Unreal Integration 2.02
The common section contains methods for controlling the FMOD system.
Methods:
Get Output Drivers List all output device names.
Set Global Parameter By Name Set a global parameter from the System.
Set Locale Set the active locale for subsequent bank loads.
Mixer Suspend Suspend the FMOD mixer.
Mixer Resume Resume the FMOD mixer.
Load Bank Load a bank.
Unload Bank Sample Data Unload bank sample data.
Play Event 2D Play an event without a specified location.
Unload Event Sample Data Unload event sample data.
VCA Set Volume Set volume on a VCA.
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
);
Will be deprecated in FMOD 2.01, use Get Global Parameter Value By Name instead.
See Also: Set Global Parameter By Name
Get a global parameter value from the System.
void GetGlobalParameterValueByName(
FName Name,
float &UserValue,
float &FinalValue
);
List all output device names.
static TArray<FString> GetOutputDrivers();
See Also: Set Output Driver By Index, Set Output Driver By Name
Return true if a bank is loaded.
static bool IsBankLoaded(
UFMODBank *Bank
);
See Also: Load Bank
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 the active locale for subsequent bank loads.
static void SetLocale(const FString& Locale);
Set current output device by its index from GetOutputDrivers.
static void SetOutputDriverByIndex(
int NewDriverIndex
);
See Also: Get Output Drivers
Set current output device by name or part of the name.
static void SetOutputDriverByName(
FString NewDriverName
);
See Also: Get Output Drivers
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
);