Unreal Integration 2.02

7. Blueprint Reference | Component

These methods are used to control the state of Audio Components.

Methods:

Add Audio Component

Creates a new Audio Component.

Add Audio Component

Manual Attachment
Whether manual or automatic attachment is to be used.
Relative Transform
The relative transform between the new Audio Component and its attached parent (automatic only).

Get Length

Get the event length in milliseconds.

Get Length

C++

int32 GetLength() const;

Get Parameter

Get parameter value from the Event.

Get Parameter

C++

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

Get Parameter Value

Get parameter value from the Event.

Get Parameter Value

C++

void GetParameterValue(FName Name, float &UserValue, float &FinalValue);
Name
Name of parameter.
UserValue
Parameter value as set from the public API.
FinalValue
Final combined parameter value.

Get Paused

Get the paused state of the audio component.

Set Paused

C++

bool GetPaused();

Get Property

Get a property of the Event.

Get Property

C++

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

See Also: EFMODEventProperty

Get Timeline Position

Get the timeline position in milliseconds.

Get Timeline Position

C++

int32 GetTimelinePosition();

Is Playing

Return true if this component is currently playing an event.

Is Playing

C++

bool IsPlaying();

Key Off

Allow an event to continue past a sustain point.

Key Off

C++

void KeyOff();

Play

Start a sound playing on an audio component.

Play

C++

void Play();

Release

Release the current Studio Instance.

Release

C++

void Release();

See Also: UFMODAudioComponent::StudioInstance

Set Event

New Event to be used by the FMODAudioComponent.

Set Event

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

Set Parameter

Set a parameter of the Event.

Set Parameter

C++

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

Set Paused

Pause/Unpause an audio component.

Set Paused

C++

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

Set Pitch

Set pitch on an audio component.

Set Pitch

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.

Set Programmer Sound Name

Set the sound name to use for programmer sound.

Set Programmer Sound Name

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.

Set Property

Set a property of the Event.

Set Property

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

Set Timeline Position

Set the timeline position in milliseconds

Set Timeline Position

C++

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

Set Volume

Set volume on an audio component.

Set Volume

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.

Stop

Stop an audio component playing.

Stop

C++

void Stop();