From 31ada337bb9b63a87ed5faaa2b9b7cde660bab44 Mon Sep 17 00:00:00 2001 From: Dor <56084381+MashdorDev@users.noreply.github.com> Date: Thu, 29 Feb 2024 14:01:41 -0500 Subject: [PATCH 1/4] Delete Plugins/FMODStudio/Docs directory Deleted Fmod Docs --- .../Docs/api-reference-afmodambientsound.html | 48 -- .../FMODStudio/Docs/api-reference-common.html | 394 --------- .../Docs/api-reference-ifmodstudiomodule.html | 346 -------- .../api-reference-ufmodanimnotifyplay.html | 93 --- .../Docs/api-reference-ufmodasset.html | 47 -- .../api-reference-ufmodaudiocomponent.html | 263 ------ .../Docs/api-reference-ufmodbank.html | 46 -- .../api-reference-ufmodblueprintstatics.html | 75 -- .../Docs/api-reference-ufmodbus.html | 46 -- .../Docs/api-reference-ufmodevent.html | 64 -- .../Docs/api-reference-ufmodport.html | 46 -- .../Docs/api-reference-ufmodsettings.html | 755 ------------------ .../Docs/api-reference-ufmodsnapshot.html | 64 -- .../api-reference-ufmodsnapshotreverb.html | 46 -- 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-Unreal Integration 2.02
- -This class inherits from AActor
-Properties:
-FMODAudioComponent used to play the ambient Event.
--
UFMODAudioComponent *AudioComponent;
-
See Also: UFMODAudioComponent
Unreal Integration 2.02
- -Types:
-Methods:
-Override the attenuation values from FMOD Studio.
--
struct FFMODAttenuationDetails
-{
- uint32 bOverrideAttenuation;
- float MinimumDistance;
- float MaximumDistance;
-};
-
These definitions describe built-in event properties.
--
enum Type
-{
- ChannelPriority,
- ScheduleDelay,
- ScheduleLookahead,
- MinimumDistance,
- MaximumDistance,
- Count
-};
-
Priority to set on low-level channels created by this event instance.
-Schedule delay to synchronized playback for multiple tracks in DSP clocks, or -1 for default.
-Schedule look-ahead on the timeline in DSP clocks, or -1 for default.
-Override the event's 3D minimum distance, or -1 for default.
-Override the event's 3D maximum distance, or -1 for default.
-Which FMOD Studio system to use.
--
enum Type
-{
- Auditioning,
- Runtime,
- Editor,
- Max
-};
-
Occlusion details.
--
struct FFMODOcclusionDetails
-{
- bool bEnableOcclusion;
- TEnumAsByte<enum ECollisionChannel> OcclusionTraceChannel;
- bool bUseComplexCollisionForOcclusion;
-}
-
This constant is used to convert unreal units to meters for FMOD Studio. The default value is appropriate for games that follow the Unreal Engine's convention of 1 unreal unit == 1cm; if your game world's scale uses a different length for unreal units, you can alter this value in FMODUtils.h.
--
#define FMOD_VECTOR_SCALE_DEFAULT 0.01f
-
Helper function to debug FMOD function calls.
--
void LogError(
- FMOD_RESULT result,
- const char *function
-);
-
Helper function to convert from UE world axis to FMOD axis.
--
void Assign(
- FMOD_VECTOR &Dest
- const FVector &Src
-);
-void Assign(
- FMOD_3D_ATTRIBUTES &Dest,
- const FTransform &Src
-);
-
Helper function to convert from UE world vector to FMOD vector.
--
FMOD_VECTOR ConvertWorldVector(
- const FVector &Src
-);
-
Helper function for converting unit vector to be used by FMOD.
--
FMOD_VECTOR ConvertUnitVector(
- const FVector &Src
-);
-
Helper function to convert from FMOD distance to UE scale.
--
float DistanceToUEScale(
- float FMODDistance
-);
-
Helper function to know if an object is audible in the world.
--
bool IsWorldAudible(
- UWorld *World,
- bool AllowInEditor
-);
-
Helper function to convert from UE GUID to FMOD Studio ID.
--
FMOD::Studio::ID ConvertGuid(
- const FGuid &UnrealGuid
-);
-
Helper function to get UE GUID from an FMOD instanced object.
--
FGuid GetID(
- StudioType *Instance
-);
-
Helper function to get the path of an event.
--
FString GetPath(
- StudioType *Instance
-);
-
Helper function to return the name of an event using its Guid.
--
FString LookupNameFromGuid(
- FMOD::Studio::System *StudioSystem,
- const FGuid &Guid
-);
-FString LookupNameFromGuid(
- FMOD::Studio::System *StudioSystem,
- const FMOD::Studio::ID &Guid
-);
-
Helper function to return the FMOD Studio Parameter as a string.
--
FString ParameterTypeToString(
- FMOD_STUDIO_PARAMETER_TYPE Type
-);
-
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();
-
Unreal Integration 2.02
- -Used for triggering Events in Animation timelines.
-This class inherits from UAnimNotify
-Properties:
-Methods:
-Socket or bone name to attach sound to.
--
FString AttachName;
-
Should this sound follow its owner.
--
unit32 bFollow : 1;
-
FMODEvent reference to play.
--
TAssetPtr<class UFMODEvent> Event;
-
See Also: UFMODEvent
-Event triggered when the timeline crosses the notify marker.
--
virtual void Notify(USkeletalMeshComponent *MeshComp, UAnimSequenceBase *AnimSeq) override
-
If UFMODAnimNotifyPlay::bFollow is true Play Event Attached is called using the current UFMODAnimNotifyPlay::AttachName.
-Otherwise Play Event At Location is called using the MeshComp
for the positional information.
Unreal Integration 2.02
- -Base asset used for creating FMOD object assets in Unreal.
-This class inherits from UObject
-Properties:
-The unique Guid, which matches the one exported from FMOD Studio.
--
FGuid AssetGuid;
-
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;
-
Unreal Integration 2.02
- -This class inherits from UFMODAsset.
-Properties:
-The unique Guid, which matches the one exported from FMOD Studio.
--
FGuid AssetGuid;
-
Unreal Integration 2.02
- -This class inherits from UBlueprintFunctionLibrary
-Refer to Blueprint Reference.
-Defines:
-Studio stop mode enum for use in blueprints.
--
enum EFMOD_STUDIO_STOP_MODE{
- ALLOWFADEOUT,
- IMMEDIATE
-} EFMOD_STUDIO_STOP_MODE;
-
See Also: FMOD_STUDIO_STOP_MODE
-Wrapped FMOD::Studio::EventInstance for use in blueprints.
--
struct FFMODEventInstance{
- FMOD::Studio::EventInstance *Instance;
-} FFMODEventInstance;
-
Unreal Integration 2.02
- -This class inherits from UFMODAsset.
-Properties:
-The unique Guid, which matches the one exported from FMOD Studio.
--
FGuid AssetGuid;
-
Unreal Integration 2.02
- -This class inherits from UFMODAsset
-Methods:
-The unique Guid, which matches the one exported from FMOD Studio.
--
FGuid AssetGuid;
-
Get parameter descriptions for this event.
--
void GetParameterDescriptions(
- TArray<FMOD_STUDIO_PARAMETER_DESCRIPTION> &Parameters
-);
-
Unreal Integration 2.02
- -This class inherits from UFMODAsset.
-Properties:
-The unique Guid, which matches the one exported from FMOD Studio.
--
FGuid AssetGuid;
-
Unreal Integration 2.02
- -This class inherits from UObject.
-Defines:
-Properties:
-FMOD Logging level.
--
enum EFMODLogging
-{
- LEVEL_NONE = 0,
- LEVEL_ERROR = 1,
- LEVEL_WARNING = 2,
- LEVEL_LOG = 4
-};
-
Project output format, should match the mode set up for the Studio project.
--
namespace EFMODSpeakerMode
-{
- enum Type
- {
- Stereo,
- Surround_5_1,
- Surround_7_1,
- Surround_7_1_4
- };
-}
-
This setting must match the corresponding project platform in the FMOD Studio build settings.
-FMOD System Output modes.
--
namespace EFMODOutput
-{
- enum Type
- {
- TYPE_AUTODETECT,
- TYPE_NOSOUND,
- TYPE_WASAPI,
- TYPE_ASIO,
- TYPE_PULSEAUDIO,
- TYPE_ALSA,
- TYPE_COREAUDIO,
- TYPE_AUDIOTRACK,
- TYPE_OPENSL,
- TYPE_AUDIOOUT,
- TYPE_AUDIO3D,
- TYPE_NNAUDIO,
- TYPE_WINSONIC,
- TYPE_AAUDIO,
- };
-}
-
Target Platforms.
--
namespace EFMODPlatforms
-{
- enum Type
- {
- Windows,
- Linux,
- Mac,
- Android,
- IOS,
- PS4,
- PS5,
- Deprecated,
- Switch,
- XboxOne,
- XSX,
- Editor
- };
-}
-
Encoding formats.
--
namespace EFMODCodec
-{
- enum Type
- {
- VORBIS,
- FADPCM,
- OPUS,
- XMA,
- AT9,
- };
-}
-
Use specific memory pool size for platform, in bytes. Disabled by default.
--
struct FCustomPoolSizes
-{
- int32 Desktop;
- int32 Mobile;
- int32 PS4;
- int32 Switch;
- int32 XboxOne;
-};
-
(Disabled) units in bytes.
-(Disabled) units in bytes.
-(Disabled) units in bytes.
-(Disabled) units in bytes.
-(Disabled) units in bytes.
-FMOD may become unstable if the limit is exceeded!
-Locales for localized banks. Theses should match the project locales configured in the FMOD Studio Project.
--
struct FFMOD::ProjectLocale
-{
- FString LocaleName;
- FString LocaleCode;
- bool bDefault;
-};
-
This section contains settings that can be set per platform.
--
struct FFMODPlatformSettings
-{
- int32 RealChannelCount;
- int32 SampleRate;
- TEnumAsByte<EFMODSpeakerMode::Type> SpeakerMode;
- TEnumAsByte<EFMODOutput::Type> OutputType;
- int32 CustomPoolSize;
- TMap<TEnumAsByte<EFMODCodec::Type>, int32> Codecs;
-};
-
Load all banks at startup.
--
bool bLoadAllBanks;
-
Load all banks sample data into memory at start up.
--
bool bLoadAllSampleData;
-
Enable live update in non-final builds.
--
bool bEnableLiveUpdate;
-
Enable live update in Editor for Auditioning. Requires Restart
--
bool bEnableEditorLiveUpdate;
-
Will log internal API errors when enabled.
--
bool bEnableAPIErrorLogging;
-
Enables the FMOD_STUDIO_INIT_MEMORY_TRACKING flag in the FMOD Studio system.
--
bool bEnableMemoryTracking;
-
See Also: FMOD_STUDIO_INIT_MEMORY_TRACKING
-Path to find your studio bank output directory, relative to Content directory.
--
FDirectoryPath BankOutputDirectory;
-
Project output format, should match the mode set up for the Studio project.
--
TEnumAsByte<EFMODSpeakerMode::Type> OutputFormat;
-
Built-in output types that can be used to run the mixer.
--
TEnumAsByte<EFMODOutput::Type> OutputType;
-
Locales for localized banks. These should match the project locales configured in the FMOD Studio project.
--
TArray<FFMODProjectLocale> Locales;
-
The signal level at which to make channels virtual.
--
float Vol0VirtualLevel;
-
Sample rate to use, or 0 to match system rate.eg. 0, 22050, 24000, 32000, 44100, 48000.
--
int32 SampleRate;
-
Match hardware sample rate where reasonable (44.1kHz to 48kHz).
--
bool bMatchHardwareSampleRate;
-
Number of actual software voices that can be used at once.
--
int32 RealChannelCount;
-
Total number of voices available that can be either real or virtual.
--
int32 TotalChannelCount;
-
DSP mixer buffer length (eg. 512, 1024) or 0 for system default.
--
int32 DSPBufferLength;
-
When changing the Buffer Length, Buffer Count also needs to be set.
-DSP mixer buffer count (eg. 2, 4) or 0 for system default.
--
int32 DSPBufferCount;
-
When changing the Buffer Count, Buffer Length also needs to be set.
-File buffer size in bytes (2048 by default).
--
int32 FileBufferSize;
-
Studio update period in milliseconds, or 0 for default (which means 20ms).
--
int32 StudioUpdatePeriod;
-
Output device to choose at system start up, or empty for default.
--
FString InitialOutputDriverName;
-
Lock all mixer buses at startup, making sure they are created up front.
--
bool bLockAllBuses;
-
Use specified memory pool size for platform, units in bytes. Disabled by default. FMOD may become unstable if the limit is exceeded!
--
FCustomPoolSizes MemoryPoolSizes;
-
Live update port to use, or 0 for default.
--
int32 LiveUpdatePort;
-
Live update port to use while in editor for auditioning. Requires Restart
--
int32 EditorLiveUpdatePort;
-
Delay in seconds before automatically reloading modified banks from disk.
--
int32 ReloadBanksDelay;
-
This can be extended if building banks takes a long time and UE4 tries to reload banks before building is completed. Set to 0 to disable automatic bank reloading.
-Enables the FMOD_STUDIO_INIT_MEMORY_TRACKING flag in the FMOD Studio system.
--
bool bEnableMemoryTracking;
-
See Also: FMOD_STUDIO_INIT_MEMORY_TRACKING
-Extra plugin files to load. The plugin files should sit alongside the FMOD dynamic libraries in the ThirdParty directory.
--
TArray<FString> PluginFiles;
-
Directory for content to appear in content window. Be careful changing this!
--
FString ContentBrowserPrefix;
-
Force platform directory name, or leave empty for automatic (Desktop/Mobile/PS4/XBoxOne)
--
FString ForcePlatformName;
-
Name of master bank. The default in Studio is "Master".
--
FString MasterBankName;
-
Skip bank files of the given name. Can be used to load all banks except for a certain set, such as localization banks.
--
FString SkipLoadBankName;
-
Specify the key for loading sounds from encrypted banks.
--
FString StudioBankKey;
-
Force wav writer output, for debugging only. Setting this will prevent normal sound output!
--
FString WavWriterPath;
-
Specify the logging level to use in a debug/development build.
--
TEnumAsByte<EFMODLogging> LoggingLevel;
-
Name of the parameter used in Studio to control occlusion effects.
--
FString OcclusionParameter;
-
Name of the parameter used in Studio to control ambient volume.
--
FString AmbientVolumeParameter;
-
Name of the parameter used in Studio to control ambient LPF effects.
--
FString AmbientLPFParameter;
-
Used to specify platform specific settings.
--
TMap<TEnumAsByte<EFMODPlatforms::Type>, FFMODPlatformSettings> Platforms;
-
Unreal Integration 2.02
- -This class inherits from UFMODEvent.
-Methods:
-The unique Guid, which matches the one exported from FMOD Studio.
--
FGuid AssetGuid;
-
Get parameter descriptions for this event.
--
void GetParameterDescriptions(
- TArray<FMOD_STUDIO_PARAMETER_DESCRIPTION> &Parameters
-) const;
-
Unreal Integration 2.02
- -This class inherits from UReverbEffect.
-Properties:
-The unique Guid, which matches the Guid of the FMOD Stuido Snapshot correpsonding to this reverb.
--
FGuid AssetGuid;
-
Unreal Integration 2.02
- -This class inherits from UFMODAsset.
-Properties:
-The unique Guid, which matches the one exported from FMOD Studio.
--
FGuid AssetGuid;
-
Unreal Integration 2.02
- -Unreal Integration 2.02
- -AudioLink is an API that connects Unreal Audio Engine to external software, allowing Audio to be passed from Unreal to FMOD. By using hardware abstraction, AudioLink bypasses the need for direct hardware access and provides the strengths of both Unreal Audio Engine and FMOD.
-This section will assume a basic understanding of the Unreal AudioLink system and will focus on the FMOD specific information.
-The FMOD for Unreal AudioLink module assumes the Event linked contains a Programmer Instrument, this is what it uses to pass the sound data from Unreal to FMOD.
-
-Generally you will want an Event that has a looping async programmer sound, because we may not know the length of the sounds being played from Unreal (ie. submixes are generally alive from startup to shutdown).
In the FMOD for Unreal Settings, you can choose to enable/disable AudioLink support. This will load/unload the appropriate modules when the editor is reloaded.
- -The default FMOD AudioLink Settings can be found in the project settings, under 'Plugins > FMOD AudioLink'. This is used in cases where the property has not been set, so it is unnecessary to pass it every time you create an AudioLink.
-You can create multiple FMOD AudioLink Settings assets for different FMOD Events, allowing you to easily route different sounds to different events allowing for greater customization.
-These settings are used to set up the FMOD Event:
FMOD supports AudioLink through three link types:
-FMODAudioLink
.MetaSounds, Sound Cues, and Sound Waves are classed as 'Sources', to play them through AudioLink you can use the Attenuation Settings or the Submix.
-In the source/component Details panel you will find the option to individually override or assign Attenuation settings:
-Meta Sound | -Sound Cue | -Audio Component | -
---|---|---|
- | - | - |
It is recommended to disable the Attenuation (Spatialization)
option as FMOD needs to handle the spatialization.
To send specific sounds to FMOD, use the settings under Attenuation (AudioLink)
:
If you want to override the Attenuation Settings, either through an asset or in the details panel, but not use the Enable Send to AudioLink
(ie. you want it to route through a specified submix instead) you need to make sure that the Attenuation (Spatialization)
is disabled.
You can set the Send to Audio Link
flag and the Audio Link Settings property in the submix's Details panel, under 'Audio Link'.
AudioLink Component support is included through the FMOD AudioLink
Component, but is often unnecessary as sources are componentless by design, highly optimized for scale, and provide engine-level support.
The AudioLink Component is then controlled through the API:
-PlayLink
SetLinkSound
StopLink
IsLinkPlaying
In UE5.2 and UE5.3, two events will spawn when using the FMODAudioLinkComponent: one for the component (intended) and one for the sound source (not intended). This appears to be an engine bug.
-Workaround:
-Create a new FMODAudioLinkSettings asset and leave the Link Event
empty, then assign this to the sound source (through the Attenuation Settings).
log LogFMODAudioLink All
to output (a lot) more detailed information to the log. Send to AudioLink
flag on the source or submix.Unreal Integration 2.02
- -This is an Unreal Level Blueprint that demonstrates how to build a loading screen that can be used at the start of a game to load both FMOD Studio data and Unreal data without blocking the main thread. To make this work properly "Load All Banks" needs to be turned off in the FMOD Settings.
- -Topics:
- -Load All Banks
is also disabledEvent Begin
, uses the Load Sample Data
variable for the Load Bank
node.Done
variable every tick. If it is still false, it will iterate through the array of banks incrementing the variable Number of Loaded Banks
. Once Number of Loaded Banks
is equal to the total number of banks in the array then the variable Done
is set to true, and it is safe to load the playable Map.Unreal Integration 2.02
- -Used for controlling mixer buses.
-Methods:
-Mute/Unmute the bus.
- --
static void BusSetMute(
- class UFMODBus *Bus,
- bool bMute
-);
-
Pause/Unpause all events going through the bus.
- --
static void BusSetPaused(
- class UFMODBus *Bus,
- bool bPaused
-);
-
Set volume on a bus.
- --
static void BusSetVolume(
- class UFMODBus *Bus,
- float Volume
-);
-
Volume value.
-Stop all EventInstances routed into the bus.
- --
static void BusStopAllEvents(
- class UFMODBus *Bus,
- EFMOD_STUDIO_STOP_MODE stopMode
-);
-
See Also: FMOD_STUDIO_STOP_MODE
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
-);
-
Unreal Integration 2.02
- -These methods are used to control the state of Audio Components.
-Methods:
-Creates a new Audio Component.
- -Get the event length in milliseconds.
- --
int32 GetLength() const;
-
Get parameter value from the Event.
- --
float GetParameter(
- FName Name
-);
-
Get parameter value from the Event.
- --
void GetParameterValue(FName Name, float &UserValue, float &FinalValue);
-
Get the paused state of the audio component.
- --
bool GetPaused();
-
Get a property of the Event.
- --
float GetProperty(
- EFMODEventProperty::Type Property
-);
-
See Also: EFMODEventProperty
-Get the timeline position in milliseconds.
- --
int32 GetTimelinePosition();
-
Return true if this component is currently playing an event.
- --
bool IsPlaying();
-
Allow an event to continue past a sustain point.
- --
void KeyOff();
-
Start a sound playing on an audio component.
- --
void Play();
-
Release the current Studio Instance.
- --
void Release();
-
See Also: UFMODAudioComponent::StudioInstance
-New Event to be used by the FMODAudioComponent.
- --
void SetEvent(
- UFMODEvent *NewEvent
-);
-
If an Event is currently playing, it will be stopped and the new Event passed in will be started.
-See Also: UFMODEvent
-Set a parameter of the Event.
- --
void SetParameter(
- FName Name,
- float Value
-);
-
Pause/Unpause an audio component.
- --
void SetPaused(
- bool paused
-);
-
Set pitch on an audio component.
- --
void SetPitch(
- float pitch
-);
-
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 the sound name to use for programmer sound.
- --
void SetProgrammerSoundName(
- FString Value
-);
-
The integration will look up the name in any loaded audio table.
-Set a property of the Event.
- --
void SetProperty(
- EFMODEventProperty::Type Property,
- float Value
-);
-
See Also: EFMODEventProperty
-Set the timeline position in milliseconds
- --
void SetTimelinePosition(
- int32 Time
-);
-
Set volume on an audio component.
- --
void SetVolume(
- float volume
-);
-
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 an audio component playing.
- --
void Stop();
-
Unreal Integration 2.02
- -Automatically generated methods for working with FMOD and Unreal Enums.
-Methods:
-Converts a byte to an EFMOD_STUDIO_STOP_MODE.
- --
EFMOD_STUDIO_STOP_MODE ByteToEnum(
- byte Byte
-);
-
See Also: EFMOD_STUDIO_STOP_MODE.
-Returns every value in the EFMOD_STUDIO_STOP_MODE enum.
- --
EFMOD_STUDIO_STOP_MODE ForEachEFMOD_STUDIO_STOP_MODE();
-
See Also: EFMOD_STUDIO_STOP_MODE.
-Returns the total number of entries in the EFMOD_STUDIO_STOP_MODE enum.
- --
int GetNumberOfEntriesInEFMOD_STUDIO_STOP_MODE();
-
See Also: EFMOD_STUDIO_STOP_MODE.
-Returns the value of an EFMOD_STUDIO_STOP_MODE member.
- --
EFMOD_STUDIO_STOP_MODE LiteralEnumEFMOD_STUDIO_STOP_MODE(
- EFMOD_STUDIO_STOP_MODE Enum
-);
-
See Also: EFMOD_STUDIO_STOP_MODE.
Unreal Integration 2.02
- -These methods are used to control individual Event Instances.
-Methods:
-Get a parameter value on an FMOD Event Instance.
- --
static float EventInstanceGetParameter(
- FFMODEventInstance EventInstance,
- FName Name
-);
-
Will be deprecated in FMOD 2.01, use Event Instance Get Parameter Value instead.
-Get a parameter value on an FMOD Event Instance.
- --
static void EventInstanceGetParameterValue(
- FFMODEventInstance EventInstance,
- FName Name,
- float &UserValue,
- float &FinalValue
-);
-
Return whether this FMOD Event Instance is valid. The instance will be invalidated when the sound stops.
- --
static bool EventInstanceIsValid(
- FFMODEventInstance EventInstance
-);
-
The instance will be invalidated when the sound stops.
-Allow an FMOD Event Instance to continue past a sustain point.
- --
static void EventInstanceKeyOff(FFMODEventInstance EventInstance);
-
Play an FMOD Event Instance.
- --
static void EventInstancePlay(
- FFMODEventInstance EventInstance
-);
-
Release an FMOD Event Instance.
- --
static void EventInstanceRelease(FFMODEventInstance EventInstance);
-
Set a parameter on an FMOD Event Instance.
- --
static void EventInstanceSetParameter(
- FFMODEventInstance EventInstance,
- FName Name,
- float Value
-);
-
Pause/Unpause an FMOD Event Instance.
- --
static void EventInstanceSetPaused(
- FFMODEventInstance EventInstance,
- bool Paused
-);
-
Set pitch on an FMOD Event Instance.
- --
static void EventInstanceSetPitch(
- FFMODEventInstance EventInstance,
- float Pitch
-);
-
Set an FMOD event property on an FMOD Event Instance.
- --
static void EventInstanceSetProperty(
- FFMODEventInstance EventInstance,
- EFMODEventProperty::Type Property,
- float Value
-);
-
Set 3D attributes on an FMOD Event Instance.
- --
static void EventInstanceSetTransform(
- FFMODEventInstance EventInstance,
- const FTransform &Location
-);
-
Set volume on an FMOD Event Instance.
- --
static void EventInstanceSetVolume(
- FFMODEventInstance EventInstance,
- float Volume
-);
-
Mute/Unmute the bus.
- --
static void EventInstanceStop(FFMODEventInstance EventInstance, bool Release = false);
-
Unreal Integration 2.02
- -Automatically generated methods for working with FMOD and Unreal Structs.
-Methods
-Adds a node that breaks an 'FMODAttenuationDetails` into its member fields.
-
-
FMODAttenuationDetails BreakFMODAttenuationDetails(
- FMODAttenuation Details
-);
-
Adds a node that breaks an 'FMODOcclusionDetails' into its member fields.
- --
FMODOcclusionDetails BreakFMODOcclusionDetails(
- FMODOcclusion Details
-)
-
Adds a node that creates an 'FMODAttenuationDetails' from its members.
- --
FMODAttenuationDetails MakeFMODAttenuationDetails(
- bool OverrideAttenuation,
- float MinimumDistance,
- float MaximumDistance
-);
-
OverrideAttenuation
is true.OverrideAttenuation
is true.See Also: FMODAttenuationDetails.
-Adds a node that creates an 'FMODEventInstance' from its members.
- --
FMODEventInstance MakeFMODEventInstance();
-
See Also: Event Instance.
-Adds a node that creates an 'FMODOcclusionDetails' from its members.
- --
FMODAttenuationDetails MakeFMODAttenuationDetails(
- bool EnableOcclusion,
- enum OcclusionTraceChannel,
- bool UseComplexCollisionForOcclusion
-);
-
See Also: FMODOcclusionDetails.
Unreal Integration 2.02
- -Automatically generated methods for working with FMOD and Unreal Utilities.
-Methods:
-Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Cast Failed
path will be taken.Access object as a class 'FMODAmbientSound' it may be an instance of. On failure the Cast Failed
path will be taken.
-
FMODAmbientSound CastToFMODAmbientSound(
- Object Object
-);
-
Access class 'FMODAmbientSound' as one it may inherit from. On failure the Cast Failed
path will be taken.
-
FMODAmbientSound CastToFMODAmbientSoundclass(
- ObjectClassReference Class
-);
-
Access object as a class 'FMODAnimNotifyPlay' it may be an instance of. On failure the Cast Failed
path will be taken.
-
FMODAnimNotifyPlay CastToFMODAnimNotifyPlay(
- Object Object
-);
-
Access class 'FMODAnimNotifyPlay' as one it may inherit from. On failure the Cast Failed
path will be taken.
-
FMODAnimNotifyPlay CastToFMODAnimNotifyPlayclass(
- ObjectClassReference Class
-);
-
Access object as a class 'FMODAsset' it may be an instance of. On failure the Cast Failed
path will be taken.
-
FMODAsset CastToFMODAsset(
- Object Object
-);
-
Access class 'FMODAsset' as one it may inherit from. On failure the Cast Failed
path will be taken.
-
FMODAsset CastToFMODAssetclass(
- ObjectClassReference Class
-);
-
Access object as a class 'FMODAudioComponent' it may be an instance of. On failure the Cast Failed
path will be taken.
-
FMODAudioComponent CastToFMODAudioComponent(
- Object Object
-);
-
Access class 'FMODAudioComponent' as one it may inherit from. On failure the Cast Failed
path will be taken.
-
FMODAudioComponent CastToFMODAudioComponentclass(
- ObjectClassReference Class
-);
-
Access object as a class 'FMODBank' it may be an instance of. On failure the Cast Failed
path will be taken.
-
FMODBank CastToFMODBank(
- Object Object
-);
-
Access class 'FMODBank' as one it may inherit from. On failure the Cast Failed
path will be taken.
-
FMODBank CastToFMODBankclass(
- ObjectClassReference Class
-);
-
Access object as a class 'FMODBus' it may be an instance of. On failure the Cast Failed
path will be taken.
-
FMODBus CastToFMODBus(
- Object Object
-);
-
Access class 'FMODBus' as one it may inherit from. On failure the Cast Failed
path will be taken.
-
FMODBus CastToFMODBusclass(
- ObjectClassReference Class
-);
-
Access object as a class 'FMODEvent' it may be an instance of. On failure the Cast Failed
path will be taken.
-
FMODEvent CastToFMODEvent(
- Object Object
-);
-
Access class 'FMODEvent' as one it may inherit from. On failure the Cast Failed
path will be taken.
-
FMODEvent CastToFMODEventclass(
- ObjectClassReference Class
-);
-
Access object as a class 'FMODEventControlSection' it may be an instance of. On failure the Cast Failed
path will be taken.
-
FMODEventControlSection CastToFMODEventControlSection(
- Object Object
-);
-
Access class 'FMODEventControlSection' as one it may inherit from. On failure the Cast Failed
path will be taken.
-
FMODEventControlSection CastToFMODEventControlSectionclass(
- ObjectClassReference Class
-);
-
Access object as a class 'FMODEventControlTrack' it may be an instance of. On failure the Cast Failed
path will be taken.
-
FMODEventControlTrack CastToFMODEventControlTrack(
- Object Object
-);
-
Access class 'FMODEventControlTrack' as one it may inherit from. On failure the Cast Failed
path will be taken.
-
FMODEventControlTrack CastToFMODEventControlTrackclass(
- ObjectClassReference Class
-);
-
Access object as a class 'FMODEventParameterTrack' it may be an instance of. On failure the Cast Failed
path will be taken.
-
FMODEventParameterTrack CastToFMODEventParameterTrack(
- Object Object
-);
-
Access class 'FMODEventParameterTrack' as one it may inherit from. On failure the Cast Failed
path will be taken.
-
FMODEventParameterTrack CastToFMODEventParameterTrackclass(
- ObjectClassReference Class
-);
-
Access object as a class 'FMODPort' it may be an instance of. On failure the Cast Failed
path will be taken.
-
FMODPort CastToFMODPort(
- Object Object
-);
-
Access class 'FMODPort' as one it may inherit from. On failure the Cast Failed
path will be taken.
-
FMODPort CastToFMODPortclass(
- ObjectClassReference Class
-);
-
Access object as a class 'FMODSnapshot' it may be an instance of. On failure the Cast Failed
path will be taken.
-
FMODSnapshot CastToFMODSnapshot(
- Object Object
-);
-
Access class 'FMODSnapshot' as one it may inherit from. On failure the Cast Failed
path will be taken.
-
FMODSnapshot CastToFMODSnapshotclass(
- ObjectClassReference Class
-);
-
Access object as a class 'FMODSnapshotReverb' it may be an instance of. On failure the Cast Failed
path will be taken.
-
FMODSnapshotReverb CastToFMODSnapshotReverb(
- Object Object
-);
-
Access class 'FMODSnapshotReverb' as one it may inherit from. On failure the Cast Failed
path will be taken.
-
FMODSnapshotReverb CastToFMODSnapshotReverbclass(
- ObjectClassReference Class
-);
-
Access object as a class 'FMODVCA' it may be an instance of. On failure the Cast Failed
path will be taken.
-
FMODVCA CastToFMODVCA(
- Object Object
-);
-
Access class 'FMODVCA' as one it may inherit from. On failure the Cast Failed
path will be taken.
-
FMODVCA CastToFMODVCAclass(
- ObjectClassReference Class
-);
-
Unreal Integration 2.02
- -Unreal Integration 2.02
- -This page includes definitions for various common FMOD Studio terms, along with references to related terms and documentation.
-Token | -Meaning | -
---|---|
Out | -The API function will fill in information in this parameter. | -
Opt | -This parameter is optional, specify null or zero to ignore. | -
R/O | -This token applies to members of various structures which FMOD passes to user callbacks. User callbacks must not modify the values of these members. Modifying the values of these members will cause undefined behavior. | -
C# | -This is only available in C#. | -
JS | -This is only available in Javascript. | -
The version number of FMOD Studio. Version numbers are split into three parts, in the format: productVersion.majorVersion.minorVersion. For example, the version 1.23.45 would indicate product version 1, major version 23, and minor version 45 of that major version.
-Major versions contain significant changes, add new features, and may affect bank compatibility. Updating to a new major version usually requires project migration. New major versions may change playback behavior in some cases.
-Minor versions, also known as patch versions, contain bug fixes and smaller workflow improvements.
Unreal Integration 2.02
- -Niagara is Unreal Engines VFX System and this section explains how to use the FMOD Integration with it.
-In Niagara you are able to play one shot events, play persistent events and update parameters.
-To view the available FMOD Niagara Modules, make sure to enable 'Plugins' in the Source Filtering options:
-UE5 | -UE4 | -
---|---|
- | - |
An FMOD Niagara module can be added to one or multiple Unreal Niagara Modules depending on the desired behavior.
-This can be added to the System, Emitter or Particle modules.
-Plays a one shot event at the given location that cannot be controlled after being played.
-UE5 | -UE4 | -
---|---|
- | - |
- | - |
This can be added to the System, Emitter or Particle modules.
-An FMODEvent reference that can be used with the play and update modules.
-By assigning an Event to the FMOD Event Player, you can use it to play multiple one shots of the same event with the same settings or it can be used with persistance events that require updating over its lifetime.
UE5 | -UE4 | -
---|---|
- | - |
- | Found in UE editor window |
-
This can be added to the System, Emitter or Particle modules.
-Play an event from a reference that can later be used with UpdatePersistentFMODEvent
.
UE5 | -UE4 | -
---|---|
- | - |
This can be added to the System, Emitter or Particle modules.
-Used to update information of an event referenced from FMODEventPlayer.
-You can have multiple of these if you need to control multiple parameters.
FMOD Parameters need to be referenced by index from the FMODEventPlayer
.
UE5 | -UE4 | -
---|---|
- | - |
Basic example of how to add a one shot event to an emitter:
-- Add a PlayFMODEvent module to emitter.
-- Assign an FMOD Event.
-- Add your emitter to the scene and press play to hear it in action.
PlayPersistentFMODEvent
module selected, drag your FMODEventPlayer
into the FMOD Event Player
parameter.UE5 | -UE4 | -
---|---|
- | - |
FMODEventPlayer
.Continuing on from Playing a persistent event as you will need both the event player and play modules.
-UpdatePersistentFMODEvent
module selected, drag your FMODEventPlayer
into the FMOD Event Player
parameter.UE5 | -UE4 | -
---|---|
- | - |
UE5 | -UE4 | -
---|---|
- | - |
- | - |
- | - |
Unreal Integration 2.02
-Some platforms require some extra steps to run properly.
-To deploy on Android, make sure FMODStudio is in your game's directory, not in the Engine plugins directory. When FMODStudio is in your game's plugin directory, the engine will rebuild the plugin for Android and deploy all the files properly.
-FMOD supports DSP plugins, which will be stand-alone .so files that will need to be packaged into the build. Add the .so file into the FMODStudio/Binaries/Android/{Architecture}
directory. Unreal will also need an APL file so it knows to package the .so file. To do this, you will need to write an APL file and drop it into the FMODStudio/Binaries/Android
directory. The FMODStudio.build.cs file looks for any file ending with "_APL.xml" and will pass that along to the unreal build tool for packaging.
The APL is a custom xml file format which is documented in the engine file AndroidPluginLanguage.cs. Here is a sample APL file for libovrfmod.so:
-<?xml version="1.0" encoding="utf-8"?>
-<!--Plugin additions-->
-<root xmlns:android="http://schemas.android.com/apk/res/android">
- <!-- init section is always evaluated once per architecture -->
- <init>
- <log text="ovrfmod APL init"/>
- </init>
-
- <!-- optional files or directories to copy to Intermediate/Android/APK -->
- <resourceCopies>
- <log text="ovrfmod APL copying files for $S(Architecture)/"/>
- <copyFile src="$S(PluginDir)/$S(Architecture)/libovrfmod.so"
- dst="$S(BuildDir)/libs/$S(Architecture)/libovrfmod.so" />
- </resourceCopies>
-
- <!-- optional libraries to load in GameActivity.java before libUE4.so -->
- <soLoadLibrary>
- <log text="ovrfmod APL adding loadLibrary references"/>
- <loadLibrary name="ovrfmod" failmsg="ovrfmod not loaded and required!" />
- </soLoadLibrary>
-</root>
-
You only need to write this if you want to load a DSP plugin on Android.
-Banks for Android are expected to be located in the Mobile
sub-directory of the Studio built banks output directory. This sub-directory name is hardcoded in the integration so if you want to use a different location you would need to modify the integration source code.
To package the Android banks add these lines to Platforms\Android\Config\AndroidGame.ini
:
[/Script/UnrealEd.ProjectPackagingSettings]
--DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
-+DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Mobile")
-
4.24
-The location of AndroidGame.ini
is Config\Android\AndroidGame.ini
Any platform specific requirements for Android also apply to Android-based VR devices, such as Oculus Quest.
-To enable Live Update the Unreal XSX project settings must be modified to allow FMOD to open the Live Update port from the running game. Access the settings by opening the Project Settings editor from the Edit menu, then navigate to Xbox Series X|S platform settings. Under the Development category, add the following entry to the Debug Network Ports setting:
-
Banks for the Xbox Series X|S are expected to be located in the Scarlett
sub-directory of the Studio built banks output directory. This sub-directory name is hardcoded in the integration so if you want to use a different location you would need to modify the integration source code.
To package the Xbox Series X|S specific banks add the following lines to the appropriate Unreal config file from the table below e.g. Platforms\XSX\Config\XSXGame.ini
:
Unreal version | -FMOD Studio bank folder | -Unreal platform | -Unreal config file | -
---|---|---|---|
4.25 | -Scarlett | -MPX | -Platforms\MPX\Config\MPXGame.ini | -
4.25+ onwards | -Scarlett | -XSX | -Platforms\XSX\Config\XSXGame.ini | -
[/Script/UnrealEd.ProjectPackagingSettings]
--DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
-+DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Scarlett")
-
FMOD will not work with inbuilt Unreal audio on Xbox Series X|S. You will need to disable the Unreal Audio Device by adding/editing the appropriate Unreal engine config file from the table below e.g. Config\XSX\XSXEngine.ini
with the following section:
Unreal version | -Unreal engine config file | -
---|---|
4.25 | -Config\MPX\MPXEngine.ini | -
4.25+ onwards | -Config\XSX\XSXEngine.ini | -
[Audio]
-AudioDeviceModuleName=
-AudioMixerModuleName=
-
To enable Live Update the Unreal Xbox One GDK project settings must be modified to allow FMOD to open the Live Update port from the running game. Access the settings by opening the Project Settings editor from the Edit menu, then navigate to Xbox One GDK platform settings. Under the Development category, add the following entry to the Debug Network Ports setting:
-
Banks for the Xbox One are expected to be located in the XboxOne
sub-directory of the Studio built banks output directory. This sub-directory name is hardcoded in the integration so if you want to use a different location you would need to modify the integration source code.
To package the Xbox One specific banks add the following lines to the appropriate Unreal config file from the table below e.g. Platforms\XB1\Config\XB1Game.ini
, replacing MyGame
with your project's name:
Unreal version | -FMOD Studio bank folder | -Unreal platform | -Unreal config file | -
---|---|---|---|
4.25 | -XboxOne | -XboxOneAnvil | -Platforms\XboxOneAnvil\Config\XboxOneAnvilGame.ini | -
4.25+, 4.26, 4.27 | -XboxOne | -XboxOneGDK | -Platforms\XboxOneGDK\Config\XboxOneGDKGame.ini | -
5.0 onwards | -XboxOne | -XB1 | -Platforms\XB1\Config\XB1Game.ini | -
[/Script/UnrealEd.ProjectPackagingSettings]
--DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
-+DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/XboxOne")
-
-[Staging]
-+WhitelistDirectories=MyGame/Content/FMOD/XboxOne
-
[/Script/UnrealEd.ProjectPackagingSettings]
--DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
-+DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/XboxOne")
-
-[Staging]
-+AllowedDirectories=MyGame/Content/FMOD/XboxOne
-
FMOD will not work with inbuilt Unreal audio on Xbox One. You will need to disable the Unreal Audio Device by adding/editing the appropriate Unreal engine config file from the table below e.g. Config\XboxOneGDK\XboxOneGDKEngine.ini
with the following section:
Unreal version | -Unreal engine config file | -
---|---|
4.25 | -Config\XboxOneAnvil\XboxOneAnvilEngine.ini | -
4.25+, 4.26, 4.27 | -Config\XboxOneGDK\XboxOneGDKEngine.ini | -
5.0 onwards | -Config\XB1\XB1Engine.ini | -
[Audio]
-AudioDeviceModuleName=
-AudioMixerModuleName=
-
Banks for Game Core Desktop are expected to be located in the Desktop
sub-directory of the Studio built banks output directory. This sub-directory name is hardcoded in the integration so if you want to use a different location you would need to modify the integration source code.
The Unreal Build Tool will block packaging of the Desktop
directory unless it is explicitly whitelisted. To whitelist the directory add the following lines to the appropriate Unreal config file from the table below e.g. Platforms\WinGDK\Config\WinGDKGame.ini
, replacing MyGame
with your project's name:
Unreal version | -FMOD Studio bank folder | -Unreal platform | -Unreal config file | -
---|---|---|---|
4.25 | -Desktop | -WinAnvil | -Platforms\WinAnvil\Config\WinAnvilGame.ini | -
4.25+ onwards | -Desktop | -WinGDK | -Platforms\WinGDK\Config\WinGDKGame.ini | -
[Staging]
-+WhitelistDirectories=MyGame/Content/FMOD/Desktop
-
[Staging]
-+AllowedDirectories=MyGame/Content/FMOD/Desktop
-
Banks for iOS are expected to be located in the Mobile
sub-directory of the Studio built banks output directory. This sub-directory name is hardcoded in the integration so if you want to use a different location you would need to modify the integration source code.
To package the iOS banks from the Mobile
sub-directory, add these lines to Platforms\IOS\Config\IOSGame.ini
:
[/Script/UnrealEd.ProjectPackagingSettings]
--DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
-+DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Mobile")
-
If you do insist on modifying the integration source code and using the Desktop
sub-directory instead of the Mobile
sub-directory, add these lines to Platforms\IOS\Config\IOSGame.ini
instead, replacing mygame
with your project's name:
[Staging]
-+WhitelistDirectories=cookeddata/mygame/content/fmod/desktop
-
[Staging]
-+AllowedDirectories=cookeddata/mygame/content/fmod/desktop
-
FMOD will not work with inbuilt Unreal audio on iOS. You will need to disable the Unreal Audio Device by creating a new file Config\IOS\IOSEngine.ini
with this section:
[Audio]
-AudioDeviceModuleName=
-AudioMixerModuleName=
-
4.24
-The location of IOSGame.ini
is Config\IOS\IOSGame.ini
Using remote build to build for iOS on Windows using the FMOD Studio plugin requires some additional files to be copied to the remote Mac. To tell Unreal to copy the additional files add a file named RsyncProject.txt
to the directory <ue_project_root>/Build/Rsync
(you may need to create this directory). The RsyncProject.txt
file needs to contain this line:
+ /Plugins/FMODStudio/Binaries/IOS/**
-
To build for tvOS, make sure FMODStudio is in your game's directory and not in the Engine plugins directory.
-Banks for tvOS are expected to be located in the Mobile
sub-directory of the Studio built banks output directory. This sub-directory name is hardcoded in the integration so if you want to use a different location you would need to modify the integration source code.
To package the correct banks add these lines to Platforms\TVOS\Config\TVOSGame.ini
:
[/Script/UnrealEd.ProjectPackagingSettings]
--DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
-+DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Mobile")
-
4.24
-The location of TVOSGame.ini
is Config\TVOS\TVOSGame.ini
FMOD will not work with inbuilt Unreal audio on tvOS. You will need to disable the Unreal Audio Device by creating a new file Config\TVOS\TVOSEngine.ini
with this section:
[Audio]
-AudioDeviceModuleName=
-AudioMixerModuleName=
-
To deploy on linux, you will need to rebuild the engine from source via github. For compiling linux from windows, see this page for instructions how to get up and running with Unreal. Then, add in both the fmodstudio linux .zip and windows .zip on top of each other into the engine plugins directory.
-The last thing you will need to do is to get the FMOD .so libraries into a directory that the executable can read them. The easiest way is to copy them from
-<DeployedDir>\Engine\Plugins\FMODStudio\Binaries\Linux\x86_64
-
to
-<DeployedDir>\<GameName>\Binaries\Linux
-
To see what directories the .so files can be located, look at LinuxToolChain.cs. Currently there are only a set of hard coded directories that are supported.
-To make a packaged build runnable on your local machine, execute the following command from the command shell :
-install_name_tool -add_rpath @executable_path/../Unreal/YourGame/Plugins/FMODStudio/Libs/Mac /Path/To/YourGame.app/Contents/MacOS/YourGame
-
Banks for the PS4 are expected to be located in the PS4
sub-directory of the Studio built banks output directory. This sub-directory name is hardcoded in the integration so if you want to use a different location you would need to modify the integration source code.
To package the PS4 specific banks add these lines to Platforms\PS4\Config\PS4Game.ini
:
[/Script/UnrealEd.ProjectPackagingSettings]
--DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
-+DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/PS4")
-
Banks for the PS5 are expected to be located in the PS5
sub-directory of the Studio built banks output directory. This sub-directory name is hardcoded in the integration so if you want to use a different location you would need to modify the integration source code.
To package the PS5 specific banks add these lines to Platforms\PS5\Config\PS5Game.ini
:
[/Script/UnrealEd.ProjectPackagingSettings]
--DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
-+DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/PS5")
-
To enable vibration for the PS5 controller add these lines to Config\PS5\PS5Engine.ini
:
[/Script/Engine.InputSettings]
-AdvancedVibrationMode=true
-
[SonyController]
-bAdvancedVibrationMode=true
-
FMOD will not work with built-in Unreal audio on PS5 without some engine modification. In most cases you should disable the Unreal Audio Device by adding/editing Config\PS5\PS5Engine.ini
with the following section:
[Audio]
-AudioDeviceModuleName=
-AudioMixerModuleName=
-
See this forum post for details.
-Banks for the Switch are expected to be located in the Switch
sub-directory of the Studio built banks output directory. This sub-directory name is hardcoded in the integration so if you want to use a different location you would need to modify the integration source code.
To package the Switch specific banks add these lines to Platforms\Switch\Config\SwitchGame.ini
:
[/Script/UnrealEd.ProjectPackagingSettings]
--DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
-+DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Switch")
-
To enable FMOD Studio the use of any microphone input, including Kinect, on the Xbox One. The Engine ini file specific for the platform, located in /Config/XboxOne/XboxOneEngine.ini
, needs to have the following lines added:
[AppxManifest]
-Package.Capabilities.mx:Capability[0].Name=kinectAudio
-Package.Capabilities.mx:Capability[1].Name=kinectGamechat
-
To enable Live Update the Unreal Xbox One project settings must be modified to allow FMOD to open the Live Update port from the running game. Access the settings by opening the Project Settings editor from the Edit menu, then navigate to Xbox One platform settings. Under the Network category, add the following entries to the Secure Socket Descriptions and Secure Socket Associations settings:
-
Banks for the Xbox One are expected to be located in the XboxOne
sub-directory of the Studio built banks output directory. This sub-directory name is hardcoded in the integration so if you want to use a different location you would need to modify the integration source code.
To package the Xbox One specific banks add these lines to Platforms\XboxOne\Config\XboxOneGame.ini
:
[/Script/UnrealEd.ProjectPackagingSettings]
--DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
-+DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/XboxOne")
-
FMOD will not work with inbuilt Unreal audio on Xbox One. You will need to disable the Unreal Audio Device by creating a new file Config\XboxOne\XboxOneEngine.ini
with this section:
[Audio]
-AudioDeviceModuleName=
-AudioMixerModuleName=
-
This has been solved in 2.01.07, you only need to follow these steps if you are using an older version.
-Add the following to GetFilesToDeployOrStage in XboxOnePlatform.Automation.cs, before the end of the function:
-// FMOD code start
-DirectoryReference FMODDLLPath = null;
-if (Directory.Exists(Path.Combine(SC.ProjectRoot.ToString(), "Plugins/FMODStudio")))
-{
- FMODDLLPath = DirectoryReference.Combine(SC.ProjectRoot, "Plugins/FMODStudio/Binaries/XBoxOne/");
-}
-else if (Directory.Exists(Path.Combine(SC.LocalRoot.ToString(), "Engine/Plugins/FMODStudio")))
-{
- FMODDLLPath = DirectoryReference.Combine(SC.LocalRoot, "Engine/Plugins/FMODStudio/Binaries/XBoxOne/");
-}
-else
-{
- LogError("Failed to find FMODStudio plugin in game or engine directory");
-}
-if (FMODDLLPath != null)
-{
- Log.TraceInformation("Copying FMOD dlls to loose directory: " + RelativeBinPath);
- StagedDirectoryReference RelativeBinPathRef = new StagedDirectoryReference(RelativeBinPath);
- StageFileIfExists(StagedFileType.NonUFS, FileReference.Combine(FMODDLLPath, "fmod.dll"), RelativeBinPathRef, SC);
- StageFileIfExists(StagedFileType.NonUFS, FileReference.Combine(FMODDLLPath, "fmodL.dll"), RelativeBinPathRef, SC);
- StageFileIfExists(StagedFileType.NonUFS, FileReference.Combine(FMODDLLPath, "fmodstudio.dll"), RelativeBinPathRef, SC);
- StageFileIfExists(StagedFileType.NonUFS, FileReference.Combine(FMODDLLPath, "fmodstudioL.dll"), RelativeBinPathRef, SC);
-}
-// FMOD code end
-
Add the following to PrepTargetForDeployment in XboxOneDeploy.cs, in the same scope as 'DestDir':
-// FMOD code start
-string FMODDLLPath = null;
-if (Directory.Exists(Path.Combine(ProjectDirectory.FullName, "Plugins/FMODStudio")))
-{
- FMODDLLPath = Path.Combine(ProjectDirectory.FullName, "Plugins/FMODStudio/Binaries/XBoxOne/");
-}
-else if (Directory.Exists(Path.Combine(RelativeEnginePath, "Plugins/FMODStudio")))
-{
- FMODDLLPath = Path.Combine(RelativeEnginePath, "Plugins/FMODStudio/Binaries/XBoxOne/");
-}
-else
-{
- Log.TraceWarning("Failed to find FMODStudio plugin in game or engine directory");
-}
-if (FMODDLLPath != null)
-{
- Log.TraceInformation("...copying the FMOD dlls...");
- string FMODDLLName = "fmod.dll";
- Log.TraceInformation("\tcopying " + FMODDLLPath + FMODDLLName + " to " + DestDir + "/" + FMODDLLName);
- CopyFile(FMODDLLPath + FMODDLLName, DestDir + "/" + FMODDLLName, true);
- FMODDLLName = "fmodL.dll";
- Log.TraceInformation("\tcopying " + FMODDLLPath + FMODDLLName + " to " + DestDir + "/" + FMODDLLName);
- CopyFile(FMODDLLPath + FMODDLLName, DestDir + "/" + FMODDLLName, true);
- FMODDLLName = "fmodstudio.dll";
- Log.TraceInformation("\tcopying " + FMODDLLPath + FMODDLLName + " to " + DestDir + "/" + FMODDLLName);
- CopyFile(FMODDLLPath + FMODDLLName, DestDir + "/" + FMODDLLName, true);
- FMODDLLName = "fmodstudioL.dll";
- Log.TraceInformation("\tcopying " + FMODDLLPath + FMODDLLName + " to " + DestDir + "/" + FMODDLLName);
- CopyFile(FMODDLLPath + FMODDLLName, DestDir + "/" + FMODDLLName, true);
-}
-// FMOD code end
-
The XboxOne validaition tool uses _NT_SYMBOL_PATH
environment variable to know where to look for PDBs.
-In 'XboxOnePlatform.Automation.cs' is where Unreal overrides _NT_SYMBOL_PATH:
EnvironmentVariables.Add("_NT_SYMBOL_PATH", Params.GetProjectBinariesPathForPlatform(UnrealTargetPlatform.XboxOne).ToString());
-
We want to change this to add to it:
-string SymbolPath = Params.GetProjectBinariesPathForPlatform(UnrealTargetPlatform.XboxOne).ToString() + ";" + CommandUtils.GetEnvVar("_NT_SYMBOL_PATH");
-EnvironmentVariables.Add("_NT_SYMBOL_PATH", SymbolPath);
-
Now it keeps the original value as well as adding its own path.
-Then, on your build machine you need to set the value of _NT_SYMBOL_PATH
to where the FMOD PDBs will be.
-Eg. "[MyGame]\Plugins\FMODStudio\Binaries\XBoxOne" or "[MyGame]\Platforms\XboxOne\Plugins\FMODStudio\Binaries".
Unreal Integration 2.02
- -FMOD Studio projects can be set up to use third party plugins. These can include custom DSP effects that are created in-house or commercial products that can be used with FMOD Studio.
-The plugins must be loaded at runtime so that they are there when loading the banks that need them. Plugins are set up in the project settings Advanced section.
- -Each entry should be the filename of the plugin, without any extension. Any plugin files required should be added to the FMODStudio/Binaries/Platform/ directory.
-For example, to use fmod_gain.dll on Win64 builds, you should add the file here:
-FMODStudio/Binaries/Win64/fmod_gain.dll
-
You will need to make sure the plugins are deployed as well. Unreal deployment doesn't have access to the settings information so you will need to create an extra file that lists the plugins you want to deploy.
-Create a file "plugins.txt" in the FMODStudio/Binaries/Platform/ directory. The text file should contain the plugin names (just the name without file extension).
-For example, to deploy fmod_gain.dll on Win64 builds, create a file FMODStudio/Binaries/Win64/plugins.txt with the following contents:
-fmod_gain
-
Check the Platform Specifics for information relating to plugins on specific platforms.
Unreal Integration 2.02
-FMOD For Unreal adds a number of configuration options to the Project Settings editor.
-Access the settings by opening the Project Settings editor from the Edit menu, then navigate to the FMOD Studio plugin settings:
-
All of the settings are stored in the default engine configuration file and can be manually edited there if desired.
-When enabled the metadata from all FMOD bank files is loaded at startup.
-Default: Enabled
-
-When enabled the sample data from all FMOD bank files is loaded at startup. Only effective when Load All Banks is also enabled.
-Default: Disabled
-
-When enabled FMOD Studio Live Update can connect to non-final builds of the game while running.
-Default: Enabled
-
-When enabled FMOD Studio Live Update can connect to the editor.
-Default: Disabled
-
-Path to the FMOD Studio built banks output directory, relative to the project's Content directory. See Studio Bank Output Directory in the user guide for more information.
-Default: FMOD
-
-Project output format, this should match the FMOD Studio project Surround Speaker Mode.
-Default: Surround_5_1
-
-Built-in output types that can be used to run the mixer.
-Default: TYPE_AUTODETECT
-
-List of project locales. This should match the locales configured for the FMOD Studio project. See Localization in the user guide for more information.
-Each entry in the list has three members:
-When loading banks, banks which correspond to the active locale are loaded while banks which correspond to any other recognized locale are skipped.
-Sets the signal level at which Channels are virtualized. This corresponds directly to the vol0virtual
member of FMOD_ADVANCED_SETTINGS
in the Core API.
Default: 0.0001
-
-The sample rate for the FMOD mixer. This corresponds to the samplerate
parameter of FMOD::System::setSoftwareFormat
in the Core API.
Default: 0 (uses the default sample rate for the platform)
-
-When enabled attempt to match the sample rate for the FMOD mixer with the output driver's sample rate.
-Default: Enabled
-
-The maximum number of active Channels. This corresponds to the numsoftwarechannels
parameter of FMOD::System::setSoftwareChannels
in the Core API.
Default: 64
-
-The maximum number of Channels to be used in FMOD. This corresponds to the maxchannels
parameter of FMOD::Studio::System::initialize
in the Studio API.
Default: 512
-
-The mixer block length for the FMOD mixer. This corresponds to the bufferlength
parameter of FMOD::System::setDSPBufferSize
in the Core API.
Units: samples
-Default: 0 (uses the default DSP buffer length for the platform)
-
-The number of mixer blocks for the FMOD mixer to use. This corresponds to the numbuffers
parameter of FMOD::System::setDSPBufferSize
in the Core API.
Default: 0 (uses the default DSP buffer count for the platform)
-
-File buffering chunk size. This corresponds to the blockalign
parameter of FMOD::System::setFileSystem
in the Core API.
Units: bytes
-Default: 2048
-
-Update period of FMOD Studio. This corresponds to the studioupdateperiod
member of FMOD_STUDIO_ADVANCEDSETTINGS
in the Studio API.
Units: milliseconds
-Default: 0 (uses the default update period for FMOD Studio)
-
-Name of output driver to choose at start up. If this is not empty the available output drivers are enumerated at start up and if a driver with a matching name is found then that driver is selected for output.
-Default: Empty (uses the default output driver)
-
-When enabled all buses in the global mixer are locked when the master bank is loaded. This ensures that all buses in the global mixer are created.
-Default: Disabled
-
-Size of memory pool to use on each platform. When this is set to a value other than zero a memory pool of the requested size is allocated using the Unreal memory system and all FMOD memory allocations are made from the pool. Otherwise FMOD memory allocations directly use the Unreal memory system.
-Units: bytes
-Default: 0
-
-TCP port to listen on for FMOD Studio Live Update connections when running non-final builds of the game.
-Default: 9264
-
-TCP port to listen on for FMOD Studio Live Update connections when running the editor.
-Default: 9265
-
-Delay before automatically reloading modified banks from disk. This can be extended if building banks takes a long time and Unreal tries to reload banks before building is completed. Set to 0 to disable automatic bank reloading.
-Units: seconds
-Default: 5
-
-Will log internal API errors when enabled.
-Default: Disabled
-
-Enables FMOD's detailed memory tracking for non-final builds. This corresponds to setting the FMOD_STUDIO_INIT_MEMORY_TRACKING
flag into the studioflags
when initializing the Studio API.
Default: Disabled
-
-List of FMOD Studio plugins to be loaded when the system starts up. See Plugins for more information.
-Root directory for FMOD assets.
-Default: /Game/FMOD
-
-Override platform name for loading banks at runtime.
-Default: Empty (use default platform name)
-
-Name of master bank (without extension). Must match the FMOD Studio project.
-Default: Master
-
-String to filter banks loaded when Load All Banks is enabled. If Skip Load Bank Name is not empty then any bank with a name containing the specified string will be skipped by automatic bank loading.
-Default: Empty
-
-Key for loading encrypted banks. This corresponds to the encryptionkey
member of FMOD_STUDIO_ADVANCEDSETTINGS
in the Studio API.
File name that the wav writer will output to. If this is not empty then the runtime FMOD Studio system will use FMOD_OUTPUTTYPE_WAVWRITER
and the mixed audio produced by FMOD will be sent to the specified file. There will be no audible output when using this setting.
Default: Empty
-
-Logging level for non-final builds. The logging levels correspond to the similarly named FMOD_DEBUG_LEVEL_XXX
flags used by the FMOD::Debug_Initialize
function in the Core API.
Default: LEVEL NONE
-
-Name of event parameter to automate using Unreal occlusion ray casts. See Occlusion Settings for more information.
-Default: Empty
-
-Name of event parameter to automate using Unreal ambient zone volume settings. See Ambient Zone Settings for more information.
-Default: Empty
-
-Name of event parameter to automate using Unreal ambient zone LPF settings. See Ambient Zone Settings for more information.
-Default: Empty
-
-Used to specify individual settings for different platforms.
-Name of the platform.
-The maximum number of active channels. This corresponds to the numsoftwarechannels
parameter of FMOD::System::setSoftwareChannels
in the Core API.
Default: 64
-
-The sample rate for the FMOD mixer. This corresponds to the samplerate
parameter of FMOD::System::setSoftwareFormat
in the Core API.
Default: 0 (uses the default sample rate for the platform)
-
-Project output format, this should match the FMOD Studio project Surround Speaker Mode.
-Default: Surround_5_1
-
-Built-in output types that can be used to run the mixer.
-Default: TYPE_AUTODETECT
-
-Size of memory pool to use. When this is set to a value other than zero a memory pool of the requested size is allocated using the Unreal memory system and all FMOD memory allocations are made from the pool. Otherwise FMOD memory allocations directly use the Unreal memory system.
-Units: bytes
-Default: 0
-
-Specifying one or more of the codec maximums will help determine the maximum CPU usage of playing FMOD_CREATECOMPRESSEDSAMPLE Sounds of that type as well as the memory requirements.
-As well as settings exposed by FMOD For Unreal you will need to add the directory containing the FMOD bank files to the Additional Non-asset Directory To Copy setting in Unreal's Project - Packaging settings. The FMOD Studio settings UI will prompt you to update this setting if it is not correctly configured. See Packaging banks in the user guide for more information.
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