# 5. API Reference | UFMODBlueprintStatics

This documentation is preliminary and is subject to change.

This class inherits from UBlueprintFunctionLibrary

Defines:

- FFMODEventInstance Wrapped FMOD::Studio::EventInstance for use in blueprints.
- EFMOD_STUDIO_STOP_MODE Studio stop mode enum for use in blueprints.

Methods:

- UFMODBlueprintStatics::FindAssetByName Find an asset by name.
- UFMODBlueprintStatics::FindEventByName Find an Event by name.
- UFMODBlueprintStatics::FindEventInstances Return a list of all event instances that are playing for this event.
- UFMODBlueprintStatics::GetGlobalParameterByName Get a global parameter value from the System.
- UFMODBlueprintStatics::SetGlobalParameterByName Set a global parameter from the System.
- UFMODBlueprintStatics::GetOutputDrivers List all output device names.
- UFMODBlueprintStatics::SetOutputDriverByName Set current output device by name or part of the name.
- UFMODBlueprintStatics::SetOutputDriverByIndex Set current output device by its index from GetOutputDrivers.
- UFMODBlueprintStatics::MixerSuspend Suspend the FMOD mixer.

- UFMODBlueprintStatics::MixerResume Resume the FMOD mixer.

- UFMODBlueprintStatics::LoadBank Load a bank.

- UFMODBlueprintStatics::UnloadBank Unload a bank.
- UFMODBlueprintStatics::IsBankLoaded Return true if a bank is loaded.
- UFMODBlueprintStatics::LoadBankSampleData Load bank sample data.

- UFMODBlueprintStatics::UnloadBankSampleData Unload bank sample data.

- UFMODBlueprintStatics::BusSetVolume Set volume on a bus.

- UFMODBlueprintStatics::BusSetPaused Pause/Unpause all events going through the bus.
- UFMODBlueprintStatics::BusSetMute Mute/Unmute the bus.
- UFMODBlueprintStatics::BusStopAllEvents Stop all EventInstances routed into the bus.

- UFMODBlueprintStatics::VCASetVolume Set volume on a VCA.

- UFMODBlueprintStatics::PlayEvent2D Play an event without a specified location.

- UFMODBlueprintStatics::PlayEventAtLocation Plays an event at the given location.
- UFMODBlueprintStatics::PlayEventAttached Play an event attached to and following the specified component.
- UFMODBlueprintStatics::EventInstanceIsValid Return whether this FMOD Event Instance is valid.
- UFMODBlueprintStatics::EventInstanceSetVolume Set volume on an FMOD Event Instance.
- UFMODBlueprintStatics::EventInstanceSetPitch Set pitch on an FMOD Event Instance.
- UFMODBlueprintStatics::EventInstanceSetPaused Pause/Unpause an FMOD Event Instance.
- UFMODBlueprintStatics::EventInstanceGetParameter Get a parameter on an FMOD Event Instance.
- UFMODBlueprintStatics::EventInstanceSetParameter Set a parameter on an FMOD Event Instance.
- UFMODBlueprintStatics::EventInstanceSetProperty Set an FMOD event property on an FMOD Event Instance.
- UFMODBlueprintStatics::EventInstancePlay Play an FMOD Event Instance.
- UFMODBlueprintStatics::EventInstanceStop Mute/Unmute the bus.
- UFMODBlueprintStatics::EventInstanceTriggerCue Trigger a cue on an FMOD Event Instance.
- UFMODBlueprintStatics::EventInstanceSetTransform Set 3D attributes on an FMOD Event Instance.
- UFMODBlueprintStatics::LoadEventSampleData Load event sample data.
- UFMODBlueprintStatics::UnloadEventSampleData Unload event sample data.

## UFMODBlueprintStatics::BusSetMute

Mute/Unmute the bus.

C++

    static void BusSetMute(
      class UFMODBus *Bus,
      bool bMute
    );

Bus
  UFMODBus to use.
bMute
  Mute value.

## UFMODBlueprintStatics::BusSetPaused

Pause/Unpause all events going through the bus.

C++

    static void BusSetPaused(
      class UFMODBus *Bus,
      bool bPaused
    );

Bus
  UFMODBus to use.
bPaused
  Pause value.

## UFMODBlueprintStatics::BusSetVolume

Set volume on a bus.

C++

    static void BusSetVolume(
      class UFMODBus *Bus,
      float Volume
    );

Bus
  UFMODBus to use.
Volume

  Volume value.

  - Units: Linear
  - Range: [0, 1]

## UFMODBlueprintStatics::BusStopAllEvents

Stop all EventInstances routed into the bus.

C++

    static void BusStopAllEvents(
      class UFMODBus *Bus,
      EFMOD_STUDIO_STOP_MODE stopMode
    );

Bus
  UFMODBus to use.
stopMode
  Desired stop mode.

See Also: FMOD_STUDIO_STOP_MODE

## EFMOD_STUDIO_STOP_MODE

Studio stop mode enum for use in blueprints.

C++

    enum EFMOD_STUDIO_STOP_MODE{
      ALLOWFADEOUT,
      IMMEDIATE
    } EFMOD_STUDIO_STOP_MODE;

ALLOWFADEOUT
  Allow AHDSR modulators to complete their release, and DSP effect tails to play out.
IMMEDIATE
  Stop the event instance immediately.

See Also: FMOD_STUDIO_STOP_MODE

## UFMODBlueprintStatics::EventInstanceGetParameter

Get a parameter on an FMOD Event Instance.

C++

    static float EventInstanceGetParameter(
      FFMODEventInstance EventInstance,
      FName Name
    );

EventInstance
  FFMODEventInstance to use.
Name
  Name of parameter.

## UFMODBlueprintStatics::EventInstanceIsValid

Return whether this FMOD Event Instance is valid.

C++

    static bool EventInstanceIsValid(
      FFMODEventInstance EventInstance
    );

EventInstance
  FFMODEventInstance to use.

The instance will be invalidated when the sound stops.

## UFMODBlueprintStatics::EventInstancePlay

Play an FMOD Event Instance.

C++

    static void EventInstancePlay(
      FFMODEventInstance EventInstance
    );

EventInstance
  FFMODEventInstance to use.

## UFMODBlueprintStatics::EventInstanceSetParameter

Set a parameter on an FMOD Event Instance.

C++

    static void EventInstanceSetParameter(
      FFMODEventInstance EventInstance,
      FName Name,
      float Value
    );

EventInstance
  FFMODEventInstance to use.
Name
  Name of the parameter.
Value
  Value to set the parameter to.

## UFMODBlueprintStatics::EventInstanceSetPaused

Pause/Unpause an FMOD Event Instance.

C++

    static void EventInstanceSetPaused(
      FFMODEventInstance EventInstance,
      bool Paused
    );

EventInstance
  FFMODEventInstance to use.
Paused
  Paused value.

## UFMODBlueprintStatics::EventInstanceSetPitch

Set pitch on an FMOD Event Instance.

C++

    static void EventInstanceSetPitch(
      FFMODEventInstance EventInstance,
      float Pitch
    );

EventInstance
  FFMODEventInstance to use.
Pitch
  Pitch value.

## UFMODBlueprintStatics::EventInstanceSetProperty

Set an FMOD event property on an FMOD Event Instance.

C++

    static void EventInstanceSetProperty(
      FFMODEventInstance EventInstance,
      EFMODEventProperty::Type Property,
      float Value
    );

EventInstance
  FFMODEventInstance to use.
Property
  FMOD_STUDIO_EVENT_PROPERTY to set.
Value
  Value of property.

## UFMODBlueprintStatics::EventInstanceSetTransform

Set 3D attributes on an FMOD Event Instance.

C++

    static void EventInstanceSetTransform(
      FFMODEventInstance EventInstance,
      const FTransform &Location
    );

EventInstance
  FFMODEventInstance to use.
Location
  Location to place event.

## UFMODBlueprintStatics::EventInstanceSetVolume

Set volume on an FMOD Event Instance.

C++

    static void EventInstanceSetVolume(
      FFMODEventInstance EventInstance,
      float Volume
    );

EventInstance
  Event Instance to use.
Volume
  Volume value to set.

See Also: FMOD::Studio::EventInstance

## UFMODBlueprintStatics::EventInstanceStop

Mute/Unmute the bus.

C++

    static void EventInstanceStop(
      FFMODEventInstance EventInstance
    );

EventInstance

## UFMODBlueprintStatics::EventInstanceTriggerCue

Trigger a cue on an FMOD Event Instance.

C++

    static void EventInstanceTriggerCue(
      FFMODEventInstance EventInstance
    );

EventInstance
  FFMODEventInstance to use.

See Also: Sustain Points and Key Off

## FFMODEventInstance

Wrapped FMOD::Studio::EventInstance for use in blueprints.

C++

    struct FFMODEventInstance{
      FMOD::Studio::EventInstance *Instance;
    } FFMODEventInstance;

Instance
  FMOD::Studio::EventInstance to use.

## UFMODBlueprintStatics::FindAssetByName

Find an asset by name.

C++

    static UFMODAsset *FindAssetByName(
      const FString &Name
    );

Name
  The asset name.

See Also: UFMODAsset

## UFMODBlueprintStatics::FindEventByName

Find an Event by name.

C++

    static UFMODEvent *FindEventByName(
      const FString &Name
    );

Name
  The event name.

See Also: UFMODEvent

## UFMODBlueprintStatics::FindEventInstances

Return a list of all event instances that are playing for this event.

C++

    static TArray<FFMODEventInstance> FindEventInstances(
      UObject *WorldContextObject,
      UFMODEvent *Event
    );

WorldContextObject
  Object from current world context.
Event
  UFMODEvent to find instances of.

Be careful using this function because it is possible to find and alter any playing sound, even ones owned by other audio components.

See Also: FFMODEventInstance

## UFMODBlueprintStatics::GetGlobalParameterByName

Get a global parameter value from the System.

C++

    static float GetGlobalParameterByName(
      FName Name
    );

Name
  Name of the parameter.

See Also: UFMODBlueprintStatics::SetGlobalParameterByName

## UFMODBlueprintStatics::GetOutputDrivers

List all output device names.

C++

    static TArray<FString> GetOutputDrivers();

See Also: UFMODBlueprintStatics::SetOutputDriverByIndex, UFMODBlueprintStatics::SetOutputDriverByName

## UFMODBlueprintStatics::IsBankLoaded

Return true if a bank is loaded.

C++

    static bool IsBankLoaded(
      UFMODBank *Bank
    );

Bank
  UFMODBank to query.

See Also: UFMODBlueprintStatics::LoadBank

## UFMODBlueprintStatics::LoadBank

Load a bank.

C++

    static void LoadBank(
      UFMODBank *Bank,
      bool bBlocking,
      bool bLoadSampleData
    );

Bank
  UFMODBank to use.
bBlocking
  Whether the bank will load synchronously.
bLoadSampleData
  Whether sample data will be preloaded immediately.

## UFMODBlueprintStatics::LoadBankSampleData

Load bank sample data.

C++

    static void LoadBankSampleData(
      UFMODBank *Bank
    );

Bank
  UFMODBank to use.

## UFMODBlueprintStatics::LoadEventSampleData

Load event sample data.

C++

    static void LoadEventSampleData(
      UObject *WorldContextObject,
      UFMODEvent *Event
    );

WorldContextObject
  Object from current world context.
Event
  UFMODEvent to use.

This can be done ahead of time to avoid loading stalls.

## UFMODBlueprintStatics::MixerResume

Resume the FMOD mixer.

C++

    static void MixerResume();

Used when resuming the application.

## UFMODBlueprintStatics::MixerSuspend

Suspend the FMOD mixer.

C++

    static void MixerSuspend();

Used when suspending the application.

## UFMODBlueprintStatics::PlayEvent2D

Play an event without a specified location.

C++

    static FFMODEventInstance PlayEvent2D(
      UObject *WorldContextObject,
      UFMODEvent *Event,
      bool bAutoPlay
    );

WorldContextObject
  Object from current world context.
Event
  UFMODEvent to use.
bAutoPlay
  Start the event automatically.

This returns an FFMODEventInstance.
The sound does not travel with any actor.

## UFMODBlueprintStatics::PlayEventAtLocation

Plays an event at the given location.

C++

    static FFMODEventInstance PlayEventAtLocation(
      UObject *WorldContextObject,
      UFMODEvent *Event,
      const FTransform &Location,
      bool bAutoPlay
    );

WorldContextObject
  Object from current world context.
Event
  UFMODEvent to use.
Location
  World position to play event at.
bAutoPlay
  Start the event automatically.

This returns an FMOD Event Instance.
The sound does not travel with any actor.

## UFMODBlueprintStatics::PlayEventAttached

Play an event attached to and following the specified component.

C++

    static class UFMODAudioComponent *PlayEventAttached(
      UFMODEvent *Event,
      USceneComponent *AttachToComponent,
      FName AttachPointName,
      FVector Location,
      EAttachLocation::Type LocationType,
      bool bStopWhenAttachedToDestroyed,
      bool bAutoPlay,
      bool bAutoDestroy
    );

Event
  UFMODEvent to use.
AttachToComponent
  Component to attach to.
AttachPointName Opt
  Named point within the AttachComponent to play the sound at.
Location
  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.
LocationType
  Location is a relative offset or an absolute world position.
bStopWhenAttachedToDestroyed
  The sound should stop playing when the owner of the attach to component is destroyed.
bAutoPlay
  Start the event automatically.
bAutoDestroy
  Automatically destroy the audio component when the sound is stopped.

## UFMODBlueprintStatics::SetGlobalParameterByName

Set a global parameter from the System.

C++

    static void SetGlobalParameterByName(
      FName Name,
      float Value
    );

Name
  Name of parameter.
Value
  Value to apply to the parameter.

## UFMODBlueprintStatics::SetOutputDriverByIndex

Set current output device by its index from GetOutputDrivers.

C++

    static void SetOutputDriverByIndex(
      int NewDriverIndex
    );

NewDriverIndex
  Index of driver to use.

See Also: UFMODBlueprintStatics::GetOutputDrivers

## UFMODBlueprintStatics::SetOutputDriverByName

Set current output device by name or part of the name.

C++

    static void SetOutputDriverByName(
      FString NewDriverName
    );

NewDriverName
  Name of new driver to use.

See Also: UFMODBlueprintStatics::GetOutputDrivers

## UFMODBlueprintStatics::UnloadBank

Unload a bank.

C++

    static void UnloadBank(
      UFMODBank *Bank
    );

Bank
  UFMODBank to use.

## UFMODBlueprintStatics::UnloadBankSampleData

Unload bank sample data.

C++

    static void UnloadBankSampleData(
      UFMODBank *Bank
    );

Bank
  UFMODBank to use.

## UFMODBlueprintStatics::UnloadEventSampleData

Unload event sample data.

C++

    static void UnloadEventSampleData(
      UObject *WorldContextObject,
      UFMODEvent *Event
    );

WorldContextObject
  Object from current world context.
Event
  UFMODEvent to use.

## UFMODBlueprintStatics::VCASetVolume

Set volume on a VCA.

C++

    static void VCASetVolume(
      UFMODVCA *Vca,
      float Volume
    );

Vca
  UFMODVCA to use.
Volume
  Volume value.