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.