Unreal Integration 2.02

5. API Reference | UFMODAudioComponent

This class inherits from USceneComponent

Properties:

Methods:

BlueprintCallable Methods:

UFMODAudioComponent::AttenuationDetails

FMOD Custom Attenuation Details.

C++

struct FFMODAttenuationDetails AttenuationDetails;

See Also: FFMODAttenuationDetails

UFMODAudioComponent::bApplyAmbientVolumes

Whether we apply gain and low-pass based on audio zones.

C++

uint32 bApplyAmbientVolumes : 1;

UFMODAudioComponent::bApplyOcclusionParameter

Whether we apply gain and low-pass based on occlusion onto a parameter.

C++

uint32 bApplyOcclusionParameter : 1;

UFMODAudioComponent::bAutoDestroy

Auto destroy this component on completion.

C++

uint32 bAutoDestroy : 1;

UFMODAudioComponent::bEnableTimelineCallbacks

Enable timeline callbacks for this sound, so that OnTimelineMarker and OnTimelineBeat can be used.

C++

uint32 bEnableTimelineCallbacks : 1;

See Also: UFMODAudioComponent::OnTimelineMarker, UFMODAudioComponent::OnTimelineBeat

UFMODAudioComponent::bStopWhenOwnerDestroyed

Stop sound when owner is destroyed.

C++

uint32 bStopWhenOwnerDestroyed : 1;

UFMODAudioComponent::Event

The event asset to use for this sound.

C++

TAssetPtr<class UFMODEvent> Event;

See Also: UFMODEvent

UFMODAudioComponent_EventCallback

Generic callback used for the Studio Instance.

C++

FMOD_RESULT F_CALLBACK UFMODAudioComponent_EventCallback(
    FMOD_STUDIO_EVENT_CALLBACK_TYPE type,
    FMOD_STUDIO_EVENTINSTANCE *event,
    void *parameters
);
type
The type of callback being triggered.
event
Reference to the Studio Instance.
parameters
Information about the callback.

This is called if the UFMODAudioComponent::bEnableTimelineCallbacks is true or UFMODAudioComponent::ProgrammerSoundName is not empty.

See Also: FMOD_STUDIO_EVENT_CALLBACK_TYPE

UFMODAudioComponent::OcclusionDetails

FMOD Custom Occlusion Details.

C++

struct FFMODOcclusionDetails OcclusionDetails;

See Also: FFMODOcclusionDetails

UFMODAudioComponent::OnEventStopped

Called when an event stops, either because it played to completion or because a Stop() call turned it off early.

C++

FOnEventStopped OnEventStopped;

UFMODAudioComponent::OnTimelineBeat

Called when we reach a beat of a tempo (if bEnableTimelineCallbacks is true).

C++

FOnTimelineMarker OnTimelineBeat;

See Also: UFMODAudioComponent::bEnableTimelineCallbacks

UFMODAudioComponent::OnTimelineMarker

Called when we reach a named marker (if bEnableTimelineCallbacks is true).

C++

FOnTimelineMarker OnTimelineMarker;

See Also: UFMODAudioComponent::bEnableTimelineCallbacks

UFMODAudioComponent::ParameterCache

Cache of the current Events parameters.

C++

TMap<FName, float> ParameterCache;

UFMODAudioComponent::ProgrammerSoundName

Sound name used for programmer sound.

C++

FString ProgrammerSoundName;

The integration will look up the name in any loaded audio table.

UFMODAudioComponent::SetProgrammerSound

Set a programmer sound to use for this audio component. Lifetime of sound must exceed that of the audio component.

C++

void SetProgrammerSound(
  FMOD::Sound *Sound
);
Sound
User created sound to use.

See Also: FMOD::Sound

UFMODAudioComponent::StudioInstance

Actual Studio instance handle.

C++

FMOD::Studio::EventInstance *StudioInstance;