diff --git a/.gitignore b/.gitignore index 700c65e..bf60e28 100644 --- a/.gitignore +++ b/.gitignore @@ -48,7 +48,7 @@ SourceArt/**/*.tga # Binary Files Binaries/* -Plugins/*/Binaries/* + # Builds Build/* diff --git a/Plugins/FMODStudio/Binaries/Android/fmod.jar b/Plugins/FMODStudio/Binaries/Android/fmod.jar new file mode 100644 index 0000000..542923e Binary files /dev/null and b/Plugins/FMODStudio/Binaries/Android/fmod.jar differ diff --git a/Plugins/FMODStudio/Binaries/Win64/UE4Editor-FMODStudio.pdb b/Plugins/FMODStudio/Binaries/Win64/UE4Editor-FMODStudio.pdb new file mode 100644 index 0000000..83ce8e7 Binary files /dev/null and b/Plugins/FMODStudio/Binaries/Win64/UE4Editor-FMODStudio.pdb differ diff --git a/Plugins/FMODStudio/Binaries/Win64/UE4Editor-FMODStudioEditor.pdb b/Plugins/FMODStudio/Binaries/Win64/UE4Editor-FMODStudioEditor.pdb new file mode 100644 index 0000000..191d891 Binary files /dev/null and b/Plugins/FMODStudio/Binaries/Win64/UE4Editor-FMODStudioEditor.pdb differ diff --git a/Plugins/FMODStudio/Binaries/Win64/UE4Editor.modules b/Plugins/FMODStudio/Binaries/Win64/UE4Editor.modules new file mode 100644 index 0000000..a5e23d3 --- /dev/null +++ b/Plugins/FMODStudio/Binaries/Win64/UE4Editor.modules @@ -0,0 +1,8 @@ +{ + "BuildId": "13144385", + "Modules": + { + "FMODStudio": "UE4Editor-FMODStudio.dll", + "FMODStudioEditor": "UE4Editor-FMODStudioEditor.dll" + } +} \ No newline at end of file diff --git a/Plugins/FMODStudio/Docs/api-reference-afmodambientsound.html b/Plugins/FMODStudio/Docs/api-reference-afmodambientsound.html deleted file mode 100644 index 06ddf94..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-afmodambientsound.html +++ /dev/null @@ -1,50 +0,0 @@ - - -API Reference | AFMODAmbientSound - - - - -
-
-

UE4 Integration 2.00

- -
-
-

5. API Reference | AFMODAmbientSound

-
-

This documentation is preliminary and is subject to change.

-
-

This class inherits from AActor

-

Properties:

- -

AFMODAmbientSound::AudioComponent

-

FMODAudioComponent used to play the ambient Event.

-

-

-
C++
-
-

-
UFMODAudioComponent *AudioComponent;
-
- - -

See Also: UFMODAudioComponent

- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ffmodassettable.html b/Plugins/FMODStudio/Docs/api-reference-ffmodassettable.html deleted file mode 100644 index 729183d..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ffmodassettable.html +++ /dev/null @@ -1,55 +0,0 @@ - - -API Reference | FFmodAssetTable - - - - -
-
-

UE4 Integration 2.00

- -
-
-

5. API Reference | FFmodAssetTable

-
-

This documentation is preliminary and is subject to change.

-
-

Properties:

- -

Methods:

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ffmodbankupdatenotifier.html b/Plugins/FMODStudio/Docs/api-reference-ffmodbankupdatenotifier.html deleted file mode 100644 index c776360..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ffmodbankupdatenotifier.html +++ /dev/null @@ -1,56 +0,0 @@ - - -API Reference | FFMODBankUpdateNotifier - - - - -
-
-

UE4 Integration 2.00

- -
-
-

5. API Reference | FFMODBankUpdateNotifier

-
-

This documentation is preliminary and is subject to change.

-
-

Properties:

-

Public:

- -

Private:

- -

Methods:

-

Public:

- -

Private:

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ffmodeventcontrolsectiontemplate.html b/Plugins/FMODStudio/Docs/api-reference-ffmodeventcontrolsectiontemplate.html deleted file mode 100644 index 5d722e7..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ffmodeventcontrolsectiontemplate.html +++ /dev/null @@ -1,45 +0,0 @@ - - -API Reference | FFMODEventControlSectionTemplate - - - - -
-
-

UE4 Integration 2.00

- -
-
-

5. API Reference | FFMODEventControlSectionTemplate

-
-

This documentation is preliminary and is subject to change.

-
-

This class inherits from FMovieSceneEvalTemplate.

-

Properties:

-

Public:

- -

Methods:

-

Private:

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ffmodeventparametersectiontemplate.html b/Plugins/FMODStudio/Docs/api-reference-ffmodeventparametersectiontemplate.html deleted file mode 100644 index 71e7a79..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ffmodeventparametersectiontemplate.html +++ /dev/null @@ -1,40 +0,0 @@ - - -API Reference | FFMODEventParameterSectionTemplate - - - - -
-
-

UE4 Integration 2.00

- -
-
-

5. API Reference | FFMODEventParameterSectionTemplate

-
-

This documentation is preliminary and is subject to change.

-
-

This class inherits from FMovieSceneParameterSectionTemplate.

-

Methods:

-

Private:

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ffmodfilecallbacks.html b/Plugins/FMODStudio/Docs/api-reference-ffmodfilecallbacks.html deleted file mode 100644 index 7550a1c..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ffmodfilecallbacks.html +++ /dev/null @@ -1,43 +0,0 @@ - - -API Reference | FFMODFileCallbacks - - - - -
-
-

UE4 Integration 2.00

- -
-
-

5. API Reference | FFMODFileCallbacks

-
-

This documentation is preliminary and is subject to change.

-
-

Defines:

- -

Methods:

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ffmodlistener.html b/Plugins/FMODStudio/Docs/api-reference-ffmodlistener.html deleted file mode 100644 index 76dfb91..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ffmodlistener.html +++ /dev/null @@ -1,62 +0,0 @@ - - -API Reference | FFMODListener - - - - -
-
-

UE4 Integration 2.00

- -
-
-

5. API Reference | FFMODListener

-
-

This documentation is preliminary and is subject to change.

-
-

Defines:

- -

Properties:

- -

Methods:

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ffmodstudiomodule.html b/Plugins/FMODStudio/Docs/api-reference-ffmodstudiomodule.html deleted file mode 100644 index 15468f3..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ffmodstudiomodule.html +++ /dev/null @@ -1,130 +0,0 @@ - - -API Reference | FFMODStudioModule - - - - -
-
-

UE4 Integration 2.00

- -
-
-

5. API Reference | FFMODStudioModule

-
-

This documentation is preliminary and is subject to change.

-
-

This class inherits from IFMODStudioModule.

-

Defines:

- -

Properties:

- -

Methods:

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-fmodplatformloaddll_generic.html b/Plugins/FMODStudio/Docs/api-reference-fmodplatformloaddll_generic.html deleted file mode 100644 index 3df5aa7..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-fmodplatformloaddll_generic.html +++ /dev/null @@ -1,38 +0,0 @@ - - -API Reference | FMODPlatformLoadDll_Generic - - - - -
-
-

UE4 Integration 2.00

- -
-
-

5. API Reference | FMODPlatformLoadDll_Generic

-
-

This documentation is preliminary and is subject to change.

-
-

Methods:

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-fmodutils.html b/Plugins/FMODStudio/Docs/api-reference-fmodutils.html deleted file mode 100644 index fdbea7a..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-fmodutils.html +++ /dev/null @@ -1,52 +0,0 @@ - - -API Reference | FMODUtils - - - - -
-
-

UE4 Integration 2.00

- -
-
-

5. API Reference | FMODUtils

-
-

This documentation is preliminary and is subject to change.

-
-

Defines:

- -

Methods:

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ifmodstudiomodule.html b/Plugins/FMODStudio/Docs/api-reference-ifmodstudiomodule.html deleted file mode 100644 index 58181c8..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ifmodstudiomodule.html +++ /dev/null @@ -1,65 +0,0 @@ - - -API Reference | IFMODStudioModule - - - - -
-
-

UE4 Integration 2.00

- -
-
-

5. API Reference | IFMODStudioModule

-
-

This documentation is preliminary and is subject to change.

-
-

This class inherits from IModuleInterface.

-

Defines:

- -

Methods:

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodanimnotifyplay.html b/Plugins/FMODStudio/Docs/api-reference-ufmodanimnotifyplay.html deleted file mode 100644 index 9fa08e9..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodanimnotifyplay.html +++ /dev/null @@ -1,98 +0,0 @@ - - -API Reference | UFMODAnimNotifyPlay - - - - -
-
-

UE4 Integration 2.00

- -
-
-

5. API Reference | UFMODAnimNotifyPlay

-
-

This documentation is preliminary and is subject to change.

-
-

Used for triggering Events in Animation timelines.

-

This class inherits from UAnimNotify

-

Properties:

- -

Methods:

- -

UFMODAnimNotifyPlay::AttachName

-

Socket or bone name to attach sound to.

-

-

-
C++
-
-

-
FString AttachName;
-
- - -

UFMODAnimNotifyPlay::bFollow

-

Should this sound follow its owner.

-

-

-
C++
-
-

-
unit32 bFollow : 1;
-
- - -

UFMODAnimNotifyPlay::Event

-

FMODEvent reference to play.

-

-

-
C++
-
-

-
TAssetPtr<class UFMODEvent> Event;
-
- - -

See Also: UFMODEvent

-

UFMODAnimNotifyPlay::Notify

-

Event triggered when the timeline crosses the notify marker.

-

-

-
C++
-
-

-
virtual void Notify(USkeletalMeshComponent *MeshComp, UAnimSequenceBase *AnimSeq) override
-
- - -
-
MeshComp
-
USceneComponent used for the position of the Event.
-
AnimSeq
-
Reference to the current animation.
-
-

If UFMODAnimNotifyPlay::bFollow is true UFMODBlueprintStatics::PlayEventAttached is called using the current UFMODAnimNotifyPlay::AttachName.
-Otherwise UFMODBlueprintStatics::PlayEventAtLocation is called using the MeshComp for the positional information.

- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodasset.html b/Plugins/FMODStudio/Docs/api-reference-ufmodasset.html deleted file mode 100644 index b373fad..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodasset.html +++ /dev/null @@ -1,106 +0,0 @@ - - -API Reference | UFMODAsset - - - - -
-
-

UE4 Integration 2.00

- -
-
-

5. API Reference | UFMODAsset

-
-

This documentation is preliminary and is subject to change.

-
-

Base asset used for creating FMOD object assets in UE4.

-

This class inherits from UObject

-

Properties:

- -

Methods:

- -

UFMODAsset::AssetGuid

-

The unique Guid, which matches the one exported from FMOD Studio.

-

-

-
C++
-
-

-
FGuid AssetGuid;
-
- - -

UFMODAsset::bShowAsAsset

-

Whether to show in the content window.

-

-

-
C++
-
-

-
bool bShowAsAsset;
-
- - -

UFMODAsset::FileName

-

In memory asset name, created at load time.

-

-

-
C++
-
-

-
FString FileName;
-
- - -

UFMODAsset::GetAssetRegistryTags

-

Get tags to show in content view.

-

-

-
C++
-
-

-
virtual void GetAssetRegistryTags(TArray<FAssetRegistryTag> &OutTags) const override
-
- - -
-
OutTags
-
-
-

UFMODAsset::IsAsset

-

Event triggered when the timeline crosses the notify marker.

-

-

-
C++
-
-

-
virtual bool IsAsset() const override
-
- - -

Returns UFMODAsset::bShowAsAsset.

- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodaudiocomponent.html b/Plugins/FMODStudio/Docs/api-reference-ufmodaudiocomponent.html deleted file mode 100644 index 9268955..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodaudiocomponent.html +++ /dev/null @@ -1,1126 +0,0 @@ - - -API Reference | UFMODAudioComponent - - - - -
-
-

UE4 Integration 2.00

- -
-
-

5. API Reference | UFMODAudioComponent

-
-

This documentation is preliminary and is subject to change.

-
-

This class inherits from USceneComponent

-

Defines:

- -

Properties:

-

Public:

- -

Private:

- -

Methods:

-

Public:

- -

Private:

- -

UFMODAudioComponent::Activate

-

Activates the component.

-

-

-
C++
-
-

-
virtual void Activate(
-  bool bReset = false
-);
-
- - -
-
bReset
-
Whether the activation should happen even if ShouldActivate returns false.
-
-

UFMODAudioComponent::AmbientLPF

-

Calculated Ambient LPF level for that frame.

-

-

-
C++
-
-

-
float AmbientLPF;
-
- - -

Used for automating volume and/or LPF with Ambient Zones.

-

See Also: Ambient Zones

-

UFMODAudioComponent::AmbientLPFID

-

Stored ID of the LPF parameter of the Event (if applicable).

-

-

-
C++
-
-

-
FMOD_STUDIO_PARAMETER_ID AmbientLPFID;
-
- - -

See Also: Ambient Zones, FMOD_STUDIO_PARAMETER_ID

-

UFMODAudioComponent::AmbientVolume

-

Calculated Ambient volume level for that frame.

-

-

-
C++
-
-

-
float AmbientVolume;
-
- - -

Used for automating volume and/or LPF with Ambient Zones.

-

See Also: Ambient Zones

-

UFMODAudioComponent::AmbientVolumeID

-

Stored ID of the Volume parameter of the Event (if applicable).

-

-

-
C++
-
-

-
FMOD_STUDIO_PARAMETER_ID AmbientVolumeID;
-
- - -

See Also: Ambient Zones, FMOD_STUDIO_PARAMETER_ID

-

UFMODAudioComponent::ApplyVolumeLPF

-

Apply Volume and LPF to Event.

-

-

-
C++
-
-

-
void ApplyVolumeLPF();
-
- - -

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::bDefaultParameterValuesCached

-

Have the Event parameters default values been cached.

-

-

-
C++
-
-

-
bool bDefaultParameterValuesCached;
-
- - -

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::CacheDefaultParameterValues

-

Cache default event parameter values

-

-

-
C++
-
-

-
void CacheDefaultParameterValues()
-
- - -

UFMODAudioComponent::CallbackBeatQueue

-

Stores the Timeline Beats as they are triggered.

-

-

-
C++
-
-

-
TArray<FTimelineBeatProperties> CallbackBeatQueue;
-
- - -

See Also: UFMODAudioComponent::EventCallbackAddBeat

-

UFMODAudioComponent::CallbackLock

-

A scope lock used specifically for callbacks.

-

-

-
C++
-
-

-
FCriticalSection CallbackLock;
-
- - -

UFMODAudioComponent::CallbackMarkerQueue

-

Stores the Timeline Markers as they are triggered.

-

-

-
C++
-
-

-
TArray<FTimelineMarkerProperties> CallbackMarkerQueue;
-
- - -

See Also: UFMODAudioComponent::EventCallbackAddMarker

-

UFMODAudioComponent::CurrentInteriorLPF

-

Previous interior LPF value.

-

-

-
C++
-
-

-
float CurrentInteriorLPF;
-
- - -

Used for automating volume and/or LPF with Ambient Zones.

-

See Also: Ambient Zones

-

UFMODAudioComponent::CurrentInteriorVolume

-

Current interior volume value.

-

-

-
C++
-
-

-
float CurrentInteriorVolume;
-
- - -

Used for automating volume and/or LPF with Ambient Zones.

-

See Also: Ambient Zones

-

UFMODAudioComponent::Deactivate

-

Deactivates the SceneComponent.

-

-

-
C++
-
-

-
virtual void Deactivate();
-
- - -

UFMODAudioComponent::EndPlay

-

Overridable function called whenever this actor is being removed from a level.

-

-

-
C++
-
-

-
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override
-
- - -
-
EndPlayReason
-
Why an actor is being deleted/removed from a level.
-
-

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
-
Info about the callback.
-
-

This is on set on the UFMODAudioComponent::StudioInstance if UFMODAudioComponent::bEnableTimelineCallbacks is true or UFMODAudioComponent::ProgrammerSoundName is not empty.

-

See Also: FMOD_STUDIO_EVENT_CALLBACK_TYPE, UFMODAudioComponent::EventCallbackAddMarker, UFMODAudioComponent::EventCallbackAddBeat, UFMODAudioComponent::EventCallbackCreateProgrammerSound, UFMODAudioComponent::EventCallbackDestroyProgrammerSound

-

UFMODAudioComponent::EventCallbackAddBeat

-

Timeline Beat callback.

-

-

-
C++
-
-

-
void EventCallbackAddBeat(
-  struct FMOD_STUDIO_TIMELINE_BEAT_PROPERTIES *props
-);
-
- - -
-
props
-
Callback properties.
-
-

See Also: UFMODAudioComponent_EventCallback, FMOD_STUDIO_TIMELINE_BEAT_PROPERTIES

-

UFMODAudioComponent::EventCallbackAddMarker

-

Timeline Marker callback.

-

-

-
C++
-
-

-
void EventCallbackAddMarker(
-  struct FMOD_STUDIO_TIMELINE_MARKER_PROPERTIES *props
-);
-
- - -
-
props
-
Callback properties.
-
-

See Also: UFMODAudioComponent_EventCallback, FMOD_STUDIO_TIMELINE_MARKER_PROPERTIES

-

UFMODAudioComponent::EventCallbackCreateProgrammerSound

-

Programmer Sound Create callback.

-

-

-
C++
-
-

-
void EventCallbackCreateProgrammerSound(
-  struct FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES *props
-);
-
- - -
-
props
-
Callback properties.
-
-

See Also: UFMODAudioComponent_EventCallback, FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES

-

UFMODAudioComponent::EventCallbackDestroyProgrammerSound

-

Programmer Sound Destroy callback.

-

-

-
C++
-
-

-
void EventCallbackDestroyProgrammerSound(
-  struct FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES *props
-);
-
- - -
-
props
-
Callback properties.
-
-

See Also: UFMODAudioComponent_EventCallback, FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES

-

UFMODAudioComponent::EventLength

-

The length of the current Event in milliseconds.

-

-

-
C++
-
-

-
int32 EventLength;
-
- - -

UFMODAudioComponent::GetLength

-

Get the event length in milliseconds.

-

-

-
C++
-
-

-
int32 GetLength() const;
-
- - -

UFMODAudioComponent::GetParameter

-

Get parameter value from the Event.

-

-

-
C++
-
-

-
float GetParameter(
-  FName Name
-);
-
- - -
-
Name
-
Name of the parameter.
-
-

UFMODAudioComponent::GetProperty

-

Get a property of the Event.

-

-

-
C++
-
-

-
float GetProperty(
-  EFMODEventProperty::Type Property
-);
-
- - -
-
Property
-
Enum to describe built-in event properties.
-
-

See Also: EFMODEventProperty

-

UFMODAudioComponent::GetStudioModule

-

Return a cached reference to the current IFMODStudioModule.

-

-

-
C++
-
-

-
IFMODStudioModule& GetStudioModule();
-
- - -

See Also: IFMODStudioModule

-

UFMODAudioComponent::GetTimelinePosition

-

Get the timeline position in milliseconds.

-

-

-
C++
-
-

-
int32 GetTimelinePosition();
-
- - -

UFMODAudioComponent::InteriorLastUpdateTime

-

Timer used for volumes fading in and out.

-

-

-
C++
-
-

-
double InteriorLastUpdateTime;
-
- - -

UFMODAudioComponent::IsPlaying

-

Return true if this component is currently playing an event.

-

-

-
C++
-
-

-
bool IsPlaying();
-
- - -

UFMODAudioComponent::LastLPF

-

Previously set LPF value.

-

-

-
C++
-
-

-
float LastLPF;
-
- - -

Used for automating volume and/or LPF with Ambient Zones.

-

See Also: Ambient Zones

-

UFMODAudioComponent::LastVolume

-

Previously set Volume value.

-

-

-
C++
-
-

-
float LastVolume;
-
- - -

Used for automating volume and/or LPF with Ambient Zones.

-

See Also: Ambient Zones

-

UFMODAudioComponent::Module

-

Stored reference to the current IFMODStudioModule.

-

-

-
C++
-
-

-
IFMODStudioModule* Module;
-
- - -

See Also: IFMODStudioModule

-

UFMODAudioComponent::OcclusionDetails

-

FMOD Custom Occlusion Details.

-

-

-
C++
-
-

-
struct FFMODOcclusionDetails OcclusionDetails;
-
- - -

See Also: FFMODOcclusionDetails

-

UFMODAudioComponent::OcclusionID

-

Stored ID of the Occlusion parameter of the Event (if applicable).

-

-

-
C++
-
-

-
FMOD_STUDIO_PARAMETER_ID OcclusionID;
-
- - -

See Also: Occlusion, FMOD_STUDIO_PARAMETER_ID

-

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::OnPlaybackCompleted

-

Called when the event has finished stopping.

-

-

-
C++
-
-

-
void OnPlaybackCompleted();
-
- - -

UFMODAudioComponent::OnRegister

-

Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

-

-

-
C++
-
-

-
virtual void OnRegister();
-
- - -

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::OnUnregister

-

Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

-

-

-
C++
-
-

-
virtual void OnUnregister();
-
- - -

UFMODAudioComponent::OnUpdateTransform

-

Native callback when this component is moved.

-

-

-
C++
-
-

-
virtual void OnUpdateTransform(
-  EUpdateTransformFlags UpdateTransformFlags,
-  ETeleportType Teleport = ETeleportType::None
-);
-
- - -

Used to update the 3D positional information of the Event.

-

UFMODAudioComponent::ParameterCache

-

Cache of the current Events parameters.

-

-

-
C++
-
-

-
TMap<FName, float> ParameterCache;
-
- - -

UFMODAudioComponent::Play

-

Start a sound playing on an audio component.

-

-

-
C++
-
-

-
void Play();
-
- - -

UFMODAudioComponent::PlayInternal

-

Internal play function which can play Events in the editor.

-

-

-
C++
-
-

-
void PlayInternal(
-  EFMODSystemContext::Type Context
-);
-
- - -
-
Context
-
Which FMOD Studio system to use.
-
-

See Also: EFMODSystemContext

-

UFMODAudioComponent::ProgrammerSound

-

Direct assignment of programmer sound from other C++ code.

-

-

-
C++
-
-

-
FMOD::Sound *ProgrammerSound;
-
- - -

See Also: FMOD::Sound

-

UFMODAudioComponent::ProgrammerSoundName

-

Sound name used for programmer sound.

-

-

-
C++
-
-

-
FString ProgrammerSoundName;
-
- - -

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

-

UFMODAudioComponent::Release

-

Release the current Studio Instance.

-

-

-
C++
-
-

-
void Release();
-
- - -

See Also: UFMODAudioComponent::StudioInstance

-

UFMODAudioComponent::ReleaseEventCache

-

Release any cached parameters then the Studio Instance.

-

-

-
C++
-
-

-
void ReleaseEventCache();
-
- - -

See Also: UFMODAudioComponent::StudioInstance

-

UFMODAudioComponent::ReleaseEventInstance

-

Release the Studio Instance.

-

-

-
C++
-
-

-
void ReleaseEventInstance();
-
- - -

See Also: UFMODAudioComponent::StudioInstance

-

UFMODAudioComponent::SetEvent

-

New Event to be used by the FMODAudioComponent.

-

-

-
C++
-
-

-
void SetEvent(
-  UFMODEvent *NewEvent
-);
-
- - -
-
NewEvent
-
New Event Asset reference to use.
-
-

If an Event is currently playing, it will be stopped and the new Event passed in will be started.

-

See Also: UFMODEvent

-

UFMODAudioComponent::SetParameter

-

Set a parameter of the Event.

-

-

-
C++
-
-

-
void SetParameter(
-  FName Name,
-  float Value
-);
-
- - -
-
Name
-
Name of the parameter.
-
Value
-
Value to apply to the parameter.
-
-

UFMODAudioComponent::SetPaused

-

Pause/Unpause an audio component.

-

-

-
C++
-
-

-
void SetPaused(
-  bool paused
-);
-
- - -
-
paused
-
The paused state to apply.
-
-

UFMODAudioComponent::SetPitch

-

Set pitch on an audio component.

-

-

-
C++
-
-

-
void SetPitch(
-  float pitch
-);
-
- - -
-
pitch
-
New pitch multiplier to apply.
-
-

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.

-

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 Als: FMOD::Sound

-

UFMODAudioComponent::SetProgrammerSoundName

-

Set the sound name to use for programmer sound.

-

-

-
C++
-
-

-
void SetProgrammerSoundName(
-  FString Value
-);
-
- - -
-
Value
-
Name of sound or file to use.
-
-

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

-

UFMODAudioComponent::SetProperty

-

Set a property of the Event.

-

-

-
C++
-
-

-
void SetProperty(
-  EFMODEventProperty::Type Property,
-  float Value
-);
-
- - -
-
Property
-
Enum to describe built-in event properties.
-
Value
-
Value to apply to the property.
-
-

See Also: EFMODEventProperty

-

UFMODAudioComponent::SetTimelinePosition

-

Set the timeline position in milliseconds

-

-

-
C++
-
-

-
void SetTimelinePosition(
-  int32 Time
-);
-
- - -
-
Time
-
Time in milliseconds.
-
-

UFMODAudioComponent::SetVolume

-

Set volume on an audio component.

-

-

-
C++
-
-

-
void SetVolume(
-  float volume
-);
-
- - -
-
volume
-
New volume level to apply.
-
-

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.

-

UFMODAudioComponent::SourceInteriorLPF

-

Previous interior LPF value.

-

-

-
C++
-
-

-
float SourceInteriorLPF;
-
- - -

Used for automating volume and/or LPF with Ambient Zones.

-

See Also: Ambient Zones

-

UFMODAudioComponent::SourceInteriorVolume

-

Previous interior volume value.

-

-

-
C++
-
-

-
float SourceInteriorVolume;
-
- - -

Used for automating volume and/or LPF with Ambient Zones.

-

See Also: Ambient Zones

-

UFMODAudioComponent::Stop

-

Stop an audio component playing.

-

-

-
C++
-
-

-
void Stop();
-
- - -

UFMODAudioComponent::StoredProperties

-

Stored properties to apply next time we create an instance.

-

-

-
C++
-
-

-
float StoredProperties[EFMODEventProperty::Count];
-
- - -

See Also: EFMODEventProperty

-

UFMODAudioComponent::StudioInstance

-

Actual Studio instance handle.

-

-

-
C++
-
-

-
FMOD::Studio::EventInstance *StudioInstance;
-
- - -

UFMODAudioComponent::TickComponent

-

Function called every frame on this ActorComponent.

-

-

-
C++
-
-

-
virtual void TickComponent(
-  float DeltaTime,
-  enum ELevelTick TickType,
-  FActorComponentTickFunction *ThisTickFunction
-);
-
- - -

Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

-

UFMODAudioComponent::TriggerCue

-

Trigger a cue in an event.

-

-

-
C++
-
-

-
void TriggerCue();
-
- - -

UFMODAudioComponent::UpdateAttenuation

-

Update attenuation if we have it set.

-

-

-
C++
-
-

-
void UpdateAttenuation();
-
- - -

UFMODAudioComponent::UpdateInteriorVolumes

-

Update gain and low-pass based on interior volumes.

-

-

-
C++
-
-

-
void UpdateInteriorVolumes();
-
- - -

UFMODAudioComponent::wasOccluded

-

Was the object occluded in the previous frame.

-

-

-
C++
-
-

-
bool wasOccluded;
-
- - -

See Also: Occlusion

- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodbank.html b/Plugins/FMODStudio/Docs/api-reference-ufmodbank.html deleted file mode 100644 index 405a672..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodbank.html +++ /dev/null @@ -1,39 +0,0 @@ - - -API Reference | UFMODBank - - - - -
-
-

UE4 Integration 2.00

- -
-
-

5. API Reference | UFMODBank

-
-

This documentation is preliminary and is subject to change.

-
-

This class inherits from UFMODAsset

-

Methods:

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodblueprintstatics.html b/Plugins/FMODStudio/Docs/api-reference-ufmodblueprintstatics.html deleted file mode 100644 index 80dda58..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodblueprintstatics.html +++ /dev/null @@ -1,844 +0,0 @@ - - -API Reference | UFMODBlueprintStatics - - - - -
-
-

UE4 Integration 2.00

- -
-
-

5. API Reference | UFMODBlueprintStatics

-
-

This documentation is preliminary and is subject to change.

-
-

This class inherits from UBlueprintFunctionLibrary

-

Defines:

- -

Methods:

- -

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.
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodbus.html b/Plugins/FMODStudio/Docs/api-reference-ufmodbus.html deleted file mode 100644 index 328111d..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodbus.html +++ /dev/null @@ -1,39 +0,0 @@ - - -API Reference | UFMODBus - - - - -
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UE4 Integration 2.00

- -
-
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5. API Reference | UFMODBus

-
-

This documentation is preliminary and is subject to change.

-
-

This class inherits from UFMODAsset

-

Methods:

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodevent.html b/Plugins/FMODStudio/Docs/api-reference-ufmodevent.html deleted file mode 100644 index f30df28..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodevent.html +++ /dev/null @@ -1,40 +0,0 @@ - - -API Reference | UFMODEvent - - - - -
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UE4 Integration 2.00

- -
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5. API Reference | UFMODEvent

-
-

This documentation is preliminary and is subject to change.

-
-

This class inherits from UFMODAsset

-

Methods:

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodeventcontrolsection.html b/Plugins/FMODStudio/Docs/api-reference-ufmodeventcontrolsection.html deleted file mode 100644 index cd3277a..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodeventcontrolsection.html +++ /dev/null @@ -1,49 +0,0 @@ - - -API Reference | UFMODEventControlSection - - - - -
-
-

UE4 Integration 2.00

- -
-
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5. API Reference | UFMODEventControlSection

-
-

This documentation is preliminary and is subject to change.

-
-

This class inherits from UMovieSceneSection.

-

Defines:

- -

Properties:

- -

Methods:

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodeventcontroltrack.html b/Plugins/FMODStudio/Docs/api-reference-ufmodeventcontroltrack.html deleted file mode 100644 index 15a85ae..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodeventcontroltrack.html +++ /dev/null @@ -1,53 +0,0 @@ - - -API Reference | UFMODEventControlTrack - - - - -
-
-

UE4 Integration 2.00

- -
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5. API Reference | UFMODEventControlTrack

-
-

This documentation is preliminary and is subject to change.

-
-

This class inherits from UMovieSceneNameableTrack.

-

Properties:

-

Private:

- -

Methods:

-

Public:

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodeventparametertrack.html b/Plugins/FMODStudio/Docs/api-reference-ufmodeventparametertrack.html deleted file mode 100644 index f56f281..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodeventparametertrack.html +++ /dev/null @@ -1,53 +0,0 @@ - - -API Reference | UFMODEventParameterTrack - - - - -
-
-

UE4 Integration 2.00

- -
-
-

5. API Reference | UFMODEventParameterTrack

-
-

This documentation is preliminary and is subject to change.

-
-

This class inherits from UMovieSceneNameableTrack.

-

Properties:

-

Private:

- -

Methods:

-

Public:

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodsettings.html b/Plugins/FMODStudio/Docs/api-reference-ufmodsettings.html deleted file mode 100644 index b26724b..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodsettings.html +++ /dev/null @@ -1,84 +0,0 @@ - - -API Reference | UFMODSettings - - - - -
-
-

UE4 Integration 2.00

- -
-
-

5. API Reference | UFMODSettings

-
-

This documentation is preliminary and is subject to change.

-
-

This class inherits from UObject.

-

Defines:

- -

Properties:

- -

Methods:

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodsnapshot.html b/Plugins/FMODStudio/Docs/api-reference-ufmodsnapshot.html deleted file mode 100644 index 3213d18..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodsnapshot.html +++ /dev/null @@ -1,38 +0,0 @@ - - -API Reference | UFMODSnapshot - - - - -
-
-

UE4 Integration 2.00

- -
-
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5. API Reference | UFMODSnapshot

-
-

This documentation is preliminary and is subject to change.

-
-

This class inherits from UFMODEvent.

-

Methods:

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodsnapshotreverb.html b/Plugins/FMODStudio/Docs/api-reference-ufmodsnapshotreverb.html deleted file mode 100644 index fbc4966..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodsnapshotreverb.html +++ /dev/null @@ -1,44 +0,0 @@ - - -API Reference | UFMODSnapshotReverb - - - - -
-
-

UE4 Integration 2.00

- -
-
-

5. API Reference | UFMODSnapshotReverb

-
-

This documentation is preliminary and is subject to change.

-
-

This class inherits from UReverbEffect.

-

Properties:

- -

Methods:

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodvca.html b/Plugins/FMODStudio/Docs/api-reference-ufmodvca.html deleted file mode 100644 index 7b4db47..0000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodvca.html +++ /dev/null @@ -1,39 +0,0 @@ - - -API Reference | UFMODVCA - - - - -
-
-

UE4 Integration 2.00

- -
-
-

5. API Reference | UFMODVCA

-
-

This documentation is preliminary and is subject to change.

-
-

This class inherits from UFMODAsset.

-

Methods:

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference.html b/Plugins/FMODStudio/Docs/api-reference.html deleted file mode 100644 index 3988002..0000000 --- a/Plugins/FMODStudio/Docs/api-reference.html +++ /dev/null @@ -1,56 +0,0 @@ - - -API Reference - - - - -
-
-

UE4 Integration 2.00

- -
-
-

5. API Reference

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/blueprint-reference.html b/Plugins/FMODStudio/Docs/blueprint-reference.html deleted file mode 100644 index 5c1b1cc..0000000 --- a/Plugins/FMODStudio/Docs/blueprint-reference.html +++ /dev/null @@ -1,34 +0,0 @@ - - -Blueprint Reference - - - - -
-
-

UE4 Integration 2.00

- -
-
-

6. Blueprint Reference

-

6.0.1 Coming soon...

- - - - - -
diff --git a/Plugins/FMODStudio/Docs/glossary.html b/Plugins/FMODStudio/Docs/glossary.html deleted file mode 100644 index 80299e4..0000000 --- a/Plugins/FMODStudio/Docs/glossary.html +++ /dev/null @@ -1,74 +0,0 @@ - - -Glossary - - - - -
-
-

UE4 Integration 2.00

- -
-
-

9. Glossary

-

This page includes definitions for various common FMOD Studio terms, along with references to related terms and documentation.

-

9.1 Documentation Conventions

-

9.1.1 Parameter Tokens

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
TokenMeaning
OutThe API function will fill in information in this parameter.
OptThis parameter is optional, specify null or zero to ignore.
R/OThis 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.
C#This is only available in C#.
JSThis is only available in Javascript.
-

9.2 Version

-

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.

-

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.

-

Minor versions, also known as patch versions, contain bug fixes and smaller workflow improvements.

- - - - - -
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-
-

UE4 Integration 2.00

- -
-
-

7. Platform Specifics

-

Some platforms require some extra steps to run properly.

-

7.1 Android

-

To deploy on Android, make sure FMODStudio is in your game's directory, not in the Engine plugins directory. When FMODStudio is in your game's plugin directory, the engine will rebuild the plugin for Android and deploy all the files properly.

-

7.1.1 Deployment of Android plugins

-

FMOD supports DSP plugins, which will be stand-alone .so files that will need to be packaged into the build. Add the .so file into the FMODStudio/Binaries/Android/{Architecture} directory. Unreal will also need an APL file so it knows to package the .so file. To do this, you will need to write an APL file and drop it into the FMODStudio/Binaries/Android directory. The FMODStudio.build.cs file looks for any file ending with __APL.xml_ and will pass that along to the unreal build tool for packaging.

-

The APL is a custom xml file format which is documented in the engine file AndroidPluginLanguage.cs. Here is a sample APL file for libovrfmod.so:

-
<?xml version="1.0" encoding="utf-8"?>
-<!--Plugin additions-->
-<root xmlns:android="http://schemas.android.com/apk/res/android">
-    <!-- init section is always evaluated once per architecture -->
-    <init>
-        <log text="ovrfmod APL init"/>
-    </init>
-
-    <!-- optional files or directories to copy to Intermediate/Android/APK -->
-    <resourceCopies>
-        <log text="ovrfmod APL copying files for $S(Architecture)/"/>
-        <copyFile src="$S(PluginDir)/$S(Architecture)/libovrfmod.so"
-                    dst="$S(BuildDir)/libs/$S(Architecture)/libovrfmod.so" />
-    </resourceCopies>
-
-    <!-- optional libraries to load in GameActivity.java before libUE4.so -->
-    <soLoadLibrary>
-        <log text="ovrfmod APL adding loadLibrary references"/>
-        <loadLibrary name="ovrfmod" failmsg="ovrfmod not loaded and required!" />
-    </soLoadLibrary>
-</root>
-
- - -

You only need to write this if you want to load a DSP plugin on Android.

-

7.2 TVOS

-

To build for TVOS, make sure FMODStudio is in your game's directory and not in the Engine plugins directory.

-

7.3 Linux

-

To deploy on linux, you will need to rebuild the engine from source via github. For compiling linux from windows, see this page for instructions how to get up and running with UE4. Then, add in both the fmodstudio linux .zip and windows .zip on top of each other into the engine plugins directory.

-

The last thing you will need to do is to get the FMOD .so libraries into a directory that the executable can read them. The easiest way is to copy them from

-
<DeployedDir>\Engine\Plugins\FMODStudio\Binaries\Linux\x86_64
-
- - -

to

-
<DeployedDir>\<GameName>\Binaries\Linux
-
- - -

To see what directories the .so files can be located, look at LinuxToolChain.cs. Currently there are only a set of hard coded directories that are supported.

-

7.4 Xbox One

-

7.4.1 Enabling XboxOne Microphone Input

-

To enable FMOD Studio the use of any microphone input, including Kinect, on the Xbox One. The Engine ini file specific for the platform, located in '/Config/XboxOne/XboxOneEngine.ini', needs to have the following lines added:

-
[AppxManifest]
-Package.Capabilities.mx:Capability[0].Name=kinectAudio
-Package.Capabilities.mx:Capability[1].Name=kinectGamechat
-
- - -

7.4.2 Copying dll's to build

-

Add the following to GetFilesToDeployOrStage in XboxOnePlatform.Automation.cs, before the end of the function:

-
// FMOD code start
-DirectoryReference FMODDLLPath = null;
-if (Directory.Exists(Path.Combine(SC.ProjectRoot.ToString(), "Plugins/FMODStudio")))
-{
-    FMODDLLPath = DirectoryReference.Combine(SC.ProjectRoot, "Plugins/FMODStudio/Binaries/XBoxOne/");
-}
-else if (Directory.Exists(Path.Combine(SC.LocalRoot.ToString(), "Engine/Plugins/FMODStudio")))
-{
-    FMODDLLPath = DirectoryReference.Combine(SC.LocalRoot, "Engine/Plugins/FMODStudio/Binaries/XBoxOne/");
-}
-else
-{
-    LogError("Failed to find FMODStudio plugin in game or engine directory");
-}
-if (FMODDLLPath != null)
-{
-    Log.TraceInformation("Copying FMOD dlls to loose directory: " + RelativeBinPath);
-    StagedDirectoryReference RelativeBinPathRef = new StagedDirectoryReference(RelativeBinPath);
-    StageFileIfExists(StagedFileType.NonUFS, FileReference.Combine(FMODDLLPath, "fmod.dll"), RelativeBinPathRef, SC);
-    StageFileIfExists(StagedFileType.NonUFS, FileReference.Combine(FMODDLLPath, "fmodL.dll"), RelativeBinPathRef, SC);
-    StageFileIfExists(StagedFileType.NonUFS, FileReference.Combine(FMODDLLPath, "fmodstudio.dll"), RelativeBinPathRef, SC);
-    StageFileIfExists(StagedFileType.NonUFS, FileReference.Combine(FMODDLLPath, "fmodstudioL.dll"), RelativeBinPathRef, SC);
-}
-// FMOD code end
-
- - -

Add the following to PrepTargetForDeployment in XboxOneDeploy.cs, in the same scope as 'DestDir':

-
// FMOD code start
-string FMODDLLPath = null;
-if (Directory.Exists(Path.Combine(ProjectDirectory.FullName, "Plugins/FMODStudio")))
-{
-    FMODDLLPath = Path.Combine(ProjectDirectory.FullName, "Plugins/FMODStudio/Binaries/XBoxOne/");
-}
-else if (Directory.Exists(Path.Combine(RelativeEnginePath, "Plugins/FMODStudio")))
-{
-    FMODDLLPath = Path.Combine(RelativeEnginePath, "Plugins/FMODStudio/Binaries/XBoxOne/");
-}
-else
-{
-    Log.TraceWarning("Failed to find FMODStudio plugin in game or engine directory");
-}
-if (FMODDLLPath != null)
-{
-    Log.TraceInformation("...copying the FMOD dlls...");
-    string FMODDLLName = "fmod.dll";
-    Log.TraceInformation("\tcopying " + FMODDLLPath + FMODDLLName + " to " + DestDir + "/" + FMODDLLName);
-    CopyFile(FMODDLLPath + FMODDLLName, DestDir + "/" + FMODDLLName, true);
-    FMODDLLName = "fmodL.dll";
-    Log.TraceInformation("\tcopying " + FMODDLLPath + FMODDLLName + " to " + DestDir + "/" + FMODDLLName);
-    CopyFile(FMODDLLPath + FMODDLLName, DestDir + "/" + FMODDLLName, true);
-    FMODDLLName = "fmodstudio.dll";
-    Log.TraceInformation("\tcopying " + FMODDLLPath + FMODDLLName + " to " + DestDir + "/" + FMODDLLName);
-    CopyFile(FMODDLLPath + FMODDLLName, DestDir + "/" + FMODDLLName, true);
-    FMODDLLName = "fmodstudioL.dll";
-    Log.TraceInformation("\tcopying " + FMODDLLPath + FMODDLLName + " to " + DestDir + "/" + FMODDLLName);
-    CopyFile(FMODDLLPath + FMODDLLName, DestDir + "/" + FMODDLLName, true);
-}
-// FMOD code end
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/plugins.html b/Plugins/FMODStudio/Docs/plugins.html deleted file mode 100644 index 9856588..0000000 --- a/Plugins/FMODStudio/Docs/plugins.html +++ /dev/null @@ -1,53 +0,0 @@ - - -Plugins - - - - -
-
-

UE4 Integration 2.00

- -
-
-

4. Plugins

-

FMOD Studio projects can be set up to use third party plugins. These can include custom DSP effects that are created in-house or commercial products that can be used with FMOD Studio.

-

4.1 Adding plugins to the project

-

The plugins must be loaded at runtime so that they are there when loading the banks that need them. Plugins are set up in the project settings Advanced section.

-

Plugins

-

Each entry should be the filename of the plugin, without any extension. Any plugin files required should be added to the FMODStudio/Binaries/Platform/ directory.

-

For example, to use fmod_gain.dll on Win64 builds, you should add the file here:

-
FMODStudio/Binaries/Win64/fmod_gain.dll
-
- - -

4.2 Deploying FMOD plugins

-

You will need to make sure the plugins are deployed as well. Unreal deployment doesn't have access to the settings information so you will need to create an extra file that lists the plugins you want to deploy.

-

Create a file "plugins.txt" in the FMODStudio/Binaries/Platform/ directory. The text file should contain the plugin names (just the name without file extension).

-

For example, to deploy fmod_gain.dll on Win64 builds, create a file FMODStudio/Binaries/Win64/plugins.txt with the following contents:

-
fmod_gain
-
- - -

Check the Platform Specifics for information relating to plugins on specific platforms.

- - - - - -
diff --git a/Plugins/FMODStudio/Docs/scripts/language-selector.js b/Plugins/FMODStudio/Docs/scripts/language-selector.js deleted file mode 100644 index fe9bdc9..0000000 --- a/Plugins/FMODStudio/Docs/scripts/language-selector.js +++ /dev/null @@ -1,94 +0,0 @@ -var languageTabs = null; -var languageSpecificElements = null; -var availableLanguages = null; - -// Helper function to iterate over an HTMLCollection or NodeList (https://stackoverflow.com/questions/3871547/js-iterating-over-result-of-getelementsbyclassname-using-array-foreach) -function forEachElement(collection, func) { - Array.prototype.forEach.call(collection, func); -} - -function matchLanguage(el, lang) { - if (lang == "language-all" || el.classList.contains("language-all")) { - return true; - } else if ((lang === "language-c" || lang === "language-cpp") && el.classList.contains("language-c-cpp")) { - return true; - } else { - return el.classList.contains(lang); - } -} - -function setLanguage(lang) { - if (languageSpecificElements == null) { - return; - } - - window.localStorage.setItem("FMOD.Documents.selected-language", lang); - - if (availableLanguages.length > 0 && !availableLanguages.includes(lang)) { - lang = availableLanguages[0]; - } - - forEachElement(languageTabs, function(el) { - var ellang = el.attributes['data-language'].value; - - if (ellang === lang) { - el.classList.add("selected"); - } else { - el.classList.remove("selected"); - } - }); - - forEachElement(languageSpecificElements, function(el) { - if (matchLanguage(el, lang)) { - el.style.display = 'block'; - } else { - el.style.display = 'none'; - } - }); - - window.localStorage.setItem("FMOD.Documents.selected-language", lang); -} - -function init() { - var docsBody = document.querySelector("div.manual-content.api"); - - if (docsBody) { - // API docs - - // Setup language tabs - languageTabs = docsBody.getElementsByClassName("language-tab"); - - forEachElement(languageTabs, function(el) { - el.onclick = function() { setLanguage(this.attributes['data-language'].value); } - }); - - // Cache language specific elements on the page - languageSpecificElements = docsBody.querySelectorAll(".language-c, .language-cpp, .language-c-cpp, .language-csharp, .language-javascript"); - - // Determine languages used on the page - availableLanguages = []; - ["language-c", "language-cpp", "language-c-cpp", "language-csharp", "language-javascript"].forEach(function(lang) { - if (docsBody.querySelector("." + lang) != null) { - availableLanguages.push(lang); - } - }); - - // Set initial language - var lang = window.localStorage.getItem("FMOD.Documents.selected-language"); - - if (lang == null) { - lang = "language-cpp"; - } - - setLanguage(lang); - } -} - -if (typeof module !== 'undefined') { - module.exports = { initLanguageSelector: init }; -} else { - // Call our init function when the document is loaded. (https://plainjs.com/javascript/events/running-code-when-the-document-is-ready-15/) - if (document.readyState != 'loading') init(); - else if (document.addEventListener) document.addEventListener('DOMContentLoaded', init); - else document.attachEvent('onreadystatechange', function() { if (document.readyState == 'complete') init(); }); -} diff --git a/Plugins/FMODStudio/Docs/settings.html b/Plugins/FMODStudio/Docs/settings.html deleted file mode 100644 index 55b69f1..0000000 --- a/Plugins/FMODStudio/Docs/settings.html +++ /dev/null @@ -1,110 +0,0 @@ - - -Settings - - - - -
-
-

UE4 Integration 2.00

- -
-
-

3. Settings

-

The FMOD UE4 Integration settings can be found in the UE4 Editor, under "Project Settings > Plugins > FMOD Studio".
-Settings

-

3.1 Basic

-

3.1.1 Load All Banks

-

3.1.2 Load All Sample Data

-

3.1.3 Enable Live Update

-

3.1.4 Enable Editor Live Update

-

3.1.5 Bank Output Directory

-

3.1.6 Output Format

-

3.2 Init

-

3.2.1 Vol 0 Virtual

-

3.2.2 Vol 0 Virtual Level

-

3.2.3 Sample Rate

-

3.2.4 Match Hardware Sample Rate

-

3.2.5 Real Channel Count

-

3.2.6 Total Channel Count

-

3.2.7 DSP Buffer Length

-

3.2.8 DSP Buffer Count

-

3.2.9 File Buffer Size

-

3.2.10 Studio Update Period

-

3.2.11 Initial Output Driver Name

-

3.2.12 Lock All Buses

-

3.2.13 Memory Pool Sizes

-

3.3 Advanced

-

3.3.1 Live Update Port

-

3.3.2 Editor Live Update Port

-

3.3.3 Plugin Files

-

3.3.4 Content Browser Prefix

-

3.3.5 Force Platform Name

-

3.3.6 Master Bank Name

-

3.3.7 Skip Load Bank Name

-

3.3.8 Encryption Key

-

3.3.9 Wav Writer Path

-

3.3.10 Logging Level

-

3.3.11 Occlusion Parameter

-

3.3.12 Ambient Volume Parameter

-

3.3.13 Ambient LPF Parameter

- - - - - -
diff --git a/Plugins/FMODStudio/Docs/style/DINWeb-Medium.woff b/Plugins/FMODStudio/Docs/style/DINWeb-Medium.woff deleted file mode 100644 index 5c098af..0000000 Binary files a/Plugins/FMODStudio/Docs/style/DINWeb-Medium.woff and /dev/null differ diff --git a/Plugins/FMODStudio/Docs/style/DINWeb.woff b/Plugins/FMODStudio/Docs/style/DINWeb.woff deleted file mode 100644 index 5aaa4b8..0000000 Binary files a/Plugins/FMODStudio/Docs/style/DINWeb.woff and /dev/null differ diff --git a/Plugins/FMODStudio/Docs/style/code_highlight.css b/Plugins/FMODStudio/Docs/style/code_highlight.css deleted file mode 100644 index 631bc92..0000000 --- a/Plugins/FMODStudio/Docs/style/code_highlight.css +++ /dev/null @@ -1,69 +0,0 @@ -.highlight .hll { background-color: #ffffcc } -.highlight { background: #f8f8f8; } -.highlight .c { color: #408080; font-style: italic } /* Comment */ -.highlight .err { border: 1px solid #FF0000 } /* Error */ -.highlight .k { color: #008000; font-weight: bold } /* Keyword */ -.highlight .o { color: #666666 } /* Operator */ -.highlight .ch { color: #408080; font-style: italic } /* Comment.Hashbang */ -.highlight .cm { color: #408080; font-style: italic } /* Comment.Multiline */ -.highlight .cp { color: #BC7A00 } /* Comment.Preproc */ -.highlight .cpf { color: #408080; font-style: italic } /* Comment.PreprocFile */ -.highlight .c1 { color: #408080; font-style: italic } /* Comment.Single */ -.highlight .cs { color: #408080; font-style: italic } /* Comment.Special */ -.highlight .gd { color: #A00000 } /* Generic.Deleted */ -.highlight .ge { font-style: italic } /* Generic.Emph */ -.highlight .gr { color: #FF0000 } /* Generic.Error */ -.highlight .gh { color: #000080; font-weight: bold } /* Generic.Heading */ -.highlight .gi { color: #00A000 } /* Generic.Inserted */ -.highlight .go { color: #888888 } /* Generic.Output */ -.highlight .gp { color: #000080; font-weight: bold } /* Generic.Prompt */ -.highlight .gs { font-weight: bold } /* Generic.Strong */ -.highlight .gu { color: #800080; font-weight: bold } /* Generic.Subheading */ -.highlight .gt { color: #0044DD } /* Generic.Traceback */ -.highlight .kc { color: #008000; font-weight: bold } /* Keyword.Constant */ -.highlight .kd { color: #008000; font-weight: bold } /* Keyword.Declaration */ -.highlight .kn { color: #008000; font-weight: bold } /* Keyword.Namespace */ -.highlight .kp { color: #008000 } /* Keyword.Pseudo */ -.highlight .kr { color: #008000; font-weight: bold } /* Keyword.Reserved */ -.highlight .kt { color: #B00040 } /* Keyword.Type */ -.highlight .m { color: #666666 } /* Literal.Number */ -.highlight .s { color: #BA2121 } /* Literal.String */ -.highlight .na { color: #7D9029 } /* Name.Attribute */ -.highlight .nb { color: #008000 } /* Name.Builtin */ -.highlight .nc { color: #0000FF; font-weight: bold } /* Name.Class */ -.highlight .no { color: #880000 } /* Name.Constant */ -.highlight .nd { color: #AA22FF } /* Name.Decorator */ -.highlight .ni { color: #999999; font-weight: bold } /* Name.Entity */ -.highlight .ne { color: #D2413A; font-weight: bold } /* Name.Exception */ -.highlight .nf { color: #0000FF } /* Name.Function */ -.highlight .nl { color: #A0A000 } /* Name.Label */ -.highlight .nn { color: #0000FF; font-weight: bold } /* Name.Namespace */ -.highlight .nt { color: #008000; font-weight: bold } /* Name.Tag */ -.highlight .nv { color: #19177C } /* Name.Variable */ -.highlight .ow { color: #AA22FF; font-weight: bold } /* Operator.Word */ -.highlight .w { color: #bbbbbb } /* Text.Whitespace */ -.highlight .mb { color: #666666 } /* Literal.Number.Bin */ -.highlight .mf { color: #666666 } /* Literal.Number.Float */ -.highlight .mh { color: #666666 } /* Literal.Number.Hex */ -.highlight .mi { color: #666666 } /* Literal.Number.Integer */ -.highlight .mo { color: #666666 } /* Literal.Number.Oct */ -.highlight .sa { color: #BA2121 } /* Literal.String.Affix */ -.highlight .sb { color: #BA2121 } /* Literal.String.Backtick */ -.highlight .sc { color: #BA2121 } /* Literal.String.Char */ -.highlight .dl { color: #BA2121 } /* Literal.String.Delimiter */ -.highlight .sd { color: #BA2121; font-style: italic } /* Literal.String.Doc */ -.highlight .s2 { color: #BA2121 } /* Literal.String.Double */ -.highlight .se { color: #BB6622; font-weight: bold } /* Literal.String.Escape */ -.highlight .sh { color: #BA2121 } /* Literal.String.Heredoc */ -.highlight .si { color: #BB6688; font-weight: bold } /* Literal.String.Interpol */ -.highlight .sx { color: #008000 } /* Literal.String.Other */ -.highlight .sr { color: #BB6688 } /* Literal.String.Regex */ -.highlight .s1 { color: #BA2121 } /* Literal.String.Single */ -.highlight .ss { color: #19177C } /* Literal.String.Symbol */ -.highlight .bp { color: #008000 } /* Name.Builtin.Pseudo */ -.highlight .fm { color: #0000FF } /* Name.Function.Magic */ -.highlight .vc { color: #19177C } /* Name.Variable.Class */ -.highlight .vg { color: #19177C } /* Name.Variable.Global */ -.highlight .vi { color: #19177C } /* Name.Variable.Instance */ -.highlight .vm { color: #19177C } /* Name.Variable.Magic */ -.highlight .il { color: #666666 } /* Literal.Number.Integer.Long */ \ No newline at end of file diff --git a/Plugins/FMODStudio/Docs/style/docs.css b/Plugins/FMODStudio/Docs/style/docs.css deleted file mode 100644 index eaf47bc..0000000 --- a/Plugins/FMODStudio/Docs/style/docs.css +++ /dev/null @@ -1,265 +0,0 @@ -@font-face { - font-family:'DINWeb-Medium'; - src:url('DINWeb-Medium.woff'); -} - -@font-face { - font-family:'DINWeb'; - src:url('DINWeb.woff'); -} - -body { - background-color: black; -} - -.docs-body { - font-family: DINWeb-Medium, -apple-system, sans-serif; - background-color: black; - padding: 24px; -} - -.docs-body a { - color: #020eab; - text-decoration: none; - font-weight: bold; -} - -.manual-content h1 a, -.manual-content h2 a, -.manual-content h3 a, -.manual-content h4 a, -.manual-content h5 a, -.manual-content h6 a { - color: black; -} - -.docs-body img { - max-width: 100%; - box-shadow: 0px 4px 30px #333333; - margin: 20px; -} - -.admonition { - border: 1px solid #b3b3b3; - border-top: 4px solid black; - background-color: #f1f1f1; - padding: 3px; -} - -.admonition.warning { - border-top: 4px solid #cc0000; -} - -.highlight { - border: 1px solid #b3b3b3; - background-color: #f1f1f1; - overflow: auto; - padding: 6px; -} - -.highlight pre { - margin: 0; -} - -code { - background-color: #eeeeee; -} - -.manual-toc { - float: right; - display: inline-block; - width: 20%; - min-width: 300px; - margin: 0; - margin-left: 20px; - margin-bottom: 20px; - color: black; - background-color: #d6dceb; - font-weight: bold; -} - -.manual-toc p { - color: black; - font-size: larger; - text-align: center; -} - -.manual-toc > ul { - padding: 0px; -} - -.manual-toc > ul > li { - padding: 12px; - list-style-position: inside; -} - -.manual-toc ul { list-style-type: none; } -.manual-toc ul { counter-reset: toc-level-1; } -.manual-toc li { counter-increment: toc-level-1; } -.manual-toc li > a:before { content: counter(toc-level-1)". "; } -.manual-toc li ul { counter-reset: toc-level-2; } -.manual-toc li li { counter-increment: toc-level-2; } -.manual-toc li li a:before { content: counter(toc-level-1)"."counter(toc-level-2)" "; } -.manual-toc li li ul { counter-reset: toc-level-3; } -.manual-toc li li li { counter-increment: toc-level-3; } -.manual-toc li li li a:before { content: counter(toc-level-1)"."counter(toc-level-2)"."counter(toc-level-3)" "; } -.manual-inactive-chapter li ul { display: none; } - -.manual-current-chapter { - background-color: white; -} - -.manual-current-chapter ul { - padding-left: 20px; -} - -.manual-active-chapter > a { - color: black; -} - -.manual-current-chapter > ul { margin-top: 14px; } -.manual-current-chapter li { padding-top: 18px; font-size: 14px; } -.manual-current-chapter > ul > li:first-child { padding-top: 0px; } - -.manual-current-chapter li > ul > li > ul { - display: none; -} - -ul.subchapters { border-left: 2px dotted #b3b3b3; } -ul.subchapters li > a:before { content: ""; } -ul.subchapters .manual-active-chapter > a { border-bottom: 2px solid black; } - -.manual-content { - background-color: white; - overflow: hidden; - padding: 20px 50px 40px; - min-width: 300px; -} - -.manual-content li { - margin: 1em 0; -} - -.manual-content h2 { - margin: 1.5em 0 1em 0; -} - -.manual-content table { - margin-bottom: 1.5em; - width: 100%; - border-collapse: collapse; - display: block; - overflow-x: auto; -} - -.manual-content th { - background-color: #d6dceb; -} - -.manual-content th, .manual-content td { - border: 1px solid #b3b3b3; - padding: 12px; - text-align: left; -} - -.manual-content.api dt { - font-style:italic; - margin-bottom: 1em; -} - -/* Exclude token links (e.g. "Optional", "Output") - TODO: these need proper styling */ -.manual-content.api dt a.token { - font-style:initial; -} - -.manual-content.api dd { - margin-bottom: 2em; -} - -.manual-content.api dd ul { - margin: 0; - padding: 0.75em 0 0.5em 1em; - font-family: DINWeb; - border: 1px solid #b3b3b3; - width:max-content; -} - -.manual-content.api dd ul li { - margin: 0; - margin-right: 1em; - display: inline; -} - -.manual-content.api dd ul li .label { - font-weight: bold; -} - -.manual-content.api dd p { - margin: 0.25em; -} - -.manual-footer { - color: white; - padding: 20px; - font-size: smaller; -} - -div.language-selector { - display: -webkit-flex; - display: flex; - text-align: center; -} - -div.language-tab { - -webkit-flex: 1; - -ms-flex: 1; - flex: 1; - border: 1px solid #bbbbbb; - border-top-left-radius: 6px; - border-top-right-radius: 6px; - box-sizing: content-box; - max-width: 30px; - padding: 2px 10px; - margin-right: -1px; - margin-bottom: -1px; - cursor: pointer; -} - -.language-tab:hover { - background-color: #d6dceb; -} - -.language-tab.selected { - background-color: #f1f1f1; - border-bottom-width: 0; -} - -.language-tab.selected:after { - content: ''; - width: 100%; - height: 3px; - bottom: -1px; - left: 0; - background: inherit; -} - -div.language-selector + p { - display: none; -} - -a.token, .token { - padding: 6px; - margin-left: 8px; - color: black; - font-size: small; - font-weight: normal; - border: 1px solid #bbbbbb; - border-radius: 6px; -} - -a.token:hover { - background-color: #d6dceb; -} - -[id]:target { animation:highlighter 3s } -@keyframes highlighter { 25% { background-color: gold; } 75% { background-color: gold; } } diff --git a/Plugins/FMODStudio/Docs/troubleshooting.html b/Plugins/FMODStudio/Docs/troubleshooting.html deleted file mode 100644 index bdda187..0000000 --- a/Plugins/FMODStudio/Docs/troubleshooting.html +++ /dev/null @@ -1,63 +0,0 @@ - - -Troubleshooting - - - - -
-
-

UE4 Integration 2.00

- -
-
-

8. Troubleshooting

-

If you are experiencing an issue with the integration and none of the topics below help, visit to our Q&A Forum.

-

8.1 Check the plugin is installed

-

You should see a shortcut to the manual is available under the help menu, that means the plugin is in the right place and has been enabled.

-

UE4 Help Menu

-

If you see the FMOD Help in the manual, then the plugin installed correctly. If you don't see FMOD help, it isn't installed.

-

8.2 Project Output Format

-

If you have modified the project output format in your FMOD Studio project, you will need to update your Unreal project settings to match.
-This can be found under "Edit > Project Settings > FMOD Studio > Output Format". Keep in mind that this must match the Studio project settings in order for the mix to behave correctly.

-

8.3 Content Changes

-

The editor does not mark FMOD assets as read-only, so there is nothing stopping the user from trying to rearrange the folder structure.
-However any such changes aren't going to change the underlying Studio project, so the changes will be lost next time Unreal is restarted.

-

8.3.1 Asset Paths

-

The inbuilt Unreal asset serialization stores asset by full path, not by GUID. This means that if you rename events or folders in the Studio Tool, then any references in Unreal levels will be lost. For now the only workaround is to avoid renaming events or folders once you have started using them in levels.

-

8.4 Deployment Issues

-

See the Deployment page for information about issues with deployment.

-

If you Launch your game and there is no sound playing or there is error loading the FMODStudio module, it an issue with Deployment.

-

8.5 Live Update

-

If Live Update is enabled and the FMOD Studio will error when it fails to open the required network port. If this is a problem, then Live Update can be disabled in the Project Settings window.

-

8.6 Additional Logging

-

To help track down problems, verbose logging can be turned on for the FMOD UE4 integration. Add the following command line to the UE4 editor:

-
-LogCmds="LogFMOD verbose"
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/user-guide.html b/Plugins/FMODStudio/Docs/user-guide.html deleted file mode 100644 index b4b42c0..0000000 --- a/Plugins/FMODStudio/Docs/user-guide.html +++ /dev/null @@ -1,516 +0,0 @@ - - -User Guide - - - - -
-
-

UE4 Integration 2.00

- -
-
-

2. User Guide

-

The FMOD UE4 Integration is a plugin that allows you to use the FMOD APIs and projects from the FMOD Studio authoring tool in your UE4 game.

-

Normally you will just need one copy of the integration. If you develop for multiple platforms at once, you can copy multiple integrations over the top of each other.

-
-

2.1 Installing the integration

-

The integration consists of a single FMODStudio folder which can be placed in either the Engine/Plugins directory or your UE4 game's Plugin directory {ProjectName}/Plugins. The next steps show how to install it into your Engine directory, so it will be available for all projects using UE4.

-

2.1.1 Windows

-

Browse to your UE4 Engine folder and unzip FMODStudio into the plugins directory.

-

UE4 Engine Tree

-

2.1.2 Mac

-

Use Finder to browse to your /Users/Shared/UnrealEngine/4.X/Engine directory and drop FMODStudio into the plugins directory.

-

UE4 Engine Tree OSX

-

If you have trouble getting the plugin working on a certain platform, then try putting FMODStudio in your game's Plugins directory instead of the engine.

-

Otherwise see the TroubleShooting section.

-
-

2.2 Updating/Upgrading the Integration

-

Start by replacing the old FMODStudio folder with the new version:

- -

If you are updating to a newer minor version of FMOD no additional steps are required unless specified in the revision history.

-

Upgrading to a newer major version of FMOD is usually only recommend for projects at or near the beginning of development, because new major versions may introduce behavioral and breaking changes. If you are upgrading to a new major version, you will need to read over:

- -

These will describe specific changes that might need to be made to your project.

-

2.3 Setting up your project

-

There are settings in both UE4 and FMOD Studio that need to be configured to link the two together.

-

If you have any trouble setting up your project, use the automatic method. These settings can always be changed later.

-

2.3.1 Automatically

-

You can run the "Help > FMOD Validate" option in the UE4 Help menu. It finds and fixes common issues, and can automatically set up your FMOD Studio project for you!

-

It will check the following:

- -

2.3.2 Manually

-

From your FMOD Studio Project, select "Edit > Preferences..." ("FMOD Studio > Preferences..." on Mac) and select the build tab. Set your built banks output directory to a directory called "FMOD" under your game's content path.

-

Studio export path

-

Now select "File > Build". This will build bank files for events that have been assigned to banks. You should do this whenever project data has been modified.

-

2.3.3 Confirm the Banks are Built and Loaded

-

Now, open UE4 and look at the content browser. The plug-in defaults to looking in Content/FMOD directory for banks, so if you have exported banks there, assets should appear in the content window automatically. These represent items in your Studio project which update automatically when banks are built.

-

Content browser

-

For more information about banks, see the Banks page.

-
-

2.4 Compiling the plugin (Optional)

-

If you want to recompile the plugin, you can drop the plugin into a code project under your game's Plugins/FMODStudio directory, then re-generate the project. This might be useful if you want to use the plugin with a different version of the engine, such as a new pre-release of UE4. You can also do this if you want to get the plugin from github.

-

To recompile the plugin after downloading it from FMOD, do the following:

- -

To compile the plugin after downloading the source from github, do the following

- -

When rebuilding the plugin inside a code project, make sure you haven't also left it in the engine directory as well!

-
-

2.5 Programming Support

-

You are able to interface with the FMOD UE4 Integration and/or the FMOD C++ APIs.

-

2.5.1 Programming with the FMOD UE4 Integration

-

To reference FMOD Studio, the programmer will need to add the following to their .Build.cs file:

- -

To add some FMOD Events to a class, do the following:

- -

To play the event at a location, do the following:

- -

You can also call UFMODBlueprintStatics::PlayEventAttached to create a new audio component attached to an actor, which will update the location automatically as the actor moves around the world.

-

2.5.2 Programming with the FMOD Studio C++ API

-

Programmers can interface with FMOD Studio directly by including "fmod_studio.hpp".

-

The Studio system can be obtained by GetStudioSystem. The function takes an enum because there may be a separate Studio system for auditioning in-editor and the proper system for play-in-editor. Normally, you will want to obtain the system with EFMODSystemContext.Runtime since that is the real system used in game.

-
if (IFMODStudioModule::IsAvailable())
-{
-    FMOD::Studio::System* StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime);
-    if (StudioSystem)
-    {
-        // Use it here
-    }
-}
-
- - -

You can use a mixture of FMOD Studio wrapper and FMOD Studio API functions. For example:

-
// Call wrapper helper function to create and start an event instance
-FFMODEventInstance InstanceWrapper = UFMODBlueprintStatics::PlayEventAtLocation(ThisActor, MyEvent, FTransform(MyLocation), true);
-FMOD::Studio::EventInstance* Instance = InstanceWrapper.Instance;
-// Call into FMOD API directly
-Instance->setVolume(0.5f);
-// The instance handle will be cleaned up automatically when the sound finishes
-
- - -

2.5.3 Further Programming Documentation

-

For further documentation, see:
-- Integration API Reference
-- FMOD API Reference.

-
-

2.6 Making sounds

-

The FMOD UE4 integration provides multiple ways in which Studio events can be played.

-

2.6.1 Ambient Sounds

-

The simplest way to play a looping ambience, is to drag and drop an event from the content browser into a scene viewport.

-

Drag sample

-

For example, try dragging the Game/FMOD/Events/Ambience/Forest event into a level. This will create an FMODAmbientSound. Hit Play to begin playing in editor, and you should immediately hear the Forest ambience.

-

Make sure you drag an event into the main viewport. Dragging a bank into main viewport won't do anything.

-

2.6.2 Playing Sounds From Blueprint

-

Another easy way to trigger a sound is via blueprint. You can use the play event at location function to quickly trigger any given event.

-

Blueprint Sample

-

In the example shown below, the Single_Explosion event is triggered at the location of the camera, every time the spacebar is pressed.

-

Blueprint simple playback

-

2.6.3 Other avenues

-

Keep in mind that more advanced control is also available from blueprints. There are graph functions for playing and stopping events, setting parameters, and loading or unloading banks. You can also add FMODAudioComponents to blueprints, allowing you attach audio directly to an object.

-
-

2.7 Listener

-

FMOD can support up to 8 listeners in game. The FMODListeners will follow the UE4 listeners which by default is attached to the camera, but we can move them by moving the UE4 listeners.

-

This is particularly useful for Third-Person and Top-Down style games.

-

2.7.1 Example

-

Using SetAudioListenerOverride allows you either attach the listener to a component or set the transform and rotation manually.

-

Listener Override

-
-

2.8 Working with Banks

-

Content created in FMOD Studio is exported into bank files. These bank files can then be loaded within Unreal using the FMOD UE4 integration. Banks can contain multiple events, which will implicitly pull in any audio assets they depend on.

-

Studio bank layout

-

Loading a bank will load all metadata, which contains information about all the events, parameters, and other data needed for all events assigned to that bank.

-

2.8.1 Studio Bank Output Directory

-

It is highly recommended that banks are exported to the Content directory of your project (see Deployment for more information). This can set via the built banks output directory setting in the FMOD Studio, which can be found in "Edit > Preferences..." on Windows (or "FMOD Studio > Preferences..." on Mac), under the Build tab.

-

Studio export path

-

When using the UE4 editor, as long as you match the FMOD Studio built banks output directory to the bank output directory specified in the Unreal project settings ("Edit > Project Settings > FMOD Studio"), the integration will find and load all bank content automatically.

-

Project Settings

-

2.8.2 Assigning Events to Banks

-

Before a new FMOD Studio event can be used in Unreal, it must first be assigned and built to a bank which can be loaded by Unreal. This can be done within FMOD Studio via the context menu of an event, or by dragging and dropping an event onto a bank.

-

Assign events to banks

-

Events are typically assigned to the same bank when they should be loaded and unloaded at the same time. For example, you might put all the events for the Goblin enemy within the Goblin bank.

-

Once you have assigned your events to a bank, you should rebuild your banks. This is done via the "File > Build..." menu item.

-

Build menu

-

2.8.3 Loading Banks within Unreal

-

The banks built in FMOD Studio are loaded in editor by the plugin, so that you can browse Events, Buses, Snapshots, etc. from the Studio Project. You are able to customize the way the banks are loaded in game, to suit your requirement, otherwise by default all the banks will be loaded at initialization.

-

In Editor

-

Within the Unreal editor, banks are loaded automatically as soon they are built. When correctly configured, any data within banks (e.g. events, mixer strips) should appear within the content browser under Game/FMOD by default.

-

Content view

-

In Game

-

The FMOD UE4 integration will load all banks by default. If you would like to manually control bank loading, this behavior can be disabled via the load all banks checkbox withing the FMOD Studio settings dialog ("Edit > Project Settings > FMOD Studio").

-

If using split banks, make sure to load the assets bank first and using load sample data on the metadata bank.

-

Banks can then manually be loaded and unloaded using the Load Bank and Unload Bank blueprint functions.

-

Banks blueprint

-
-

The Master Bank does not need to be loaded manually. It is automatically loaded at startup.

-
-
-

2.9 Sequencer Integration

-

FMOD is integrated into Unreal Engine 4's Sequencer.

-

2.9.1 Adding FMOD Events to a Level Sequence

-

Events can be added in one of two ways:

-
    -
  1. -

    Ambient sounds already placed in the level may be possessed by the level sequence. Add ambient sound actors to the sequence by clicking the Add actor button button in the Sequencer editor and choosing the ambient sound actor to add. Alternatively the actor can be dragged from the World Outliner into the Sequencer editor.
    -Possess actor
    -Possessed events will retain any state set by the level sequence when playback is complete. The level sequence's Restore State setting can be enabled to restore the state of possessed events (and any other actors possessed by the level sequence).

    -
  2. -
  3. -

    New events may be spawned from Sequencer. Sequencer can spawn FMOD events during playback. To create a spawned event drag an FMOD event from the Content Browser into the Sequencer editor.
    -Audio Table
    -Spawned events will not automatically play when spawned.

    -
  4. -
-

2.9.2 Adding Event Sub-Tracks

-

Once added to a sequence additional sub-tracks are required to do anything interesting. Sub-tracks can be added by clicking the Add track button button in the object's track. FMOD adds two new sub-track types for events in addition to the standard Sequencer sub-tracks.

-
    -
  1. Event control tracks allow events to be played and stopped.
  2. -
  3. Parameter tracks allow event parameters to be animated using Sequencer's keyframe animation tools.
  4. -
-

Event tracks

-

2.9.3 Event Control Sub-Track

-

Keyframes on the event control sub-track can be used to Play or Stop the event.

-

Control track

-

2.9.4 Parameter Track

-

An FMOD Event Parameter Track allows additional sub-tracks to be added for each parameter in the targeted FMOD event. Additional sub-tracks can be added by clicking the Add parameter button button in the FMOD Event Parameter Track.

-

Parameter track

-

Keyframes may be added to the parameter sub-tracks to control the value of the event parameter during playback of the level sequence. The Unreal Engine 4 curve editor may be used to create rich curves for FMOD event parameters.

-

Parameter keyframe track

-

The FMOD UE4 integration is unable to validate the range of parameter values set by Sequencer. The FMOD Engine will clamp any parameter value outside the range specified in FMOD Studio.

-
-

2.10 Occlusion

-

The FMOD UE4 integration supports the use of ray casts, to drive a specified parameter, for per instance occlusion of sounds.

-

2.10.1 Occlusion Settings

-

To enable occlusion ray casts for FMOD in your UE4 project, set the name of the parameter that will be used for occlusion in Studio.

-

Occlusion Settings

-

If an Event contains this parameter, the integration will set the parameter value any time the occlusion value changes.
-You can disable occlusion, per instance, and adjust the Trace Channel in the Component Details window.

-

Occlusion Settings

-
-

2.11 Reverb Zones

-

The FMOD UE4 integration supports the use of the standard UE4 audio volumes to trigger Studio's advanced snapshot system.

-

2.11.1 Snapshot Reverb Effects

-

The workflow to use reverb zones is to set up snapshots in FMOD Studio. Snapshots can modify global reverb effects, change any bus volume, and modify any DSP value. To help trigger snapshots for reverb effects, the integration exports all snapshots as reverb effects in the FMOD/Reverbs folder.

-

Reverb assets

-

These reverb effects can be dragged into audio volume Reverb Settings panel to be triggered when the audio listener enters the audio zone. It uses the same logic as the inbuilt UE4 audio system to determine which audio volume should be enabled, based on the priority of the volume.

-

Reverb settings

-

By default, snapshots apply instantly. To have a snapshot fade in, one of two things can be done. The first is by adding a AHDSR modulation to the intensity dial. The second way is to expose the intensity as a parameter, which allows it to be driven from the integration.

-

Reverb snapshot intensity

-

If the snapshot has its intensity exposed as a parameter, then the integration will ramp in the intensity over time based on the audio volume's Volume and Fade Time settings. If the snapshot does not expose its intensity as a parameter, then these values will not do anything.

-

2.11.2 Ambient Zone Settings

-

Another feature of the UE4 audio system is the ability to have an ambient effect applied to selected instances, based on both the listener position and the emitter position. Unlike the global reverb effects, this is something which is applied per instance.

-

Reverb ambient

-

Only some sounds should be affected by the ambient settings. To enable the ambient effect your Events will need two parameters, one for volume and one for LPF.
-You will need to add these parameter names to the integration settings.

-

Reverb user property

-

If an Event contains these parameters, the integration will set the parameter value any time the ambient values change.

-
-

Only FMOD audio components are affected by ambient zones. The simpler PlayEventAtLocation blueprint function to spawn one-shots does not apply ambient effects.

-
-
-

2.12 Callbacks

-

You can hook up event callbacks using blueprints. FMOD Audio component callbacks are only triggered if the enable callback option is ticked. This is because each component that triggers callbacks can incur a small CPU overhead, so it has to be turned on explicitly for the components you want to use.

-

Callback enable

-

Once enabled, then tempo beat callbacks and timeline callbacks can be added in blueprints. One way is via the Assign On Timeline Beat and Assign On Timeline Marker blueprint actions. For FMOD audio components used in blueprint actors, you can add events from the details window instead.

-

Callback blueprints

-

You can trigger various actions to occur on the beat or when a timeline hits a named marker. The event contains the same fields as FMOD_STUDIO_TIMELINE_BEAT_PROPERTIES and FMOD_STUDIO_TIMELINE_MARKER_PROPERTIES.

-

Callback example

-
-

2.13 Localization

-

Localized audio tables are a special kind of audio table with features that facilitate localization. We recommend using localized audio tables if your game supports multiple spoken languages, or if you intend to add support for additional languages in a future patch.

-

2.13.1 Setting up Audio Tables

-

Audio Tables are lists of audio files stored outside your FMOD Studio project's asset folder. You can use audio tables to control localized sounds. See the Dialogue and Localization section of the FMOD Studio Docs on how to set up an audio table in your project.

-

Audio Table

-

2.13.2 Loading Localized Banks

-

Audio tables are assigned to an associated bank, this means that in order to change the currently loaded audio table you will need to change the bank. Only one localized bank should be loaded at a time, otherwise just the first one to be loaded will be used.

-

You will need to define the different locale names and codes in the Localization Settings.

-

Localization Settings

-

Only the locale that is selected as default will have it's bank loaded at startup, if Load All Banks has been enabled in the settings.

-

To change the locale, you will need to:

- -

Load locale bank

-
-

2.14 Programmer Sounds

-

FMOD Studio events can include programmer sound modules that are controlled at runtime. There are a few different ways of hooking them up.

-

2.14.1 Programmer Sounds via Audio Tables

-

With this approach, you don't need to do any programming at all!

-

Choosing the audio entry to play

-

Create an event with a programmer sound module on it. If the module has a name, then if nothing else is assigned then that sound will be used. For example, if the sound designer sets the module name as "Welcome", then the audio table entry "Welcome" will be used by default.

-

Studio programmer sound

-

To select at runtime what audio entry to use, set the programmer sound name field in the FMODAudioComponent.

-

Programmer asset name

-

Or you can assign the name via blueprint.

-

Programmer blueprint

-

The name has to be one of the audio asset entries of a loaded audio table, or it won't find the sound to play.

-

Be careful to set the name before you play the audio component. If the name is assigned after the event has started, it may not play the right sound.

-

2.14.2 Programmer Sounds by Path

-

With this approach, you can easily play any media file for your event.

-

You can set up a programmer sound to point directly to a file. To do this, set the FMOD audio component's programmer sound name to the path to the .wav or .ogg file that you want to load. If this path is relative, it will be looked up relative to the content directory.

-

Programmer file path

-

If you do this, you'll need to make sure that directory with the media files is added to directories to package in the packaging settings, otherwise it will work in the editor, but not when packaged into the final game.

-

2.14.3 Programmer Sounds via API

-

With this approach, you have the most flexibility for programmers.

-

If you are writing code, you can programmatically set the FMOD Sound to use by calling the FMOD audio component function SetProgrammerSound. Here is an example of setting the sound from code:

-
void AExampleGameMode::InitAudio(UFMODAudioComponent* AudioComponent)
-{
-    if (AudioComponent)
-    {
-        FMOD::Studio::System* System = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime);
-        FMOD::System* CoreSystem = nullptr;
-        System->getCoreSystem(&CoreSystem);
-
-        // Create sound in memory
-        static const int EXAMPLE_SOUND_LEN = 4096;
-        float ExampleData[EXAMPLE_SOUND_LEN];
-        for (int i=0; i<EXAMPLE_SOUND_LEN; ++i)
-        {
-            ExampleData[i] = FMath::Sin((float)i);
-        }
-
-        FMOD_CREATESOUNDEXINFO SoundInfo = {0};
-        SoundInfo.cbsize = sizeof(SoundInfo);
-        SoundInfo.format = FMOD_SOUND_FORMAT_PCMFLOAT;
-        SoundInfo.defaultfrequency = 12000;
-        SoundInfo.numchannels = 1;
-        SoundInfo.length = sizeof(float) * EXAMPLE_SOUND_LEN;
-
-        FMOD::Sound* Sound = nullptr;
-        if (CoreSystem->createSound(reinterpret_cast<const char*>(ExampleData), FMOD_OPENMEMORY | FMOD_OPENRAW | FMOD_LOOP_OFF, &SoundInfo, &Sound) == FMOD_OK)
-        {
-            AudioComponent->SetProgrammerSound(Sound);
-            // Note: Need to remember to release the sound *after* the audio component has finished using it.
-        }
-    }
-}
-
- - -

2.14.4 Troubleshooting

-

Also, when setting the name to an audio table entry, you will need to make sure the audio table bank is already loaded before the event starts.

-

The FMOD audio component only supports a single programmer sound per event. If you want to have an event that has multiple programmer sounds, each one playing a different sound, then you'll need to create the event directly via the FMOD API and provide your own callback. You can look at how the FMOD audio component programmer sound callback works and use that as a base for your own class.

-
-

2.15 Deployment

-

These steps describe how to prepare your project for deployment. This is relevant to both the Launch option as well as the "File > Package Project" menu item.
-If any platforms require specific steps, they can be found in Platform Specifics.

-

2.15.1 Packaging banks

-

Banks need to be packaged and included in the game data. This can be done by selecting the "Edit > Project Settings..." menu item. Navigating to the Packaging section from the left hand pane, under the game heading, presents you with options for specifying directories that include extra assets. There are two ways of doing this:

- -

We recommend using Directories to Package so that bank files are bundled into the package file automatically.

-

Project deployment

-

Each platform will look for its own type of banks in its own directory. Make sure you have added the platform to FMOD Studio project. The platforms are:

- -

If you only have the Desktop banks and want to run on another platform, you can set force platform name to Desktop in the FMOD advanced settings.

-

2.15.2 Bank Files Inside Content Directory

-

The above directory name is relative to your Content directory. It is highly recommended that banks be placed within the content directory, as paths outside this directory will not deploy correctly to all platforms. For example:

- -

This doesn't mean you need to put your whole Studio project inside the content directory. You can customize Studio by editing the Preferences and choosing a directory to export banks to, as described in the Working with Banks page.

-

The integration will load the platform bank files automatically. On PC it will load from FMOD/Desktop but on Android and IOS it will look for banks under FMOD/Mobile.

-

If you use FMOD as the directory to deploy and have multiple platform banks exported, then they will all be packaged up. To slim down your final package size, you may need to tweak the additional directories setting on a per platform basis. That way you only package FMOD/Mobile for Android, FMOD/Desktop for PC, FMOD/PS4 for PS4, etc.

-

2.15.3 Deploying FMOD audio plugins

-

You will need to make sure the plugins are deployed as well. Unreal deployment doesn't access to the settings information so you will need to create an extra file that lists the plugins you want to deploy.

-

Create a file "plugins.txt" in the FMODStudio/Binaries/Platform/ directory. The text file should contain the plugin names (just the name without file extension).

-

For example, to deploy fmod_gain.dll on Win64 builds, create a file FMODStudio/Binaries/Win64/plugins.txt with the following contents:

-
fmod_gain
-
- - -

2.15.4 Loading blueprints before plugin load

-

One issue to be aware of is where blueprints are serialized from disk too early, before any plugins are loaded. This can occur from the following code, which is included by default in example C++ projects constructor:

-
static ConstructorHelpers::FClassFinder<APawn> PlayerPawnClassFinder(TEXT("/Game/FirstPersonCPP/Blueprints/FirstPersonCharacter"));
-
- - -

The finder will serialize the first person character blueprint, but any FMOD references will fail to load since the FMOD plugin has not been created yet. To make sure that the FMOD plugin is loaded first, add the line of code above the class finder.

-
IFMODStudioModule::Get();
-
- - -

2.15.5 Disabling Unreal Audio Device

-

By default FMOD Studio works side-by-side with the inbuilt Unreal audio device on the following platforms:

- -

Any of the platforms listed below will not work with the inbuilt Unreal audio:

- -

To disable the Unreal audio while leaving the FMOD Studio audio, the standard Unreal ini file setting can be used.

-

For each required platform, add a new file /Config/{Platform}/{Platform}Engine.ini with this section:

-
[Audio]
-AudioDeviceModuleName=
-AudioMixerModuleName=
-
- - -

The audio device can be disabled for every platform that you want to ship with.

-

2.15.6 Enabling Live Update

-

The default permissions won't allow FMOD to set up a socket properly for live update. Uncheck the enable live update option in FMOD settings to avoid errors.

-

If you get a deployment error "resource.resw is in use by other process", go to the YourGame/Config/DefaultGame.ini and remove the following:

-
-CulturesToStage=en
-+CulturesToStage=en
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/welcome-whats-new-200.html b/Plugins/FMODStudio/Docs/welcome-whats-new-200.html deleted file mode 100644 index f33c32b..0000000 --- a/Plugins/FMODStudio/Docs/welcome-whats-new-200.html +++ /dev/null @@ -1,70 +0,0 @@ - - -Welcome to the FMOD UE4 Integration | New in FMOD UE4 Integration 2.00 - - - - -
-
-

UE4 Integration 2.00

- -
-
-

1. Welcome to the FMOD UE4 Integration | New in FMOD UE4 Integration 2.00

- -

What's new in 2.00?

-

This section describes the major features introduced in the 2.00 release. See the Detailed Revision History for information regarding each patch release.

-

LowLevel API Renamed to Core API

-

The LowLevel API has been renamed to Core API:

- -

Global Parameters

-

The Studio API now supports global parameters. These parameters are controlled via the System parameter API and have a single value that is shared between all instances. See the Global Parameters chapter of the FMOD API User Manual for more information.

-

New blueprint nodes can be found for getting and setting Global Parameters:

-

GetGlobalParameterByName SetGlobalParameterByName

-

New Parameter API

-

The Studio parameter API has been updated to support global parameters and provide a more robust fast path for setting parameter values frequently. There are a number of new, removed and renamed APIs, see the FMOD API User Manual for more information.

-

Sample Data Encryption

-

Bank sample data can now be encrypted using FMOD Studio. This implementation is an extension of the Core API FSB encryption feature.

-

See the Sample Data Encryption chapter of the FMOD API User Manual for more information.

-

To allow bank loading when used with the Studio API, set the key via FMOD_STUDIO_ADVANCEDSETTINGS::encryptionkey. Then if some banks are unencrypted you can use the FMOD_STUDIO_LOAD_BANK_UNENCRYPTED load flag to ignore the given key.

-

The FMOD UE4 Integration settings now have an added field for bank loading, Bank Encryption Key, which will set the FMOD_STUDIO_ADVANCEDSETTINGS::encryptionkey for you.

-

Encryption Key

-

Occlusion & Ambient Changes

-

The integration uses Parameters to pass Occlusion & Ambient information to Studio. The Parameters can be specified in the FMOD UE4 Integration settings:
-- Occlusion Parameter
-- Ambient Volume Parameter
-- Ambient LPF Parameter

-

Master Bank Default Name Changed

-

The default Master Bank name has changed from "Master Bank.bank" to "Master.bank". If you are upgrading from an older version or you are using a different name, this will need to be updated in the Master Bank Name field of the FMOD UE4 Settings so that the Integration can find it.

-

Master Bank Name

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diff --git a/Plugins/FMODStudio/Docs/welcome.html b/Plugins/FMODStudio/Docs/welcome.html deleted file mode 100644 index c4efdd8..0000000 --- a/Plugins/FMODStudio/Docs/welcome.html +++ /dev/null @@ -1,53 +0,0 @@ - - -Welcome to the FMOD UE4 Integration - - - - -
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UE4 Integration 2.00

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1. Welcome to the FMOD UE4 Integration

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The FMOD UE4 Integration is a plugin that allows you to use the FMOD APIs and projects from FMOD Studio in your UE4 game.

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1.1 Supported UE4 Versions

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The integration is compatible with public release versions UE4.20 and newer.

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1.2 Supported platforms

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The integration supports:

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1.3 Licensing

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The integration itself is free, but you must have the appropriate FMOD License to release a title using FMOD Studio with UE4. For more information about licensing see the FMOD sales page.

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1.4 What's New?

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This section describes the major changes introduced in each new release. See the Detailed Revision History for information regarding each patch release.

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