UE4 Integration 2.00
This documentation is preliminary and is subject to change.
This class inherits from UBlueprintFunctionLibrary
Defines:
Methods:
UFMODBlueprintStatics::MixerResume Resume the FMOD mixer.
UFMODBlueprintStatics::LoadBank Load a bank.
UFMODBlueprintStatics::UnloadBankSampleData Unload bank sample data.
UFMODBlueprintStatics::BusSetVolume Set volume on a bus.
UFMODBlueprintStatics::VCASetVolume Set volume on a VCA.
UFMODBlueprintStatics::PlayEvent2D Play an event without a specified location.
Mute/Unmute the bus.
static void BusSetMute(
class UFMODBus *Bus,
bool bMute
);
Pause/Unpause all events going through the bus.
static void BusSetPaused(
class UFMODBus *Bus,
bool bPaused
);
Set volume on a bus.
static void BusSetVolume(
class UFMODBus *Bus,
float Volume
);
Volume value.
Stop all EventInstances routed into the bus.
static void BusStopAllEvents(
class UFMODBus *Bus,
EFMOD_STUDIO_STOP_MODE stopMode
);
See Also: FMOD_STUDIO_STOP_MODE
Studio stop mode enum for use in blueprints.
enum EFMOD_STUDIO_STOP_MODE{
ALLOWFADEOUT,
IMMEDIATE
} EFMOD_STUDIO_STOP_MODE;
See Also: FMOD_STUDIO_STOP_MODE
Get a parameter on an FMOD Event Instance.
static float EventInstanceGetParameter(
FFMODEventInstance EventInstance,
FName Name
);
Return whether this FMOD Event Instance is valid.
static bool EventInstanceIsValid(
FFMODEventInstance EventInstance
);
The instance will be invalidated when the sound stops.
Play an FMOD Event Instance.
static void EventInstancePlay(
FFMODEventInstance EventInstance
);
Set a parameter on an FMOD Event Instance.
static void EventInstanceSetParameter(
FFMODEventInstance EventInstance,
FName Name,
float Value
);
Pause/Unpause an FMOD Event Instance.
static void EventInstanceSetPaused(
FFMODEventInstance EventInstance,
bool Paused
);
Set pitch on an FMOD Event Instance.
static void EventInstanceSetPitch(
FFMODEventInstance EventInstance,
float Pitch
);
Set an FMOD event property on an FMOD Event Instance.
static void EventInstanceSetProperty(
FFMODEventInstance EventInstance,
EFMODEventProperty::Type Property,
float Value
);
Set 3D attributes on an FMOD Event Instance.
static void EventInstanceSetTransform(
FFMODEventInstance EventInstance,
const FTransform &Location
);
Set volume on an FMOD Event Instance.
static void EventInstanceSetVolume(
FFMODEventInstance EventInstance,
float Volume
);
See Also: FMOD::Studio::EventInstance
Mute/Unmute the bus.
static void EventInstanceStop(
FFMODEventInstance EventInstance
);
Trigger a cue on an FMOD Event Instance.
static void EventInstanceTriggerCue(
FFMODEventInstance EventInstance
);
See Also: Sustain Points and Key Off
Wrapped FMOD::Studio::EventInstance for use in blueprints.
struct FFMODEventInstance{
FMOD::Studio::EventInstance *Instance;
} FFMODEventInstance;
Find an asset by name.
static UFMODAsset *FindAssetByName(
const FString &Name
);
See Also: UFMODAsset
Find an Event by name.
static UFMODEvent *FindEventByName(
const FString &Name
);
See Also: UFMODEvent
Return a list of all event instances that are playing for this event.
static TArray<FFMODEventInstance> FindEventInstances(
UObject *WorldContextObject,
UFMODEvent *Event
);
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
Get a global parameter value from the System.
static float GetGlobalParameterByName(
FName Name
);
See Also: UFMODBlueprintStatics::SetGlobalParameterByName
List all output device names.
static TArray<FString> GetOutputDrivers();
See Also: UFMODBlueprintStatics::SetOutputDriverByIndex, UFMODBlueprintStatics::SetOutputDriverByName
Return true if a bank is loaded.
static bool IsBankLoaded(
UFMODBank *Bank
);
See Also: UFMODBlueprintStatics::LoadBank
Load a bank.
static void LoadBank(
UFMODBank *Bank,
bool bBlocking,
bool bLoadSampleData
);
Load bank sample data.
static void LoadBankSampleData(
UFMODBank *Bank
);
Load event sample data.
static void LoadEventSampleData(
UObject *WorldContextObject,
UFMODEvent *Event
);
This can be done ahead of time to avoid loading stalls.
Resume the FMOD mixer.
static void MixerResume();
Used when resuming the application.
Suspend the FMOD mixer.
static void MixerSuspend();
Used when suspending the application.
Play an event without a specified location.
static FFMODEventInstance PlayEvent2D(
UObject *WorldContextObject,
UFMODEvent *Event,
bool bAutoPlay
);
This returns an FFMODEventInstance.
The sound does not travel with any actor.
Plays an event at the given location.
static FFMODEventInstance PlayEventAtLocation(
UObject *WorldContextObject,
UFMODEvent *Event,
const FTransform &Location,
bool bAutoPlay
);
This returns an FMOD Event Instance.
The sound does not travel with any actor.
Play an event attached to and following the specified component.
static class UFMODAudioComponent *PlayEventAttached(
UFMODEvent *Event,
USceneComponent *AttachToComponent,
FName AttachPointName,
FVector Location,
EAttachLocation::Type LocationType,
bool bStopWhenAttachedToDestroyed,
bool bAutoPlay,
bool bAutoDestroy
);
Set a global parameter from the System.
static void SetGlobalParameterByName(
FName Name,
float Value
);
Set current output device by its index from GetOutputDrivers.
static void SetOutputDriverByIndex(
int NewDriverIndex
);
See Also: UFMODBlueprintStatics::GetOutputDrivers
Set current output device by name or part of the name.
static void SetOutputDriverByName(
FString NewDriverName
);
See Also: UFMODBlueprintStatics::GetOutputDrivers
Unload a bank.
static void UnloadBank(
UFMODBank *Bank
);
Unload bank sample data.
static void UnloadBankSampleData(
UFMODBank *Bank
);
Unload event sample data.
static void UnloadEventSampleData(
UObject *WorldContextObject,
UFMODEvent *Event
);
Set volume on a VCA.
static void VCASetVolume(
UFMODVCA *Vca,
float Volume
);