Unreal Integration 2.02
This class inherits from USceneComponent
Properties:
Methods:
BlueprintCallable Methods:
FMOD Custom Attenuation Details.
struct FFMODAttenuationDetails AttenuationDetails;
See Also: FFMODAttenuationDetails
Whether we apply gain and low-pass based on audio zones.
uint32 bApplyAmbientVolumes : 1;
Whether we apply gain and low-pass based on occlusion onto a parameter.
uint32 bApplyOcclusionParameter : 1;
Auto destroy this component on completion.
uint32 bAutoDestroy : 1;
Enable timeline callbacks for this sound, so that OnTimelineMarker and OnTimelineBeat can be used.
uint32 bEnableTimelineCallbacks : 1;
See Also: UFMODAudioComponent::OnTimelineMarker, UFMODAudioComponent::OnTimelineBeat
Stop sound when owner is destroyed.
uint32 bStopWhenOwnerDestroyed : 1;
The event asset to use for this sound.
TAssetPtr<class UFMODEvent> Event;
See Also: UFMODEvent
Generic callback used for the Studio Instance.
FMOD_RESULT F_CALLBACK UFMODAudioComponent_EventCallback(
FMOD_STUDIO_EVENT_CALLBACK_TYPE type,
FMOD_STUDIO_EVENTINSTANCE *event,
void *parameters
);
This is called if the UFMODAudioComponent::bEnableTimelineCallbacks is true or UFMODAudioComponent::ProgrammerSoundName is not empty.
See Also: FMOD_STUDIO_EVENT_CALLBACK_TYPE
FMOD Custom Occlusion Details.
struct FFMODOcclusionDetails OcclusionDetails;
See Also: FFMODOcclusionDetails
Called when an event stops, either because it played to completion or because a Stop() call turned it off early.
FOnEventStopped OnEventStopped;
Called when we reach a beat of a tempo (if bEnableTimelineCallbacks is true).
FOnTimelineMarker OnTimelineBeat;
See Also: UFMODAudioComponent::bEnableTimelineCallbacks
Called when we reach a named marker (if bEnableTimelineCallbacks is true).
FOnTimelineMarker OnTimelineMarker;
See Also: UFMODAudioComponent::bEnableTimelineCallbacks
Cache of the current Events parameters.
TMap<FName, float> ParameterCache;
Sound name used for programmer sound.
FString ProgrammerSoundName;
The integration will look up the name in any loaded audio table.
Set a programmer sound to use for this audio component. Lifetime of sound must exceed that of the audio component.
void SetProgrammerSound(
FMOD::Sound *Sound
);
See Also: FMOD::Sound
Actual Studio instance handle.
FMOD::Studio::EventInstance *StudioInstance;