Unreal Integration 2.02
This class inherits from IModuleInterface.
Methods:
Singleton-like access to this module's interface. Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
IFMODStudioModule &Get()
Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
bool IsAvailable()
Get a pointer to the runtime studio system (only valid in-game or in PIE).
FMOD::Studio::System *GetStudioSystem(
EFMODSystemContext::Type Context
);
See Also: EFMODSystemContext.
Set system paused.
void SetSystemPaused(
bool paused
);
Called when user changes any studio settings.
void RefreshSettings();
Called when we enter or leave PIE mode.
void SetInPIE(
bool bInPIE,
bool bSimulating
);
Look up an asset given its name.
UFMODAsset *FindAssetByName(
const FString &Name
);
Look up an event given its name.
UFMODEvent *FindEventByName(
const FString &Name
);
Get the disk path for a bank asset.
FString GetBankPath(
const UFMODBank &Bank
);
Get the disk paths for all Banks.
void GetAllBankPaths(
TArray<FString> &Paths,
bool IncludeMasterBank
);
Called by the editor module when banks have been modified on disk.
void ReloadBanks();
Set active locale. Locale must be the locale name of one of the configured project locales.
bool SetLocale(
const FString& Locale
);
Get current locale.
FString GetLocale();
Get an event description. The system type can control which Studio system to use, or leave it as System_Max for it to choose automatically.
FMOD::Studio::EventDescription *GetEventDescription(
const UFMODEvent *Event,
FMODSystemContext::Type Context = EFMODSystemContext::Max
);
See Also: EFMODSystemContext.
Create a single auditioning instance using the auditioning system.
FMOD::Studio::EventInstance *CreateAuditioningInstance(
const UFMODEvent *Event
);
Stop any auditioning instance.
void StopAuditioningInstance();
Return whether the listener(s) have moved.
bool HasListenerMoved();
Used to update a listener's position.
void SetListenerPosition(
int ListenerIndex,
UWorld *World,
FTransform &ListenerTransform,
float DeltaSeconds
);
Used to update the listener positions.
void FinishSetListenerPosition(
int NumListeners
);
Return the audio settings for the listener nearest the given location.
const FFMODListener &GetNearestListener(
const FVector &Location
);
Return a list of banks that failed to load due to an error.
TArray<FString> GetFailedBankLoads(
EFMODSystemContext::Type Context
);
See Also: EFMODSystemContext.
This event is fired after all banks were reloaded.
FSimpleMulticastDelegate &BanksReloadedEvent();
Return a list of plugins that appear to be needed.
TArray<FString> GetRequiredPlugins();
Register a plugin that is required.
void AddRequiredPlugin(
const FString &Plugin
);
Returns whether sound is enabled for the game.
bool UseSound();
Attempts to load a plugin by name.
bool LoadPlugin(
EFMODSystemContext::Type Context,
const TCHAR *ShortName
);
See Also: EFMODSystemContext.
Log an FMOD error.
void LogError(
int result,
const char *function
);
This returns true if the plugin has loaded all required banks on startup. Depending if bLoadAllBanks is checked, this could be all banks or just the Master and Strings Bank.
bool AreBanksLoaded();
Returns a delegate that gets triggered as the Play-In-Editor session is stopped but before the FMOD System is shutdown.
FSimpleMulticastDelegate &PreEndPIEEvent()
Delegate that gets triggered as the Play-In-Editor session is stopped but before the FMOD System is shutdown.
FSimpleMulticastDelegate PreEndPIEDelegate