelineCallbacks</a></p>
|
|
||||||
<h2 api="struct" id="ufmodaudiocomponent_parametercache"><a href="#ufmodaudiocomponent_parametercache">UFMODAudioComponent::ParameterCache</a></h2>
|
|
||||||
<p>Cache of the current Events parameters.</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">TMap</span><span class="o"><</span><span class="n">FName</span><span class="p">,</span> <span class="kt">float</span><span class="o">></span> <span class="n">ParameterCache</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="struct" id="ufmodaudiocomponent_programmersoundname"><a href="#ufmodaudiocomponent_programmersoundname">UFMODAudioComponent::ProgrammerSoundName</a></h2>
|
|
||||||
<p>Sound name used for programmer sound.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FString</span> <span class="n">ProgrammerSoundName</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p>The integration will look up the name in any loaded audio table.</p>
|
|
||||||
<h2 api="function" id="ufmodaudiocomponent_setprogrammersound"><a href="#ufmodaudiocomponent_setprogrammersound">UFMODAudioComponent::SetProgrammerSound</a></h2>
|
|
||||||
<p>Set a programmer sound to use for this audio component. Lifetime of sound must exceed that of the audio component.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">SetProgrammerSound</span><span class="p">(</span>
|
|
||||||
<span class="n">FMOD</span><span class="o">::</span><span class="n">Sound</span> <span class="o">*</span><span class="n">Sound</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Sound</dt>
|
|
||||||
<dd>User created sound to use.</dd>
|
|
||||||
</dl>
|
|
||||||
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.03/api/core-api-sound.html">FMOD::Sound</a></p>
|
|
||||||
<h2 api="struct" id="ufmodaudiocomponent_studioinstance"><a href="#ufmodaudiocomponent_studioinstance">UFMODAudioComponent::StudioInstance</a></h2>
|
|
||||||
<p>Actual Studio instance handle.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FMOD</span><span class="o">::</span><span class="n">Studio</span><span class="o">::</span><span class="n">EventInstance</span> <span class="o">*</span><span class="n">StudioInstance</span><span class="p">;</span>
|
|
||||||
</pre></div></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,46 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>API Reference | UFMODBank</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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>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>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodbank.html#ufmodasset_assetguid" title="The unique Guid, which matches the one exported from FMOD Studio.">UFMODAsset::AssetGuid</a> The unique Guid, which matches the one exported from FMOD Studio.</span></li>
|
|
||||||
</ul>
|
|
||||||
<h2 api="struct" id="ufmodasset_assetguid"><a href="#ufmodasset_assetguid">UFMODAsset::AssetGuid</a></h2>
|
|
||||||
<p>The unique Guid, which matches the one exported from FMOD Studio.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
|
||||||
</pre></div></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,75 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>API Reference | UFMODBlueprintStatics</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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>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>
|
|
||||||
<ul>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodblueprintstatics.html#ffmodeventinstance" title="Wrapped FMOD::Studio::EventInstance for use in blueprints.">FFMODEventInstance</a> Wrapped FMOD::Studio::EventInstance for use in blueprints.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodblueprintstatics.html#efmod_studio_stop_mode" title="Studio stop mode enum for use in blueprints.">EFMOD_STUDIO_STOP_MODE</a> Studio stop mode enum for use in blueprints.</span></li>
|
|
||||||
</ul>
|
|
||||||
<h2 api="struct" id="efmod_studio_stop_mode"><a href="#efmod_studio_stop_mode">EFMOD_STUDIO_STOP_MODE</a></h2>
|
|
||||||
<p>Studio stop mode enum for use in blueprints.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="k">enum</span> <span class="n">EFMOD_STUDIO_STOP_MODE</span><span class="p">{</span>
|
|
||||||
<span class="n">ALLOWFADEOUT</span><span class="p">,</span>
|
|
||||||
<span class="n">IMMEDIATE</span>
|
|
||||||
<span class="p">}</span> <span class="n">EFMOD_STUDIO_STOP_MODE</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt id="efmod_studio_stop_mode_allowfadeout">ALLOWFADEOUT</dt>
|
|
||||||
<dd>Allow AHDSR modulators to complete their release, and DSP effect tails to play out.</dd>
|
|
||||||
<dt id="efmod_studio_stop_mode_immediate">IMMEDIATE</dt>
|
|
||||||
<dd>Stop the event instance immediately.</dd>
|
|
||||||
</dl>
|
|
||||||
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html#fmod_studio_stop_mode">FMOD_STUDIO_STOP_MODE</a></p>
|
|
||||||
<h2 api="struct" id="ffmodeventinstance"><a href="#ffmodeventinstance">FFMODEventInstance</a></h2>
|
|
||||||
<p>Wrapped FMOD::Studio::EventInstance for use in blueprints.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="k">struct</span> <span class="n">FFMODEventInstance</span><span class="p">{</span>
|
|
||||||
<span class="n">FMOD</span><span class="o">::</span><span class="n">Studio</span><span class="o">::</span><span class="n">EventInstance</span> <span class="o">*</span><span class="n">Instance</span><span class="p">;</span>
|
|
||||||
<span class="p">}</span> <span class="n">FFMODEventInstance</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt id="ffmodeventinstance_instance">Instance</dt>
|
|
||||||
<dd><a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html">FMOD::Studio::EventInstance</a> to use.</dd>
|
|
||||||
</dl></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,46 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>API Reference | UFMODBus</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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>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>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodbank.html#ufmodasset_assetguid" title="The unique Guid, which matches the one exported from FMOD Studio.">UFMODAsset::AssetGuid</a> The unique Guid, which matches the one exported from FMOD Studio.</span></li>
|
|
||||||
</ul>
|
|
||||||
<h2 api="struct" id="ufmodasset_assetguid"><a href="#ufmodasset_assetguid">UFMODAsset::AssetGuid</a></h2>
|
|
||||||
<p>The unique Guid, which matches the one exported from FMOD Studio.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
|
||||||
</pre></div></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,64 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>API Reference | UFMODEvent</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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>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>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodbank.html#ufmodasset_assetguid" title="The unique Guid, which matches the one exported from FMOD Studio.">UFMODAsset::AssetGuid</a> The unique Guid, which matches the one exported from FMOD Studio.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodevent.html#ufmodevent_getparameterdescriptions" title="Get parameter descriptions for this event.">UFMODEvent::GetParameterDescriptions</a> Get parameter descriptions for this event.</span></li>
|
|
||||||
</ul>
|
|
||||||
<h2 api="struct" id="ufmodasset_assetguid"><a href="#ufmodasset_assetguid">UFMODAsset::AssetGuid</a></h2>
|
|
||||||
<p>The unique Guid, which matches the one exported from FMOD Studio.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="method" id="ufmodevent_getparameterdescriptions"><a href="#ufmodevent_getparameterdescriptions">UFMODEvent::GetParameterDescriptions</a></h2>
|
|
||||||
<p>Get parameter descriptions for this event.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">GetParameterDescriptions</span><span class="p">(</span>
|
|
||||||
<span class="n">TArray</span><span class="o"><</span><span class="n">FMOD_STUDIO_PARAMETER_DESCRIPTION</span><span class="o">></span> <span class="o">&</span><span class="n">Parameters</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Parameters</dt>
|
|
||||||
<dd>Parameters to retrieve.</dd>
|
|
||||||
</dl></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,46 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>API Reference | UFMODPort</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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>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>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodbank.html#ufmodasset_assetguid" title="The unique Guid, which matches the one exported from FMOD Studio.">UFMODAsset::AssetGuid</a> The unique Guid, which matches the one exported from FMOD Studio.</span></li>
|
|
||||||
</ul>
|
|
||||||
<h2 api="struct" id="ufmodasset_assetguid"><a href="#ufmodasset_assetguid">UFMODAsset::AssetGuid</a></h2>
|
|
||||||
<p>The unique Guid, which matches the one exported from FMOD Studio.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
|
||||||
</pre></div></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,755 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>API Reference | UFMODSettings</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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>6. API Reference | UFMODSettings</h1>
|
|
||||||
<p>This class inherits from <a href="">UObject</a>.</p>
|
|
||||||
<p><strong>Defines:</strong></p>
|
|
||||||
<ul>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#efmodlogging" title="FMOD Logging level.">EFMODLogging</a> FMOD Logging level.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#efmodspeakermode" title="Project output format, should match the mode set up for the Studio project.">EFMODSpeakerMode</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#efmodoutput" title="FMOD System Output modes.">EFMODOutput</a> FMOD System Output modes.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#efmodplatforms" title="Target Platforms.">EFMODPlatforms</a> Target Platforms.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#efmodcodec" title="Encoding formats.">EFMODCodec</a> Encoding formats.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#fcustompoolsizes" title="Use specific memory pool size for platform, in bytes. Disabled by default.">FCustomPoolSizes</a> Use specific memory pool size for platform, in bytes. Disabled by default.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ffmodprojectlocale" title="Locales for localized banks. Theses should match the project locales configured in the FMOD Studio Project.">FFMODProjectLocale</a> Locales for localized banks. Theses should match the project locales configured in the FMOD Studio Project.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#fplatformsettings" title="This section contains settings that can be set per platform.">FPlatformSettings</a> This section contains settings that can be set per platform.</span></li>
|
|
||||||
</ul>
|
|
||||||
<p><strong>Properties:</strong></p>
|
|
||||||
<ul>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_bloadallbanks" title="Load all banks at startup.">UFMODSettings::bLoadAllBanks</a> Load all banks at startup.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_bloadallsampledata" title="Load all banks sample data into memory at start up.">UFMODSettings::bLoadAllSampleData</a> Load all banks sample data into memory at start up.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_benableliveupdate" title="Enable live update in non-final builds.">UFMODSettings::bEnableLiveUpdate</a> Enable live update in non-final builds.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_benableeditorliveupdate" title="Enable live update in Editor for Auditioning. Requires Restart">UFMODSettings::bEnableEditorLiveUpdate</a> Enable live update in Editor for Auditioning. <em>Requires Restart</em></span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_benableapierrorlogging" title="Will log internal API errors when enabled.">UFMODSettings::bEnableAPIErrorLogging</a> Will log internal API errors when enabled.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_benablememorytracking" title="Enables the FMOD_STUDIO_INIT_MEMORY_TRACKING flag in the FMOD Studio system.">UFMODSettings::bEnableMemoryTracking</a> Enables the FMOD_STUDIO_INIT_MEMORY_TRACKING flag in the FMOD Studio system.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_bankoutputdirectory" title="Path to find your studio bank output directory, relative to Content directory.">UFMODSettings::BankOutputDirectory</a> Path to find your studio bank output directory, relative to Content directory.</span></li>
|
|
||||||
<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_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>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_totalchannelcount" title="Total number of voices available that can be either real or virtual.">UFMODSettings::TotalChannelCount</a> Total number of voices available that can be either real or virtual.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_dspbufferlength" title="DSP mixer buffer length (eg. 512, 1024) or 0 for system default.">UFMODSettings::DSPBufferLength</a> DSP mixer buffer length (eg. 512, 1024) or 0 for system default.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_dspbuffercount" title="DSP mixer buffer count (eg. 2, 4) or 0 for system default.">UFMODSettings::DSPBufferCount</a> DSP mixer buffer count (eg. 2, 4) or 0 for system default.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_filebuffersize" title="File buffer size in bytes (2048 by default).">UFMODSettings::FileBufferSize</a> File buffer size in bytes (2048 by default).</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_studioupdateperiod" title="Studio update period in milliseconds, or 0 for default (which means 20ms).">UFMODSettings::StudioUpdatePeriod</a> Studio update period in milliseconds, or 0 for default (which means 20ms).</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_initialoutputdrivername" title="Output device to choose at system start up, or empty for default.">UFMODSettings::InitialOutputDriverName</a> Output device to choose at system start up, or empty for default.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_blockallbuses" title="Lock all mixer buses at startup, making sure they are created up front.">UFMODSettings::bLockAllBuses</a> Lock all mixer buses at startup, making sure they are created up front.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_memorypoolsizes" title="Use specified memory pool size for platform, units in bytes. Disabled by default. FMOD may become unstable if the limit is exceeded!">UFMODSettings::MemoryPoolSizes</a> Use specified memory pool size for platform, units in bytes. Disabled by default. FMOD may become unstable if the limit is exceeded!</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_liveupdateport" title="Live update port to use, or 0 for default.">UFMODSettings::LiveUpdatePort</a> Live update port to use, or 0 for default.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_editorliveupdateport" title="Live update port to use while in editor for auditioning. Requires Restart">UFMODSettings::EditorLiveUpdatePort</a> Live update port to use while in editor for auditioning. <em>Requires Restart</em></span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_reloadbanksdelay" title="Delay in seconds before automatically reloading modified banks from disk.">UFMODSettings::ReloadBanksDelay</a> Delay in seconds before automatically reloading modified banks from disk.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_benablememorytracking" title="Enables the FMOD_STUDIO_INIT_MEMORY_TRACKING flag in the FMOD Studio system.">UFMODSettings::bEnableMemoryTracking</a> Enables the FMOD_STUDIO_INIT_MEMORY_TRACKING flag in the FMOD Studio system.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_pluginfiles" title="Extra plugin files to load. The plugin files should sit alongside the FMOD dynamic libraries in the ThirdParty directory.">UFMODSettings::PluginFiles</a> Extra plugin files to load. The plugin files should sit alongside the FMOD dynamic libraries in the ThirdParty directory.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_contentbrowserprefix" title="Directory for content to appear in content window. Be careful changing this!">UFMODSettings::ContentBrowserPrefix</a> Directory for content to appear in content window. Be careful changing this!</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_forceplatformname" title="Force platform directory name, or leave empty for automatic (Desktop/Mobile/PS4/XBoxOne)">UFMODSettings::ForcePlatformName</a> Force platform directory name, or leave empty for automatic (Desktop/Mobile/PS4/XBoxOne)</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_masterbankname" title="Name of master bank. The default in Studio is "Master".">UFMODSettings::MasterBankName</a> Name of master bank. The default in Studio is "Master".</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_skiploadbankname" title="Skip bank files of the given name. Can be used to load all banks except for a certain set, such as localization banks.">UFMODSettings::SkipLoadBankName</a> Skip bank files of the given name. Can be used to load all banks except for a certain set, such as localization banks.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_studiobankkey" title="Specify the key for loading sounds from encrypted banks.">UFMODSettings::StudioBankKey</a> Specify the key for loading sounds from encrypted banks.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_wavwriterpath" title="Force wav writer output, for debugging only. Setting this will prevent normal sound output!">UFMODSettings::WavWriterPath</a> Force wav writer output, for debugging only. Setting this will prevent normal sound output!</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_logginglevel" title="Specify the logging level to use in a debug/development build.">UFMODSettings::LoggingLevel</a> Specify the logging level to use in a debug/development build.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_occlusionparameter" title="Name of the parameter used in Studio to control occlusion effects.">UFMODSettings::OcclusionParameter</a> Name of the parameter used in Studio to control occlusion effects.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_ambientvolumeparameter" title="Name of the parameter used in Studio to control ambient volume.">UFMODSettings::AmbientVolumeParameter</a> Name of the parameter used in Studio to control ambient volume.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_ambientlpfparameter" title="Name of the parameter used in Studio to control ambient LPF effects.">UFMODSettings::AmbientLPFParameter</a> Name of the parameter used in Studio to control ambient LPF effects.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsettings.html#ufmodsettings_platforms" title="Used to specify platform specific settings.">UFMODSettings::Platforms</a> Used to specify platform specific settings.</span></li>
|
|
||||||
</ul>
|
|
||||||
<h2 api="defines" id="efmodlogging"><a href="#efmodlogging">EFMODLogging</a></h2>
|
|
||||||
<p>FMOD Logging level.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="k">enum</span> <span class="n">EFMODLogging</span>
|
|
||||||
<span class="p">{</span>
|
|
||||||
<span class="n">LEVEL_NONE</span> <span class="o">=</span> <span class="mi">0</span><span class="p">,</span>
|
|
||||||
<span class="n">LEVEL_ERROR</span> <span class="o">=</span> <span class="mi">1</span><span class="p">,</span>
|
|
||||||
<span class="n">LEVEL_WARNING</span> <span class="o">=</span> <span class="mi">2</span><span class="p">,</span>
|
|
||||||
<span class="n">LEVEL_LOG</span> <span class="o">=</span> <span class="mi">4</span>
|
|
||||||
<span class="p">};</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>LEVEL_NONE = 0</dt>
|
|
||||||
<dd>No FMOD logging.</dd>
|
|
||||||
<dt>LEVEL_ERROR = 1</dt>
|
|
||||||
<dd>Only log errors.</dd>
|
|
||||||
<dt>LEVEL_WARNING = 2</dt>
|
|
||||||
<dd>Only log warnings.</dd>
|
|
||||||
<dt>LEVEL_LOG = 4</dt>
|
|
||||||
<dd>Log all FMOD calls.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="defines" id="efmodspeakermode"><a href="#efmodspeakermode">EFMODSpeakerMode</a></h2>
|
|
||||||
<p>Project output format, should match the mode set up for the Studio project.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="k">namespace</span> <span class="n">EFMODSpeakerMode</span>
|
|
||||||
<span class="p">{</span>
|
|
||||||
<span class="k">enum</span> <span class="n">Type</span>
|
|
||||||
<span class="p">{</span>
|
|
||||||
<span class="n">Stereo</span><span class="p">,</span>
|
|
||||||
<span class="n">Surround_5_1</span><span class="p">,</span>
|
|
||||||
<span class="n">Surround_7_1</span><span class="p">,</span>
|
|
||||||
<span class="n">Surround_7_1_4</span>
|
|
||||||
<span class="p">};</span>
|
|
||||||
<span class="p">}</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Stereo</dt>
|
|
||||||
<dd>Speakers in a Stereo set up.</dd>
|
|
||||||
<dt>Surround_5_1</dt>
|
|
||||||
<dd>Speakers in a 5.1 set up.</dd>
|
|
||||||
<dt>Surround_7_1</dt>
|
|
||||||
<dd>Speakers in a 7.1 set up.</dd>
|
|
||||||
<dt>Surround_7_1_4</dt>
|
|
||||||
<dd>Speakers in a 7.1.4 set up.</dd>
|
|
||||||
</dl>
|
|
||||||
<p>This setting must match the corresponding project platform in the FMOD Studio build settings.</p>
|
|
||||||
<h2 api="defines" id="efmodoutput"><a href="#efmodoutput">EFMODOutput</a></h2>
|
|
||||||
<p>FMOD System Output modes.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="k">namespace</span> <span class="n">EFMODOutput</span>
|
|
||||||
<span class="p">{</span>
|
|
||||||
<span class="k">enum</span> <span class="n">Type</span>
|
|
||||||
<span class="p">{</span>
|
|
||||||
<span class="n">TYPE_AUTODETECT</span><span class="p">,</span>
|
|
||||||
<span class="n">TYPE_NOSOUND</span><span class="p">,</span>
|
|
||||||
<span class="n">TYPE_WASAPI</span><span class="p">,</span>
|
|
||||||
<span class="n">TYPE_ASIO</span><span class="p">,</span>
|
|
||||||
<span class="n">TYPE_PULSEAUDIO</span><span class="p">,</span>
|
|
||||||
<span class="n">TYPE_ALSA</span><span class="p">,</span>
|
|
||||||
<span class="n">TYPE_COREAUDIO</span><span class="p">,</span>
|
|
||||||
<span class="n">TYPE_AUDIOTRACK</span><span class="p">,</span>
|
|
||||||
<span class="n">TYPE_OPENSL</span><span class="p">,</span>
|
|
||||||
<span class="n">TYPE_AUDIOOUT</span><span class="p">,</span>
|
|
||||||
<span class="n">TYPE_AUDIO3D</span><span class="p">,</span>
|
|
||||||
<span class="n">TYPE_NNAUDIO</span><span class="p">,</span>
|
|
||||||
<span class="n">TYPE_WINSONIC</span><span class="p">,</span>
|
|
||||||
<span class="n">TYPE_AAUDIO</span><span class="p">,</span>
|
|
||||||
<span class="p">};</span>
|
|
||||||
<span class="p">}</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>TYPE_AUTODETECT</dt>
|
|
||||||
<dd>Picks the best output mode for the platform. This is the default.</dd>
|
|
||||||
<dt>TYPE_NOSOUND</dt>
|
|
||||||
<dd>All - Perform all mixing but discard the final output.</dd>
|
|
||||||
<dt>TYPE_WASAPI</dt>
|
|
||||||
<dd>Win / UWP / Xbox One / Game Core - Windows Audio Session API. (Default on Windows, Xbox One, Game Core and UWP)</dd>
|
|
||||||
<dt>TYPE_ASIO</dt>
|
|
||||||
<dd>Win - Low latency ASIO 2.0.</dd>
|
|
||||||
<dt>TYPE_PULSEAUDIO</dt>
|
|
||||||
<dd>Linux - Pulse Audio. (Default on Linux if available)</dd>
|
|
||||||
<dt>TYPE_ALSA</dt>
|
|
||||||
<dd>Linux - Advanced Linux Sound Architecture. (Default on Linux if PulseAudio isn't available)</dd>
|
|
||||||
<dt>TYPE_COREAUDIO</dt>
|
|
||||||
<dd>Mac / iOS - Core Audio. (Default on Mac and iOS)</dd>
|
|
||||||
<dt>TYPE_AUDIOTRACK</dt>
|
|
||||||
<dd>Android - Java Audio Track. (Default on Android 2.2 and below)</dd>
|
|
||||||
<dt>TYPE_OPENSL</dt>
|
|
||||||
<dd>Android - OpenSL ES. (Default on Android 2.3 up to 7.1)</dd>
|
|
||||||
<dt>TYPE_AUDIOOUT</dt>
|
|
||||||
<dd>PS4 / PS5 - Audio Out. (Default on PS4, PS5)</dd>
|
|
||||||
<dt>TYPE_AUDIO3D</dt>
|
|
||||||
<dd>PS4 - Audio3D.</dd>
|
|
||||||
<dt>TYPE_NNAUDIO</dt>
|
|
||||||
<dd>Switch - nn::audio. (Default on Switch)</dd>
|
|
||||||
<dt>TYPE_WINSONIC</dt>
|
|
||||||
<dd>Win10 / Xbox One / Game Core - Windows Sonic.</dd>
|
|
||||||
<dt>TYPE_AAUDIO</dt>
|
|
||||||
<dd>Android - AAudio. (Default on Android 8.1 and above)</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="defines" id="efmodplatforms"><a href="#efmodplatforms">EFMODPlatforms</a></h2>
|
|
||||||
<p>Target Platforms.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="k">namespace</span> <span class="n">EFMODPlatforms</span>
|
|
||||||
<span class="p">{</span>
|
|
||||||
<span class="k">enum</span> <span class="n">Type</span>
|
|
||||||
<span class="p">{</span>
|
|
||||||
<span class="n">Windows</span><span class="p">,</span>
|
|
||||||
<span class="n">Linux</span><span class="p">,</span>
|
|
||||||
<span class="n">Mac</span><span class="p">,</span>
|
|
||||||
<span class="n">Android</span><span class="p">,</span>
|
|
||||||
<span class="n">IOS</span><span class="p">,</span>
|
|
||||||
<span class="n">PS4</span><span class="p">,</span>
|
|
||||||
<span class="n">PS5</span><span class="p">,</span>
|
|
||||||
<span class="n">Deprecated</span><span class="p">,</span>
|
|
||||||
<span class="n">Switch</span><span class="p">,</span>
|
|
||||||
<span class="n">XboxOne</span><span class="p">,</span>
|
|
||||||
<span class="n">XSX</span><span class="p">,</span>
|
|
||||||
<span class="n">Editor</span>
|
|
||||||
<span class="p">};</span>
|
|
||||||
<span class="p">}</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="defines" id="efmodcodec"><a href="#efmodcodec">EFMODCodec</a></h2>
|
|
||||||
<p>Encoding formats.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="k">namespace</span> <span class="n">EFMODCodec</span>
|
|
||||||
<span class="p">{</span>
|
|
||||||
<span class="k">enum</span> <span class="n">Type</span>
|
|
||||||
<span class="p">{</span>
|
|
||||||
<span class="n">VORBIS</span><span class="p">,</span>
|
|
||||||
<span class="n">FADPCM</span><span class="p">,</span>
|
|
||||||
<span class="n">OPUS</span><span class="p">,</span>
|
|
||||||
<span class="n">XMA</span><span class="p">,</span>
|
|
||||||
<span class="n">AT9</span><span class="p">,</span>
|
|
||||||
<span class="p">};</span>
|
|
||||||
<span class="p">}</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>VORBIS</dt>
|
|
||||||
<dd>The quality maps linearly to FMOD Studio's quality property. It defaults to 37% as recommended by Vorbis for the best balance between compression and quality.</dd>
|
|
||||||
<dt>FADPCM</dt>
|
|
||||||
<dd>Place holder.</dd>
|
|
||||||
<dt>OPUS</dt>
|
|
||||||
<dd>Opus per-channel bitrates of 0.8 Kbps to 64 Kbps map linearly to the range 1% to 80% on FMOD Studio's quality slider, and per-channel bitrates of 67.2 Kbps to 128 Kbps map linearly to the range of 81% to 100%. Opus quality defaults to 63%, which corresponds to the bitrate of 50.4 Kbps used by default in the Opus reference implementation.</dd>
|
|
||||||
<dt>XMA</dt>
|
|
||||||
<dd>The quality maps linearly to the quality property.</dd>
|
|
||||||
<dt>AT9</dt>
|
|
||||||
<dd>The bitrate (Kbps) depends on channel count and the quality property steps up every 16%. For more information see the FMOD FSBank API.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="defines" id="fcustompoolsizes"><a href="#fcustompoolsizes">FCustomPoolSizes</a></h2>
|
|
||||||
<p>Use specific memory pool size for platform, in bytes. Disabled by default.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="k">struct</span> <span class="n">FCustomPoolSizes</span>
|
|
||||||
<span class="p">{</span>
|
|
||||||
<span class="n">int32</span> <span class="n">Desktop</span><span class="p">;</span>
|
|
||||||
<span class="n">int32</span> <span class="n">Mobile</span><span class="p">;</span>
|
|
||||||
<span class="n">int32</span> <span class="n">PS4</span><span class="p">;</span>
|
|
||||||
<span class="n">int32</span> <span class="n">Switch</span><span class="p">;</span>
|
|
||||||
<span class="n">int32</span> <span class="n">XboxOne</span><span class="p">;</span>
|
|
||||||
<span class="p">};</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Desktop</dt>
|
|
||||||
<dd>
|
|
||||||
<p>(Disabled) units in bytes.</p>
|
|
||||||
<ul>
|
|
||||||
<li><span class="label">Default:</span> 0</li>
|
|
||||||
</ul>
|
|
||||||
</dd>
|
|
||||||
<dt>Mobile</dt>
|
|
||||||
<dd>
|
|
||||||
<p>(Disabled) units in bytes.</p>
|
|
||||||
<ul>
|
|
||||||
<li><span class="label">Default:</span> 0</li>
|
|
||||||
</ul>
|
|
||||||
</dd>
|
|
||||||
<dt>PS4</dt>
|
|
||||||
<dd>
|
|
||||||
<p>(Disabled) units in bytes.</p>
|
|
||||||
<ul>
|
|
||||||
<li><span class="label">Default:</span> 0</li>
|
|
||||||
</ul>
|
|
||||||
</dd>
|
|
||||||
<dt>Switch</dt>
|
|
||||||
<dd>
|
|
||||||
<p>(Disabled) units in bytes.</p>
|
|
||||||
<ul>
|
|
||||||
<li><span class="label">Default:</span> 0</li>
|
|
||||||
</ul>
|
|
||||||
</dd>
|
|
||||||
<dt>XboxOne</dt>
|
|
||||||
<dd>
|
|
||||||
<p>(Disabled) units in bytes.</p>
|
|
||||||
<ul>
|
|
||||||
<li><span class="label">Default:</span> 0</li>
|
|
||||||
</ul>
|
|
||||||
</dd>
|
|
||||||
</dl>
|
|
||||||
<p>FMOD may become unstable if the limit is exceeded!</p>
|
|
||||||
<h2 api="defines" id="ffmodprojectlocale"><a href="#ffmodprojectlocale">FFMODProjectLocale</a></h2>
|
|
||||||
<p>Locales for localized banks. Theses should match the project locales configured in the FMOD Studio Project.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="k">struct</span> <span class="n">FFMOD</span><span class="o">::</span><span class="n">ProjectLocale</span>
|
|
||||||
<span class="p">{</span>
|
|
||||||
<span class="n">FString</span> <span class="n">LocaleName</span><span class="p">;</span>
|
|
||||||
<span class="n">FString</span> <span class="n">LocaleCode</span><span class="p">;</span>
|
|
||||||
<span class="kt">bool</span> <span class="n">bDefault</span><span class="p">;</span>
|
|
||||||
<span class="p">};</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>LocaleName</dt>
|
|
||||||
<dd>Human readable locale name, displayed in Blueprints.</dd>
|
|
||||||
<dt>LocaleCode</dt>
|
|
||||||
<dd>Locale code. Must correspond to project locale codes in FMOD Studio project.</dd>
|
|
||||||
<dt>bDefault</dt>
|
|
||||||
<dd>Default locale at startup. Only one locale should be marked as default.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="defines" id="fplatformsettings"><a href="#fplatformsettings">FPlatformSettings</a></h2>
|
|
||||||
<p>This section contains settings that can be set per platform.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="k">struct</span> <span class="n">FFMODPlatformSettings</span>
|
|
||||||
<span class="p">{</span>
|
|
||||||
<span class="n">int32</span> <span class="n">RealChannelCount</span><span class="p">;</span>
|
|
||||||
<span class="n">int32</span> <span class="n">SampleRate</span><span class="p">;</span>
|
|
||||||
<span class="n">TEnumAsByte</span><span class="o"><</span><span class="n">EFMODSpeakerMode</span><span class="o">::</span><span class="n">Type</span><span class="o">></span> <span class="n">SpeakerMode</span><span class="p">;</span>
|
|
||||||
<span class="n">TEnumAsByte</span><span class="o"><</span><span class="n">EFMODOutput</span><span class="o">::</span><span class="n">Type</span><span class="o">></span> <span class="n">OutputType</span><span class="p">;</span>
|
|
||||||
<span class="n">int32</span> <span class="n">CustomPoolSize</span><span class="p">;</span>
|
|
||||||
<span class="n">TMap</span><span class="o"><</span><span class="n">TEnumAsByte</span><span class="o"><</span><span class="n">EFMODCodec</span><span class="o">::</span><span class="n">Type</span><span class="o">></span><span class="p">,</span> <span class="n">int32</span><span class="o">></span> <span class="n">Codecs</span><span class="p">;</span>
|
|
||||||
<span class="p">};</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>RealChannelCount</dt>
|
|
||||||
<dd>Real Channel Count.</dd>
|
|
||||||
<dt>SampleRate</dt>
|
|
||||||
<dd>Sample rate to use, or 0 to match system rate.<br />
|
|
||||||
eg. 0, 22050, 24000, 32000, 44100, 48000.</dd>
|
|
||||||
<dt>SpeakerMode</dt>
|
|
||||||
<dd>Project output format, should match the mode set up for the Studio project.</dd>
|
|
||||||
<dt>OutputType</dt>
|
|
||||||
<dd>Built-in output types that can be used to run the mixer.</dd>
|
|
||||||
<dt>CustomPoolSize</dt>
|
|
||||||
<dd>Use specified memory pool size, units in bytes. Disabled by default.<br />
|
|
||||||
FMOD may become unstable if the limit is exceeded!</dd>
|
|
||||||
<dt>Codecs</dt>
|
|
||||||
<dd>Encoding formats.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="property" id="ufmodsettings_bloadallbanks"><a href="#ufmodsettings_bloadallbanks">UFMODSettings::bLoadAllBanks</a></h2>
|
|
||||||
<p>Load all banks at startup.</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">bLoadAllBanks</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_bloadallsampledata"><a href="#ufmodsettings_bloadallsampledata">UFMODSettings::bLoadAllSampleData</a></h2>
|
|
||||||
<p>Load all banks sample data into memory at start up.</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">bLoadAllSampleData</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_benableliveupdate"><a href="#ufmodsettings_benableliveupdate">UFMODSettings::bEnableLiveUpdate</a></h2>
|
|
||||||
<p>Enable live update in non-final builds.</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">bEnableLiveUpdate</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_benableeditorliveupdate"><a href="#ufmodsettings_benableeditorliveupdate">UFMODSettings::bEnableEditorLiveUpdate</a></h2>
|
|
||||||
<p>Enable live update in Editor for Auditioning. <em>Requires Restart</em></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">bEnableEditorLiveUpdate</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_benableapierrorlogging"><a href="#ufmodsettings_benableapierrorlogging">UFMODSettings::bEnableAPIErrorLogging</a></h2>
|
|
||||||
<p>Will log internal API errors when enabled.</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">bEnableAPIErrorLogging</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_benablememorytracking"><a href="#ufmodsettings_benablememorytracking">UFMODSettings::bEnableMemoryTracking</a></h2>
|
|
||||||
<p>Enables the FMOD_STUDIO_INIT_MEMORY_TRACKING flag in the FMOD Studio system.</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">bEnableMemoryTracking</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p><strong>See Also</strong>: <a href="https://fmod.com/docs/2.03/api/studio-api-system.html#fmod_studio_init_memory_tracking">FMOD_STUDIO_INIT_MEMORY_TRACKING</a></p>
|
|
||||||
<h2 api="property" id="ufmodsettings_bankoutputdirectory"><a href="#ufmodsettings_bankoutputdirectory">UFMODSettings::BankOutputDirectory</a></h2>
|
|
||||||
<p>Path to find your studio bank output directory, relative to Content directory.</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">FDirectoryPath</span> <span class="n">BankOutputDirectory</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_outputformat"><a href="#ufmodsettings_outputformat">UFMODSettings::OutputFormat</a></h2>
|
|
||||||
<p>Project output format, should match the mode set up for the Studio project.</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">TEnumAsByte</span><span class="o"><</span><span class="n">EFMODSpeakerMode</span><span class="o">::</span><span class="n">Type</span><span class="o">></span> <span class="n">OutputFormat</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_outputtype"><a href="#ufmodsettings_outputtype">UFMODSettings::OutputType</a></h2>
|
|
||||||
<p>Built-in output types that can be used to run the mixer.</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">TEnumAsByte</span><span class="o"><</span><span class="n">EFMODOutput</span><span class="o">::</span><span class="n">Type</span><span class="o">></span> <span class="n">OutputType</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_locales"><a href="#ufmodsettings_locales">UFMODSettings::Locales</a></h2>
|
|
||||||
<p>Locales for localized banks. These should match the project locales configured in the FMOD Studio project.</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">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_vol0virtuallevel"><a href="#ufmodsettings_vol0virtuallevel">UFMODSettings::Vol0VirtualLevel</a></h2>
|
|
||||||
<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>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">float</span> <span class="n">Vol0VirtualLevel</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_samplerate"><a href="#ufmodsettings_samplerate">UFMODSettings::SampleRate</a></h2>
|
|
||||||
<p>Sample rate to use, or 0 to match system rate.eg. 0, 22050, 24000, 32000, 44100, 48000.</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">int32</span> <span class="n">SampleRate</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_bmatchhardwaresamplerate"><a href="#ufmodsettings_bmatchhardwaresamplerate">UFMODSettings::bMatchHardwareSampleRate</a></h2>
|
|
||||||
<p>Match hardware sample rate where reasonable (44.1kHz to 48kHz).</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">bMatchHardwareSampleRate</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_realchannelcount"><a href="#ufmodsettings_realchannelcount">UFMODSettings::RealChannelCount</a></h2>
|
|
||||||
<p>Number of actual software voices that can be used at once.</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">int32</span> <span class="n">RealChannelCount</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_totalchannelcount"><a href="#ufmodsettings_totalchannelcount">UFMODSettings::TotalChannelCount</a></h2>
|
|
||||||
<p>Total number of voices available that can be either real or virtual.</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">int32</span> <span class="n">TotalChannelCount</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_dspbufferlength"><a href="#ufmodsettings_dspbufferlength">UFMODSettings::DSPBufferLength</a></h2>
|
|
||||||
<p>DSP mixer buffer length (eg. 512, 1024) or 0 for system default.</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">int32</span> <span class="n">DSPBufferLength</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p>When changing the Buffer Length, Buffer Count also needs to be set.</p>
|
|
||||||
<h2 api="property" id="ufmodsettings_dspbuffercount"><a href="#ufmodsettings_dspbuffercount">UFMODSettings::DSPBufferCount</a></h2>
|
|
||||||
<p>DSP mixer buffer count (eg. 2, 4) or 0 for system default.</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">int32</span> <span class="n">DSPBufferCount</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p>When changing the Buffer Count, Buffer Length also needs to be set.</p>
|
|
||||||
<h2 api="property" id="ufmodsettings_filebuffersize"><a href="#ufmodsettings_filebuffersize">UFMODSettings::FileBufferSize</a></h2>
|
|
||||||
<p>File buffer size in bytes (2048 by default).</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">int32</span> <span class="n">FileBufferSize</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_studioupdateperiod"><a href="#ufmodsettings_studioupdateperiod">UFMODSettings::StudioUpdatePeriod</a></h2>
|
|
||||||
<p>Studio update period in milliseconds, or 0 for default (which means 20ms).</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">int32</span> <span class="n">StudioUpdatePeriod</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_initialoutputdrivername"><a href="#ufmodsettings_initialoutputdrivername">UFMODSettings::InitialOutputDriverName</a></h2>
|
|
||||||
<p>Output device to choose at system start up, or empty for default.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FString</span> <span class="n">InitialOutputDriverName</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_blockallbuses"><a href="#ufmodsettings_blockallbuses">UFMODSettings::bLockAllBuses</a></h2>
|
|
||||||
<p>Lock all mixer buses at startup, making sure they are created up front.</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">bLockAllBuses</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_memorypoolsizes"><a href="#ufmodsettings_memorypoolsizes">UFMODSettings::MemoryPoolSizes</a></h2>
|
|
||||||
<p>Use specified memory pool size for platform, units in bytes. Disabled by default. FMOD may become unstable if the limit is exceeded!</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">FCustomPoolSizes</span> <span class="n">MemoryPoolSizes</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_liveupdateport"><a href="#ufmodsettings_liveupdateport">UFMODSettings::LiveUpdatePort</a></h2>
|
|
||||||
<p>Live update port to use, or 0 for default.</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">int32</span> <span class="n">LiveUpdatePort</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_editorliveupdateport"><a href="#ufmodsettings_editorliveupdateport">UFMODSettings::EditorLiveUpdatePort</a></h2>
|
|
||||||
<p>Live update port to use while in editor for auditioning. <em>Requires Restart</em></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">int32</span> <span class="n">EditorLiveUpdatePort</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_reloadbanksdelay"><a href="#ufmodsettings_reloadbanksdelay">UFMODSettings::ReloadBanksDelay</a></h2>
|
|
||||||
<p>Delay in seconds before automatically reloading modified banks from disk.</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">int32</span> <span class="n">ReloadBanksDelay</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p>This can be extended if building banks takes a long time and UE4 tries to reload banks before building is completed. Set to 0 to disable automatic bank reloading.</p>
|
|
||||||
<h2 api="property" id="ufmodsettings_benablememorytracking_1"><a href="#ufmodsettings_benablememorytracking_1">UFMODSettings::bEnableMemoryTracking</a></h2>
|
|
||||||
<p>Enables the FMOD_STUDIO_INIT_MEMORY_TRACKING flag in the FMOD Studio system.</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">bEnableMemoryTracking</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p><strong>See Also</strong>: <a href="https://fmod.com/docs/2.03/api/studio-api-system.html#fmod_studio_init_memory_tracking">FMOD_STUDIO_INIT_MEMORY_TRACKING</a></p>
|
|
||||||
<h2 api="property" id="ufmodsettings_pluginfiles"><a href="#ufmodsettings_pluginfiles">UFMODSettings::PluginFiles</a></h2>
|
|
||||||
<p>Extra plugin files to load. The plugin files should sit alongside the FMOD dynamic libraries in the ThirdParty directory.</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">TArray</span><span class="o"><</span><span class="n">FString</span><span class="o">></span> <span class="n">PluginFiles</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_contentbrowserprefix"><a href="#ufmodsettings_contentbrowserprefix">UFMODSettings::ContentBrowserPrefix</a></h2>
|
|
||||||
<p>Directory for content to appear in content window. Be careful changing this!</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FString</span> <span class="n">ContentBrowserPrefix</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_forceplatformname"><a href="#ufmodsettings_forceplatformname">UFMODSettings::ForcePlatformName</a></h2>
|
|
||||||
<p>Force platform directory name, or leave empty for automatic (Desktop/Mobile/PS4/XBoxOne)</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FString</span> <span class="n">ForcePlatformName</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_masterbankname"><a href="#ufmodsettings_masterbankname">UFMODSettings::MasterBankName</a></h2>
|
|
||||||
<p>Name of master bank. The default in Studio is "Master".</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FString</span> <span class="n">MasterBankName</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_skiploadbankname"><a href="#ufmodsettings_skiploadbankname">UFMODSettings::SkipLoadBankName</a></h2>
|
|
||||||
<p>Skip bank files of the given name. Can be used to load all banks except for a certain set, such as localization banks.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FString</span> <span class="n">SkipLoadBankName</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_studiobankkey"><a href="#ufmodsettings_studiobankkey">UFMODSettings::StudioBankKey</a></h2>
|
|
||||||
<p>Specify the key for loading sounds from encrypted banks.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FString</span> <span class="n">StudioBankKey</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_wavwriterpath"><a href="#ufmodsettings_wavwriterpath">UFMODSettings::WavWriterPath</a></h2>
|
|
||||||
<p>Force wav writer output, for debugging only. Setting this will prevent normal sound output!</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FString</span> <span class="n">WavWriterPath</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_logginglevel"><a href="#ufmodsettings_logginglevel">UFMODSettings::LoggingLevel</a></h2>
|
|
||||||
<p>Specify the logging level to use in a debug/development build.</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">TEnumAsByte</span><span class="o"><</span><span class="n">EFMODLogging</span><span class="o">></span> <span class="n">LoggingLevel</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_occlusionparameter"><a href="#ufmodsettings_occlusionparameter">UFMODSettings::OcclusionParameter</a></h2>
|
|
||||||
<p>Name of the parameter used in Studio to control occlusion effects.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FString</span> <span class="n">OcclusionParameter</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_ambientvolumeparameter"><a href="#ufmodsettings_ambientvolumeparameter">UFMODSettings::AmbientVolumeParameter</a></h2>
|
|
||||||
<p>Name of the parameter used in Studio to control ambient volume.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FString</span> <span class="n">AmbientVolumeParameter</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_ambientlpfparameter"><a href="#ufmodsettings_ambientlpfparameter">UFMODSettings::AmbientLPFParameter</a></h2>
|
|
||||||
<p>Name of the parameter used in Studio to control ambient LPF effects.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FString</span> <span class="n">AmbientLPFParameter</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="property" id="ufmodsettings_platforms"><a href="#ufmodsettings_platforms">UFMODSettings::Platforms</a></h2>
|
|
||||||
<p>Used to specify platform specific settings.</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">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 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,64 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>API Reference | UFMODSnapshot</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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>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>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodbank.html#ufmodasset_assetguid" title="The unique Guid, which matches the one exported from FMOD Studio.">UFMODAsset::AssetGuid</a> The unique Guid, which matches the one exported from FMOD Studio.</span></li>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodevent.html#ufmodevent_getparameterdescriptions" title="Get parameter descriptions for this event.">UFMODEvent::GetParameterDescriptions</a> Get parameter descriptions for this event.</span></li>
|
|
||||||
</ul>
|
|
||||||
<h2 api="struct" id="ufmodasset_assetguid"><a href="#ufmodasset_assetguid">UFMODAsset::AssetGuid</a></h2>
|
|
||||||
<p>The unique Guid, which matches the one exported from FMOD Studio.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="method" id="ufmodevent_getparameterdescriptions"><a href="#ufmodevent_getparameterdescriptions">UFMODEvent::GetParameterDescriptions</a></h2>
|
|
||||||
<p>Get parameter descriptions for this event.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">void</span> <span class="nf">GetParameterDescriptions</span><span class="p">(</span>
|
|
||||||
<span class="n">TArray</span><span class="o"><</span><span class="n">FMOD_STUDIO_PARAMETER_DESCRIPTION</span><span class="o">></span> <span class="o">&</span><span class="n">Parameters</span>
|
|
||||||
<span class="p">)</span> <span class="k">const</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Parameters</dt>
|
|
||||||
<dd>Parameters to retrieve.</dd>
|
|
||||||
</dl></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,46 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>API Reference | UFMODSnapshotReverb</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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>6. API Reference | UFMODSnapshotReverb</h1>
|
|
||||||
<p>This class inherits from <a href="">UReverbEffect</a>.</p>
|
|
||||||
<p><strong>Properties:</strong></p>
|
|
||||||
<ul>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodsnapshotreverb.html#ufmodsnapshotreverb_assetguid" title="The unique Guid, which matches the Guid of the FMOD Stuido Snapshot correpsonding to this reverb.">UFMODSnapshotReverb::AssetGuid</a> The unique Guid, which matches the Guid of the FMOD Stuido Snapshot correpsonding to this reverb.</span></li>
|
|
||||||
</ul>
|
|
||||||
<h2 api="struct" id="ufmodsnapshotreverb_assetguid"><a href="#ufmodsnapshotreverb_assetguid">UFMODSnapshotReverb::AssetGuid</a></h2>
|
|
||||||
<p>The unique Guid, which matches the Guid of the FMOD Stuido Snapshot correpsonding to this reverb.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
|
||||||
</pre></div></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,46 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>API Reference | UFMODVCA</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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>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>
|
|
||||||
<li><span><a class="apilink" href="api-reference-ufmodbank.html#ufmodasset_assetguid" title="The unique Guid, which matches the one exported from FMOD Studio.">UFMODAsset::AssetGuid</a> The unique Guid, which matches the one exported from FMOD Studio.</span></li>
|
|
||||||
</ul>
|
|
||||||
<h2 api="struct" id="ufmodasset_assetguid"><a href="#ufmodasset_assetguid">UFMODAsset::AssetGuid</a></h2>
|
|
||||||
<p>The unique Guid, which matches the one exported from FMOD Studio.</p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="n">FGuid</span> <span class="n">AssetGuid</span><span class="p">;</span>
|
|
||||||
</pre></div></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,48 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>API Reference</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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>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>
|
|
||||||
<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></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,136 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>AudioLink</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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 class="manual-current-chapter manual-active-chapter"><a href="audiolink.html">AudioLink</a><ul>
|
|
||||||
<li><a href="#linking-with-your-studio-project">Linking with your Studio Project</a></li>
|
|
||||||
<li><a href="#how-to-enabledisable-fmod-audiolink">How to Enable/Disable FMOD AudioLink</a></li>
|
|
||||||
<li><a href="#settings">Settings</a></li>
|
|
||||||
<li><a href="#what-can-audiolink-transmit">What Can AudioLink Transmit?</a><ul>
|
|
||||||
<li><a href="#source">Source</a></li>
|
|
||||||
<li><a href="#submix">Submix</a></li>
|
|
||||||
<li><a href="#audiolink-component">AudioLink Component</a></li>
|
|
||||||
<li><a href="#attenuation-settings">Attenuation Settings</a></li>
|
|
||||||
</ul>
|
|
||||||
</li>
|
|
||||||
<li><a href="#troubleshooting">Troubleshooting</a></li>
|
|
||||||
</ul>
|
|
||||||
</li>
|
|
||||||
<li><a href="glossary.html">Glossary</a></li>
|
|
||||||
</ul>
|
|
||||||
</div>
|
|
||||||
<div class="manual-content api">
|
|
||||||
<h1>10. AudioLink</h1>
|
|
||||||
<p><a href="https://docs.unrealengine.com/en-US/audiolink/">AudioLink</a> is an API that connects Unreal Audio Engine to external software, allowing Audio to be passed from Unreal to FMOD. By using hardware abstraction, AudioLink bypasses the need for direct hardware access and provides the strengths of both Unreal Audio Engine and FMOD.</p>
|
|
||||||
<p>This section will assume a basic understanding of the Unreal AudioLink system and will focus on the FMOD specific information.</p>
|
|
||||||
<h3 id="linking-with-your-studio-project"><a href="#linking-with-your-studio-project">10.0.1 Linking with your Studio Project</a></h3>
|
|
||||||
<p>The FMOD for Unreal AudioLink module assumes the Event linked contains a <a href="https://fmod.com/docs/2.03/studio/instrument-reference.html#programmer-instrument">Programmer Instrument</a>, this is what it uses to pass the sound data from Unreal to FMOD.</p>
|
|
||||||
<p><img alt="Programmer sound event" src="images/audiolink-programmer-sound.png" /><br />
|
|
||||||
<em>Generally you will want an Event that has a looping async programmer sound, because we may not know the length of the sounds being played from Unreal (ie. submixes are generally alive from startup to shutdown).</em></p>
|
|
||||||
<h3 id="how-to-enabledisable-fmod-audiolink"><a href="#how-to-enabledisable-fmod-audiolink">10.0.2 How to Enable/Disable FMOD AudioLink</a></h3>
|
|
||||||
<p>In the FMOD for Unreal <a href="settings.html">Settings</a>, you can choose to enable/disable AudioLink support. This will load/unload the appropriate modules when the editor is reloaded.</p>
|
|
||||||
<p><img alt="FMOD Settings AudioLink" src="images/audiolink-settings.png" /></p>
|
|
||||||
<h3 id="settings"><a href="#settings">10.0.3 Settings</a></h3>
|
|
||||||
<p>The default FMOD AudioLink Settings can be found in the project settings, under 'Plugins > FMOD AudioLink'. This is used in cases where the property has not been set, so it is unnecessary to pass it every time you create an AudioLink.<br />
|
|
||||||
You can create multiple FMOD AudioLink Settings assets for different FMOD Events, allowing you to easily route different sounds to different events allowing for greater customization.<br />
|
|
||||||
These settings are used to set up the FMOD Event:</p>
|
|
||||||
<ul>
|
|
||||||
<li><strong>Link Event</strong> - FMOD Studio Event to use with this settings asset.</li>
|
|
||||||
<li><strong>Should Clear Buffer on Receipt</strong> - If this is set, the buffer will be cleared after it's read, so it's not rendered by Unreal. Only applies if running both renderers at once. Disable this if you want to use the audio data from Unreal Engine.</li>
|
|
||||||
<li><strong>Producer to Consumer Buffer Ratio</strong> - This is the ratio of producer to consumer buffer size, a size too large can lead to latency, but too small can lead to buffer underruns. Typically, you should use a size at a 2:1 or higher ratio of the consumer's bitrate.</li>
|
|
||||||
<li><strong>Initial Silence Fill Ratio</strong> - Ratio of initial buffer to fill with silence ahead of consumption. Adjusting this can resolve starvation at the cost of added latency.</li>
|
|
||||||
</ul>
|
|
||||||
<p><img alt="FMOD Settings AudioLink" src="images/audiolink-settings2.png" /></p>
|
|
||||||
<h3 id="what-can-audiolink-transmit"><a href="#what-can-audiolink-transmit">10.0.4 What Can AudioLink Transmit?</a></h3>
|
|
||||||
<p>FMOD supports AudioLink through three link types:</p>
|
|
||||||
<ul>
|
|
||||||
<li><a class="apilink" href="#source">Source</a> - eg. MetaSounds, Sound Cues, and Sound Waves.</li>
|
|
||||||
<li><a class="apilink" href="#submix">Submix</a>.</li>
|
|
||||||
<li><a class="apilink" href="#audiolink-component">AudioLink Component</a> - ie. <code>FMODAudioLink</code>.</li>
|
|
||||||
</ul>
|
|
||||||
<h4 id="source"><a href="#source">Source</a></h4>
|
|
||||||
<p>MetaSounds, Sound Cues, and Sound Waves are classed as 'Sources', to play them through AudioLink you can use the <a class="apilink" href="#attenuation-settings">Attenuation Settings</a> or the <a class="apilink" href="#submix">Submix</a>.</p>
|
|
||||||
<h4 id="submix"><a href="#submix">Submix</a></h4>
|
|
||||||
<p>You can set the <code>Send to Audio Link</code> flag and the Audio Link Settings property in the submix's Details panel, under 'Audio Link'.</p>
|
|
||||||
<p><img alt="Submix AudioLink" src="images/audiolink-submix2.png" /></p>
|
|
||||||
<h4 id="audiolink-component"><a href="#audiolink-component">AudioLink Component</a></h4>
|
|
||||||
<p>AudioLink Component support is included through the <code>FMOD AudioLink</code> Component, but is often unnecessary as sources are componentless by design, highly optimized for scale, and provide engine-level support.</p>
|
|
||||||
<p><img alt="FMOD AudioLink Component" src="images/audiolink-component.png" /></p>
|
|
||||||
<p>The AudioLink Component is then controlled through the API:</p>
|
|
||||||
<ul>
|
|
||||||
<li><code>PlayLink</code></li>
|
|
||||||
<li><code>SetLinkSound</code></li>
|
|
||||||
<li><code>StopLink</code></li>
|
|
||||||
<li><code>IsLinkPlaying</code></li>
|
|
||||||
</ul>
|
|
||||||
<p><img alt="Play Link" src="images/audiolink-playlink.png" /></p>
|
|
||||||
<div class="admonition warning">
|
|
||||||
<p>In UE5.2 and UE5.3, two events will spawn when using the FMODAudioLinkComponent: one for the component (intended) and one for the sound source (not intended). This appears to be an engine bug.</p>
|
|
||||||
<p>Workaround:<br />
|
|
||||||
Create a new FMODAudioLinkSettings asset and leave the <code>Link Event</code> empty, then assign this to the sound source (through the <a class="apilink" href="#attenuation-settings">Attenuation Settings</a>).</p>
|
|
||||||
</div>
|
|
||||||
<h4 id="attenuation-settings"><a href="#attenuation-settings">Attenuation Settings</a></h4>
|
|
||||||
<p>In the source/component Details panel you will find the option to individually override or assign Attenuation settings:</p>
|
|
||||||
<ul>
|
|
||||||
<li><strong>Allow Spatialization</strong> - Overrides spatialization enablement in either the attenuation asset or on this audio component's attenuation settings override.</li>
|
|
||||||
<li><strong>Override Attenuation</strong> - This breaks down the Attenuation settings in the details panel to override individual components.</li>
|
|
||||||
<li><strong>Attenuation Settings</strong> - Here you can specify a settings asset that uses all the Attenuation settings you have already set.</li>
|
|
||||||
</ul>
|
|
||||||
<table>
|
|
||||||
<thead>
|
|
||||||
<tr>
|
|
||||||
<th>Meta Sound</th>
|
|
||||||
<th>Sound Cue</th>
|
|
||||||
<th>Audio Component</th>
|
|
||||||
</tr>
|
|
||||||
</thead>
|
|
||||||
<tbody>
|
|
||||||
<tr>
|
|
||||||
<td><img alt="Meta Sound" src="images/audiolink-attenuation-meta.png" /></td>
|
|
||||||
<td><img alt="Sound Cue" src="images/audiolink-attenuation-cue.png" /></td>
|
|
||||||
<td><img alt="Audio Component" src="images/audiolink-attenuation-component.png" /></td>
|
|
||||||
</tr>
|
|
||||||
</tbody>
|
|
||||||
</table>
|
|
||||||
<p>To send specific sounds to FMOD, use the settings under <code>Attenuation (AudioLink)</code>:</p>
|
|
||||||
<ul>
|
|
||||||
<li><strong>Attenuation (Spatialization)</strong><ul>
|
|
||||||
<li><strong>Enable Spatialization</strong> - It is recommended to enable this option for 3D sounds, so that Unreal can send the positional information to the FMOD Integration.</li>
|
|
||||||
</ul>
|
|
||||||
</li>
|
|
||||||
<li><strong>Attenuation (AudioLink)</strong><ul>
|
|
||||||
<li><strong>Enable Send to AudioLink</strong> - Enables/Disables AudioLink on all sources using this Attenuation.</li>
|
|
||||||
<li><strong>AudioLink Settings Override</strong> - A pre-defined AudioLink Settings asset that can be used across multiple Attenuation settings. If this is empty then the default settings are used.</li>
|
|
||||||
</ul>
|
|
||||||
</li>
|
|
||||||
</ul>
|
|
||||||
<p><img alt="Sound Attenuation" src="images/audiolink-attenuation-settings.png" /></p>
|
|
||||||
<h3 id="troubleshooting"><a href="#troubleshooting">10.0.5 Troubleshooting</a></h3>
|
|
||||||
<ul>
|
|
||||||
<li>Use the console command <code>log LogFMODAudioLink All</code> to output (a lot) more detailed information to the log. </li>
|
|
||||||
<li>Ensure you enable the <code>Send to AudioLink</code> flag on the source or submix.</li>
|
|
||||||
<li>Be careful with pairing a source and submix containing the same signal chain, as that can cause data duplication and result in loud and undesirable audio stacking.</li>
|
|
||||||
<li>FMOD Studio Profiler can now be used to track and manage events using Live Update.</li>
|
|
||||||
</ul></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,66 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>Blueprint Reference | Asynchronous Loading</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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><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>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>
|
|
||||||
<ul>
|
|
||||||
<li><a class="apilink" href="blueprint-reference-asynchronous-loading.html#variables">Variables</a></li>
|
|
||||||
<li><a class="apilink" href="blueprint-reference-asynchronous-loading.html#macros">Macros</a></li>
|
|
||||||
</ul>
|
|
||||||
<h2 id="variables"><a href="#variables">Variables</a></h2>
|
|
||||||
<p><img alt="Variables" src="images/blueprint-async-variables.png" /></p>
|
|
||||||
<dl>
|
|
||||||
<dt>Banks</dt>
|
|
||||||
<dd>List of banks to load</dd>
|
|
||||||
<dt>Load Sample Data</dt>
|
|
||||||
<dd>When enabled, the sample data from all FMOD bank files is loaded at startup. Only effective when <code>Load All Banks</code> is also disabled</dd>
|
|
||||||
<dt>Done</dt>
|
|
||||||
<dd>False, until all the banks have finished loading.</dd>
|
|
||||||
<dt>Number of Banks Loaded</dt>
|
|
||||||
<dd>Reference to how many banks have currently been loaded. Used as reference to check if loading has completed.</dd>
|
|
||||||
<dt>Map Name</dt>
|
|
||||||
<dd>The name of the map to be loaded when banks have completed loading.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="macros"><a href="#macros">Macros</a></h2>
|
|
||||||
<dl>
|
|
||||||
<dt><img alt="Macros" src="images/blueprint-async-loading-macros.png" /></dt>
|
|
||||||
<dt>Make Array</dt>
|
|
||||||
<dd>Using the Banks variable, define an array of banks to be loaded.<br />
|
|
||||||
<img alt="Get Banks Array" src="images/blueprint-async-getbanks.png" /></dd>
|
|
||||||
<dt>Load Banks</dt>
|
|
||||||
<dd>Initializes the loading process for the banks. Called once on <code>Event Begin</code>, uses the <code>Load Sample Data</code> variable for the <code>Load Bank</code> node.<br />
|
|
||||||
<img alt="Load Banks" src="images/blueprint-async-loadbanks.png" /></dd>
|
|
||||||
<dt>Check Banks Load</dt>
|
|
||||||
<dd>Checks the <code>Done</code> variable every tick. If it is still false, it will iterate through the array of banks incrementing the variable <code>Number of Loaded Banks</code>. Once <code>Number of Loaded Banks</code> is equal to the total number of banks in the array then the variable <code>Done</code> is set to true, and it is safe to load the playable Map.<br />
|
|
||||||
<img alt="Check if Loaded" src="images/blueprint-async-checkifloaded.png" /></dd>
|
|
||||||
</dl></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,127 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>Blueprint Reference | Bus</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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><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>7. Blueprint Reference | Bus</h1>
|
|
||||||
<p>Used for controlling mixer buses.</p>
|
|
||||||
<p><strong>Methods:</strong></p>
|
|
||||||
<ul>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-bus.html#bus-set-mute" title="Mute/Unmute the bus.">Bus Set Mute</a> Mute/Unmute the bus.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-bus.html#bus-set-paused" title="Pause/Unpause all events going through the bus.">Bus Set Paused</a> Pause/Unpause all events going through the bus.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-bus.html#bus-set-volume" title="Set volume on a bus.">Bus Set Volume</a> Set volume on a bus.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-bus.html#bus-stop-all-events" title="Stop all EventInstances routed into the bus.">Bus Stop All Events</a> Stop all EventInstances routed into the bus.</span></li>
|
|
||||||
</ul>
|
|
||||||
<h2 api="function" id="bus-set-mute"><a href="#bus-set-mute">Bus Set Mute</a></h2>
|
|
||||||
<p>Mute/Unmute the bus.</p>
|
|
||||||
<p><img alt="Bus Set Mute" src="images/bus-set-mute.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="k">static</span> <span class="kt">void</span> <span class="nf">BusSetMute</span><span class="p">(</span>
|
|
||||||
<span class="k">class</span> <span class="nc">UFMODBus</span> <span class="o">*</span><span class="n">Bus</span><span class="p">,</span>
|
|
||||||
<span class="kt">bool</span> <span class="n">bMute</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Bus</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodbus.html">UFMODBus</a> to use.</dd>
|
|
||||||
<dt>bMute</dt>
|
|
||||||
<dd>Mute value.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="bus-set-paused"><a href="#bus-set-paused">Bus Set Paused</a></h2>
|
|
||||||
<p>Pause/Unpause all events going through the bus.</p>
|
|
||||||
<p><img alt="Bus Set Paused" src="images/bus-set-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="k">static</span> <span class="kt">void</span> <span class="nf">BusSetPaused</span><span class="p">(</span>
|
|
||||||
<span class="k">class</span> <span class="nc">UFMODBus</span> <span class="o">*</span><span class="n">Bus</span><span class="p">,</span>
|
|
||||||
<span class="kt">bool</span> <span class="n">bPaused</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Bus</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodbus.html">UFMODBus</a> to use.</dd>
|
|
||||||
<dt>bPaused</dt>
|
|
||||||
<dd>Pause value.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="bus-set-volume"><a href="#bus-set-volume">Bus Set Volume</a></h2>
|
|
||||||
<p>Set volume on a bus.</p>
|
|
||||||
<p><img alt="Bus Set Volume" src="images/bus-set-volume.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="k">static</span> <span class="kt">void</span> <span class="nf">BusSetVolume</span><span class="p">(</span>
|
|
||||||
<span class="k">class</span> <span class="nc">UFMODBus</span> <span class="o">*</span><span class="n">Bus</span><span class="p">,</span>
|
|
||||||
<span class="kt">float</span> <span class="n">Volume</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Bus</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodbus.html">UFMODBus</a> to use.</dd>
|
|
||||||
<dt>Volume</dt>
|
|
||||||
<dd>
|
|
||||||
<p>Volume value.</p>
|
|
||||||
<ul>
|
|
||||||
<li><span class="label">Units:</span> Linear</li>
|
|
||||||
<li><span class="label">Range:</span> [0, 1]</li>
|
|
||||||
</ul>
|
|
||||||
</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="bus-stop-all-events"><a href="#bus-stop-all-events">Bus Stop All Events</a></h2>
|
|
||||||
<p>Stop all EventInstances routed into the bus.</p>
|
|
||||||
<p><img alt="Bus Stop All Events" src="images/bus-stop-all-events.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="k">static</span> <span class="kt">void</span> <span class="nf">BusStopAllEvents</span><span class="p">(</span>
|
|
||||||
<span class="k">class</span> <span class="nc">UFMODBus</span> <span class="o">*</span><span class="n">Bus</span><span class="p">,</span>
|
|
||||||
<span class="n">EFMOD_STUDIO_STOP_MODE</span> <span class="n">stopMode</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Bus</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodbus.html">UFMODBus</a> to use.</dd>
|
|
||||||
<dt>stopMode</dt>
|
|
||||||
<dd>Desired stop mode.</dd>
|
|
||||||
</dl>
|
|
||||||
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html#fmod_studio_stop_mode">FMOD_STUDIO_STOP_MODE</a></p></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,529 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>Blueprint Reference | Common</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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><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>7. Blueprint Reference | Common</h1>
|
|
||||||
<p>The common section contains methods for controlling the FMOD system.</p>
|
|
||||||
<p><strong>Methods:</strong></p>
|
|
||||||
<ul>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-common.html#find-asset-by-name" title="Find an asset by name.">Find Asset By Name</a> Find an asset by name.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-common.html#find-event-by-name" title="Find an Event by name.">Find Event By Name</a> Find an Event by name.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-common.html#find-event-instances" title="Return a list of all event instances that are playing for this event.">Find Event Instances</a> Return a list of all event instances that are playing for this event.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-common.html#get-global-parameter-by-name" title="Get a global parameter value from the System.">Get Global Parameter By Name</a> Get a global parameter value from the System.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-common.html#get-global-parameter-value-by-name" title="Get a global parameter value from the System.">Get Global Parameter Value By Name</a> Get a global parameter value from the System.</span></li>
|
|
||||||
<li>
|
|
||||||
<p><span><a class="apilink" href="blueprint-reference-common.html#get-output-drivers" title="List all output device names.">Get Output Drivers</a> List all output device names.</span></p>
|
|
||||||
</li>
|
|
||||||
<li>
|
|
||||||
<p><span><a class="apilink" href="blueprint-reference-common.html#set-global-parameter-by-name" title="Set a global parameter from the System.">Set Global Parameter By Name</a> Set a global parameter from the System.</span></p>
|
|
||||||
</li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-common.html#set-output-driver-by-name" title="Set current output device by name or part of the name.">Set Output Driver By Name</a> Set current output device by name or part of the name.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-common.html#set-output-driver-by-index" title="Set current output device by its index from GetOutputDrivers.">Set Output Driver By Index</a> Set current output device by its index from GetOutputDrivers.</span></li>
|
|
||||||
<li>
|
|
||||||
<p><span><a class="apilink" href="blueprint-reference-common.html#set-locale" title="Set the active locale for subsequent bank loads.">Set Locale</a> Set the active locale for subsequent bank loads.</span></p>
|
|
||||||
</li>
|
|
||||||
<li>
|
|
||||||
<p><span><a class="apilink" href="blueprint-reference-common.html#mixer-suspend" title="Suspend the FMOD mixer.">Mixer Suspend</a> Suspend the FMOD mixer.</span></p>
|
|
||||||
</li>
|
|
||||||
<li>
|
|
||||||
<p><span><a class="apilink" href="blueprint-reference-common.html#mixer-resume" title="Resume the FMOD mixer.">Mixer Resume</a> Resume the FMOD mixer.</span></p>
|
|
||||||
</li>
|
|
||||||
<li>
|
|
||||||
<p><span><a class="apilink" href="blueprint-reference-common.html#load-bank" title="Load a bank.">Load Bank</a> Load a bank.</span></p>
|
|
||||||
</li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-common.html#unload-bank" title="Unload a bank.">Unload Bank</a> Unload a bank.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-common.html#is-bank-loaded" title="Return true if a bank is loaded.">Is Bank Loaded</a> Return true if a bank is loaded.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-common.html#load-bank-sample-data" title="Load bank sample data.">Load Bank Sample Data</a> Load bank sample data.</span></li>
|
|
||||||
<li>
|
|
||||||
<p><span><a class="apilink" href="blueprint-reference-common.html#unload-bank-sample-data" title="Unload bank sample data.">Unload Bank Sample Data</a> Unload bank sample data.</span></p>
|
|
||||||
</li>
|
|
||||||
<li>
|
|
||||||
<p><span><a class="apilink" href="blueprint-reference-common.html#play-event-2d" title="Play an event without a specified location.">Play Event 2D</a> Play an event without a specified location.</span></p>
|
|
||||||
</li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-common.html#play-event-at-location" title="Plays an event at the given location.">Play Event At Location</a> Plays an event at the given location.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-common.html#play-event-attached" title="Play an event attached to and following the specified component.">Play Event Attached</a> Play an event attached to and following the specified component.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-common.html#load-event-sample-data" title="Load event sample data.">Load Event Sample Data</a> Load event sample data.</span></li>
|
|
||||||
<li>
|
|
||||||
<p><span><a class="apilink" href="blueprint-reference-common.html#unload-event-sample-data" title="Unload event sample data.">Unload Event Sample Data</a> Unload event sample data.</span></p>
|
|
||||||
</li>
|
|
||||||
<li>
|
|
||||||
<p><span><a class="apilink" href="blueprint-reference-common.html#vca-set-volume" title="Set volume on a VCA.">VCA Set Volume</a> Set volume on a VCA.</span></p>
|
|
||||||
</li>
|
|
||||||
</ul>
|
|
||||||
<h2 api="function" id="find-asset-by-name"><a href="#find-asset-by-name">Find Asset By Name</a></h2>
|
|
||||||
<p>Find an asset by name.</p>
|
|
||||||
<p><img alt="Find Asset By Name" src="images/find-asset-by-name.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="k">static</span> <span class="n">UFMODAsset</span> <span class="o">*</span><span class="nf">FindAssetByName</span><span class="p">(</span>
|
|
||||||
<span class="k">const</span> <span class="n">FString</span> <span class="o">&</span><span class="n">Name</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Name</dt>
|
|
||||||
<dd>The asset name.</dd>
|
|
||||||
</dl>
|
|
||||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-ufmodasset.html">UFMODAsset</a></p>
|
|
||||||
<h2 api="function" id="find-event-by-name"><a href="#find-event-by-name">Find Event By Name</a></h2>
|
|
||||||
<p>Find an Event by name.</p>
|
|
||||||
<p><img alt="Find Event By Name" src="images/find-event-by-name.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="k">static</span> <span class="n">UFMODEvent</span> <span class="o">*</span><span class="nf">FindEventByName</span><span class="p">(</span>
|
|
||||||
<span class="k">const</span> <span class="n">FString</span> <span class="o">&</span><span class="n">Name</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Name</dt>
|
|
||||||
<dd>The event name.</dd>
|
|
||||||
</dl>
|
|
||||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-ufmodevent.html">UFMODEvent</a></p>
|
|
||||||
<h2 api="function" id="find-event-instances"><a href="#find-event-instances">Find Event Instances</a></h2>
|
|
||||||
<p>Return a list of all event instances that are playing for this event.</p>
|
|
||||||
<p><img alt="Find Event Instances" src="images/find-event-instances.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="k">static</span> <span class="n">TArray</span><span class="o"><</span><span class="n">FFMODEventInstance</span><span class="o">></span> <span class="n">FindEventInstances</span><span class="p">(</span>
|
|
||||||
<span class="n">UObject</span> <span class="o">*</span><span class="n">WorldContextObject</span><span class="p">,</span>
|
|
||||||
<span class="n">UFMODEvent</span> <span class="o">*</span><span class="n">Event</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>WorldContextObject</dt>
|
|
||||||
<dd>Object from current world context.</dd>
|
|
||||||
<dt>Event</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodevent.html">UFMODEvent</a> to find instances of.</dd>
|
|
||||||
</dl>
|
|
||||||
<p>Be careful using this function because it is possible to find and alter any playing sound, even ones owned by other audio components.</p>
|
|
||||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-ufmodblueprintstatics.html#ffmodeventinstance">FFMODEventInstance</a></p>
|
|
||||||
<h2 api="function" id="get-global-parameter-by-name"><a href="#get-global-parameter-by-name">Get Global Parameter By Name</a></h2>
|
|
||||||
<p>Get a global parameter value from the System.</p>
|
|
||||||
<p><img alt="Get Global Parameter By Name" src="images/get-global-parameter-by-name.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="k">static</span> <span class="kt">float</span> <span class="nf">GetGlobalParameterByName</span><span class="p">(</span>
|
|
||||||
<span class="n">FName</span> <span class="n">Name</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Name</dt>
|
|
||||||
<dd>Name of the parameter.</dd>
|
|
||||||
</dl>
|
|
||||||
<p>Will be deprecated in FMOD 2.01, use <a class="apilink" href="blueprint-reference-common.html#get-global-parameter-value-by-name">Get Global Parameter Value By Name</a> instead.</p>
|
|
||||||
<p>Lookups using the full names of parameters (i.e. "parameter:/MyFolder/MyParameter") will only succeed if the <a href="https://fmod.com/docs/2.03/api/glossary.html#studio-strings-bank">strings bank</a> is loaded. Shortened names (i.e. "MyParameter") do not require the strings bank to be loaded.</p>
|
|
||||||
<p><strong>See Also:</strong> <a class="apilink" href="blueprint-reference-common.html#set-global-parameter-by-name">Set Global Parameter By Name</a></p>
|
|
||||||
<h2 api="function" id="get-global-parameter-value-by-name"><a href="#get-global-parameter-value-by-name">Get Global Parameter Value By Name</a></h2>
|
|
||||||
<p>Get a global parameter value from the System.</p>
|
|
||||||
<p><img alt="Get Global Parameter Value By Name" src="images/get-global-parameter-value-by-name.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">void</span> <span class="nf">GetGlobalParameterValueByName</span><span class="p">(</span>
|
|
||||||
<span class="n">FName</span> <span class="n">Name</span><span class="p">,</span>
|
|
||||||
<span class="kt">float</span> <span class="o">&</span><span class="n">UserValue</span><span class="p">,</span>
|
|
||||||
<span class="kt">float</span> <span class="o">&</span><span class="n">FinalValue</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Name</dt>
|
|
||||||
<dd>Name of parameter</dd>
|
|
||||||
<dt>UserValue</dt>
|
|
||||||
<dd>Parameter value as set from the public API.</dd>
|
|
||||||
<dt>FinalValue</dt>
|
|
||||||
<dd>Final combined parameter value.</dd>
|
|
||||||
</dl>
|
|
||||||
<p>Lookups using the full names of parameters (i.e. "parameter:/MyFolder/MyParameter") will only succeed if the <a href="https://fmod.com/docs/2.03/api/glossary.html#studio-strings-bank">strings bank</a> is loaded. Shortened names (i.e. "MyParameter") do not require the strings bank to be loaded.</p>
|
|
||||||
<h2 api="function" id="get-output-drivers"><a href="#get-output-drivers">Get Output Drivers</a></h2>
|
|
||||||
<p>List all output device names.</p>
|
|
||||||
<p><img alt="Get Output Drivers" src="images/get-output-drivers.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="k">static</span> <span class="n">TArray</span><span class="o"><</span><span class="n">FString</span><span class="o">></span> <span class="n">GetOutputDrivers</span><span class="p">();</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p><strong>See Also:</strong> <a class="apilink" href="blueprint-reference-common.html#set-output-driver-by-index">Set Output Driver By Index</a>, <a class="apilink" href="blueprint-reference-common.html#set-output-driver-by-name">Set Output Driver By Name</a></p>
|
|
||||||
<h2 api="function" id="is-bank-loaded"><a href="#is-bank-loaded">Is Bank Loaded</a></h2>
|
|
||||||
<p>Return true if a bank is loaded.</p>
|
|
||||||
<p><img alt="Is Bank Loaded" src="images/is-bank-loaded.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="k">static</span> <span class="kt">bool</span> <span class="nf">IsBankLoaded</span><span class="p">(</span>
|
|
||||||
<span class="n">UFMODBank</span> <span class="o">*</span><span class="n">Bank</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Bank</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodbank.html">UFMODBank</a> to query.</dd>
|
|
||||||
</dl>
|
|
||||||
<p><strong>See Also:</strong> <a class="apilink" href="blueprint-reference-common.html#load-bank">Load Bank</a></p>
|
|
||||||
<h2 api="function" id="load-bank"><a href="#load-bank">Load Bank</a></h2>
|
|
||||||
<p>Load a bank.</p>
|
|
||||||
<p><img alt="Load Bank" src="images/load-bank.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="k">static</span> <span class="kt">void</span> <span class="nf">LoadBank</span><span class="p">(</span>
|
|
||||||
<span class="n">UFMODBank</span> <span class="o">*</span><span class="n">Bank</span><span class="p">,</span>
|
|
||||||
<span class="kt">bool</span> <span class="n">bBlocking</span><span class="p">,</span>
|
|
||||||
<span class="kt">bool</span> <span class="n">bLoadSampleData</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Bank</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodbank.html">UFMODBank</a> to use.</dd>
|
|
||||||
<dt>bBlocking</dt>
|
|
||||||
<dd>Whether the bank will load synchronously.</dd>
|
|
||||||
<dt>bLoadSampleData</dt>
|
|
||||||
<dd>Whether sample data will be preloaded immediately.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="load-bank-sample-data"><a href="#load-bank-sample-data">Load Bank Sample Data</a></h2>
|
|
||||||
<p>Load bank sample data.</p>
|
|
||||||
<p><img alt="Load Bank Sample Data" src="images/load-bank-sample-data.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="k">static</span> <span class="kt">void</span> <span class="nf">LoadBankSampleData</span><span class="p">(</span>
|
|
||||||
<span class="n">UFMODBank</span> <span class="o">*</span><span class="n">Bank</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Bank</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodbank.html">UFMODBank</a> to use.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="load-event-sample-data"><a href="#load-event-sample-data">Load Event Sample Data</a></h2>
|
|
||||||
<p>Load event sample data.</p>
|
|
||||||
<p><img alt="Load Event Sample Data" src="images/load-event-sample-data.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="k">static</span> <span class="kt">void</span> <span class="nf">LoadEventSampleData</span><span class="p">(</span>
|
|
||||||
<span class="n">UObject</span> <span class="o">*</span><span class="n">WorldContextObject</span><span class="p">,</span>
|
|
||||||
<span class="n">UFMODEvent</span> <span class="o">*</span><span class="n">Event</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>WorldContextObject</dt>
|
|
||||||
<dd>Object from current world context.</dd>
|
|
||||||
<dt>Event</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodevent.html">UFMODEvent</a> to use.</dd>
|
|
||||||
</dl>
|
|
||||||
<p>This can be done ahead of time to avoid loading stalls.</p>
|
|
||||||
<h2 api="function" id="mixer-resume"><a href="#mixer-resume">Mixer Resume</a></h2>
|
|
||||||
<p>Resume the FMOD mixer.</p>
|
|
||||||
<p><img alt="Mixer Resume" src="images/mixer-resume.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="k">static</span> <span class="kt">void</span> <span class="nf">MixerResume</span><span class="p">();</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p>Used when resuming the application.</p>
|
|
||||||
<h2 api="function" id="mixer-suspend"><a href="#mixer-suspend">Mixer Suspend</a></h2>
|
|
||||||
<p>Suspend the FMOD mixer.</p>
|
|
||||||
<p><img alt="Mixer Suspend" src="images/mixer-suspend.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="k">static</span> <span class="kt">void</span> <span class="nf">MixerSuspend</span><span class="p">();</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p>Used when suspending the application.</p>
|
|
||||||
<h2 api="function" id="play-event-2d"><a href="#play-event-2d">Play Event 2D</a></h2>
|
|
||||||
<p>Play an event without a specified location.</p>
|
|
||||||
<p><img alt="Play Event 2D" src="images/play-event-2d.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="k">static</span> <span class="n">FFMODEventInstance</span> <span class="nf">PlayEvent2D</span><span class="p">(</span>
|
|
||||||
<span class="n">UObject</span> <span class="o">*</span><span class="n">WorldContextObject</span><span class="p">,</span>
|
|
||||||
<span class="n">UFMODEvent</span> <span class="o">*</span><span class="n">Event</span><span class="p">,</span>
|
|
||||||
<span class="kt">bool</span> <span class="n">bAutoPlay</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>WorldContextObject</dt>
|
|
||||||
<dd>Object from current world context.</dd>
|
|
||||||
<dt>Event</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodevent.html">UFMODEvent</a> to use.</dd>
|
|
||||||
<dt>bAutoPlay</dt>
|
|
||||||
<dd>Start the event automatically.</dd>
|
|
||||||
</dl>
|
|
||||||
<p>This returns an <a class="apilink" href="api-reference-ufmodblueprintstatics.html#ffmodeventinstance">FFMODEventInstance</a>.<br />
|
|
||||||
The sound does not travel with any actor.</p>
|
|
||||||
<h2 api="function" id="play-event-at-location"><a href="#play-event-at-location">Play Event At Location</a></h2>
|
|
||||||
<p>Plays an event at the given location.</p>
|
|
||||||
<p><img alt="Play Event At Location" src="images/play-event-at-location.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="k">static</span> <span class="n">FFMODEventInstance</span> <span class="nf">PlayEventAtLocation</span><span class="p">(</span>
|
|
||||||
<span class="n">UObject</span> <span class="o">*</span><span class="n">WorldContextObject</span><span class="p">,</span>
|
|
||||||
<span class="n">UFMODEvent</span> <span class="o">*</span><span class="n">Event</span><span class="p">,</span>
|
|
||||||
<span class="k">const</span> <span class="n">FTransform</span> <span class="o">&</span><span class="n">Location</span><span class="p">,</span>
|
|
||||||
<span class="kt">bool</span> <span class="n">bAutoPlay</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>WorldContextObject</dt>
|
|
||||||
<dd>Object from current world context.</dd>
|
|
||||||
<dt>Event</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodevent.html">UFMODEvent</a> to use.</dd>
|
|
||||||
<dt>Location</dt>
|
|
||||||
<dd>World position to play event at.</dd>
|
|
||||||
<dt>bAutoPlay</dt>
|
|
||||||
<dd>Start the event automatically.</dd>
|
|
||||||
</dl>
|
|
||||||
<p>This returns an FMOD Event Instance.<br />
|
|
||||||
The sound does not travel with any actor.</p>
|
|
||||||
<h2 api="function" id="play-event-attached"><a href="#play-event-attached">Play Event Attached</a></h2>
|
|
||||||
<p>Play an event attached to and following the specified component.</p>
|
|
||||||
<p><img alt="Play Event Attached" src="images/play-event-attached.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="k">static</span> <span class="k">class</span> <span class="nc">UFMODAudioComponent</span> <span class="o">*</span><span class="nf">PlayEventAttached</span><span class="p">(</span>
|
|
||||||
<span class="n">UFMODEvent</span> <span class="o">*</span><span class="n">Event</span><span class="p">,</span>
|
|
||||||
<span class="n">USceneComponent</span> <span class="o">*</span><span class="n">AttachToComponent</span><span class="p">,</span>
|
|
||||||
<span class="n">FName</span> <span class="n">AttachPointName</span><span class="p">,</span>
|
|
||||||
<span class="n">FVector</span> <span class="n">Location</span><span class="p">,</span>
|
|
||||||
<span class="n">EAttachLocation</span><span class="o">::</span><span class="n">Type</span> <span class="n">LocationType</span><span class="p">,</span>
|
|
||||||
<span class="kt">bool</span> <span class="n">bStopWhenAttachedToDestroyed</span><span class="p">,</span>
|
|
||||||
<span class="kt">bool</span> <span class="n">bAutoPlay</span><span class="p">,</span>
|
|
||||||
<span class="kt">bool</span> <span class="n">bAutoDestroy</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Event</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodevent.html">UFMODEvent</a> to use.</dd>
|
|
||||||
<dt>AttachToComponent</dt>
|
|
||||||
<dd>Component to attach to.</dd>
|
|
||||||
<dt>AttachPointName <span><a class="token" href="glossary.html#documentation-conventions" title="Optional">Opt</a></span></dt>
|
|
||||||
<dd>Named point within the AttachComponent to play the sound at.</dd>
|
|
||||||
<dt>Location</dt>
|
|
||||||
<dd>Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset.</dd>
|
|
||||||
<dt>LocationType</dt>
|
|
||||||
<dd>Location is a relative offset or an absolute world position.</dd>
|
|
||||||
<dt>bStopWhenAttachedToDestroyed</dt>
|
|
||||||
<dd>The sound should stop playing when the owner of the attach to component is destroyed.</dd>
|
|
||||||
<dt>bAutoPlay</dt>
|
|
||||||
<dd>Start the event automatically.</dd>
|
|
||||||
<dt>bAutoDestroy</dt>
|
|
||||||
<dd>Automatically destroy the audio component when the sound is stopped.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="set-global-parameter-by-name"><a href="#set-global-parameter-by-name">Set Global Parameter By Name</a></h2>
|
|
||||||
<p>Set a global parameter from the System.</p>
|
|
||||||
<p><img alt="Set Global Parameter By Name" src="images/set-global-parameter-by-name.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="k">static</span> <span class="kt">void</span> <span class="nf">SetGlobalParameterByName</span><span class="p">(</span>
|
|
||||||
<span class="n">FName</span> <span class="n">Name</span><span class="p">,</span>
|
|
||||||
<span class="kt">float</span> <span class="n">Value</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Name</dt>
|
|
||||||
<dd>Name of parameter.</dd>
|
|
||||||
<dt>Value</dt>
|
|
||||||
<dd>Value to apply to the parameter.</dd>
|
|
||||||
</dl>
|
|
||||||
<p>Lookups using the full names of parameters (i.e. "parameter:/MyFolder/MyParameter") will only succeed if the <a href="https://fmod.com/docs/2.03/api/glossary.html#studio-strings-bank">strings bank</a> is loaded. Shortened names (i.e. "MyParameter") do not require the strings bank to be loaded.</p>
|
|
||||||
<h2 api="function" id="set-locale"><a href="#set-locale">Set Locale</a></h2>
|
|
||||||
<p>Set the active locale for subsequent bank loads.</p>
|
|
||||||
<p><img alt="Set Locale" src="images/set-locale.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="k">static</span> <span class="kt">void</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>
|
|
||||||
|
|
||||||
<h2 api="function" id="set-output-driver-by-index"><a href="#set-output-driver-by-index">Set Output Driver By Index</a></h2>
|
|
||||||
<p>Set current output device by its index from GetOutputDrivers.</p>
|
|
||||||
<p><img alt="Set Output Driver By Index" src="images/set-output-driver-by-index.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="k">static</span> <span class="kt">void</span> <span class="nf">SetOutputDriverByIndex</span><span class="p">(</span>
|
|
||||||
<span class="kt">int</span> <span class="n">NewDriverIndex</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>NewDriverIndex</dt>
|
|
||||||
<dd>Index of driver to use.</dd>
|
|
||||||
</dl>
|
|
||||||
<p><strong>See Also:</strong> <a class="apilink" href="blueprint-reference-common.html#get-output-drivers">Get Output Drivers</a></p>
|
|
||||||
<h2 api="function" id="set-output-driver-by-name"><a href="#set-output-driver-by-name">Set Output Driver By Name</a></h2>
|
|
||||||
<p>Set current output device by name or part of the name.</p>
|
|
||||||
<p><img alt="Set Output Driver By Name" src="images/set-output-driver-by-name.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="k">static</span> <span class="kt">void</span> <span class="nf">SetOutputDriverByName</span><span class="p">(</span>
|
|
||||||
<span class="n">FString</span> <span class="n">NewDriverName</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>NewDriverName</dt>
|
|
||||||
<dd>Name of new driver to use.</dd>
|
|
||||||
</dl>
|
|
||||||
<p><strong>See Also:</strong> <a class="apilink" href="blueprint-reference-common.html#get-output-drivers">Get Output Drivers</a></p>
|
|
||||||
<h2 api="function" id="unload-bank"><a href="#unload-bank">Unload Bank</a></h2>
|
|
||||||
<p>Unload a bank.</p>
|
|
||||||
<p><img alt="Unload Bank" src="images/unload-bank.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="k">static</span> <span class="kt">void</span> <span class="nf">UnloadBank</span><span class="p">(</span>
|
|
||||||
<span class="n">UFMODBank</span> <span class="o">*</span><span class="n">Bank</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Bank</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodbank.html">UFMODBank</a> to use.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="unload-bank-sample-data"><a href="#unload-bank-sample-data">Unload Bank Sample Data</a></h2>
|
|
||||||
<p>Unload bank sample data.</p>
|
|
||||||
<p><img alt="Unload Bank Sample Data" src="images/unload-bank-sample-data.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="k">static</span> <span class="kt">void</span> <span class="nf">UnloadBankSampleData</span><span class="p">(</span>
|
|
||||||
<span class="n">UFMODBank</span> <span class="o">*</span><span class="n">Bank</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Bank</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodbank.html">UFMODBank</a> to use.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="unload-event-sample-data"><a href="#unload-event-sample-data">Unload Event Sample Data</a></h2>
|
|
||||||
<p>Unload event sample data.</p>
|
|
||||||
<p><img alt="Unload Event Sample Data" src="images/unload-event-sample-data.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="k">static</span> <span class="kt">void</span> <span class="nf">UnloadEventSampleData</span><span class="p">(</span>
|
|
||||||
<span class="n">UObject</span> <span class="o">*</span><span class="n">WorldContextObject</span><span class="p">,</span>
|
|
||||||
<span class="n">UFMODEvent</span> <span class="o">*</span><span class="n">Event</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>WorldContextObject</dt>
|
|
||||||
<dd>Object from current world context.</dd>
|
|
||||||
<dt>Event</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodevent.html">UFMODEvent</a> to use.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="vca-set-volume"><a href="#vca-set-volume">VCA Set Volume</a></h2>
|
|
||||||
<p>Set volume on a VCA.</p>
|
|
||||||
<p><img alt="VCA Set Volume" src="images/vca-set-volume.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="k">static</span> <span class="kt">void</span> <span class="nf">VCASetVolume</span><span class="p">(</span>
|
|
||||||
<span class="n">UFMODVCA</span> <span class="o">*</span><span class="n">Vca</span><span class="p">,</span>
|
|
||||||
<span class="kt">float</span> <span class="n">Volume</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Vca</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodvca.html">UFMODVCA</a> to use.</dd>
|
|
||||||
<dt>Volume</dt>
|
|
||||||
<dd>Volume value.</dd>
|
|
||||||
</dl></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,358 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>Blueprint Reference | Component</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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><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>7. Blueprint Reference | Component</h1>
|
|
||||||
<p>These methods are used to control the state of Audio Components.</p>
|
|
||||||
<p><strong>Methods:</strong></p>
|
|
||||||
<ul>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#add-audio-component" title="Creates a new Audio Component.">Add Audio Component</a> Creates a new Audio Component.</span></li>
|
|
||||||
<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>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#key-off" title="Allow an event to continue past a sustain point.">Key Off</a> Allow an event to continue past a sustain point.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#play" title="Start a sound playing on an audio component.">Play</a> Start a sound playing on an audio component.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#release" title="Release the current Studio Instance.">Release</a> Release the current Studio Instance.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#set-event" title="New Event to be used by the FMODAudioComponent.">Set Event</a> New Event to be used by the FMODAudioComponent.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#set-parameter" title="Set a parameter of the Event.">Set Parameter</a> Set a parameter of the Event.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#set-paused" title="Pause/Unpause an audio component.">Set Paused</a> Pause/Unpause an audio component.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#set-pitch" title="Set pitch on an audio component.">Set Pitch</a> Set pitch on an audio component.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#set-programmer-sound-name" title="Set the sound name to use for programmer sound.">Set Programmer Sound Name</a> Set the sound name to use for programmer sound.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#set-property" title="Set a property of the Event.">Set Property</a> Set a property of the Event.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#set-timeline-position" title="Set the timeline position in milliseconds">Set Timeline Position</a> Set the timeline position in milliseconds</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#set-volume" title="Set volume on an audio component.">Set Volume</a> Set volume on an audio component.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-component.html#stop" title="Stop an audio component playing.">Stop</a> Stop an audio component playing.</span></li>
|
|
||||||
</ul>
|
|
||||||
<h2 api="function" id="add-audio-component"><a href="#add-audio-component">Add Audio Component</a></h2>
|
|
||||||
<p>Creates a new Audio Component.</p>
|
|
||||||
<p><img alt="Add Audio Component" src="images/add-audio-component.png" /></p>
|
|
||||||
<dl>
|
|
||||||
<dt>Manual Attachment</dt>
|
|
||||||
<dd>Whether manual or automatic attachment is to be used.</dd>
|
|
||||||
<dt>Relative Transform</dt>
|
|
||||||
<dd>The relative transform between the new Audio Component and its attached parent (automatic only).</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="get-length"><a href="#get-length">Get Length</a></h2>
|
|
||||||
<p>Get the event length in milliseconds.</p>
|
|
||||||
<p><img alt="Get Length" src="images/get-length.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="n">int32</span> <span class="nf">GetLength</span><span class="p">()</span> <span class="k">const</span><span class="p">;</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="function" id="get-parameter"><a href="#get-parameter">Get Parameter</a></h2>
|
|
||||||
<p>Get parameter value from the Event.</p>
|
|
||||||
<p><img alt="Get Parameter" src="images/get-parameter.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">float</span> <span class="nf">GetParameter</span><span class="p">(</span>
|
|
||||||
<span class="n">FName</span> <span class="n">Name</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Name</dt>
|
|
||||||
<dd>Name of the parameter.</dd>
|
|
||||||
</dl>
|
|
||||||
<p>Path lookups only succeed if the <a href="https://fmod.com/docs/2.03/api/glossary.html#studio-strings-bank">strings bank</a> is loaded.</p>
|
|
||||||
<h2 api="function" id="get-parameter-value"><a href="#get-parameter-value">Get Parameter Value</a></h2>
|
|
||||||
<p>Get parameter value from the Event.</p>
|
|
||||||
<p><img alt="Get Parameter Value" src="images/get-parameter-value.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">void</span> <span class="nf">GetParameterValue</span><span class="p">(</span><span class="n">FName</span> <span class="n">Name</span><span class="p">,</span> <span class="kt">float</span> <span class="o">&</span><span class="n">UserValue</span><span class="p">,</span> <span class="kt">float</span> <span class="o">&</span><span class="n">FinalValue</span><span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Name</dt>
|
|
||||||
<dd>Name of parameter.</dd>
|
|
||||||
<dt>UserValue</dt>
|
|
||||||
<dd>Parameter value as set from the public API.</dd>
|
|
||||||
<dt>FinalValue</dt>
|
|
||||||
<dd>Final combined parameter value.</dd>
|
|
||||||
</dl>
|
|
||||||
<p>Path lookups only succeed if the <a href="https://fmod.com/docs/2.03/api/glossary.html#studio-strings-bank">strings bank</a> is loaded.</p>
|
|
||||||
<h2 api="struct" id="get-paused"><a href="#get-paused">Get Paused</a></h2>
|
|
||||||
<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>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="kt">float</span> <span class="nf">GetProperty</span><span class="p">(</span>
|
|
||||||
<span class="n">EFMODEventProperty</span><span class="o">::</span><span class="n">Type</span> <span class="n">Property</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Property</dt>
|
|
||||||
<dd>Enum to describe built-in event properties.</dd>
|
|
||||||
</dl>
|
|
||||||
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html#fmod_studio_event_property">EFMODEventProperty</a></p>
|
|
||||||
<h2 api="function" id="get-timeline-position"><a href="#get-timeline-position">Get Timeline Position</a></h2>
|
|
||||||
<p>Get the timeline position in milliseconds.</p>
|
|
||||||
<p><img alt="Get Timeline Position" src="images/get-timeline-position.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="n">int32</span> <span class="nf">GetTimelinePosition</span><span class="p">();</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="struct" id="is-playing"><a href="#is-playing">Is Playing</a></h2>
|
|
||||||
<p>Return true if this component is currently playing an event.</p>
|
|
||||||
<p><img alt="Is Playing" src="images/is-playing.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">IsPlaying</span><span class="p">();</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="function" id="key-off"><a href="#key-off">Key Off</a></h2>
|
|
||||||
<p>Allow an event to continue past a sustain point.</p>
|
|
||||||
<p><img alt="Key Off" src="images/key-off.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">void</span> <span class="nf">KeyOff</span><span class="p">();</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="function" id="play"><a href="#play">Play</a></h2>
|
|
||||||
<p>Start a sound playing on an audio component.</p>
|
|
||||||
<p><img alt="Play" src="images/play.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">void</span> <span class="nf">Play</span><span class="p">();</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<h2 api="struct" id="release"><a href="#release">Release</a></h2>
|
|
||||||
<p>Release the current Studio Instance.</p>
|
|
||||||
<p><img alt="Release" src="images/release.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">void</span> <span class="nf">Release</span><span class="p">();</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_studioinstance">UFMODAudioComponent::StudioInstance</a></p>
|
|
||||||
<h2 api="function" id="set-event"><a href="#set-event">Set Event</a></h2>
|
|
||||||
<p>New Event to be used by the FMODAudioComponent.</p>
|
|
||||||
<p><img alt="Set Event" src="images/set-event.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">void</span> <span class="nf">SetEvent</span><span class="p">(</span>
|
|
||||||
<span class="n">UFMODEvent</span> <span class="o">*</span><span class="n">NewEvent</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>NewEvent</dt>
|
|
||||||
<dd>New Event Asset reference to use.</dd>
|
|
||||||
</dl>
|
|
||||||
<p>If an Event is currently playing, it will be stopped and the new Event passed in will be started.</p>
|
|
||||||
<p><strong>See Also:</strong> <a class="apilink" href="api-reference-ufmodevent.html">UFMODEvent</a></p>
|
|
||||||
<h2 api="function" id="set-parameter"><a href="#set-parameter">Set Parameter</a></h2>
|
|
||||||
<p>Set a parameter of the Event.</p>
|
|
||||||
<p><img alt="Set Parameter" src="images/set-parameter.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">void</span> <span class="nf">SetParameter</span><span class="p">(</span>
|
|
||||||
<span class="n">FName</span> <span class="n">Name</span><span class="p">,</span>
|
|
||||||
<span class="kt">float</span> <span class="n">Value</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Name</dt>
|
|
||||||
<dd>Name of the parameter.</dd>
|
|
||||||
<dt>Value</dt>
|
|
||||||
<dd>Value to apply to the parameter.</dd>
|
|
||||||
</dl>
|
|
||||||
<p>Path lookups only succeed if the <a href="https://fmod.com/docs/2.03/api/glossary.html#studio-strings-bank">strings bank</a> is loaded.</p>
|
|
||||||
<h2 api="struct" id="set-paused"><a href="#set-paused">Set Paused</a></h2>
|
|
||||||
<p>Pause/Unpause an audio component.</p>
|
|
||||||
<p><img alt="Set Paused" src="images/set-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">void</span> <span class="nf">SetPaused</span><span class="p">(</span>
|
|
||||||
<span class="kt">bool</span> <span class="n">paused</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt id="set-paused_paused">paused</dt>
|
|
||||||
<dd>The paused state to apply.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="struct" id="set-pitch"><a href="#set-pitch">Set Pitch</a></h2>
|
|
||||||
<p>Set pitch on an audio component.</p>
|
|
||||||
<p><img alt="Set Pitch" src="images/set-pitch.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">void</span> <span class="nf">SetPitch</span><span class="p">(</span>
|
|
||||||
<span class="kt">float</span> <span class="n">pitch</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt id="set-pitch_pitch">pitch</dt>
|
|
||||||
<dd>New pitch multiplier to apply.</dd>
|
|
||||||
</dl>
|
|
||||||
<p>The pitch multiplier is used to modulate the event instance's pitch. It can be set to any value greater than or equal to zero but the final combined pitch is clamped to the range [0, 100] before being applied.</p>
|
|
||||||
<h2 api="function" id="set-programmer-sound-name"><a href="#set-programmer-sound-name">Set Programmer Sound Name</a></h2>
|
|
||||||
<p>Set the sound name to use for programmer sound.</p>
|
|
||||||
<p><img alt="Set Programmer Sound Name" src="images/set-programmer-sound-name.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">void</span> <span class="nf">SetProgrammerSoundName</span><span class="p">(</span>
|
|
||||||
<span class="n">FString</span> <span class="n">Value</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Value</dt>
|
|
||||||
<dd>Name of sound or file to use.</dd>
|
|
||||||
</dl>
|
|
||||||
<p>The integration will look up the name in any loaded audio table.</p>
|
|
||||||
<h2 api="function" id="set-property"><a href="#set-property">Set Property</a></h2>
|
|
||||||
<p>Set a property of the Event.</p>
|
|
||||||
<p><img alt="Set Property" src="images/set-property.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">void</span> <span class="nf">SetProperty</span><span class="p">(</span>
|
|
||||||
<span class="n">EFMODEventProperty</span><span class="o">::</span><span class="n">Type</span> <span class="n">Property</span><span class="p">,</span>
|
|
||||||
<span class="kt">float</span> <span class="n">Value</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Property</dt>
|
|
||||||
<dd>Enum to describe built-in event properties.</dd>
|
|
||||||
<dt>Value</dt>
|
|
||||||
<dd>Value to apply to the property.</dd>
|
|
||||||
</dl>
|
|
||||||
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html#fmod_studio_event_property">EFMODEventProperty</a></p>
|
|
||||||
<h2 api="function" id="set-timeline-position"><a href="#set-timeline-position">Set Timeline Position</a></h2>
|
|
||||||
<p>Set the timeline position in milliseconds</p>
|
|
||||||
<p><img alt="Set Timeline Position" src="images/set-timeline-position.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">void</span> <span class="nf">SetTimelinePosition</span><span class="p">(</span>
|
|
||||||
<span class="n">int32</span> <span class="n">Time</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Time</dt>
|
|
||||||
<dd>Time in milliseconds.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="struct" id="set-volume"><a href="#set-volume">Set Volume</a></h2>
|
|
||||||
<p>Set volume on an audio component.</p>
|
|
||||||
<p><img alt="Set Volume" src="images/set-volume.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">void</span> <span class="nf">SetVolume</span><span class="p">(</span>
|
|
||||||
<span class="kt">float</span> <span class="n">volume</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt id="set-volume_volume">volume</dt>
|
|
||||||
<dd>New volume level to apply.</dd>
|
|
||||||
</dl>
|
|
||||||
<p>This volume is applied as a scaling factor for the event volume. It does not override the volume level set in FMOD Studio, nor any internal volume automation or modulation.</p>
|
|
||||||
<h2 api="struct" id="stop"><a href="#stop">Stop</a></h2>
|
|
||||||
<p>Stop an audio component playing.</p>
|
|
||||||
<p><img alt="Stop" src="images/stop.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">void</span> <span class="nf">Stop</span><span class="p">();</span>
|
|
||||||
</pre></div></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,100 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>Blueprint Reference | Enums</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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><a href="blueprint-reference-asynchronous-loading.html">Asynchronous Loading</a></li><li class="manual-current-chapter manual-active-chapter"><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>7. Blueprint Reference | Enums</h1>
|
|
||||||
<p>Automatically generated methods for working with FMOD and Unreal Enums.</p>
|
|
||||||
<p><strong>Methods:</strong></p>
|
|
||||||
<ul>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-enums.html#byte-to-enum-efmod_studio_stop_mode" title="Converts a byte to an EFMOD_STUDIO_STOP_MODE.">Byte to Enum EFMOD_STUDIO_STOP_MODE</a> Converts a byte to an EFMOD_STUDIO_STOP_MODE.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-enums.html#foreach-efmod_studio_stop_mode" title="Returns every value in the EFMOD_STUDIO_STOP_MODE enum.">ForEach EFMOD_STUDIO_STOP_MODE</a> Returns every value in the EFMOD_STUDIO_STOP_MODE enum.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-enums.html#get-number-of-entries-in-efmod_studio_stop_mode" title="Returns the total number of entries in the EFMOD_STUDIO_STOP_MODE enum.">Get Number of Entries in EFMOD_STUDIO_STOP_MODE</a> Returns the total number of entries in the EFMOD_STUDIO_STOP_MODE enum.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-enums.html#literal-enum-efmod_studio_stop_mode" title="Returns the value of an EFMOD_STUDIO_STOP_MODE member.">Literal Enum EFMOD_STUDIO_STOP_MODE</a> Returns the value of an EFMOD_STUDIO_STOP_MODE member.</span></li>
|
|
||||||
</ul>
|
|
||||||
<h2 api="function" id="byte-to-enum-efmod_studio_stop_mode"><a href="#byte-to-enum-efmod_studio_stop_mode">Byte to Enum EFMOD_STUDIO_STOP_MODE</a></h2>
|
|
||||||
<p>Converts a byte to an EFMOD_STUDIO_STOP_MODE.</p>
|
|
||||||
<p><img alt="Byte to Enum" src="images/byte-to-enum.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="n">EFMOD_STUDIO_STOP_MODE</span> <span class="nf">ByteToEnum</span><span class="p">(</span>
|
|
||||||
<span class="n">byte</span> <span class="n">Byte</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Byte</dt>
|
|
||||||
<dd>Byte to convert to an EFMOD_STUDIO_STOP_MODE.</dd>
|
|
||||||
</dl>
|
|
||||||
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html#fmod_studio_stop_mode">EFMOD_STUDIO_STOP_MODE</a>.</p>
|
|
||||||
<h2 api="function" id="foreach-efmod_studio_stop_mode"><a href="#foreach-efmod_studio_stop_mode">ForEach EFMOD_STUDIO_STOP_MODE</a></h2>
|
|
||||||
<p>Returns every value in the EFMOD_STUDIO_STOP_MODE enum.</p>
|
|
||||||
<p><img alt="ForEach EFMOD_STUDIO_STOP_MODE" src="images/for-each.png" /></p>
|
|
||||||
<p>
|
|
||||||
<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">EFMOD_STUDIO_STOP_MODE</span> <span class="nf">ForEachEFMOD_STUDIO_STOP_MODE</span><span class="p">();</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html#fmod_studio_stop_mode">EFMOD_STUDIO_STOP_MODE</a>.</p>
|
|
||||||
<h2 api="function" id="get-number-of-entries-in-efmod_studio_stop_mode"><a href="#get-number-of-entries-in-efmod_studio_stop_mode">Get Number of Entries in EFMOD_STUDIO_STOP_MODE</a></h2>
|
|
||||||
<p>Returns the total number of entries in the EFMOD_STUDIO_STOP_MODE enum.</p>
|
|
||||||
<p><img alt="Get Number of Entries in EFMOD_STUDIO_STOP_MODE" src="images/get-number-of-entreis-in.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">int</span> <span class="nf">GetNumberOfEntriesInEFMOD_STUDIO_STOP_MODE</span><span class="p">();</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html#fmod_studio_stop_mode">EFMOD_STUDIO_STOP_MODE</a>.</p>
|
|
||||||
<h2 api="function" id="literal-enum-efmod_studio_stop_mode"><a href="#literal-enum-efmod_studio_stop_mode">Literal Enum EFMOD_STUDIO_STOP_MODE</a></h2>
|
|
||||||
<p>Returns the value of an EFMOD_STUDIO_STOP_MODE member.</p>
|
|
||||||
<p><img alt="Literal Enum EFMOD_STUDIO_STOP_MODE" src="images/literal-enum.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="n">EFMOD_STUDIO_STOP_MODE</span> <span class="nf">LiteralEnumEFMOD_STUDIO_STOP_MODE</span><span class="p">(</span>
|
|
||||||
<span class="n">EFMOD_STUDIO_STOP_MODE</span> <span class="n">Enum</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Enum</dt>
|
|
||||||
<dd>The EFMOD_STUDIO_STOP_MODE member value to retrieve.</dd>
|
|
||||||
</dl>
|
|
||||||
<p><strong>See Also:</strong> <a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html#fmod_studio_stop_mode">EFMOD_STUDIO_STOP_MODE</a>.</p></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,306 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>Blueprint Reference | Event Instance</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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><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>7. Blueprint Reference | Event Instance</h1>
|
|
||||||
<p>These methods are used to control individual Event Instances.</p>
|
|
||||||
<p><strong>Methods:</strong></p>
|
|
||||||
<ul>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-eventinstance.html#event-instance-get-parameter" title="Get a parameter value on an FMOD Event Instance.">Event Instance Get Parameter</a> Get a parameter value on an FMOD Event Instance.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-eventinstance.html#event-instance-get-parameter-value" title="Get a parameter value on an FMOD Event Instance.">Event Instance Get Parameter Value</a> Get a parameter value on an FMOD Event Instance.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-eventinstance.html#event-instance-is-valid" title="Return whether this FMOD Event Instance is valid. The instance will be invalidated when the sound stops.">Event Instance Is Valid</a> Return whether this FMOD Event Instance is valid. The instance will be invalidated when the sound stops.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-eventinstance.html#event-instance-play" title="Play an FMOD Event Instance.">Event Instance Play</a> Play an FMOD Event Instance.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-eventinstance.html#event-instance-release" title="Release an FMOD Event Instance.">Event Instance Release</a> Release an FMOD Event Instance.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-eventinstance.html#event-instance-set-parameter" title="Set a parameter on an FMOD Event Instance.">Event Instance Set Parameter</a> Set a parameter on an FMOD Event Instance.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-eventinstance.html#event-instance-set-paused" title="Pause/Unpause an FMOD Event Instance.">Event Instance Set Paused</a> Pause/Unpause an FMOD Event Instance.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-eventinstance.html#event-instance-set-pitch" title="Set pitch on an FMOD Event Instance.">Event Instance Set Pitch</a> Set pitch on an FMOD Event Instance.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-eventinstance.html#event-instance-set-property" title="Set an FMOD event property on an FMOD Event Instance.">Event Instance Set Property</a> Set an FMOD event property on an FMOD Event Instance.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-eventinstance.html#event-instance-set-transform" title="Set 3D attributes on an FMOD Event Instance.">Event Instance Set Transform</a> Set 3D attributes on an FMOD Event Instance.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-eventinstance.html#event-instance-set-volume" title="Set volume on an FMOD Event Instance.">Event Instance Set Volume</a> Set volume on an FMOD Event Instance.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-eventinstance.html#event-instance-stop" title="Mute/Unmute the bus.">Event Instance Stop</a> Mute/Unmute the bus.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-eventinstance.html#event-instance-key-off" title="Allow an FMOD Event Instance to continue past a sustain point.">Event Instance Key Off</a> Allow an FMOD Event Instance to continue past a sustain point.</span></li>
|
|
||||||
</ul>
|
|
||||||
<h2 api="function" id="event-instance-get-parameter"><a href="#event-instance-get-parameter">Event Instance Get Parameter</a></h2>
|
|
||||||
<p>Get a parameter value on an FMOD Event Instance.</p>
|
|
||||||
<p><img alt="Event Instance Get Parameter" src="images/event-instance-get-parameter.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="k">static</span> <span class="kt">float</span> <span class="nf">EventInstanceGetParameter</span><span class="p">(</span>
|
|
||||||
<span class="n">FFMODEventInstance</span> <span class="n">EventInstance</span><span class="p">,</span>
|
|
||||||
<span class="n">FName</span> <span class="n">Name</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>EventInstance</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodblueprintstatics.html#ffmodeventinstance">FFMODEventInstance</a> to use.</dd>
|
|
||||||
<dt>Name</dt>
|
|
||||||
<dd>Name of parameter.</dd>
|
|
||||||
</dl>
|
|
||||||
<p>Will be deprecated in FMOD 2.01, use <a class="apilink" href="blueprint-reference-eventinstance.html#event-instance-get-parameter-value">Event Instance Get Parameter Value</a> instead.</p>
|
|
||||||
<h2 api="function" id="event-instance-get-parameter-value"><a href="#event-instance-get-parameter-value">Event Instance Get Parameter Value</a></h2>
|
|
||||||
<p>Get a parameter value on an FMOD Event Instance.</p>
|
|
||||||
<p><img alt="Event Instance Get Parameter Value" src="images/event-instance-get-parameter-value.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="k">static</span> <span class="kt">void</span> <span class="nf">EventInstanceGetParameterValue</span><span class="p">(</span>
|
|
||||||
<span class="n">FFMODEventInstance</span> <span class="n">EventInstance</span><span class="p">,</span>
|
|
||||||
<span class="n">FName</span> <span class="n">Name</span><span class="p">,</span>
|
|
||||||
<span class="kt">float</span> <span class="o">&</span><span class="n">UserValue</span><span class="p">,</span>
|
|
||||||
<span class="kt">float</span> <span class="o">&</span><span class="n">FinalValue</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>EventInstance</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodblueprintstatics.html#ffmodeventinstance">FFMODEventInstance</a> to use.</dd>
|
|
||||||
<dt>Name</dt>
|
|
||||||
<dd>Name of parameter.</dd>
|
|
||||||
<dt>UserValue</dt>
|
|
||||||
<dd>Parameter value as set from the public API.</dd>
|
|
||||||
<dt>FinalValue</dt>
|
|
||||||
<dd>Final combined parameter value.</dd>
|
|
||||||
</dl>
|
|
||||||
<p>Path lookups only succeed if the <a href="https://fmod.com/docs/2.03/api/glossary.html#studio-strings-bank">strings bank</a> is loaded.</p>
|
|
||||||
<h2 api="function" id="event-instance-is-valid"><a href="#event-instance-is-valid">Event Instance Is Valid</a></h2>
|
|
||||||
<p>Return whether this FMOD Event Instance is valid. The instance will be invalidated when the sound stops.</p>
|
|
||||||
<p><img alt="Event Instance Is Valid" src="images/event-instance-is-valid.png" /></p>
|
|
||||||
<p>
|
|
||||||
<div class="language-selector">
|
|
||||||
<div class="language-tab" data-language="language-cpp">C++</div>
|
|
||||||
</div>
|
|
||||||
</p>
|
|
||||||
<div class="highlight language-cpp"><pre><span></span><span class="k">static</span> <span class="kt">bool</span> <span class="nf">EventInstanceIsValid</span><span class="p">(</span>
|
|
||||||
<span class="n">FFMODEventInstance</span> <span class="n">EventInstance</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>EventInstance</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodblueprintstatics.html#ffmodeventinstance">FFMODEventInstance</a> to use.</dd>
|
|
||||||
</dl>
|
|
||||||
<p>The instance will be invalidated when the sound stops.</p>
|
|
||||||
<h2 api="function" id="event-instance-key-off"><a href="#event-instance-key-off">Event Instance Key Off</a></h2>
|
|
||||||
<p>Allow an FMOD Event Instance to continue past a sustain point.</p>
|
|
||||||
<p><img alt="Event Instance Key Off" src="images/event-instance-key-off.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="k">static</span> <span class="kt">void</span> <span class="nf">EventInstanceKeyOff</span><span class="p">(</span><span class="n">FFMODEventInstance</span> <span class="n">EventInstance</span><span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>EventInstance</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodblueprintstatics.html#ffmodeventinstance">FFMODEventInstance</a> to resume past sustain point.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="event-instance-play"><a href="#event-instance-play">Event Instance Play</a></h2>
|
|
||||||
<p>Play an FMOD Event Instance.</p>
|
|
||||||
<p><img alt="Event Instance Play" src="images/event-instance-play.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="k">static</span> <span class="kt">void</span> <span class="nf">EventInstancePlay</span><span class="p">(</span>
|
|
||||||
<span class="n">FFMODEventInstance</span> <span class="n">EventInstance</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>EventInstance</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodblueprintstatics.html#ffmodeventinstance">FFMODEventInstance</a> to use.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="event-instance-release"><a href="#event-instance-release">Event Instance Release</a></h2>
|
|
||||||
<p>Release an FMOD Event Instance.</p>
|
|
||||||
<p><img alt="Event Instance Release" src="images/event-instance-release.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="k">static</span> <span class="kt">void</span> <span class="nf">EventInstanceRelease</span><span class="p">(</span><span class="n">FFMODEventInstance</span> <span class="n">EventInstance</span><span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>EventInstance</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodblueprintstatics.html#ffmodeventinstance">FFMODEventInstance</a> to release.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="event-instance-set-parameter"><a href="#event-instance-set-parameter">Event Instance Set Parameter</a></h2>
|
|
||||||
<p>Set a parameter on an FMOD Event Instance.</p>
|
|
||||||
<p><img alt="Event Instance Set Parameter" src="images/event-instance-set-parameter.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="k">static</span> <span class="kt">void</span> <span class="nf">EventInstanceSetParameter</span><span class="p">(</span>
|
|
||||||
<span class="n">FFMODEventInstance</span> <span class="n">EventInstance</span><span class="p">,</span>
|
|
||||||
<span class="n">FName</span> <span class="n">Name</span><span class="p">,</span>
|
|
||||||
<span class="kt">float</span> <span class="n">Value</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>EventInstance</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodblueprintstatics.html#ffmodeventinstance">FFMODEventInstance</a> to use.</dd>
|
|
||||||
<dt>Name</dt>
|
|
||||||
<dd>Name of the parameter.</dd>
|
|
||||||
<dt>Value</dt>
|
|
||||||
<dd>Value to set the parameter to.</dd>
|
|
||||||
</dl>
|
|
||||||
<p>Path lookups only succeed if the <a href="https://fmod.com/docs/2.03/api/glossary.html#studio-strings-bank">strings bank</a> is loaded.</p>
|
|
||||||
<h2 api="function" id="event-instance-set-paused"><a href="#event-instance-set-paused">Event Instance Set Paused</a></h2>
|
|
||||||
<p>Pause/Unpause an FMOD Event Instance.</p>
|
|
||||||
<p><img alt="Event Instance Set Paused" src="images/event-instance-set-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="k">static</span> <span class="kt">void</span> <span class="nf">EventInstanceSetPaused</span><span class="p">(</span>
|
|
||||||
<span class="n">FFMODEventInstance</span> <span class="n">EventInstance</span><span class="p">,</span>
|
|
||||||
<span class="kt">bool</span> <span class="n">Paused</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>EventInstance</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodblueprintstatics.html#ffmodeventinstance">FFMODEventInstance</a> to use.</dd>
|
|
||||||
<dt>Paused</dt>
|
|
||||||
<dd>Paused value.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="event-instance-set-pitch"><a href="#event-instance-set-pitch">Event Instance Set Pitch</a></h2>
|
|
||||||
<p>Set pitch on an FMOD Event Instance.</p>
|
|
||||||
<p><img alt="Event Instance Set Pitch" src="images/event-instance-set-pitch.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="k">static</span> <span class="kt">void</span> <span class="nf">EventInstanceSetPitch</span><span class="p">(</span>
|
|
||||||
<span class="n">FFMODEventInstance</span> <span class="n">EventInstance</span><span class="p">,</span>
|
|
||||||
<span class="kt">float</span> <span class="n">Pitch</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>EventInstance</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodblueprintstatics.html#ffmodeventinstance">FFMODEventInstance</a> to use.</dd>
|
|
||||||
<dt>Pitch</dt>
|
|
||||||
<dd>Pitch value.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="event-instance-set-property"><a href="#event-instance-set-property">Event Instance Set Property</a></h2>
|
|
||||||
<p>Set an FMOD event property on an FMOD Event Instance.</p>
|
|
||||||
<p><img alt="Event Instance Set Property" src="images/event-instance-set-property.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="k">static</span> <span class="kt">void</span> <span class="nf">EventInstanceSetProperty</span><span class="p">(</span>
|
|
||||||
<span class="n">FFMODEventInstance</span> <span class="n">EventInstance</span><span class="p">,</span>
|
|
||||||
<span class="n">EFMODEventProperty</span><span class="o">::</span><span class="n">Type</span> <span class="n">Property</span><span class="p">,</span>
|
|
||||||
<span class="kt">float</span> <span class="n">Value</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>EventInstance</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodblueprintstatics.html#ffmodeventinstance">FFMODEventInstance</a> to use.</dd>
|
|
||||||
<dt>Property</dt>
|
|
||||||
<dd><a href="https://fmod.com/docs/2.03/api/studio-api-eventinstance.html#fmod_studio_event_property">EFMODEventProperty</a> to set.</dd>
|
|
||||||
<dt>Value</dt>
|
|
||||||
<dd>Value of property.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="event-instance-set-transform"><a href="#event-instance-set-transform">Event Instance Set Transform</a></h2>
|
|
||||||
<p>Set 3D attributes on an FMOD Event Instance.</p>
|
|
||||||
<p><img alt="Event Instance Set Transform" src="images/event-instance-set-transform.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="k">static</span> <span class="kt">void</span> <span class="nf">EventInstanceSetTransform</span><span class="p">(</span>
|
|
||||||
<span class="n">FFMODEventInstance</span> <span class="n">EventInstance</span><span class="p">,</span>
|
|
||||||
<span class="k">const</span> <span class="n">FTransform</span> <span class="o">&</span><span class="n">Location</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>EventInstance</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodblueprintstatics.html#ffmodeventinstance">FFMODEventInstance</a> to use.</dd>
|
|
||||||
<dt>Location</dt>
|
|
||||||
<dd>Location to place event.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="event-instance-set-volume"><a href="#event-instance-set-volume">Event Instance Set Volume</a></h2>
|
|
||||||
<p>Set volume on an FMOD Event Instance.</p>
|
|
||||||
<p><img alt="Event Instance Set Volume" src="images/event-instance-set-volume.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="k">static</span> <span class="kt">void</span> <span class="nf">EventInstanceSetVolume</span><span class="p">(</span>
|
|
||||||
<span class="n">FFMODEventInstance</span> <span class="n">EventInstance</span><span class="p">,</span>
|
|
||||||
<span class="kt">float</span> <span class="n">Volume</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>EventInstance</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodblueprintstatics.html#ffmodeventinstance">FFMODEventInstance</a> to set volume of.</dd>
|
|
||||||
<dt>Volume</dt>
|
|
||||||
<dd>Volume value to set.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="event-instance-stop"><a href="#event-instance-stop">Event Instance Stop</a></h2>
|
|
||||||
<p>Mute/Unmute the bus.</p>
|
|
||||||
<p><img alt="Event Instance Stop" src="images/event-instance-stop.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="k">static</span> <span class="kt">void</span> <span class="nf">EventInstanceStop</span><span class="p">(</span><span class="n">FFMODEventInstance</span> <span class="n">EventInstance</span><span class="p">,</span> <span class="kt">bool</span> <span class="n">Release</span> <span class="o">=</span> <span class="nb">false</span><span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>EventInstance</dt>
|
|
||||||
<dd><a class="apilink" href="api-reference-ufmodblueprintstatics.html#ffmodeventinstance">FFMODEventInstance</a> to stop.</dd>
|
|
||||||
<dt>Release</dt>
|
|
||||||
<dd>Whether to release the Event Instance</dd>
|
|
||||||
</dl></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,134 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>Blueprint Reference | Structs</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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><a href="blueprint-reference-asynchronous-loading.html">Asynchronous Loading</a></li><li><a href="blueprint-reference-enums.html">Enums</a></li><li class="manual-current-chapter manual-active-chapter"><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>7. Blueprint Reference | Structs</h1>
|
|
||||||
<p>Automatically generated methods for working with FMOD and Unreal Structs.</p>
|
|
||||||
<p><strong>Methods</strong></p>
|
|
||||||
<ul>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-structs.html#make-fmodattenuationdetails" title="Adds a node that creates an 'FMODAttenuationDetails' from its members.">Make FMODAttenuationDetails</a> Adds a node that creates an 'FMODAttenuationDetails' from its members.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-structs.html#make-fmodocclusiondetails" title="Adds a node that creates an 'FMODOcclusionDetails' from its members.">Make FMODOcclusionDetails</a> Adds a node that creates an 'FMODOcclusionDetails' from its members.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-structs.html#make-fmodeventinstance" title="Adds a node that creates an 'FMODEventInstance' from its members.">Make FMODEventInstance</a> Adds a node that creates an 'FMODEventInstance' from its members.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-structs.html#break-fmodocclusiondetails" title="Adds a node that breaks an 'FMODOcclusionDetails' into its member fields.">Break FMODOcclusionDetails</a> Adds a node that breaks an 'FMODOcclusionDetails' into its member fields.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-structs.html#break-fmodattenuationdetails" title="Adds a node that breaks an 'FMODAttenuationDetails` into its member fields.">Break FMODAttenuationDetails</a> Adds a node that breaks an 'FMODAttenuationDetails` into its member fields.</span></li>
|
|
||||||
</ul>
|
|
||||||
<h2 api="api" id="break-fmodattenuationdetails"><a href="#break-fmodattenuationdetails">Break FMODAttenuationDetails</a></h2>
|
|
||||||
<p>Adds a node that breaks an 'FMODAttenuationDetails` into its member fields.</p>
|
|
||||||
<p><img alt="FMOD Attenuation Details" src="images/break-fmod-attenuation-details.png" /><br />
|
|
||||||
<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">FMODAttenuationDetails</span> <span class="nf">BreakFMODAttenuationDetails</span><span class="p">(</span>
|
|
||||||
<span class="n">FMODAttenuation</span> <span class="n">Details</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>FMODAttenuationDetails</dt>
|
|
||||||
<dd><a href="api-reference-common.html#ffmodattenuationdetails">FMODAttenuationDetails</a> to break into its member fields.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="break-fmodocclusiondetails"><a href="#break-fmodocclusiondetails">Break FMODOcclusionDetails</a></h2>
|
|
||||||
<p>Adds a node that breaks an 'FMODOcclusionDetails' into its member fields.</p>
|
|
||||||
<p><img alt="FMOD Occlusion Details" src="images/break-fmod-attenuation-details.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="n">FMODOcclusionDetails</span> <span class="n">BreakFMODOcclusionDetails</span><span class="p">(</span>
|
|
||||||
<span class="n">FMODOcclusion</span> <span class="n">Details</span>
|
|
||||||
<span class="p">)</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>FMODOcclusionDetails</dt>
|
|
||||||
<dd><a href="api-reference-common.html#ffmodocclusiondetails">FMODOcclusionDetails</a> to break into its member fields.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="make-fmodattenuationdetails"><a href="#make-fmodattenuationdetails">Make FMODAttenuationDetails</a></h2>
|
|
||||||
<p>Adds a node that creates an 'FMODAttenuationDetails' from its members.</p>
|
|
||||||
<p><img alt="Make FMODAttenuationDetails" src="images/make-fmod-attenuation-details.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="n">FMODAttenuationDetails</span> <span class="nf">MakeFMODAttenuationDetails</span><span class="p">(</span>
|
|
||||||
<span class="kt">bool</span> <span class="n">OverrideAttenuation</span><span class="p">,</span>
|
|
||||||
<span class="kt">float</span> <span class="n">MinimumDistance</span><span class="p">,</span>
|
|
||||||
<span class="kt">float</span> <span class="n">MaximumDistance</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>OverrideAttenuation</dt>
|
|
||||||
<dd>True to use attenuation values set by editor, false to use values set in the Studio project.</dd>
|
|
||||||
<dt>MinimumDistance</dt>
|
|
||||||
<dd>Minimum 3D Distance. Value to use for the minimum attenuation distance if <code>OverrideAttenuation</code> is true.</dd>
|
|
||||||
<dt>MaximumDistance</dt>
|
|
||||||
<dd>Maximum 3D Distance. Value to use for the maximum attenuation distance if <code>OverrideAttenuation</code> is true.</dd>
|
|
||||||
</dl>
|
|
||||||
<p><strong>See Also:</strong> <a href="api-reference-common.html#ffmodattenuationdetails">FMODAttenuationDetails</a>.</p>
|
|
||||||
<h2 api="function" id="make-fmodeventinstance"><a href="#make-fmodeventinstance">Make FMODEventInstance</a></h2>
|
|
||||||
<p>Adds a node that creates an 'FMODEventInstance' from its members.</p>
|
|
||||||
<p><img alt="FMOD Event Instance" src="images/make-fmod-event-instance.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="n">FMODEventInstance</span> <span class="nf">MakeFMODEventInstance</span><span class="p">();</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<p><strong>See Also:</strong> <a href="blueprint-reference-eventinstance.html">Event Instance</a>.</p>
|
|
||||||
<h2 api="function" id="make-fmodocclusiondetails"><a href="#make-fmodocclusiondetails">Make FMODOcclusionDetails</a></h2>
|
|
||||||
<p>Adds a node that creates an 'FMODOcclusionDetails' from its members.</p>
|
|
||||||
<p><img alt="FMODOcclusion Details" src="images/make-fmod-occlusion-details.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="n">FMODAttenuationDetails</span> <span class="nf">MakeFMODAttenuationDetails</span><span class="p">(</span>
|
|
||||||
<span class="kt">bool</span> <span class="n">EnableOcclusion</span><span class="p">,</span>
|
|
||||||
<span class="k">enum</span> <span class="n">OcclusionTraceChannel</span><span class="p">,</span>
|
|
||||||
<span class="kt">bool</span> <span class="n">UseComplexCollisionForOcclusion</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>EnableOcclusion</dt>
|
|
||||||
<dd>True to enable occlusion settings, false to disable them.</dd>
|
|
||||||
<dt>OcclusionTraceChannel</dt>
|
|
||||||
<dd>Trace channel to use for audio occlusion checks.</dd>
|
|
||||||
<dt>UseComplexCollisionForOcclusion</dt>
|
|
||||||
<dd>True to enable complex geometry occlusion checks, false not to.</dd>
|
|
||||||
</dl>
|
|
||||||
<p><strong>See Also:</strong> <a href="api-reference-common.html#ffmodocclusiondetails">FMODOcclusionDetails</a>.</p></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,432 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>Blueprint Reference | Utilities</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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><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 class="manual-current-chapter manual-active-chapter"><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>7. Blueprint Reference | Utilities</h1>
|
|
||||||
<p>Automatically generated methods for working with FMOD and Unreal Utilities.</p>
|
|
||||||
<p><strong>Methods:</strong></p>
|
|
||||||
<ul>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodambientsound" title="Access object as a class 'FMODAmbientSound' it may be an instance of. On failure the Cast Failed path will be taken.">Cast To FMODAmbientSound</a> Access object as a class 'FMODAmbientSound' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodambientsound-class" title="Access class 'FMODAmbientSound' as one it may inherit from. On failure the Cast Failed path will be taken.">Cast To FMODAmbientSound Class</a> Access class 'FMODAmbientSound' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodanimnotifyplay" title="Access object as a class 'FMODAnimNotifyPlay' it may be an instance of. On failure the Cast Failed path will be taken.">Cast TO FMODAnimNotifyPlay</a> Access object as a class 'FMODAnimNotifyPlay' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodanimnotifyplay-class" title="Access class 'FMODAnimNotifyPlay' as one it may inherit from. On failure the Cast Failed path will be taken.">Cast TO FMODAnimNotifyPlay Class</a> Access class 'FMODAnimNotifyPlay' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodasset" title="Access object as a class 'FMODAsset' it may be an instance of. On failure the Cast Failed path will be taken.">Cast To FMODAsset</a> Access object as a class 'FMODAsset' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodasset-class" title="Access class 'FMODAsset' as one it may inherit from. On failure the Cast Failed path will be taken.">Cast To FMODAsset Class</a> Access class 'FMODAsset' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodaudiocomponent" title="Access object as a class 'FMODAudioComponent' it may be an instance of. On failure the Cast Failed path will be taken.">Cast To FMODAudioComponent</a> Access object as a class 'FMODAudioComponent' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodaudiocomponent-class" title="Access class 'FMODAudioComponent' as one it may inherit from. On failure the Cast Failed path will be taken.">Cast To FMODAudioComponent Class</a> Access class 'FMODAudioComponent' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodbank" title="Access object as a class 'FMODBank' it may be an instance of. On failure the Cast Failed path will be taken.">Cast To FMODBank</a> Access object as a class 'FMODBank' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodbank-class" title="Access class 'FMODBank' as one it may inherit from. On failure the Cast Failed path will be taken.">Cast To FMODBank class</a> Access class 'FMODBank' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodbus" title="Access object as a class 'FMODBus' it may be an instance of. On failure the Cast Failed path will be taken.">Cast To FMODBus</a> Access object as a class 'FMODBus' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodbus-class" title="Access class 'FMODBus' as one it may inherit from. On failure the Cast Failed path will be taken.">Cast To FMODBus class</a> Access class 'FMODBus' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodevent" title="Access object as a class 'FMODEvent' it may be an instance of. On failure the Cast Failed path will be taken.">Cast To FMODEvent</a> Access object as a class 'FMODEvent' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodevent-class" title="Access class 'FMODEvent' as one it may inherit from. On failure the Cast Failed path will be taken.">Cast To FMODEvent class</a> Access class 'FMODEvent' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodport" title="Access object as a class 'FMODPort' it may be an instance of. On failure the Cast Failed path will be taken.">Cast To FMODPort</a> Access object as a class 'FMODPort' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodport-class" title="Access class 'FMODPort' as one it may inherit from. On failure the Cast Failed path will be taken.">Cast To FMODPort class</a> Access class 'FMODPort' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodsnapshot" title="Access object as a class 'FMODSnapshot' it may be an instance of. On failure the Cast Failed path will be taken.">Cast To FMODSnapshot</a> Access object as a class 'FMODSnapshot' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodsnapshot-class" title="Access class 'FMODSnapshot' as one it may inherit from. On failure the Cast Failed path will be taken.">Cast To FMODSnapshot class</a> Access class 'FMODSnapshot' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodsnapshotreverb" title="Access object as a class 'FMODSnapshotReverb' it may be an instance of. On failure the Cast Failed path will be taken.">Cast To FMODSnapshotReverb</a> Access object as a class 'FMODSnapshotReverb' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodsnapshotreverb-class" title="Access class 'FMODSnapshotReverb' as one it may inherit from. On failure the Cast Failed path will be taken.">Cast To FMODSnapshotReverb class</a> Access class 'FMODSnapshotReverb' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodvca" title="Access object as a class 'FMODVCA' it may be an instance of. On failure the Cast Failed path will be taken.">Cast To FMODVCA</a> Access object as a class 'FMODVCA' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
<li><span><a class="apilink" href="blueprint-reference-utilities.html#cast-to-fmodvca-class" title="Access class 'FMODVCA' as one it may inherit from. On failure the Cast Failed path will be taken.">Cast To FMODVCA class</a> Access class 'FMODVCA' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</span></li>
|
|
||||||
</ul>
|
|
||||||
<h2 api="function" id="cast-to-fmodambientsound"><a href="#cast-to-fmodambientsound">Cast To FMODAmbientSound</a></h2>
|
|
||||||
<p>Access object as a class 'FMODAmbientSound' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODAmbientSound" src="images/cast-to-fmodambientsound.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="n">FMODAmbientSound</span> <span class="nf">CastToFMODAmbientSound</span><span class="p">(</span>
|
|
||||||
<span class="n">Object</span> <span class="n">Object</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Object</dt>
|
|
||||||
<dd>Object to cast to an <a href="api-reference-afmodambientsound.html">FMODAmbientSound</a>.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="cast-to-fmodambientsound-class"><a href="#cast-to-fmodambientsound-class">Cast To FMODAmbientSound class</a></h2>
|
|
||||||
<p>Access class 'FMODAmbientSound' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODAmbientSound Class" src="images/cast-to-fmodambientsound-class.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="n">FMODAmbientSound</span> <span class="nf">CastToFMODAmbientSoundclass</span><span class="p">(</span>
|
|
||||||
<span class="n">ObjectClassReference</span> <span class="n">Class</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Class</dt>
|
|
||||||
<dd>Class to cast to an <a href="api-reference-afmodambientsound.html">FMODAmbientSound</a>.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="cast-to-fmodanimnotifyplay"><a href="#cast-to-fmodanimnotifyplay">Cast To FMODAnimNotifyPlay</a></h2>
|
|
||||||
<p>Access object as a class 'FMODAnimNotifyPlay' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODAnimNotifyPlay" src="images/cast-to-fmodanimnotifyplay.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="n">FMODAnimNotifyPlay</span> <span class="nf">CastToFMODAnimNotifyPlay</span><span class="p">(</span>
|
|
||||||
<span class="n">Object</span> <span class="n">Object</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Object</dt>
|
|
||||||
<dd>Object to cast to an <a href="api-reference-ufmodanimnotifyplay.html">FMODAnimNotifyPlay</a>.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="cast-to-fmodanimnotifyplay-class"><a href="#cast-to-fmodanimnotifyplay-class">Cast To FMODAnimNotifyPlay class</a></h2>
|
|
||||||
<p>Access class 'FMODAnimNotifyPlay' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODAnimNotifyPlay Class" src="images/cast-to-fmodanimnotifyplay-class.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="n">FMODAnimNotifyPlay</span> <span class="nf">CastToFMODAnimNotifyPlayclass</span><span class="p">(</span>
|
|
||||||
<span class="n">ObjectClassReference</span> <span class="n">Class</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Class</dt>
|
|
||||||
<dd>Class to cast to an <a href="api-reference-ufmodanimnotifyplay.html">FMODAnimNotifyPlay</a>.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="cast-to-fmodasset"><a href="#cast-to-fmodasset">Cast To FMODAsset</a></h2>
|
|
||||||
<p>Access object as a class 'FMODAsset' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODAsset" src="images/cast-to-fmodasset.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="n">FMODAsset</span> <span class="nf">CastToFMODAsset</span><span class="p">(</span>
|
|
||||||
<span class="n">Object</span> <span class="n">Object</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Object</dt>
|
|
||||||
<dd>Object to cast to an <a href="api-reference-ufmodasset.html">FMODAsset</a>.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="cast-to-fmodasset-class"><a href="#cast-to-fmodasset-class">Cast To FMODAsset class</a></h2>
|
|
||||||
<p>Access class 'FMODAsset' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODAsset Class" src="images/cast-to-fmodasset-class.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="n">FMODAsset</span> <span class="nf">CastToFMODAssetclass</span><span class="p">(</span>
|
|
||||||
<span class="n">ObjectClassReference</span> <span class="n">Class</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Class</dt>
|
|
||||||
<dd>Class to cast to an <a href="api-reference-ufmodasset.html">FMODAsset</a>.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="cast-to-fmodaudiocomponent"><a href="#cast-to-fmodaudiocomponent">Cast To FMODAudioComponent</a></h2>
|
|
||||||
<p>Access object as a class 'FMODAudioComponent' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODAudioComponent" src="images/cast-to-fmodaudiocomponent.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="n">FMODAudioComponent</span> <span class="nf">CastToFMODAudioComponent</span><span class="p">(</span>
|
|
||||||
<span class="n">Object</span> <span class="n">Object</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Object</dt>
|
|
||||||
<dd>Object to cast to an <a href="api-reference-ufmodaudiocomponent.html">FMODAudioComponent</a>.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="cast-to-fmodaudiocomponent-class"><a href="#cast-to-fmodaudiocomponent-class">Cast To FMODAudioComponent class</a></h2>
|
|
||||||
<p>Access class 'FMODAudioComponent' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODAudioComponent Class" src="images/cast-to-fmodaudiocomponent-class.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="n">FMODAudioComponent</span> <span class="nf">CastToFMODAudioComponentclass</span><span class="p">(</span>
|
|
||||||
<span class="n">ObjectClassReference</span> <span class="n">Class</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Class</dt>
|
|
||||||
<dd>Class to cast to an <a href="api-reference-ufmodaudiocomponent.html">FMODAudioComponent</a>.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="cast-to-fmodbank"><a href="#cast-to-fmodbank">Cast To FMODBank</a></h2>
|
|
||||||
<p>Access object as a class 'FMODBank' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODBank" src="images/cast-to-fmodbank.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="n">FMODBank</span> <span class="nf">CastToFMODBank</span><span class="p">(</span>
|
|
||||||
<span class="n">Object</span> <span class="n">Object</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Object</dt>
|
|
||||||
<dd>Object to cast to an <a href="api-reference-ufmodbank.html">FMODBank</a>.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="cast-to-fmodbank-class"><a href="#cast-to-fmodbank-class">Cast To FMODBank class</a></h2>
|
|
||||||
<p>Access class 'FMODBank' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODBank Class" src="images/cast-to-fmodbank-class.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="n">FMODBank</span> <span class="nf">CastToFMODBankclass</span><span class="p">(</span>
|
|
||||||
<span class="n">ObjectClassReference</span> <span class="n">Class</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Class</dt>
|
|
||||||
<dd>Class to cast to an <a href="api-reference-ufmodbank.html">FMODBank</a>.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="cast-to-fmodbus"><a href="#cast-to-fmodbus">Cast To FMODBus</a></h2>
|
|
||||||
<p>Access object as a class 'FMODBus' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODBus" src="images/cast-to-fmodbus.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="n">FMODBus</span> <span class="nf">CastToFMODBus</span><span class="p">(</span>
|
|
||||||
<span class="n">Object</span> <span class="n">Object</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Object</dt>
|
|
||||||
<dd>Object to cast to an <a href="api-reference-ufmodbus.html">FMODBus</a>.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="cast-to-fmodbus-class"><a href="#cast-to-fmodbus-class">Cast To FMODBus class</a></h2>
|
|
||||||
<p>Access class 'FMODBus' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODBus Class" src="images/cast-to-fmodbus-class.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="n">FMODBus</span> <span class="nf">CastToFMODBusclass</span><span class="p">(</span>
|
|
||||||
<span class="n">ObjectClassReference</span> <span class="n">Class</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Class</dt>
|
|
||||||
<dd>Class to cast to an <a href="api-reference-ufmodbus.html">FMODBus</a>.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="cast-to-fmodevent"><a href="#cast-to-fmodevent">Cast To FMODEvent</a></h2>
|
|
||||||
<p>Access object as a class 'FMODEvent' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODEvent" src="images/cast-to-fmodevent.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="n">FMODEvent</span> <span class="nf">CastToFMODEvent</span><span class="p">(</span>
|
|
||||||
<span class="n">Object</span> <span class="n">Object</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Object</dt>
|
|
||||||
<dd>Object to cast to an <a href="api-reference-ufmodevent.html">FMODEvent</a>.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="cast-to-fmodevent-class"><a href="#cast-to-fmodevent-class">Cast To FMODEvent class</a></h2>
|
|
||||||
<p>Access class 'FMODEvent' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODEvent Class" src="images/cast-to-fmodevent-class.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="n">FMODEvent</span> <span class="nf">CastToFMODEventclass</span><span class="p">(</span>
|
|
||||||
<span class="n">ObjectClassReference</span> <span class="n">Class</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Class</dt>
|
|
||||||
<dd>Class to cast to an <a href="api-reference-ufmodevent.html">FMODEvent</a>.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="cast-to-fmodport"><a href="#cast-to-fmodport">Cast To FMODPort</a></h2>
|
|
||||||
<p>Access object as a class 'FMODPort' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODPort" src="images/cast-to-fmodport.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="n">FMODPort</span> <span class="nf">CastToFMODPort</span><span class="p">(</span>
|
|
||||||
<span class="n">Object</span> <span class="n">Object</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Object</dt>
|
|
||||||
<dd>Object to cast to an <a href="api-reference-ufmodport.html">FMODPort</a>.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="cast-to-fmodport-class"><a href="#cast-to-fmodport-class">Cast To FMODPort class</a></h2>
|
|
||||||
<p>Access class 'FMODPort' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODPort Class" src="images/cast-to-fmodport-class.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="n">FMODPort</span> <span class="nf">CastToFMODPortclass</span><span class="p">(</span>
|
|
||||||
<span class="n">ObjectClassReference</span> <span class="n">Class</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Class</dt>
|
|
||||||
<dd>Class to cast to an <a href="api-reference-ufmodport.html">FMODPort</a>.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="cast-to-fmodsnapshot"><a href="#cast-to-fmodsnapshot">Cast To FMODSnapshot</a></h2>
|
|
||||||
<p>Access object as a class 'FMODSnapshot' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODSnapshot" src="images/cast-to-fmodsnapshot.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="n">FMODSnapshot</span> <span class="nf">CastToFMODSnapshot</span><span class="p">(</span>
|
|
||||||
<span class="n">Object</span> <span class="n">Object</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Object</dt>
|
|
||||||
<dd>Object to cast to an <a href="api-reference-ufmodsnapshot.html">FMODSnapshot</a>.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="cast-to-fmodsnapshot-class"><a href="#cast-to-fmodsnapshot-class">Cast To FMODSnapshot class</a></h2>
|
|
||||||
<p>Access class 'FMODSnapshot' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODSnapshot Class" src="images/cast-to-fmodsnapshot-class.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="n">FMODSnapshot</span> <span class="nf">CastToFMODSnapshotclass</span><span class="p">(</span>
|
|
||||||
<span class="n">ObjectClassReference</span> <span class="n">Class</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Class</dt>
|
|
||||||
<dd>Class to cast to an <a href="api-reference-ufmodsnapshot.html">FMODSnapshot</a>.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="cast-to-fmodsnapshotreverb"><a href="#cast-to-fmodsnapshotreverb">Cast To FMODSnapshotReverb</a></h2>
|
|
||||||
<p>Access object as a class 'FMODSnapshotReverb' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODSnapshotReverb" src="images/cast-to-fmodsnapshotreverb.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="n">FMODSnapshotReverb</span> <span class="nf">CastToFMODSnapshotReverb</span><span class="p">(</span>
|
|
||||||
<span class="n">Object</span> <span class="n">Object</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Object</dt>
|
|
||||||
<dd>Object to cast to an <a href="api-reference-ufmodsnapshotreverb.html">FMODSnapshotReverb</a>.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="cast-to-fmodsnapshotreverb-class"><a href="#cast-to-fmodsnapshotreverb-class">Cast To FMODSnapshotReverb class</a></h2>
|
|
||||||
<p>Access class 'FMODSnapshotReverb' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODSnapshotReverb Class" src="images/cast-to-fmodsnapshotreverb-class.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="n">FMODSnapshotReverb</span> <span class="nf">CastToFMODSnapshotReverbclass</span><span class="p">(</span>
|
|
||||||
<span class="n">ObjectClassReference</span> <span class="n">Class</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Class</dt>
|
|
||||||
<dd>Class to cast to an <a href="api-reference-ufmodsnapshotreverb.html">FMODSnapshotReverb</a>.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="cast-to-fmodvca"><a href="#cast-to-fmodvca">Cast To FMODVCA</a></h2>
|
|
||||||
<p>Access object as a class 'FMODVCA' it may be an instance of. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODVCA" src="images/cast-to-fmodvca.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="n">FMODVCA</span> <span class="nf">CastToFMODVCA</span><span class="p">(</span>
|
|
||||||
<span class="n">Object</span> <span class="n">Object</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Object</dt>
|
|
||||||
<dd>Object to cast to an <a href="api-reference-ufmodvca.html">FMODVCA</a>.</dd>
|
|
||||||
</dl>
|
|
||||||
<h2 api="function" id="cast-to-fmodvca-class"><a href="#cast-to-fmodvca-class">Cast To FMODVCA class</a></h2>
|
|
||||||
<p>Access class 'FMODVCA' as one it may inherit from. On failure the <code>Cast Failed</code> path will be taken.</p>
|
|
||||||
<p><img alt="Cast To FMODVCA Class" src="images/cast-to-fmodvca-class.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="n">FMODVCA</span> <span class="nf">CastToFMODVCAclass</span><span class="p">(</span>
|
|
||||||
<span class="n">ObjectClassReference</span> <span class="n">Class</span>
|
|
||||||
<span class="p">);</span>
|
|
||||||
</pre></div>
|
|
||||||
|
|
||||||
<dl>
|
|
||||||
<dt>Class</dt>
|
|
||||||
<dd>Class to cast to an <a href="api-reference-ufmodvca.html">FMODVCA</a>.</dd>
|
|
||||||
</dl></div>
|
|
||||||
|
|
||||||
<p class="manual-footer">Unreal Integration 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,41 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>Blueprint Reference</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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><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>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 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
@ -1,76 +0,0 @@
|
|||||||
<html>
|
|
||||||
<head>
|
|
||||||
<title>Glossary</title>
|
|
||||||
<link rel="stylesheet" href="style/docs.css">
|
|
||||||
<link rel="stylesheet" href="style/code_highlight.css">
|
|
||||||
<script type="text/javascript" src="scripts/language-selector.js"></script></head>
|
|
||||||
<body>
|
|
||||||
<div class="docs-body">
|
|
||||||
<div class="manual-toc">
|
|
||||||
<p>Unreal Integration 2.03</p>
|
|
||||||
<ul>
|
|
||||||
<li><a href="welcome.html">Welcome to FMOD for Unreal</a></li>
|
|
||||||
<li><a href="user-guide.html">User Guide</a></li>
|
|
||||||
<li><a href="settings.html">Settings</a></li>
|
|
||||||
<li><a href="plugins.html">Plugins</a></li>
|
|
||||||
<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>
|
|
||||||
</ul>
|
|
||||||
</li>
|
|
||||||
<li><a href="#version">Version</a></li>
|
|
||||||
</ul>
|
|
||||||
</li>
|
|
||||||
</ul>
|
|
||||||
</div>
|
|
||||||
<div class="manual-content api">
|
|
||||||
<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">11.1 Documentation Conventions</a></h2>
|
|
||||||
<h3 id="parameter-tokens"><a href="#parameter-tokens">11.1.1 Parameter Tokens</a></h3>
|
|
||||||
<table>
|
|
||||||
<thead>
|
|
||||||
<tr>
|
|
||||||
<th align="center">Token</th>
|
|
||||||
<th>Meaning</th>
|
|
||||||
</tr>
|
|
||||||
</thead>
|
|
||||||
<tbody>
|
|
||||||
<tr>
|
|
||||||
<td align="center"><span><span class="token" title="Output">Out</span></span></td>
|
|
||||||
<td>The API function will fill in information in this parameter.</td>
|
|
||||||
</tr>
|
|
||||||
<tr>
|
|
||||||
<td align="center"><span><span class="token" title="Optional">Opt</span></span></td>
|
|
||||||
<td>This parameter is optional, specify null or zero to ignore.</td>
|
|
||||||
</tr>
|
|
||||||
<tr>
|
|
||||||
<td align="center"><span><span class="token" title="Read-only">R/O</span></span></td>
|
|
||||||
<td>This token applies to members of various structures which FMOD passes to user callbacks. User callbacks must not modify the values of these members. Modifying the values of these members will cause undefined behavior.</td>
|
|
||||||
</tr>
|
|
||||||
<tr>
|
|
||||||
<td align="center"><span><span class="token" title="C#only">C#</span></span></td>
|
|
||||||
<td>This is only available in C#.</td>
|
|
||||||
</tr>
|
|
||||||
<tr>
|
|
||||||
<td align="center"><span><span class="token" title="Javscript-only">JS</span></span></td>
|
|
||||||
<td>This is only available in Javascript.</td>
|
|
||||||
</tr>
|
|
||||||
</tbody>
|
|
||||||
</table>
|
|
||||||
<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 2.03.07 (2025-04-01). © 2025 Firelight Technologies Pty Ltd.</p>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
|
|
||||||
</div>
|
|
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hwanyoung2/Plugins/FMODStudio/Docs/images/add-new-cpp-class-5.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/add-parameter-button.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/add-track-button.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/ambient-setting.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/assign-to-bank.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/audio-table.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/audiolink-attenuation-component.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/audiolink-attenuation-component.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/audiolink-attenuation-cue.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/audiolink-attenuation-meta.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/audiolink-attenuation-meta.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/audiolink-attenuation-settings.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/audiolink-attenuation-settings.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/audiolink-component.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/audiolink-component.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/audiolink-playlink.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/audiolink-playlink.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/audiolink-programmer-sound.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/audiolink-programmer-sound.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/audiolink-settings.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/audiolink-settings2.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/audiolink-settings2.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/audiolink-submix-cue.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/audiolink-submix-cue.png
(Stored with Git LFS)
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hwanyoung2/Plugins/FMODStudio/Docs/images/audiolink-submix.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/audiolink-submix2.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/banks-blueprint.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/blueprint-async-checkifloaded.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/blueprint-async-getbanks.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/blueprint-async-levelbp.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/blueprint-async-loadbanks.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/blueprint-async-loading-macros.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/blueprint-async-variables.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/blueprint-sample.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/break-fmod-attenuation-details.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/break-fmod-occlusion-details.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/build-menu.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/bus-set-mute.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/bus-set-paused.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/bus-set-volume.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/bus-stop-all-events.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/byte-to-enum.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/callback-bp.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/callback-enable.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/cast-to-fmod-audio-component.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/cast-to-fmodambientsound-class.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/cast-to-fmodambientsound.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/cast-to-fmodanimnotifyplay-class.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/cast-to-fmodanimnotifyplay-class.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/cast-to-fmodasset-class.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/cast-to-fmodasset-class.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/cast-to-fmodasset.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/cast-to-fmodasset.png
(Stored with Git LFS)
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hwanyoung2/Plugins/FMODStudio/Docs/images/cast-to-fmodaudiocomponent-class.png
(Stored with Git LFS)
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hwanyoung2/Plugins/FMODStudio/Docs/images/cast-to-fmodaudiocomponent-class.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/cast-to-fmodaudiocomponent.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/cast-to-fmodbank-class.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/cast-to-fmodbank.png
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(Stored with Git LFS)
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hwanyoung2/Plugins/FMODStudio/Docs/images/cast-to-fmodbus-class.png
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hwanyoung2/Plugins/FMODStudio/Docs/images/cast-to-fmodbus.png
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