Unreal Integration 2.02

7. Blueprint Reference | Common

The common section contains methods for controlling the FMOD system.

Methods:

Find Asset By Name

Find an asset by name.

Find Asset By Name

C++

static UFMODAsset *FindAssetByName(
  const FString &Name
);
Name
The asset name.

See Also: UFMODAsset

Find Event By Name

Find an Event by name.

Find Event By Name

C++

static UFMODEvent *FindEventByName(
  const FString &Name
);
Name
The event name.

See Also: UFMODEvent

Find Event Instances

Return a list of all event instances that are playing for this event.

Find Event Instances

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

Get Global Parameter By Name

Get a global parameter value from the System.

Get Global Parameter By Name

C++

static float GetGlobalParameterByName(
  FName Name
);
Name
Name of the parameter.

Will be deprecated in FMOD 2.01, use Get Global Parameter Value By Name instead.

See Also: Set Global Parameter By Name

Get Global Parameter Value By Name

Get a global parameter value from the System.

Get Global Parameter Value By Name

C++

void GetGlobalParameterValueByName(
    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 Output Drivers

List all output device names.

Get Output Drivers

C++

static TArray<FString> GetOutputDrivers();

See Also: Set Output Driver By Index, Set Output Driver By Name

Is Bank Loaded

Return true if a bank is loaded.

Is Bank Loaded

C++

static bool IsBankLoaded(
  UFMODBank *Bank
);
Bank
UFMODBank to query.

See Also: Load Bank

Load Bank

Load a bank.

Load 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.

Load Bank Sample Data

Load bank sample data.

Load Bank Sample Data

C++

static void LoadBankSampleData(
  UFMODBank *Bank
);
Bank
UFMODBank to use.

Load Event Sample Data

Load event sample data.

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.

Mixer Resume

Resume the FMOD mixer.

Mixer Resume

C++

static void MixerResume();

Used when resuming the application.

Mixer Suspend

Suspend the FMOD mixer.

Mixer Suspend

C++

static void MixerSuspend();

Used when suspending the application.

Play Event 2D

Play an event without a specified location.

Play Event 2D

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.

Play Event At Location

Plays an event at the given location.

Play Event At 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.

Play Event Attached

Play an event attached to and following the specified component.

Play Event Attached

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.

Set Global Parameter By Name

Set a global parameter from the System.

Set Global Parameter By Name

C++

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

Set Locale

Set the active locale for subsequent bank loads.

Set Locale

C++

static void SetLocale(const FString& Locale);

Set Output Driver By Index

Set current output device by its index from GetOutputDrivers.

Set Output Driver By Index

C++

static void SetOutputDriverByIndex(
  int NewDriverIndex
);
NewDriverIndex
Index of driver to use.

See Also: Get Output Drivers

Set Output Driver By Name

Set current output device by name or part of the name.

Set Output Driver By Name

C++

static void SetOutputDriverByName(
  FString NewDriverName
);
NewDriverName
Name of new driver to use.

See Also: Get Output Drivers

Unload Bank

Unload a bank.

Unload Bank

C++

static void UnloadBank(
  UFMODBank *Bank
);
Bank
UFMODBank to use.

Unload Bank Sample Data

Unload bank sample data.

Unload Bank Sample Data

C++

static void UnloadBankSampleData(
  UFMODBank *Bank
);
Bank
UFMODBank to use.

Unload Event Sample Data

Unload event sample data.

Unload Event Sample Data

C++

static void UnloadEventSampleData(
  UObject *WorldContextObject,
  UFMODEvent *Event
);
WorldContextObject
Object from current world context.
Event
UFMODEvent to use.

VCA Set Volume

Set volume on a VCA.

VCA Set Volume

C++

static void VCASetVolume(
  UFMODVCA *Vca,
  float Volume
);
Vca
UFMODVCA to use.
Volume
Volume value.