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

- -
-
-

6. API Reference | AFMODAmbientSound

-

This class inherits from AActor

-

Properties:

- -

AFMODAmbientSound::AudioComponent

-

FMODAudioComponent used to play the ambient Event.

-

-

-
C++
-
-

-
UFMODAudioComponent *AudioComponent;
-
- -

See Also: UFMODAudioComponent

- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-common.html b/Plugins/FMODStudio/Docs/api-reference-common.html deleted file mode 100644 index d0064350..00000000 --- a/Plugins/FMODStudio/Docs/api-reference-common.html +++ /dev/null @@ -1,394 +0,0 @@ - - -API Reference | Common - - - - -
-
-

Unreal Integration 2.02

- -
-
-

6. API Reference | Common

-

Types:

- -

Methods:

- -

FFMODAttenuationDetails

-

Override the attenuation values from FMOD Studio.

-

-

-
C++
-
-

-
struct FFMODAttenuationDetails
-{
-    uint32 bOverrideAttenuation;
-    float MinimumDistance;
-    float MaximumDistance;
-};
-
- -
-
bOverrideAttenuation
-
Should we use attenuation set in Studio or be able to modify in Editor.
-
MinimumDistance
-
Override the event's 3D minimum distance.
-
MaximumDistance
-
Override the event's 3D maximum distance.
-
-

EFMODEventProperty

-

These definitions describe built-in event properties.

-

-

-
C++
-
-

-
enum Type
-{
-    ChannelPriority,
-    ScheduleDelay,
-    ScheduleLookahead,
-    MinimumDistance,
-    MaximumDistance,
-    Count
-};
-
- -
-
ChannelPriority
-
-

Priority to set on low-level channels created by this event instance.

-
    -
  • Range: [-1, 256]
  • -
  • Default: -1
  • -
-
-
ScheduleDelay
-
-

Schedule delay to synchronized playback for multiple tracks in DSP clocks, or -1 for default.

-
    -
  • Range: -1, [0, inf]
  • -
  • Default: -1
  • -
-
-
ScheduleLookahead
-
-

Schedule look-ahead on the timeline in DSP clocks, or -1 for default.

-
    -
  • Range: -1, [0, inf]
  • -
  • Default: -1
  • -
-
-
MinimumDistance
-
-

Override the event's 3D minimum distance, or -1 for default.

-
    -
  • Range: -1, [0, inf]
  • -
  • Default: -1
  • -
-
-
MaximumDistance
-
-

Override the event's 3D maximum distance, or -1 for default.

-
    -
  • Range: -1, [0, inf]
  • -
  • Default: -1
  • -
-
-
Count
-
Number of options.
-
-

EFMODSystemContext

-

Which FMOD Studio system to use.

-

-

-
C++
-
-

-
enum Type
-{
-    Auditioning,
-    Runtime,
-    Editor,
-    Max
-};
-
- -
-
Auditioning
-
For use auditioning sounds within the editor.
-
Runtime
-
For use in PIE and in-game.
-
Editor
-
For use when playing events in an editor world (e.g. previewing a level sequence).
-
Max
-
Upper bound of types.
-
-

FFMODOcclusionDetails

-

Occlusion details.

-

-

-
C++
-
-

-
struct FFMODOcclusionDetails
-{
-    bool bEnableOcclusion;
-    TEnumAsByte<enum ECollisionChannel> OcclusionTraceChannel;
-    bool bUseComplexCollisionForOcclusion;
-}
-
- -
-
bEnableOcclusion
-
Enable occlusion settings.
-
OcclusionTraceChannel
-
Which trace channel to use for audio occlusion checks.
-
bUseComplexCollisionForOcclusion
-
Whether or not to enable complex geometry occlusion checks.
-
-

FMOD_VECTOR_SCALE_DEFAULT

-

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.

-

-

-
C++
-
-

-
#define FMOD_VECTOR_SCALE_DEFAULT 0.01f
-
- -

FMODUtils::LogError

-

Helper function to debug FMOD function calls.

-

-

-
C++
-
-

-
void LogError(
-    FMOD_RESULT result,
-    const char *function
-);
-
- -
-
result
-
Result of an FMOD function call.
-
function
-
The function that is being checked.
-
-

FMODUtils::Assign

-

Helper function to convert from UE world axis to FMOD axis.

-

-

-
C++
-
-

-
void Assign(
-    FMOD_VECTOR &Dest
-    const FVector &Src
-);
-void Assign(
-    FMOD_3D_ATTRIBUTES &Dest,
-    const FTransform &Src
-);
-
- -
-
Dest
-
Returned FMOD vector.
-
Src
-
Unreal vector to be converted.
-
-

FMODUtils::ConvertWorldVector

-

Helper function to convert from UE world vector to FMOD vector.

-

-

-
C++
-
-

-
FMOD_VECTOR ConvertWorldVector(
-    const FVector &Src
-);
-
- -
-
Src
-
Source vector to be converted.
-
-

FMODUtils::ConvertUnitVector

-

Helper function for converting unit vector to be used by FMOD.

-

-

-
C++
-
-

-
FMOD_VECTOR ConvertUnitVector(
-    const FVector &Src
-);
-
- -
-
Src
-
Unit vector to be converted.
-
-

FMODUtils::DistanceToUEScale

-

Helper function to convert from FMOD distance to UE scale.

-

-

-
C++
-
-

-
float DistanceToUEScale(
-    float FMODDistance
-);
-
- -
-
FMODDistance
-
Distance in FMOD scale.
-
-

FMODUtils::IsWorldAudible

-

Helper function to know if an object is audible in the world.

-

-

-
C++
-
-

-
bool IsWorldAudible(
-    UWorld *World,
-    bool AllowInEditor
-);
-
- -
-
World
-
A pointer to the current world.
-
AllowInEditor
-
Whether editor world objects should be considered audible when determining audibility.
-
-

FMODUtils::ConvertGuid

-

Helper function to convert from UE GUID to FMOD Studio ID.

-

-

-
C++
-
-

-
FMOD::Studio::ID ConvertGuid(
-    const FGuid &UnrealGuid
-);
-
- -
-
UnrealGuid
-
The GUID to be converted.
-
-

FMODUtils::GetID

-

Helper function to get UE GUID from an FMOD instanced object.

-

-

-
C++
-
-

-
FGuid GetID(
-    StudioType *Instance
-);
-
- -
-
Instance
-
An instance of an FMOD object.
-
-

FMODUtils::GetPath

-

Helper function to get the path of an event.

-

-

-
C++
-
-

-
FString GetPath(
-    StudioType *Instance
-);
-
- -
-
Instance
-
An instance of an FMOD object.
-
-

FMODUtils::LookupNameFromGuid

-

Helper function to return the name of an event using its Guid.

-

-

-
C++
-
-

-
FString LookupNameFromGuid(
-    FMOD::Studio::System *StudioSystem,
-    const FGuid &Guid
-);
-FString LookupNameFromGuid(
-    FMOD::Studio::System *StudioSystem,
-    const FMOD::Studio::ID &Guid
-);
-
- -
-
studioSystem
-
Current FMOD Studio System.
-
Guid
-
GUID to retrieve the name of.
-
-

FMODUtils::ParameterTypeToString

-

Helper function to return the FMOD Studio Parameter as a string.

-

-

-
C++
-
-

-
FString ParameterTypeToString(
-    FMOD_STUDIO_PARAMETER_TYPE Type
-);
-
- -
-
Type
-
Helper function to return a parameter type as a string.
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ifmodstudiomodule.html b/Plugins/FMODStudio/Docs/api-reference-ifmodstudiomodule.html deleted file mode 100644 index f9a012ac..00000000 --- a/Plugins/FMODStudio/Docs/api-reference-ifmodstudiomodule.html +++ /dev/null @@ -1,346 +0,0 @@ - - -API Reference | IFMODStudioModule - - - - -
-
-

Unreal Integration 2.02

- -
-
-

6. API Reference | IFMODStudioModule

-

This class inherits from IModuleInterface.

-

Methods:

- -

IFMODStudioModule::Get

-

Singleton-like access to this module's interface. Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.

-

-

-
C++
-
-

-
IFMODStudioModule &Get()
-
- -
-
return
-
Returns singleton instance, loading the module on demand if needed.
-
-

IFMODStudioModule::IsAvailable

-

Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.

-
bool IsAvailable()
-
- -
-
return
-
Returns true if the module is loaded and ready to use.
-
-

IFMODStudioModule::GetStudioSystem

-

Get a pointer to the runtime studio system (only valid in-game or in PIE).

-
FMOD::Studio::System *GetStudioSystem(
-    EFMODSystemContext::Type Context
-);
-
- -
-
Context
-
System context to use.
-
-

See Also: EFMODSystemContext.

-

IFMODStudioModule::SetSystemPaused

-

Set system paused.

-
void SetSystemPaused(
-    bool paused
-);
-
- -
-
paused
-
Should the system be paused.
-
-

IFMODStudioModule::RefreshSettings

-

Called when user changes any studio settings.

-
void RefreshSettings();
-
- -

IFMODStudioModule::SetInPIE

-

Called when we enter or leave PIE mode.

-
void SetInPIE(
-    bool bInPIE,
-    bool bSimulating
-);
-
- -
-
bInPIE
-
Currently in PIE.
-
bSimulating
-
Currently simulating.
-
-

IFMODStudioModule::FindAssetByName

-

Look up an asset given its name.

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

IFMODStudioModule::FindEventByName

-

Look up an event given its name.

-
UFMODEvent *FindEventByName(
-    const FString &Name
-);
-
- -
-
Name
-
The name of the event.
-
-

IFMODStudioModule::GetBankPath

-

Get the disk path for a bank asset.

-
FString GetBankPath(
-    const UFMODBank &Bank
-);
-
- -
-
Bank
-
The bank to retrieve the disk path for.
-
-

IFMODStudioModule::GetAllBankPaths

-

Get the disk paths for all Banks.

-
void GetAllBankPaths(
-    TArray<FString> &Paths,
-    bool IncludeMasterBank
-);
-
- -
-
Paths
-
An array of strings for the paths to be assigned to.
-
IncludeMasterBank
-
Should the Master Bank path be included.
-
-

IFMODStudioModule::ReloadBanks

-

Called by the editor module when banks have been modified on disk.

-
void ReloadBanks();
-
- -

IFMODStudioModule::SetLocale

-

Set active locale. Locale must be the locale name of one of the configured project locales.

-
bool SetLocale(
-    const FString& Locale
-);
-
- -
-
Locale
-
The language to use.
-
-

IFMODStudioModule::GetLocale

-

Get current locale.

-
FString GetLocale();
-
- -

IFMODStudioModule::GetEventDescription

-

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
-);
-
- -
-
Event
-
The event to retrieve the description of.
-
Context
-
System context to use.
-
-

See Also: EFMODSystemContext.

-

IFMODStudioModule::CreateAuditioningInstance

-

Create a single auditioning instance using the auditioning system.

-
FMOD::Studio::EventInstance *CreateAuditioningInstance(
-    const UFMODEvent *Event
-);
-
- -
-
Event
-
The event to audition.
-
-

IFMODStudioModule::StopAuditioningInstance

-

Stop any auditioning instance.

-
void StopAuditioningInstance();
-
- -

IFMODStudioModule::HasListenerMoved

-

Return whether the listener(s) have moved.

-
bool HasListenerMoved();
-
- -

IFMODStudioModule::SetListenerPosition

-

Used to update a listener's position.

-
void SetListenerPosition(
-    int ListenerIndex,
-    UWorld *World,
-    FTransform &ListenerTransform,
-    float DeltaSeconds
-);
-
- -
-
ListenerIndex
-
Which listener position to change.
-
World
-
The current map.
-
ListenerTransform
-
New transform of the listener.
-
DeltaSeconds
-
How many seconds it should take to get there.
-
-

IFMODStudioModule::FinishSetListenerPosition

-

Used to update the listener positions.

-
void FinishSetListenerPosition(
-    int NumListeners
-);
-
- -
-
NumListeners
-
The number of listeners to change the positions of.
-
-

IFMODStudioModule::GetNearestListener

-

Return the audio settings for the listener nearest the given location.

-
const FFMODListener &GetNearestListener(
-    const FVector &Location
-);
-
- -
-
Location
-
Unreal Vector position.
-
-

IFMODStudioModule::GetFailedBankLoads

-

Return a list of banks that failed to load due to an error.

-
TArray<FString> GetFailedBankLoads(
-    EFMODSystemContext::Type Context
-);
-
- -
-
Context
-
System context to use.
-
-

See Also: EFMODSystemContext.

-

IFMODStudioModule::BanksReloadedEvent

-

This event is fired after all banks were reloaded.

-
FSimpleMulticastDelegate &BanksReloadedEvent();
-
- -

IFMODStudioModule::GetRequiredPlugins

-

Return a list of plugins that appear to be needed.

-
TArray<FString> GetRequiredPlugins();
-
- -

IFMODStudioModule::AddRequiredPlugin

-

Register a plugin that is required.

-
void AddRequiredPlugin(
-    const FString &Plugin
-);
-
- -
-
Plugin
-
The plugin to be registered.
-
-

IFMODStudioModule::UseSound

-

Returns whether sound is enabled for the game.

-
bool UseSound();
-
- -

IFMODStudioModule::LoadPlugin

-

Attempts to load a plugin by name.

-
bool LoadPlugin(
-    EFMODSystemContext::Type Context,
-    const TCHAR *ShortName
-);
-
- -
-
Context
-
System context to use.
-
ShortName
-
Name of the plugin.
-
-

See Also: EFMODSystemContext.

-

IFMODStudioModule::LogError

-

Log an FMOD error.

-
void LogError(
-    int result,
-    const char *function
-);
-
- -
-
result
-
Result of FMOD function call.
-
function
-
The name of the function.
-
-

IFMODStudioEditorModule::AreBanksLoaded

-

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();
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodanimnotifyplay.html b/Plugins/FMODStudio/Docs/api-reference-ufmodanimnotifyplay.html deleted file mode 100644 index 7ee80dd4..00000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodanimnotifyplay.html +++ /dev/null @@ -1,93 +0,0 @@ - - -API Reference | UFMODAnimNotifyPlay - - - - -
-
-

Unreal Integration 2.02

- -
-
-

6. API Reference | UFMODAnimNotifyPlay

-

Used for triggering Events in Animation timelines.

-

This class inherits from UAnimNotify

-

Properties:

- -

Methods:

- -

UFMODAnimNotifyPlay::AttachName

-

Socket or bone name to attach sound to.

-

-

-
C++
-
-

-
FString AttachName;
-
- -

UFMODAnimNotifyPlay::bFollow

-

Should this sound follow its owner.

-

-

-
C++
-
-

-
unit32 bFollow : 1;
-
- -

UFMODAnimNotifyPlay::Event

-

FMODEvent reference to play.

-

-

-
C++
-
-

-
TAssetPtr<class UFMODEvent> Event;
-
- -

See Also: UFMODEvent

-

UFMODAnimNotifyPlay::Notify

-

Event triggered when the timeline crosses the notify marker.

-

-

-
C++
-
-

-
virtual void Notify(USkeletalMeshComponent *MeshComp, UAnimSequenceBase *AnimSeq) override
-
- -
-
MeshComp
-
USceneComponent used for the position of the Event.
-
AnimSeq
-
Reference to the current animation.
-
-

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.

- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodasset.html b/Plugins/FMODStudio/Docs/api-reference-ufmodasset.html deleted file mode 100644 index 3f9ff94a..00000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodasset.html +++ /dev/null @@ -1,47 +0,0 @@ - - -API Reference | UFMODAsset - - - - -
-
-

Unreal Integration 2.02

- -
-
-

6. API Reference | UFMODAsset

-

Base asset used for creating FMOD object assets in Unreal.

-

This class inherits from UObject

-

Properties:

- -

UFMODAsset::AssetGuid

-

The unique Guid, which matches the one exported from FMOD Studio.

-

-

-
C++
-
-

-
FGuid AssetGuid;
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodaudiocomponent.html b/Plugins/FMODStudio/Docs/api-reference-ufmodaudiocomponent.html deleted file mode 100644 index b1682f64..00000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodaudiocomponent.html +++ /dev/null @@ -1,263 +0,0 @@ - - -API Reference | UFMODAudioComponent - - - - -
-
-

Unreal Integration 2.02

- -
-
-

6. API Reference | UFMODAudioComponent

-

This class inherits from USceneComponent

-

Properties:

- -

Methods:

- -

BlueprintCallable Methods:

- -

UFMODAudioComponent::AttenuationDetails

-

FMOD Custom Attenuation Details.

-

-

-
C++
-
-

-
struct FFMODAttenuationDetails AttenuationDetails;
-
- -

See Also: FFMODAttenuationDetails

-

UFMODAudioComponent::bApplyAmbientVolumes

-

Whether we apply gain and low-pass based on audio zones.

-

-

-
C++
-
-

-
uint32 bApplyAmbientVolumes : 1;
-
- -

UFMODAudioComponent::bApplyOcclusionParameter

-

Whether we apply gain and low-pass based on occlusion onto a parameter.

-

-

-
C++
-
-

-
uint32 bApplyOcclusionParameter : 1;
-
- -

UFMODAudioComponent::bAutoDestroy

-

Auto destroy this component on completion.

-

-

-
C++
-
-

-
uint32 bAutoDestroy : 1;
-
- -

UFMODAudioComponent::bEnableTimelineCallbacks

-

Enable timeline callbacks for this sound, so that OnTimelineMarker and OnTimelineBeat can be used.

-

-

-
C++
-
-

-
uint32 bEnableTimelineCallbacks : 1;
-
- -

See Also: UFMODAudioComponent::OnTimelineMarker, UFMODAudioComponent::OnTimelineBeat

-

UFMODAudioComponent::bStopWhenOwnerDestroyed

-

Stop sound when owner is destroyed.

-

-

-
C++
-
-

-
uint32 bStopWhenOwnerDestroyed : 1;
-
- -

UFMODAudioComponent::Event

-

The event asset to use for this sound.

-

-

-
C++
-
-

-
TAssetPtr<class UFMODEvent> Event;
-
- -

See Also: UFMODEvent

-

UFMODAudioComponent_EventCallback

-

Generic callback used for the Studio Instance.

-

-

-
C++
-
-

-
FMOD_RESULT F_CALLBACK UFMODAudioComponent_EventCallback(
-    FMOD_STUDIO_EVENT_CALLBACK_TYPE type,
-    FMOD_STUDIO_EVENTINSTANCE *event,
-    void *parameters
-);
-
- -
-
type
-
The type of callback being triggered.
-
event
-
Reference to the Studio Instance.
-
parameters
-
Information about the callback.
-
-

This is called if the UFMODAudioComponent::bEnableTimelineCallbacks is true or UFMODAudioComponent::ProgrammerSoundName is not empty.

-

See Also: FMOD_STUDIO_EVENT_CALLBACK_TYPE

-

UFMODAudioComponent::OcclusionDetails

-

FMOD Custom Occlusion Details.

-

-

-
C++
-
-

-
struct FFMODOcclusionDetails OcclusionDetails;
-
- -

See Also: FFMODOcclusionDetails

-

UFMODAudioComponent::OnEventStopped

-

Called when an event stops, either because it played to completion or because a Stop() call turned it off early.

-

-

-
C++
-
-

-
FOnEventStopped OnEventStopped;
-
- -

UFMODAudioComponent::OnTimelineBeat

-

Called when we reach a beat of a tempo (if bEnableTimelineCallbacks is true).

-

-

-
C++
-
-

-
FOnTimelineMarker OnTimelineBeat;
-
- -

See Also: UFMODAudioComponent::bEnableTimelineCallbacks

-

UFMODAudioComponent::OnTimelineMarker

-

Called when we reach a named marker (if bEnableTimelineCallbacks is true).

-

-

-
C++
-
-

-
FOnTimelineMarker OnTimelineMarker;
-
- -

See Also: UFMODAudioComponent::bEnableTimelineCallbacks

-

UFMODAudioComponent::ParameterCache

-

Cache of the current Events parameters.

-

-

-
C++
-
-

-
TMap<FName, float> ParameterCache;
-
- -

UFMODAudioComponent::ProgrammerSoundName

-

Sound name used for programmer sound.

-

-

-
C++
-
-

-
FString ProgrammerSoundName;
-
- -

The integration will look up the name in any loaded audio table.

-

UFMODAudioComponent::SetProgrammerSound

-

Set a programmer sound to use for this audio component. Lifetime of sound must exceed that of the audio component.

-

-

-
C++
-
-

-
void SetProgrammerSound(
-  FMOD::Sound *Sound
-);
-
- -
-
Sound
-
User created sound to use.
-
-

See Also: FMOD::Sound

-

UFMODAudioComponent::StudioInstance

-

Actual Studio instance handle.

-

-

-
C++
-
-

-
FMOD::Studio::EventInstance *StudioInstance;
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodbank.html b/Plugins/FMODStudio/Docs/api-reference-ufmodbank.html deleted file mode 100644 index cb45f615..00000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodbank.html +++ /dev/null @@ -1,46 +0,0 @@ - - -API Reference | UFMODBank - - - - -
-
-

Unreal Integration 2.02

- -
-
-

6. API Reference | UFMODBank

-

This class inherits from UFMODAsset.

-

Properties:

- -

UFMODAsset::AssetGuid

-

The unique Guid, which matches the one exported from FMOD Studio.

-

-

-
C++
-
-

-
FGuid AssetGuid;
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodblueprintstatics.html b/Plugins/FMODStudio/Docs/api-reference-ufmodblueprintstatics.html deleted file mode 100644 index 2dd1281e..00000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodblueprintstatics.html +++ /dev/null @@ -1,75 +0,0 @@ - - -API Reference | UFMODBlueprintStatics - - - - -
-
-

Unreal Integration 2.02

- -
-
-

6. API Reference | UFMODBlueprintStatics

-

This class inherits from UBlueprintFunctionLibrary

-

Refer to Blueprint Reference.

-

Defines:

- -

EFMOD_STUDIO_STOP_MODE

-

Studio stop mode enum for use in blueprints.

-

-

-
C++
-
-

-
enum EFMOD_STUDIO_STOP_MODE{
-  ALLOWFADEOUT,
-  IMMEDIATE
-} EFMOD_STUDIO_STOP_MODE;
-
- -
-
ALLOWFADEOUT
-
Allow AHDSR modulators to complete their release, and DSP effect tails to play out.
-
IMMEDIATE
-
Stop the event instance immediately.
-
-

See Also: FMOD_STUDIO_STOP_MODE

-

FFMODEventInstance

-

Wrapped FMOD::Studio::EventInstance for use in blueprints.

-

-

-
C++
-
-

-
struct FFMODEventInstance{
-  FMOD::Studio::EventInstance *Instance;
-} FFMODEventInstance;
-
- -
-
Instance
-
FMOD::Studio::EventInstance to use.
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodbus.html b/Plugins/FMODStudio/Docs/api-reference-ufmodbus.html deleted file mode 100644 index b1f6f590..00000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodbus.html +++ /dev/null @@ -1,46 +0,0 @@ - - -API Reference | UFMODBus - - - - -
-
-

Unreal Integration 2.02

- -
-
-

6. API Reference | UFMODBus

-

This class inherits from UFMODAsset.

-

Properties:

- -

UFMODAsset::AssetGuid

-

The unique Guid, which matches the one exported from FMOD Studio.

-

-

-
C++
-
-

-
FGuid AssetGuid;
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodevent.html b/Plugins/FMODStudio/Docs/api-reference-ufmodevent.html deleted file mode 100644 index 94784d72..00000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodevent.html +++ /dev/null @@ -1,64 +0,0 @@ - - -API Reference | UFMODEvent - - - - -
-
-

Unreal Integration 2.02

- -
-
-

6. API Reference | UFMODEvent

-

This class inherits from UFMODAsset

-

Methods:

- -

UFMODAsset::AssetGuid

-

The unique Guid, which matches the one exported from FMOD Studio.

-

-

-
C++
-
-

-
FGuid AssetGuid;
-
- -

UFMODEvent::GetParameterDescriptions

-

Get parameter descriptions for this event.

-

-

-
C++
-
-

-
void GetParameterDescriptions(
-    TArray<FMOD_STUDIO_PARAMETER_DESCRIPTION> &Parameters
-);
-
- -
-
Parameters
-
Parameters to retrieve.
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodport.html b/Plugins/FMODStudio/Docs/api-reference-ufmodport.html deleted file mode 100644 index 7c029fdf..00000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodport.html +++ /dev/null @@ -1,46 +0,0 @@ - - -API Reference | UFMODPort - - - - -
-
-

Unreal Integration 2.02

- -
-
-

6. API Reference | UFMODPort

-

This class inherits from UFMODAsset.

-

Properties:

- -

UFMODAsset::AssetGuid

-

The unique Guid, which matches the one exported from FMOD Studio.

-

-

-
C++
-
-

-
FGuid AssetGuid;
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodsettings.html b/Plugins/FMODStudio/Docs/api-reference-ufmodsettings.html deleted file mode 100644 index cfcfd203..00000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodsettings.html +++ /dev/null @@ -1,755 +0,0 @@ - - -API Reference | UFMODSettings - - - - -
-
-

Unreal Integration 2.02

- -
-
-

6. API Reference | UFMODSettings

-

This class inherits from UObject.

-

Defines:

- -

Properties:

- -

EFMODLogging

-

FMOD Logging level.

-

-

-
C++
-
-

-
enum EFMODLogging
-{
-    LEVEL_NONE = 0,
-    LEVEL_ERROR = 1,
-    LEVEL_WARNING = 2,
-    LEVEL_LOG = 4
-};
-
- -
-
LEVEL_NONE = 0
-
No FMOD logging.
-
LEVEL_ERROR = 1
-
Only log errors.
-
LEVEL_WARNING = 2
-
Only log warnings.
-
LEVEL_LOG = 4
-
Log all FMOD calls.
-
-

EFMODSpeakerMode

-

Project output format, should match the mode set up for the Studio project.

-

-

-
C++
-
-

-
namespace EFMODSpeakerMode
-{
-    enum Type
-    {
-        Stereo,
-        Surround_5_1,
-        Surround_7_1,
-        Surround_7_1_4
-    };
-}
-
- -
-
Stereo
-
Speakers in a Stereo set up.
-
Surround_5_1
-
Speakers in a 5.1 set up.
-
Surround_7_1
-
Speakers in a 7.1 set up.
-
Surround_7_1_4
-
Speakers in a 7.1.4 set up.
-
-

This setting must match the corresponding project platform in the FMOD Studio build settings.

-

EFMODOutput

-

FMOD System Output modes.

-

-

-
C++
-
-

-
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,
-    };
-}
-
- -
-
TYPE_AUTODETECT
-
Picks the best output mode for the platform. This is the default.
-
TYPE_NOSOUND
-
All - Perform all mixing but discard the final output.
-
TYPE_WASAPI
-
Win / UWP / Xbox One / Game Core - Windows Audio Session API. (Default on Windows, Xbox One, Game Core and UWP)
-
TYPE_ASIO
-
Win - Low latency ASIO 2.0.
-
TYPE_PULSEAUDIO
-
Linux - Pulse Audio. (Default on Linux if available)
-
TYPE_ALSA
-
Linux - Advanced Linux Sound Architecture. (Default on Linux if PulseAudio isn't available)
-
TYPE_COREAUDIO
-
Mac / iOS - Core Audio. (Default on Mac and iOS)
-
TYPE_AUDIOTRACK
-
Android - Java Audio Track. (Default on Android 2.2 and below)
-
TYPE_OPENSL
-
Android - OpenSL ES. (Default on Android 2.3 up to 7.1)
-
TYPE_AUDIOOUT
-
PS4 / PS5 - Audio Out. (Default on PS4, PS5)
-
TYPE_AUDIO3D
-
PS4 - Audio3D.
-
TYPE_NNAUDIO
-
Switch - nn::audio. (Default on Switch)
-
TYPE_WINSONIC
-
Win10 / Xbox One / Game Core - Windows Sonic.
-
TYPE_AAUDIO
-
Android - AAudio. (Default on Android 8.1 and above)
-
-

EFMODPlatforms

-

Target Platforms.

-

-

-
C++
-
-

-
namespace EFMODPlatforms
-{
-    enum Type
-    {
-        Windows,
-        Linux,
-        Mac,
-        Android,
-        IOS,
-        PS4,
-        PS5,
-        Deprecated,
-        Switch,
-        XboxOne,
-        XSX,
-        Editor
-    };
-}
-
- -

EFMODCodec

-

Encoding formats.

-

-

-
C++
-
-

-
namespace EFMODCodec
-{
-    enum Type
-    {
-        VORBIS,
-        FADPCM,
-        OPUS,
-        XMA,
-        AT9,
-    };
-}
-
- -
-
VORBIS
-
The quality maps linearly to FMOD Studio's quality property. It defaults to 37% as recommended by Vorbis for the best balance between compression and quality.
-
FADPCM
-
Place holder.
-
OPUS
-
Opus per-channel bitrates of 0.8 Kbps to 64 Kbps map linearly to the range 1% to 80% on FMOD Studio's quality slider, and per-channel bitrates of 67.2 Kbps to 128 Kbps map linearly to the range of 81% to 100%. Opus quality defaults to 63%, which corresponds to the bitrate of 50.4 Kbps used by default in the Opus reference implementation.
-
XMA
-
The quality maps linearly to the quality property.
-
AT9
-
The bitrate (Kbps) depends on channel count and the quality property steps up every 16%. For more information see the FMOD FSBank API.
-
-

FCustomPoolSizes

-

Use specific memory pool size for platform, in bytes. Disabled by default.

-

-

-
C++
-
-

-
struct FCustomPoolSizes
-{
-    int32 Desktop;
-    int32 Mobile;
-    int32 PS4;
-    int32 Switch;
-    int32 XboxOne;
-};
-
- -
-
Desktop
-
-

(Disabled) units in bytes.

-
    -
  • Default: 0
  • -
-
-
Mobile
-
-

(Disabled) units in bytes.

-
    -
  • Default: 0
  • -
-
-
PS4
-
-

(Disabled) units in bytes.

-
    -
  • Default: 0
  • -
-
-
Switch
-
-

(Disabled) units in bytes.

-
    -
  • Default: 0
  • -
-
-
XboxOne
-
-

(Disabled) units in bytes.

-
    -
  • Default: 0
  • -
-
-
-

FMOD may become unstable if the limit is exceeded!

-

FFMODProjectLocale

-

Locales for localized banks. Theses should match the project locales configured in the FMOD Studio Project.

-

-

-
C++
-
-

-
struct FFMOD::ProjectLocale
-{
-    FString LocaleName;
-    FString LocaleCode;
-    bool bDefault;
-};
-
- -
-
LocaleName
-
Human readable locale name, displayed in Blueprints.
-
LocaleCode
-
Locale code. Must correspond to project locale codes in FMOD Studio project.
-
bDefault
-
Default locale at startup. Only one locale should be marked as default.
-
-

FPlatformSettings

-

This section contains settings that can be set per platform.

-

-

-
C++
-
-

-
struct FFMODPlatformSettings
-{
-    int32 RealChannelCount;
-    int32 SampleRate;
-    TEnumAsByte<EFMODSpeakerMode::Type> SpeakerMode;
-    TEnumAsByte<EFMODOutput::Type> OutputType;
-    int32 CustomPoolSize;
-    TMap<TEnumAsByte<EFMODCodec::Type>, int32> Codecs;
-};
-
- -
-
RealChannelCount
-
Real Channel Count.
-
SampleRate
-
Sample rate to use, or 0 to match system rate.
-eg. 0, 22050, 24000, 32000, 44100, 48000.
-
SpeakerMode
-
Project output format, should match the mode set up for the Studio project.
-
OutputType
-
Built-in output types that can be used to run the mixer.
-
CustomPoolSize
-
Use specified memory pool size, units in bytes. Disabled by default.
-FMOD may become unstable if the limit is exceeded!
-
Codecs
-
Encoding formats.
-
-

UFMODSettings::bLoadAllBanks

-

Load all banks at startup.

-

-

-
C++
-
-

-
bool bLoadAllBanks;
-
- -

UFMODSettings::bLoadAllSampleData

-

Load all banks sample data into memory at start up.

-

-

-
C++
-
-

-
bool bLoadAllSampleData;
-
- -

UFMODSettings::bEnableLiveUpdate

-

Enable live update in non-final builds.

-

-

-
C++
-
-

-
bool bEnableLiveUpdate;
-
- -

UFMODSettings::bEnableEditorLiveUpdate

-

Enable live update in Editor for Auditioning. Requires Restart

-

-

-
C++
-
-

-
bool bEnableEditorLiveUpdate;
-
- -

UFMODSettings::bEnableAPIErrorLogging

-

Will log internal API errors when enabled.

-

-

-
C++
-
-

-
bool bEnableAPIErrorLogging;
-
- -

UFMODSettings::bEnableMemoryTracking

-

Enables the FMOD_STUDIO_INIT_MEMORY_TRACKING flag in the FMOD Studio system.

-

-

-
C++
-
-

-
bool bEnableMemoryTracking;
-
- -

See Also: FMOD_STUDIO_INIT_MEMORY_TRACKING

-

UFMODSettings::BankOutputDirectory

-

Path to find your studio bank output directory, relative to Content directory.

-

-

-
C++
-
-

-
FDirectoryPath BankOutputDirectory;
-
- -

UFMODSettings::OutputFormat

-

Project output format, should match the mode set up for the Studio project.

-

-

-
C++
-
-

-
TEnumAsByte<EFMODSpeakerMode::Type> OutputFormat;
-
- -

UFMODSettings::OutputType

-

Built-in output types that can be used to run the mixer.

-

-

-
C++
-
-

-
TEnumAsByte<EFMODOutput::Type> OutputType;
-
- -

UFMODSettings::Locales

-

Locales for localized banks. These should match the project locales configured in the FMOD Studio project.

-

-

-
C++
-
-

-
TArray<FFMODProjectLocale> Locales;
-
- -

UFMODSettings::Vol0VirtualLevel

-

The signal level at which to make channels virtual.

-

-

-
C++
-
-

-
float Vol0VirtualLevel;
-
- -

UFMODSettings::SampleRate

-

Sample rate to use, or 0 to match system rate.eg. 0, 22050, 24000, 32000, 44100, 48000.

-

-

-
C++
-
-

-
int32 SampleRate;
-
- -

UFMODSettings::bMatchHardwareSampleRate

-

Match hardware sample rate where reasonable (44.1kHz to 48kHz).

-

-

-
C++
-
-

-
bool bMatchHardwareSampleRate;
-
- -

UFMODSettings::RealChannelCount

-

Number of actual software voices that can be used at once.

-

-

-
C++
-
-

-
int32 RealChannelCount;
-
- -

UFMODSettings::TotalChannelCount

-

Total number of voices available that can be either real or virtual.

-

-

-
C++
-
-

-
int32 TotalChannelCount;
-
- -

UFMODSettings::DSPBufferLength

-

DSP mixer buffer length (eg. 512, 1024) or 0 for system default.

-

-

-
C++
-
-

-
int32 DSPBufferLength;
-
- -

When changing the Buffer Length, Buffer Count also needs to be set.

-

UFMODSettings::DSPBufferCount

-

DSP mixer buffer count (eg. 2, 4) or 0 for system default.

-

-

-
C++
-
-

-
int32 DSPBufferCount;
-
- -

When changing the Buffer Count, Buffer Length also needs to be set.

-

UFMODSettings::FileBufferSize

-

File buffer size in bytes (2048 by default).

-

-

-
C++
-
-

-
int32 FileBufferSize;
-
- -

UFMODSettings::StudioUpdatePeriod

-

Studio update period in milliseconds, or 0 for default (which means 20ms).

-

-

-
C++
-
-

-
int32 StudioUpdatePeriod;
-
- -

UFMODSettings::InitialOutputDriverName

-

Output device to choose at system start up, or empty for default.

-

-

-
C++
-
-

-
FString InitialOutputDriverName;
-
- -

UFMODSettings::bLockAllBuses

-

Lock all mixer buses at startup, making sure they are created up front.

-

-

-
C++
-
-

-
bool bLockAllBuses;
-
- -

UFMODSettings::MemoryPoolSizes

-

Use specified memory pool size for platform, units in bytes. Disabled by default. FMOD may become unstable if the limit is exceeded!

-

-

-
C++
-
-

-
FCustomPoolSizes MemoryPoolSizes;
-
- -

UFMODSettings::LiveUpdatePort

-

Live update port to use, or 0 for default.

-

-

-
C++
-
-

-
int32 LiveUpdatePort;
-
- -

UFMODSettings::EditorLiveUpdatePort

-

Live update port to use while in editor for auditioning. Requires Restart

-

-

-
C++
-
-

-
int32 EditorLiveUpdatePort;
-
- -

UFMODSettings::ReloadBanksDelay

-

Delay in seconds before automatically reloading modified banks from disk.

-

-

-
C++
-
-

-
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.

-

UFMODSettings::bEnableMemoryTracking

-

Enables the FMOD_STUDIO_INIT_MEMORY_TRACKING flag in the FMOD Studio system.

-

-

-
C++
-
-

-
bool bEnableMemoryTracking;
-
- -

See Also: FMOD_STUDIO_INIT_MEMORY_TRACKING

-

UFMODSettings::PluginFiles

-

Extra plugin files to load. The plugin files should sit alongside the FMOD dynamic libraries in the ThirdParty directory.

-

-

-
C++
-
-

-
TArray<FString> PluginFiles;
-
- -

UFMODSettings::ContentBrowserPrefix

-

Directory for content to appear in content window. Be careful changing this!

-

-

-
C++
-
-

-
FString ContentBrowserPrefix;
-
- -

UFMODSettings::ForcePlatformName

-

Force platform directory name, or leave empty for automatic (Desktop/Mobile/PS4/XBoxOne)

-

-

-
C++
-
-

-
FString ForcePlatformName;
-
- -

UFMODSettings::MasterBankName

-

Name of master bank. The default in Studio is "Master".

-

-

-
C++
-
-

-
FString MasterBankName;
-
- -

UFMODSettings::SkipLoadBankName

-

Skip bank files of the given name. Can be used to load all banks except for a certain set, such as localization banks.

-

-

-
C++
-
-

-
FString SkipLoadBankName;
-
- -

UFMODSettings::StudioBankKey

-

Specify the key for loading sounds from encrypted banks.

-

-

-
C++
-
-

-
FString StudioBankKey;
-
- -

UFMODSettings::WavWriterPath

-

Force wav writer output, for debugging only. Setting this will prevent normal sound output!

-

-

-
C++
-
-

-
FString WavWriterPath;
-
- -

UFMODSettings::LoggingLevel

-

Specify the logging level to use in a debug/development build.

-

-

-
C++
-
-

-
TEnumAsByte<EFMODLogging> LoggingLevel;
-
- -

UFMODSettings::OcclusionParameter

-

Name of the parameter used in Studio to control occlusion effects.

-

-

-
C++
-
-

-
FString OcclusionParameter;
-
- -

UFMODSettings::AmbientVolumeParameter

-

Name of the parameter used in Studio to control ambient volume.

-

-

-
C++
-
-

-
FString AmbientVolumeParameter;
-
- -

UFMODSettings::AmbientLPFParameter

-

Name of the parameter used in Studio to control ambient LPF effects.

-

-

-
C++
-
-

-
FString AmbientLPFParameter;
-
- -

UFMODSettings::Platforms

-

Used to specify platform specific settings.

-

-

-
C++
-
-

-
TMap<TEnumAsByte<EFMODPlatforms::Type>, FFMODPlatformSettings> Platforms;
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodsnapshot.html b/Plugins/FMODStudio/Docs/api-reference-ufmodsnapshot.html deleted file mode 100644 index ef3c4b11..00000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodsnapshot.html +++ /dev/null @@ -1,64 +0,0 @@ - - -API Reference | UFMODSnapshot - - - - -
-
-

Unreal Integration 2.02

- -
-
-

6. API Reference | UFMODSnapshot

-

This class inherits from UFMODEvent.

-

Methods:

- -

UFMODAsset::AssetGuid

-

The unique Guid, which matches the one exported from FMOD Studio.

-

-

-
C++
-
-

-
FGuid AssetGuid;
-
- -

UFMODEvent::GetParameterDescriptions

-

Get parameter descriptions for this event.

-

-

-
C++
-
-

-
void GetParameterDescriptions(
-    TArray<FMOD_STUDIO_PARAMETER_DESCRIPTION> &Parameters
-) const;
-
- -
-
Parameters
-
Parameters to retrieve.
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodsnapshotreverb.html b/Plugins/FMODStudio/Docs/api-reference-ufmodsnapshotreverb.html deleted file mode 100644 index adf7c5ad..00000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodsnapshotreverb.html +++ /dev/null @@ -1,46 +0,0 @@ - - -API Reference | UFMODSnapshotReverb - - - - -
-
-

Unreal Integration 2.02

- -
-
-

6. API Reference | UFMODSnapshotReverb

-

This class inherits from UReverbEffect.

-

Properties:

- -

UFMODSnapshotReverb::AssetGuid

-

The unique Guid, which matches the Guid of the FMOD Stuido Snapshot correpsonding to this reverb.

-

-

-
C++
-
-

-
FGuid AssetGuid;
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference-ufmodvca.html b/Plugins/FMODStudio/Docs/api-reference-ufmodvca.html deleted file mode 100644 index 2bf362c9..00000000 --- a/Plugins/FMODStudio/Docs/api-reference-ufmodvca.html +++ /dev/null @@ -1,46 +0,0 @@ - - -API Reference | UFMODVCA - - - - -
-
-

Unreal Integration 2.02

- -
-
-

6. API Reference | UFMODVCA

-

This class inherits from UFMODAsset.

-

Properties:

- -

UFMODAsset::AssetGuid

-

The unique Guid, which matches the one exported from FMOD Studio.

-

-

-
C++
-
-

-
FGuid AssetGuid;
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/api-reference.html b/Plugins/FMODStudio/Docs/api-reference.html deleted file mode 100644 index f064f8d0..00000000 --- a/Plugins/FMODStudio/Docs/api-reference.html +++ /dev/null @@ -1,48 +0,0 @@ - - -API Reference - - - - -
-
-

Unreal Integration 2.02

- -
-
-

6. API Reference

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/audiolink.html b/Plugins/FMODStudio/Docs/audiolink.html deleted file mode 100644 index 11e93ce8..00000000 --- a/Plugins/FMODStudio/Docs/audiolink.html +++ /dev/null @@ -1,135 +0,0 @@ - - -AudioLink - - - - -
-
-

Unreal Integration 2.02

- -
-
-

10. AudioLink

-

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.

-

10.0.1 Linking with your Studio Project

-

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.

-

Programmer sound event
-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.

-

FMOD Settings AudioLink

-

10.0.3 Settings

-

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 Settings AudioLink

- -

FMOD supports AudioLink through three link types:

- -

Source

-

MetaSounds, Sound Cues, and Sound Waves are classed as 'Sources', to play them through AudioLink you can use the Attenuation Settings or the Submix.

-
Attenuation Settings
-

In the source/component Details panel you will find the option to individually override or assign Attenuation settings:

- - - - - - - - - - - - - - - - -
Meta SoundSound CueAudio Component
Meta SoundSound CueAudio 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):

- -

Sound Attenuation

-
-

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.

-
-

Submix

-

You can set the Send to Audio Link flag and the Audio Link Settings property in the submix's Details panel, under 'Audio Link'.

-

Submix AudioLink

- -

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.

-

FMOD AudioLink Component

-

The AudioLink Component is then controlled through the API:

- -

Play Link

-
-

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).

-
-

10.0.5 Troubleshooting

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/blueprint-reference-asynchronous-loading.html b/Plugins/FMODStudio/Docs/blueprint-reference-asynchronous-loading.html deleted file mode 100644 index 287dd20f..00000000 --- a/Plugins/FMODStudio/Docs/blueprint-reference-asynchronous-loading.html +++ /dev/null @@ -1,66 +0,0 @@ - - -Blueprint Reference | Asynchronous Loading - - - - -
-
-

Unreal Integration 2.02

- -
-
-

7. Blueprint Reference | Asynchronous Loading

-

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.

-

Level Blueprint

-

Topics:

- -

Variables

-

Variables

-
-
Banks
-
List of banks to load
-
Load Sample Data
-
When enabled, the sample data from all FMOD bank files is loaded at startup. Only effective when Load All Banks is also disabled
-
Done
-
False, until all the banks have finished loading.
-
Number of Banks Loaded
-
Reference to how many banks have currently been loaded. Used as reference to check if loading has completed.
-
Map Name
-
The name of the map to be loaded when banks have completed loading.
-
-

Macros

-
-
Macros
-
Make Array
-
Using the Banks variable, define an array of banks to be loaded.
-Get Banks Array
-
Load Banks
-
Initializes the loading process for the banks. Called once on Event Begin, uses the Load Sample Data variable for the Load Bank node.
-Load Banks
-
Check Banks Load
-
Checks the 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.
-Check if Loaded
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/blueprint-reference-bus.html b/Plugins/FMODStudio/Docs/blueprint-reference-bus.html deleted file mode 100644 index 6579948f..00000000 --- a/Plugins/FMODStudio/Docs/blueprint-reference-bus.html +++ /dev/null @@ -1,127 +0,0 @@ - - -Blueprint Reference | Bus - - - - -
-
-

Unreal Integration 2.02

- -
-
-

7. Blueprint Reference | Bus

-

Used for controlling mixer buses.

-

Methods:

- -

Bus Set Mute

-

Mute/Unmute the bus.

-

Bus Set Mute

-

-

-
C++
-
-

-
static void BusSetMute(
-  class UFMODBus *Bus,
-  bool bMute
-);
-
- -
-
Bus
-
UFMODBus to use.
-
bMute
-
Mute value.
-
-

Bus Set Paused

-

Pause/Unpause all events going through the bus.

-

Bus Set Paused

-

-

-
C++
-
-

-
static void BusSetPaused(
-  class UFMODBus *Bus,
-  bool bPaused
-);
-
- -
-
Bus
-
UFMODBus to use.
-
bPaused
-
Pause value.
-
-

Bus Set Volume

-

Set volume on a bus.

-

Bus Set Volume

-

-

-
C++
-
-

-
static void BusSetVolume(
-  class UFMODBus *Bus,
-  float Volume
-);
-
- -
-
Bus
-
UFMODBus to use.
-
Volume
-
-

Volume value.

-
    -
  • Units: Linear
  • -
  • Range: [0, 1]
  • -
-
-
-

Bus Stop All Events

-

Stop all EventInstances routed into the bus.

-

Bus Stop All Events

-

-

-
C++
-
-

-
static void BusStopAllEvents(
-  class UFMODBus *Bus,
-  EFMOD_STUDIO_STOP_MODE stopMode
-);
-
- -
-
Bus
-
UFMODBus to use.
-
stopMode
-
Desired stop mode.
-
-

See Also: FMOD_STUDIO_STOP_MODE

- - - - - -
diff --git a/Plugins/FMODStudio/Docs/blueprint-reference-common.html b/Plugins/FMODStudio/Docs/blueprint-reference-common.html deleted file mode 100644 index bcc61950..00000000 --- a/Plugins/FMODStudio/Docs/blueprint-reference-common.html +++ /dev/null @@ -1,526 +0,0 @@ - - -Blueprint Reference | Common - - - - -
-
-

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.
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/blueprint-reference-component.html b/Plugins/FMODStudio/Docs/blueprint-reference-component.html deleted file mode 100644 index f6ec6b4c..00000000 --- a/Plugins/FMODStudio/Docs/blueprint-reference-component.html +++ /dev/null @@ -1,355 +0,0 @@ - - -Blueprint Reference | Component - - - - -
-
-

Unreal Integration 2.02

- -
-
-

7. Blueprint Reference | Component

-

These methods are used to control the state of Audio Components.

-

Methods:

- -

Add Audio Component

-

Creates a new Audio Component.

-

Add Audio Component

-
-
Manual Attachment
-
Whether manual or automatic attachment is to be used.
-
Relative Transform
-
The relative transform between the new Audio Component and its attached parent (automatic only).
-
-

Get Length

-

Get the event length in milliseconds.

-

Get Length

-

-

-
C++
-
-

-
int32 GetLength() const;
-
- -

Get Parameter

-

Get parameter value from the Event.

-

Get Parameter

-

-

-
C++
-
-

-
float GetParameter(
-  FName Name
-);
-
- -
-
Name
-
Name of the parameter.
-
-

Get Parameter Value

-

Get parameter value from the Event.

-

Get Parameter Value

-

-

-
C++
-
-

-
void GetParameterValue(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 Paused

-

Get the paused state of the audio component.

-

Set Paused

-

-

-
C++
-
-

-
bool GetPaused();
-
- -

Get Property

-

Get a property of the Event.

-

Get Property

-

-

-
C++
-
-

-
float GetProperty(
-  EFMODEventProperty::Type Property
-);
-
- -
-
Property
-
Enum to describe built-in event properties.
-
-

See Also: EFMODEventProperty

-

Get Timeline Position

-

Get the timeline position in milliseconds.

-

Get Timeline Position

-

-

-
C++
-
-

-
int32 GetTimelinePosition();
-
- -

Is Playing

-

Return true if this component is currently playing an event.

-

Is Playing

-

-

-
C++
-
-

-
bool IsPlaying();
-
- -

Key Off

-

Allow an event to continue past a sustain point.

-

Key Off

-

-

-
C++
-
-

-
void KeyOff();
-
- -

Play

-

Start a sound playing on an audio component.

-

Play

-

-

-
C++
-
-

-
void Play();
-
- -

Release

-

Release the current Studio Instance.

-

Release

-

-

-
C++
-
-

-
void Release();
-
- -

See Also: UFMODAudioComponent::StudioInstance

-

Set Event

-

New Event to be used by the FMODAudioComponent.

-

Set Event

-

-

-
C++
-
-

-
void SetEvent(
-  UFMODEvent *NewEvent
-);
-
- -
-
NewEvent
-
New Event Asset reference to use.
-
-

If an Event is currently playing, it will be stopped and the new Event passed in will be started.

-

See Also: UFMODEvent

-

Set Parameter

-

Set a parameter of the Event.

-

Set Parameter

-

-

-
C++
-
-

-
void SetParameter(
-  FName Name,
-  float Value
-);
-
- -
-
Name
-
Name of the parameter.
-
Value
-
Value to apply to the parameter.
-
-

Set Paused

-

Pause/Unpause an audio component.

-

Set Paused

-

-

-
C++
-
-

-
void SetPaused(
-  bool paused
-);
-
- -
-
paused
-
The paused state to apply.
-
-

Set Pitch

-

Set pitch on an audio component.

-

Set Pitch

-

-

-
C++
-
-

-
void SetPitch(
-  float pitch
-);
-
- -
-
pitch
-
New pitch multiplier to apply.
-
-

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 Programmer Sound Name

-

Set the sound name to use for programmer sound.

-

Set Programmer Sound Name

-

-

-
C++
-
-

-
void SetProgrammerSoundName(
-  FString Value
-);
-
- -
-
Value
-
Name of sound or file to use.
-
-

The integration will look up the name in any loaded audio table.

-

Set Property

-

Set a property of the Event.

-

Set Property

-

-

-
C++
-
-

-
void SetProperty(
-  EFMODEventProperty::Type Property,
-  float Value
-);
-
- -
-
Property
-
Enum to describe built-in event properties.
-
Value
-
Value to apply to the property.
-
-

See Also: EFMODEventProperty

-

Set Timeline Position

-

Set the timeline position in milliseconds

-

Set Timeline Position

-

-

-
C++
-
-

-
void SetTimelinePosition(
-  int32 Time
-);
-
- -
-
Time
-
Time in milliseconds.
-
-

Set Volume

-

Set volume on an audio component.

-

Set Volume

-

-

-
C++
-
-

-
void SetVolume(
-  float volume
-);
-
- -
-
volume
-
New volume level to apply.
-
-

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

-

Stop an audio component playing.

-

Stop

-

-

-
C++
-
-

-
void Stop();
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/blueprint-reference-enums.html b/Plugins/FMODStudio/Docs/blueprint-reference-enums.html deleted file mode 100644 index 9086f156..00000000 --- a/Plugins/FMODStudio/Docs/blueprint-reference-enums.html +++ /dev/null @@ -1,100 +0,0 @@ - - -Blueprint Reference | Enums - - - - -
-
-

Unreal Integration 2.02

- -
-
-

7. Blueprint Reference | Enums

-

Automatically generated methods for working with FMOD and Unreal Enums.

-

Methods:

- -

Byte to Enum EFMOD_STUDIO_STOP_MODE

-

Converts a byte to an EFMOD_STUDIO_STOP_MODE.

-

Byte to Enum

-

-

-
C++
-
-

-
EFMOD_STUDIO_STOP_MODE ByteToEnum(
-    byte Byte
-);
-
- -
-
Byte
-
Byte to convert to an EFMOD_STUDIO_STOP_MODE.
-
-

See Also: EFMOD_STUDIO_STOP_MODE.

-

ForEach EFMOD_STUDIO_STOP_MODE

-

Returns every value in the EFMOD_STUDIO_STOP_MODE enum.

-

ForEach EFMOD_STUDIO_STOP_MODE

-

-

-
C++
-
-

-
EFMOD_STUDIO_STOP_MODE ForEachEFMOD_STUDIO_STOP_MODE();
-
- -

See Also: EFMOD_STUDIO_STOP_MODE.

-

Get Number of Entries in EFMOD_STUDIO_STOP_MODE

-

Returns the total number of entries in the EFMOD_STUDIO_STOP_MODE enum.

-

Get Number of Entries in EFMOD_STUDIO_STOP_MODE

-

-

-
C++
-
-

-
int GetNumberOfEntriesInEFMOD_STUDIO_STOP_MODE();
-
- -

See Also: EFMOD_STUDIO_STOP_MODE.

-

Literal Enum EFMOD_STUDIO_STOP_MODE

-

Returns the value of an EFMOD_STUDIO_STOP_MODE member.

-

Literal Enum EFMOD_STUDIO_STOP_MODE

-

-

-
C++
-
-

-
EFMOD_STUDIO_STOP_MODE LiteralEnumEFMOD_STUDIO_STOP_MODE(
-    EFMOD_STUDIO_STOP_MODE Enum
-);
-
- -
-
Enum
-
The EFMOD_STUDIO_STOP_MODE member value to retrieve.
-
-

See Also: EFMOD_STUDIO_STOP_MODE.

- - - - - -
diff --git a/Plugins/FMODStudio/Docs/blueprint-reference-eventinstance.html b/Plugins/FMODStudio/Docs/blueprint-reference-eventinstance.html deleted file mode 100644 index b8d87aa5..00000000 --- a/Plugins/FMODStudio/Docs/blueprint-reference-eventinstance.html +++ /dev/null @@ -1,304 +0,0 @@ - - -Blueprint Reference | Event Instance - - - - -
-
-

Unreal Integration 2.02

- -
-
-

7. Blueprint Reference | Event Instance

-

These methods are used to control individual Event Instances.

-

Methods:

- -

Event Instance Get Parameter

-

Get a parameter value on an FMOD Event Instance.

-

Event Instance Get Parameter

-

-

-
C++
-
-

-
static float EventInstanceGetParameter(
-  FFMODEventInstance EventInstance,
-  FName Name
-);
-
- -
-
EventInstance
-
FFMODEventInstance to use.
-
Name
-
Name of parameter.
-
-

Will be deprecated in FMOD 2.01, use Event Instance Get Parameter Value instead.

-

Event Instance Get Parameter Value

-

Get a parameter value on an FMOD Event Instance.

-

Event Instance Get Parameter Value

-

-

-
C++
-
-

-
static void EventInstanceGetParameterValue(
-  FFMODEventInstance EventInstance,
-  FName Name,
-  float &UserValue,
-  float &FinalValue
-);
-
- -
-
EventInstance
-
FFMODEventInstance to use.
-
Name
-
Name of parameter.
-
UserValue
-
Parameter value as set from the public API.
-
FinalValue
-
Final combined parameter value.
-
-

Event Instance Is Valid

-

Return whether this FMOD Event Instance is valid. The instance will be invalidated when the sound stops.

-

Event Instance Is Valid

-

-

-
C++
-
-

-
static bool EventInstanceIsValid(
-  FFMODEventInstance EventInstance
-);
-
- -
-
EventInstance
-
FFMODEventInstance to use.
-
-

The instance will be invalidated when the sound stops.

-

Event Instance Key Off

-

Allow an FMOD Event Instance to continue past a sustain point.

-

Event Instance Key Off

-

-

-
C++
-
-

-
static void EventInstanceKeyOff(FFMODEventInstance EventInstance);
-
- -
-
EventInstance
-
FFMODEventInstance to resume past sustain point.
-
-

Event Instance Play

-

Play an FMOD Event Instance.

-

Event Instance Play

-

-

-
C++
-
-

-
static void EventInstancePlay(
-  FFMODEventInstance EventInstance
-);
-
- -
-
EventInstance
-
FFMODEventInstance to use.
-
-

Event Instance Release

-

Release an FMOD Event Instance.

-

Event Instance Release

-

-

-
C++
-
-

-
static void EventInstanceRelease(FFMODEventInstance EventInstance);
-
- -
-
EventInstance
-
FFMODEventInstance to release.
-
-

Event Instance Set Parameter

-

Set a parameter on an FMOD Event Instance.

-

Event Instance Set Parameter

-

-

-
C++
-
-

-
static void EventInstanceSetParameter(
-  FFMODEventInstance EventInstance,
-  FName Name,
-  float Value
-);
-
- -
-
EventInstance
-
FFMODEventInstance to use.
-
Name
-
Name of the parameter.
-
Value
-
Value to set the parameter to.
-
-

Event Instance Set Paused

-

Pause/Unpause an FMOD Event Instance.

-

Event Instance Set Paused

-

-

-
C++
-
-

-
static void EventInstanceSetPaused(
-  FFMODEventInstance EventInstance,
-  bool Paused
-);
-
- -
-
EventInstance
-
FFMODEventInstance to use.
-
Paused
-
Paused value.
-
-

Event Instance Set Pitch

-

Set pitch on an FMOD Event Instance.

-

Event Instance Set Pitch

-

-

-
C++
-
-

-
static void EventInstanceSetPitch(
-  FFMODEventInstance EventInstance,
-  float Pitch
-);
-
- -
-
EventInstance
-
FFMODEventInstance to use.
-
Pitch
-
Pitch value.
-
-

Event Instance Set Property

-

Set an FMOD event property on an FMOD Event Instance.

-

Event Instance Set Property

-

-

-
C++
-
-

-
static void EventInstanceSetProperty(
-  FFMODEventInstance EventInstance,
-  EFMODEventProperty::Type Property,
-  float Value
-);
-
- -
-
EventInstance
-
FFMODEventInstance to use.
-
Property
-
EFMODEventProperty to set.
-
Value
-
Value of property.
-
-

Event Instance Set Transform

-

Set 3D attributes on an FMOD Event Instance.

-

Event Instance Set Transform

-

-

-
C++
-
-

-
static void EventInstanceSetTransform(
-  FFMODEventInstance EventInstance,
-  const FTransform &Location
-);
-
- -
-
EventInstance
-
FFMODEventInstance to use.
-
Location
-
Location to place event.
-
-

Event Instance Set Volume

-

Set volume on an FMOD Event Instance.

-

Event Instance Set Volume

-

-

-
C++
-
-

-
static void EventInstanceSetVolume(
-  FFMODEventInstance EventInstance,
-  float Volume
-);
-
- -
-
EventInstance
-
FFMODEventInstance to set volume of.
-
Volume
-
Volume value to set.
-
-

Event Instance Stop

-

Mute/Unmute the bus.

-

Event Instance Stop

-

-

-
C++
-
-

-
static void EventInstanceStop(FFMODEventInstance EventInstance, bool Release = false);
-
- -
-
EventInstance
-
FFMODEventInstance to stop.
-
Release
-
Whether to release the Event Instance
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/blueprint-reference-structs.html b/Plugins/FMODStudio/Docs/blueprint-reference-structs.html deleted file mode 100644 index f90ecd33..00000000 --- a/Plugins/FMODStudio/Docs/blueprint-reference-structs.html +++ /dev/null @@ -1,134 +0,0 @@ - - -Blueprint Reference | Structs - - - - -
-
-

Unreal Integration 2.02

- -
-
-

7. Blueprint Reference | Structs

-

Automatically generated methods for working with FMOD and Unreal Structs.

-

Methods

- -

Break FMODAttenuationDetails

-

Adds a node that breaks an 'FMODAttenuationDetails` into its member fields.

-

FMOD Attenuation Details
-

-
C++
-
-

-
FMODAttenuationDetails BreakFMODAttenuationDetails(
-    FMODAttenuation Details
-);
-
- -
-
FMODAttenuationDetails
-
FMODAttenuationDetails to break into its member fields.
-
-

Break FMODOcclusionDetails

-

Adds a node that breaks an 'FMODOcclusionDetails' into its member fields.

-

FMOD Occlusion Details

-

-

-
C++
-
-

-
FMODOcclusionDetails BreakFMODOcclusionDetails(
-    FMODOcclusion Details
-)
-
- -
-
FMODOcclusionDetails
-
FMODOcclusionDetails to break into its member fields.
-
-

Make FMODAttenuationDetails

-

Adds a node that creates an 'FMODAttenuationDetails' from its members.

-

Make FMODAttenuationDetails

-

-

-
C++
-
-

-
FMODAttenuationDetails MakeFMODAttenuationDetails(
-    bool OverrideAttenuation,
-    float MinimumDistance,
-    float MaximumDistance
-);
-
- -
-
OverrideAttenuation
-
True to use attenuation values set by editor, false to use values set in the Studio project.
-
MinimumDistance
-
Minimum 3D Distance. Value to use for the minimum attenuation distance if OverrideAttenuation is true.
-
MaximumDistance
-
Maximum 3D Distance. Value to use for the maximum attenuation distance if OverrideAttenuation is true.
-
-

See Also: FMODAttenuationDetails.

-

Make FMODEventInstance

-

Adds a node that creates an 'FMODEventInstance' from its members.

-

FMOD Event Instance

-

-

-
C++
-
-

-
FMODEventInstance MakeFMODEventInstance();
-
- -

See Also: Event Instance.

-

Make FMODOcclusionDetails

-

Adds a node that creates an 'FMODOcclusionDetails' from its members.

-

FMODOcclusion Details

-

-

-
C++
-
-

-
FMODAttenuationDetails MakeFMODAttenuationDetails(
-    bool EnableOcclusion,
-    enum OcclusionTraceChannel,
-    bool UseComplexCollisionForOcclusion
-);
-
- -
-
EnableOcclusion
-
True to enable occlusion settings, false to disable them.
-
OcclusionTraceChannel
-
Trace channel to use for audio occlusion checks.
-
UseComplexCollisionForOcclusion
-
True to enable complex geometry occlusion checks, false not to.
-
-

See Also: FMODOcclusionDetails.

- - - - - -
diff --git a/Plugins/FMODStudio/Docs/blueprint-reference-utilities.html b/Plugins/FMODStudio/Docs/blueprint-reference-utilities.html deleted file mode 100644 index d77a2bad..00000000 --- a/Plugins/FMODStudio/Docs/blueprint-reference-utilities.html +++ /dev/null @@ -1,538 +0,0 @@ - - -Blueprint Reference | Utilities - - - - -
-
-

Unreal Integration 2.02

- -
-
-

7. Blueprint Reference | Utilities

-

Automatically generated methods for working with FMOD and Unreal Utilities.

-

Methods:

- -

Cast To FMODAmbientSound

-

Access object as a class 'FMODAmbientSound' it may be an instance of. On failure the Cast Failed path will be taken.

-

Cast To FMODAmbientSound

-

-

-
C++
-
-

-
FMODAmbientSound CastToFMODAmbientSound(
-    Object Object
-);
-
- -
-
Object
-
Object to cast to an FMODAmbientSound.
-
-

Cast To FMODAmbientSound class

-

Access class 'FMODAmbientSound' as one it may inherit from. On failure the Cast Failed path will be taken.

-

Cast To FMODAmbientSound Class

-

-

-
C++
-
-

-
FMODAmbientSound CastToFMODAmbientSoundclass(
-    ObjectClassReference Class
-);
-
- -
-
Class
-
Class to cast to an FMODAmbientSound.
-
-

Cast To FMODAnimNotifyPlay

-

Access object as a class 'FMODAnimNotifyPlay' it may be an instance of. On failure the Cast Failed path will be taken.

-

Cast To FMODAnimNotifyPlay

-

-

-
C++
-
-

-
FMODAnimNotifyPlay CastToFMODAnimNotifyPlay(
-    Object Object
-);
-
- -
-
Object
-
Object to cast to an FMODAnimNotifyPlay.
-
-

Cast To FMODAnimNotifyPlay class

-

Access class 'FMODAnimNotifyPlay' as one it may inherit from. On failure the Cast Failed path will be taken.

-

Cast To FMODAnimNotifyPlay Class

-

-

-
C++
-
-

-
FMODAnimNotifyPlay CastToFMODAnimNotifyPlayclass(
-    ObjectClassReference Class
-);
-
- -
-
Class
-
Class to cast to an FMODAnimNotifyPlay.
-
-

Cast To FMODAsset

-

Access object as a class 'FMODAsset' it may be an instance of. On failure the Cast Failed path will be taken.

-

Cast To FMODAsset

-

-

-
C++
-
-

-
FMODAsset CastToFMODAsset(
-    Object Object
-);
-
- -
-
Object
-
Object to cast to an FMODAsset.
-
-

Cast To FMODAsset class

-

Access class 'FMODAsset' as one it may inherit from. On failure the Cast Failed path will be taken.

-

Cast To FMODAsset Class

-

-

-
C++
-
-

-
FMODAsset CastToFMODAssetclass(
-    ObjectClassReference Class
-);
-
- -
-
Class
-
Class to cast to an FMODAsset.
-
-

Cast To FMODAudioComponent

-

Access object as a class 'FMODAudioComponent' it may be an instance of. On failure the Cast Failed path will be taken.

-

Cast To FMODAudioComponent

-

-

-
C++
-
-

-
FMODAudioComponent CastToFMODAudioComponent(
-    Object Object
-);
-
- -
-
Object
-
Object to cast to an FMODAudioComponent.
-
-

Cast To FMODAudioComponent class

-

Access class 'FMODAudioComponent' as one it may inherit from. On failure the Cast Failed path will be taken.

-

Cast To FMODAudioComponent Class

-

-

-
C++
-
-

-
FMODAudioComponent CastToFMODAudioComponentclass(
-    ObjectClassReference Class
-);
-
- -
-
Class
-
Class to cast to an FMODAudioComponent.
-
-

Cast To FMODBank

-

Access object as a class 'FMODBank' it may be an instance of. On failure the Cast Failed path will be taken.

-

Cast To FMODBank

-

-

-
C++
-
-

-
FMODBank CastToFMODBank(
-    Object Object
-);
-
- -
-
Object
-
Object to cast to an FMODBank.
-
-

Cast To FMODBank class

-

Access class 'FMODBank' as one it may inherit from. On failure the Cast Failed path will be taken.

-

Cast To FMODBank Class

-

-

-
C++
-
-

-
FMODBank CastToFMODBankclass(
-    ObjectClassReference Class
-);
-
- -
-
Class
-
Class to cast to an FMODBank.
-
-

Cast To FMODBus

-

Access object as a class 'FMODBus' it may be an instance of. On failure the Cast Failed path will be taken.

-

Cast To FMODBus

-

-

-
C++
-
-

-
FMODBus CastToFMODBus(
-    Object Object
-);
-
- -
-
Object
-
Object to cast to an FMODBus.
-
-

Cast To FMODBus class

-

Access class 'FMODBus' as one it may inherit from. On failure the Cast Failed path will be taken.

-

Cast To FMODBus Class

-

-

-
C++
-
-

-
FMODBus CastToFMODBusclass(
-    ObjectClassReference Class
-);
-
- -
-
Class
-
Class to cast to an FMODBus.
-
-

Cast To FMODEvent

-

Access object as a class 'FMODEvent' it may be an instance of. On failure the Cast Failed path will be taken.

-

Cast To FMODEvent

-

-

-
C++
-
-

-
FMODEvent CastToFMODEvent(
-    Object Object
-);
-
- -
-
Object
-
Object to cast to an FMODEvent.
-
-

Cast To FMODEvent class

-

Access class 'FMODEvent' as one it may inherit from. On failure the Cast Failed path will be taken.

-

Cast To FMODEvent Class

-

-

-
C++
-
-

-
FMODEvent CastToFMODEventclass(
-    ObjectClassReference Class
-);
-
- -
-
Class
-
Class to cast to an FMODEvent.
-
-

Cast To FMODEventControlSection

-

Access object as a class 'FMODEventControlSection' it may be an instance of. On failure the Cast Failed path will be taken.

-

Cast To FMODEventControlSection

-

-

-
C++
-
-

-
FMODEventControlSection CastToFMODEventControlSection(
-    Object Object
-);
-
- -
-
Object
-
Object to cast to an FMODEventControlSection.
-
-

Cast To FMODEventControlSection class

-

Access class 'FMODEventControlSection' as one it may inherit from. On failure the Cast Failed path will be taken.

-

Cast To FMODEventControlSection Class

-

-

-
C++
-
-

-
FMODEventControlSection CastToFMODEventControlSectionclass(
-    ObjectClassReference Class
-);
-
- -
-
Class
-
Class to cast to an FMODEventControlSection.
-
-

Cast To FMODEventControlTrack

-

Access object as a class 'FMODEventControlTrack' it may be an instance of. On failure the Cast Failed path will be taken.

-

Cast To FMODEventControlTrack

-

-

-
C++
-
-

-
FMODEventControlTrack CastToFMODEventControlTrack(
-    Object Object
-);
-
- -
-
Object
-
Object to cast to an FMODEventControlTrack.
-
-

Cast To FMODEventControlTrack class

-

Access class 'FMODEventControlTrack' as one it may inherit from. On failure the Cast Failed path will be taken.

-

Cast To FMODEventControlTrack Class

-

-

-
C++
-
-

-
FMODEventControlTrack CastToFMODEventControlTrackclass(
-    ObjectClassReference Class
-);
-
- -
-
Class
-
Class to cast to an FMODEventControlTrack.
-
-

Cast To FMODEventParameterTrack

-

Access object as a class 'FMODEventParameterTrack' it may be an instance of. On failure the Cast Failed path will be taken.

-

Cast To FMODEventParameterTrack

-

-

-
C++
-
-

-
FMODEventParameterTrack CastToFMODEventParameterTrack(
-    Object Object
-);
-
- -
-
Object
-
Object to cast to an FMODEventParameterTrack.
-
-

Cast To FMODEventParameterTrack class

-

Access class 'FMODEventParameterTrack' as one it may inherit from. On failure the Cast Failed path will be taken.

-

Cast To FMODEventParameterTrack Class

-

-

-
C++
-
-

-
FMODEventParameterTrack CastToFMODEventParameterTrackclass(
-    ObjectClassReference Class
-);
-
- -
-
Class
-
Class to cast to an FMODEventParameterTrack.
-
-

Cast To FMODPort

-

Access object as a class 'FMODPort' it may be an instance of. On failure the Cast Failed path will be taken.

-

Cast To FMODPort

-

-

-
C++
-
-

-
FMODPort CastToFMODPort(
-    Object Object
-);
-
- -
-
Object
-
Object to cast to an FMODPort.
-
-

Cast To FMODPort class

-

Access class 'FMODPort' as one it may inherit from. On failure the Cast Failed path will be taken.

-

Cast To FMODPort Class

-

-

-
C++
-
-

-
FMODPort CastToFMODPortclass(
-    ObjectClassReference Class
-);
-
- -
-
Class
-
Class to cast to an FMODPort.
-
-

Cast To FMODSnapshot

-

Access object as a class 'FMODSnapshot' it may be an instance of. On failure the Cast Failed path will be taken.

-

Cast To FMODSnapshot

-

-

-
C++
-
-

-
FMODSnapshot CastToFMODSnapshot(
-    Object Object
-);
-
- -
-
Object
-
Object to cast to an FMODSnapshot.
-
-

Cast To FMODSnapshot class

-

Access class 'FMODSnapshot' as one it may inherit from. On failure the Cast Failed path will be taken.

-

Cast To FMODSnapshot Class

-

-

-
C++
-
-

-
FMODSnapshot CastToFMODSnapshotclass(
-    ObjectClassReference Class
-);
-
- -
-
Class
-
Class to cast to an FMODSnapshot.
-
-

Cast To FMODSnapshotReverb

-

Access object as a class 'FMODSnapshotReverb' it may be an instance of. On failure the Cast Failed path will be taken.

-

Cast To FMODSnapshotReverb

-

-

-
C++
-
-

-
FMODSnapshotReverb CastToFMODSnapshotReverb(
-    Object Object
-);
-
- -
-
Object
-
Object to cast to an FMODSnapshotReverb.
-
-

Cast To FMODSnapshotReverb class

-

Access class 'FMODSnapshotReverb' as one it may inherit from. On failure the Cast Failed path will be taken.

-

Cast To FMODSnapshotReverb Class

-

-

-
C++
-
-

-
FMODSnapshotReverb CastToFMODSnapshotReverbclass(
-    ObjectClassReference Class
-);
-
- -
-
Class
-
Class to cast to an FMODSnapshotReverb.
-
-

Cast To FMODVCA

-

Access object as a class 'FMODVCA' it may be an instance of. On failure the Cast Failed path will be taken.

-

Cast To FMODVCA

-

-

-
C++
-
-

-
FMODVCA CastToFMODVCA(
-    Object Object
-);
-
- -
-
Object
-
Object to cast to an FMODVCA.
-
-

Cast To FMODVCA class

-

Access class 'FMODVCA' as one it may inherit from. On failure the Cast Failed path will be taken.

-

Cast To FMODVCA Class

-

-

-
C++
-
-

-
FMODVCA CastToFMODVCAclass(
-    ObjectClassReference Class
-);
-
- -
-
Class
-
Class to cast to an FMODVCA.
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/blueprint-reference.html b/Plugins/FMODStudio/Docs/blueprint-reference.html deleted file mode 100644 index c3f9c3f5..00000000 --- a/Plugins/FMODStudio/Docs/blueprint-reference.html +++ /dev/null @@ -1,41 +0,0 @@ - - -Blueprint Reference - - - - -
-
-

Unreal Integration 2.02

- -
-
-

7. Blueprint Reference

-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/glossary.html b/Plugins/FMODStudio/Docs/glossary.html deleted file mode 100644 index 2ba3ee02..00000000 --- a/Plugins/FMODStudio/Docs/glossary.html +++ /dev/null @@ -1,76 +0,0 @@ - - -Glossary - - - - -
-
-

Unreal Integration 2.02

- -
-
-

11. Glossary

-

This page includes definitions for various common FMOD Studio terms, along with references to related terms and documentation.

-

11.1 Documentation Conventions

-

11.1.1 Parameter Tokens

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
TokenMeaning
OutThe API function will fill in information in this parameter.
OptThis parameter is optional, specify null or zero to ignore.
R/OThis 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#.
JSThis is only available in Javascript.
-

11.2 Version

-

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.

- - - - - -
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a/Plugins/FMODStudio/Docs/images/xboxone-enable-liveupdate.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:ccf5ef2c7207bb6d19122a02afc57c2e8d8ea5ae2ea7183e1243bfe257b9d758 -size 15246 diff --git a/Plugins/FMODStudio/Docs/niagara.html b/Plugins/FMODStudio/Docs/niagara.html deleted file mode 100644 index 9f54862e..00000000 --- a/Plugins/FMODStudio/Docs/niagara.html +++ /dev/null @@ -1,227 +0,0 @@ - - -Niagara Integration - - - - -
-
-

Unreal Integration 2.02

- -
-
-

5. Niagara Integration

-

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.

-

5.0.1 Adding FMOD Events to Niagara system

-

To view the available FMOD Niagara Modules, make sure to enable 'Plugins' in the Source Filtering options:

- - - - - - - - - - - - - -
UE5UE4
UE5 FMOD Niagara ModulesUE4 FMOD Niagara Modules
- -

5.0.2 Modules

-

An FMOD Niagara module can be added to one or multiple Unreal Niagara Modules depending on the desired behavior.

-

PlayFMODEvent

-

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.

- - - - - - - - - - - - - - - - - -
UE5UE4
UE5 AddFMODEventUE4 AddFMODEvent
UE5 Play FMOD EventUE4 Play FMOD Event
-

FMODEventPlayer

-

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.

- - - - - - - - - - - - - - - - - -
UE5UE4
UE5 Create FMOD Event PlayerUE4 Create FMOD Event Player
UE5 FMODEventPlayerFound in UE editor window
UE4 FMODEventPlayer
-

PlayPersistentFMODEvent

-

This can be added to the System, Emitter or Particle modules.

-

Play an event from a reference that can later be used with UpdatePersistentFMODEvent.

- - - - - - - - - - - - - -
UE5UE4
UE5 PlayPersistentFMODEventUE4 PlayPersistentFMODEvent
-

UpdatePersistentFMODEvent

-

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.

- - - - - - - - - - - - - -
UE5UE4
UE5 UpdatePersistentFMODEventUE4 UpdatePersistentFMODEvent
-

5.0.3 Playing a one shot

-

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.

-

5.0.4 Playing a persistent event

- - - - - - - - - - - - - - -
UE5UE4
Assign PlayerUE4 PlayPersistentFMODEvent
- -

5.0.5 Updating a persistent event

-

Continuing on from Playing a persistent event as you will need both the event player and play modules.

- - - - - - - - - - - - - - -
UE5UE4
UE5 Assign PlayerUE4 Assign Player
- - - - - - - - - - - - - - - - - - - - - - -
UE5UE4
UE5 Update TypeUE4 Update Type
UE5 Update LocationUE4 Update Location
UE5 Update Float ParameterUE4 Update Float Parameter
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/platform-specifics.html b/Plugins/FMODStudio/Docs/platform-specifics.html deleted file mode 100644 index 5002f142..00000000 --- a/Plugins/FMODStudio/Docs/platform-specifics.html +++ /dev/null @@ -1,566 +0,0 @@ - - -Platform Specifics - - - - -
-
-

Unreal Integration 2.02

- -
-
-

8. Platform Specifics

-

Some platforms require some extra steps to run properly.

-

8.1 Android

-

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.

-

8.1.1 Deployment of Android plugins

-

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.

-

8.1.2 Packaging

-

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

-
-

8.1.3 Android-based VR devices

-

Any platform specific requirements for Android also apply to Android-based VR devices, such as Oculus Quest.

-

8.2 Game Core

-

8.2.1 Xbox Series X|S

-

Enabling Live Update

-

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:
-Settings

-

Packaging

-

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 versionFMOD Studio bank folderUnreal platformUnreal config file
4.25ScarlettMPXPlatforms\MPX\Config\MPXGame.ini
4.25+ onwardsScarlettXSXPlatforms\XSX\Config\XSXGame.ini
-
[/Script/UnrealEd.ProjectPackagingSettings]
--DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
-+DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Scarlett")
-
- -

Disabling the Unreal Audio Device

-

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 versionUnreal engine config file
4.25Config\MPX\MPXEngine.ini
4.25+ onwardsConfig\XSX\XSXEngine.ini
-
[Audio]
-AudioDeviceModuleName=
-AudioMixerModuleName=
-
- -

8.2.2 Xbox One

-

Enabling Live Update

-

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:
-Settings

-

Packaging

-

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 versionFMOD Studio bank folderUnreal platformUnreal config file
4.25XboxOneXboxOneAnvilPlatforms\XboxOneAnvil\Config\XboxOneAnvilGame.ini
4.25+, 4.26, 4.27XboxOneXboxOneGDKPlatforms\XboxOneGDK\Config\XboxOneGDKGame.ini
5.0 onwardsXboxOneXB1Platforms\XB1\Config\XB1Game.ini
-
UE4.X & UE5.0
-
[/Script/UnrealEd.ProjectPackagingSettings]
--DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
-+DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/XboxOne")
-
-[Staging]
-+WhitelistDirectories=MyGame/Content/FMOD/XboxOne
-
- -
UE5.1 onwards
-
[/Script/UnrealEd.ProjectPackagingSettings]
--DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
-+DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/XboxOne")
-
-[Staging]
-+AllowedDirectories=MyGame/Content/FMOD/XboxOne
-
- -

Disabling the Unreal Audio Device

-

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 versionUnreal engine config file
4.25Config\XboxOneAnvil\XboxOneAnvilEngine.ini
4.25+, 4.26, 4.27Config\XboxOneGDK\XboxOneGDKEngine.ini
5.0 onwardsConfig\XB1\XB1Engine.ini
-
[Audio]
-AudioDeviceModuleName=
-AudioMixerModuleName=
-
- -

8.2.3 Desktop

-

Packaging

-

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 versionFMOD Studio bank folderUnreal platformUnreal config file
4.25DesktopWinAnvilPlatforms\WinAnvil\Config\WinAnvilGame.ini
4.25+ onwardsDesktopWinGDKPlatforms\WinGDK\Config\WinGDKGame.ini
-
UE4.X & UE5.0
-
[Staging]
-+WhitelistDirectories=MyGame/Content/FMOD/Desktop
-
- -
UE5.1 onwards
-
[Staging]
-+AllowedDirectories=MyGame/Content/FMOD/Desktop
-
- -

8.3 iOS

-

8.3.1 Packaging

-

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:

-

UE4.X & UE5.0

-
[Staging]
-+WhitelistDirectories=cookeddata/mygame/content/fmod/desktop
-
- -

UE5.1 onwards

-
[Staging]
-+AllowedDirectories=cookeddata/mygame/content/fmod/desktop
-
- -

8.3.2 Disabling the Unreal Audio Device

-

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

-
-

8.3.3 Building for iOS on Windows

-

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/**
-
- -

8.4 tvOS

-

To build for tvOS, make sure FMODStudio is in your game's directory and not in the Engine plugins directory.

-

8.4.1 Packaging

-

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

-
-

8.4.2 Disabling the Unreal Audio Device

-

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=
-
- -

8.5 Linux

-

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.

-

8.6 macOS

-

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
-
- -

8.7 PS4

-

8.7.1 Packaging

-

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")
-
- -

8.8 PS5

-

8.8.1 Packaging

-

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")
-
- -

8.8.2 Using Controller Vibration

-

To enable vibration for the PS5 controller add these lines to Config\PS5\PS5Engine.ini:

-

Unreal Engine 4

-
[/Script/Engine.InputSettings]
-AdvancedVibrationMode=true
-
- -

Unreal Engine 5

-
[SonyController]
-bAdvancedVibrationMode=true
-
- -

8.8.3 Disabling the Unreal Audio Device

-

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=
-
- -

8.8.4 Enabling built-in Unreal audio alongside FMOD

-

See this forum post for details.

-

8.9 Switch

-

8.9.1 Packaging

-

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")
-
- -

8.10 Xbox One

-

8.10.1 Enabling XboxOne Microphone Input

-

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
-
- -

8.10.2 Enabling Live Update

-

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:
-Settings

-

8.10.3 Packaging

-

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")
-
- -

8.10.4 Disabling the Unreal Audio Device

-

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=
-
- -

8.10.5 Copying dll's to build

-
-

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
-
- -

8.10.6 Submission Validator

-

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".

- - - - - -
diff --git a/Plugins/FMODStudio/Docs/plugins.html b/Plugins/FMODStudio/Docs/plugins.html deleted file mode 100644 index 3dea5193..00000000 --- a/Plugins/FMODStudio/Docs/plugins.html +++ /dev/null @@ -1,53 +0,0 @@ - - -Plugins - - - - -
-
-

Unreal Integration 2.02

- -
-
-

4. Plugins

-

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.

-

4.1 Adding plugins to the project

-

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.

-

Plugins

-

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
-
- -

4.2 Deploying FMOD plugins

-

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.

- - - - - -
diff --git a/Plugins/FMODStudio/Docs/scripts/language-selector.js b/Plugins/FMODStudio/Docs/scripts/language-selector.js deleted file mode 100644 index 71e752a3..00000000 --- a/Plugins/FMODStudio/Docs/scripts/language-selector.js +++ /dev/null @@ -1,98 +0,0 @@ -var languageTabs = null; -var languageSpecificElements = null; -var availableLanguages = null; - -// Helper function to iterate over an HTMLCollection or NodeList (https://stackoverflow.com/questions/3871547/js-iterating-over-result-of-getelementsbyclassname-using-array-foreach) -function forEachElement(collection, func) { - Array.prototype.forEach.call(collection, func); -} - -function matchLanguage(el, lang) { - if (lang == "language-all" || el.classList.contains("language-all")) { - return true; - } else if ((lang === "language-c" || lang === "language-cpp") && el.classList.contains("language-c-cpp")) { - return true; - } else { - return el.classList.contains(lang); - } -} - -function setLanguage(lang) { - if (languageSpecificElements == null) { - return; - } - - window.localStorage.setItem("FMOD.Documents.selected-language", lang); - - if (availableLanguages.length > 0 && !availableLanguages.includes(lang)) { - lang = availableLanguages[0]; - } - - forEachElement(languageTabs, function(el) { - var ellang = el.attributes['data-language'].value; - - if (ellang === lang) { - el.classList.add("selected"); - } else { - el.classList.remove("selected"); - } - }); - - forEachElement(languageSpecificElements, function(el) { - if (matchLanguage(el, lang)) { - el.style.display = 'block'; - } else { - el.style.display = 'none'; - } - }); - - window.localStorage.setItem("FMOD.Documents.selected-language", lang); -} - -function init() { - var docsBody = document.querySelector("div.manual-content.api"); - - if (docsBody) { - // API docs - - // Setup language tabs - languageTabs = docsBody.getElementsByClassName("language-tab"); - - forEachElement(languageTabs, function(el) { - el.onclick = function() { setLanguage(this.attributes['data-language'].value); } - }); - - // Cache language specific elements on the page - languageSpecificElements = docsBody.querySelectorAll(".language-c, .language-cpp, .language-c-cpp, .language-csharp, .language-javascript"); - - // Determine languages used on the page - availableLanguages = []; - ["language-c", "language-cpp", "language-c-cpp", "language-csharp", "language-javascript"].forEach(function(lang) { - if (docsBody.querySelector("." + lang) != null) { - availableLanguages.push(lang); - } - }); - - if (availableLanguages.indexOf("language-c-cpp") >=0) { - if (availableLanguages.indexOf("language-c") < 0) availableLanguages.push("language-c"); - if (availableLanguages.indexOf("language-cpp") < 0) availableLanguages.push("language-cpp"); - } - // Set initial language - var lang = window.localStorage.getItem("FMOD.Documents.selected-language"); - - if (lang == null) { - lang = "language-cpp"; - } - - setLanguage(lang); - } -} - -if (typeof module !== 'undefined') { - module.exports = { initLanguageSelector: init }; -} else { - // Call our init function when the document is loaded. (https://plainjs.com/javascript/events/running-code-when-the-document-is-ready-15/) - if (document.readyState != 'loading') init(); - else if (document.addEventListener) document.addEventListener('DOMContentLoaded', init); - else document.attachEvent('onreadystatechange', function() { if (document.readyState == 'complete') init(); }); -} diff --git a/Plugins/FMODStudio/Docs/settings.html b/Plugins/FMODStudio/Docs/settings.html deleted file mode 100644 index 6ec79ade..00000000 --- a/Plugins/FMODStudio/Docs/settings.html +++ /dev/null @@ -1,284 +0,0 @@ - - -Settings - - - - -
-
-

Unreal Integration 2.02

- -
-
-

3. Settings

-

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:
-Settings

-
-

All of the settings are stored in the default engine configuration file and can be manually edited there if desired.

-
-

3.1 Basic

-

3.1.1 Load All Banks

-

When enabled the metadata from all FMOD bank files is loaded at startup.

-
Default: Enabled
-
-

3.1.2 Load All Sample Data

-

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
-
-

3.1.3 Enable Live Update

-

When enabled FMOD Studio Live Update can connect to non-final builds of the game while running.

-
Default: Enabled
-
-

3.1.4 Enable Editor Live Update

-

When enabled FMOD Studio Live Update can connect to the editor.

-
Default: Disabled
-
-

3.1.5 Bank Output Directory

-

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
-
-

3.1.6 Output Format

-

Project output format, this should match the FMOD Studio project Surround Speaker Mode.

-
Default: Surround_5_1
-
-

3.1.7 Output Type

-

Built-in output types that can be used to run the mixer.

-
Default: TYPE_AUTODETECT
-
-

3.2 Localization

-

3.2.1 Locales

-

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:

-
    -
  1. Locale Name: This is the name of the locale displayed in the UI (e.g. in Blueprints).
  2. -
  3. Locale Code: This must match the locale code used for the corresponding locale in the FMOD Studio project.
  4. -
  5. Default: Make this locale active at startup. Only one locale should be marked as default.
  6. -
-

When loading banks, banks which correspond to the active locale are loaded while banks which correspond to any other recognized locale are skipped.

-

3.3 Init

-

3.3.1 Vol 0 Virtual Level

-

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
-
-

3.3.2 Sample Rate

-

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)
-
-

3.3.3 Match Hardware Sample Rate

-

When enabled attempt to match the sample rate for the FMOD mixer with the output driver's sample rate.

-
Default: Enabled
-
-

3.3.4 Real Channel Count

-

The maximum number of active Channels. This corresponds to the numsoftwarechannels parameter of FMOD::System::setSoftwareChannels in the Core API.

-
Default: 64
-
-

3.3.5 Total Channel Count

-

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
-
-

3.3.6 DSP Buffer Length

-

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)
-
-

3.3.7 DSP Buffer Count

-

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)
-
-

3.3.8 File Buffer Size

-

File buffering chunk size. This corresponds to the blockalign parameter of FMOD::System::setFileSystem in the Core API.

-
Units: bytes
-Default: 2048
-
-

3.3.9 Studio Update Period

-

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)
-
-

3.3.10 Initial Output Driver Name

-

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)
-
-

3.3.11 Lock All Buses

-

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
-
-

3.3.12 Memory Pool Sizes

-

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
-
-

3.4 Advanced

-

3.4.1 Live Update Port

-

TCP port to listen on for FMOD Studio Live Update connections when running non-final builds of the game.

-
Default: 9264
-
-

3.4.2 Editor Live Update Port

-

TCP port to listen on for FMOD Studio Live Update connections when running the editor.

-
Default: 9265
-
-

3.4.3 Reload Banks Delay

-

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
-
-

3.4.4 Enable API Error Logging

-

Will log internal API errors when enabled.

-
Default: Disabled
-
-

3.4.5 Enable Memory Tracking

-

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
-
-

3.4.6 Plugin Files

-

List of FMOD Studio plugins to be loaded when the system starts up. See Plugins for more information.

-

3.4.7 Content Browser Prefix

-

Root directory for FMOD assets.

-
Default: /Game/FMOD
-
-

3.4.8 Force Platform Name

-

Override platform name for loading banks at runtime.

-
Default: Empty (use default platform name)
-
-

3.4.9 Master Bank Name

-

Name of master bank (without extension). Must match the FMOD Studio project.

-
Default: Master
-
-

3.4.10 Skip Load Bank Name

-

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
-
-

3.4.11 Encryption Key

-

Key for loading encrypted banks. This corresponds to the encryptionkey member of FMOD_STUDIO_ADVANCEDSETTINGS in the Studio API.

-

3.4.12 Wav Writer Path

-

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
-
-

3.4.13 Logging Level

-

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
-
-

3.4.14 Occlusion Parameter

-

Name of event parameter to automate using Unreal occlusion ray casts. See Occlusion Settings for more information.

-
Default: Empty
-
-

3.4.15 Ambient Volume Parameter

-

Name of event parameter to automate using Unreal ambient zone volume settings. See Ambient Zone Settings for more information.

-
Default: Empty
-
-

3.4.16 Ambient LPF Parameter

-

Name of event parameter to automate using Unreal ambient zone LPF settings. See Ambient Zone Settings for more information.

-
Default: Empty
-
-

3.5 Platform Settings

-

Used to specify individual settings for different platforms.

-

3.5.1 Platform

-

Name of the platform.

-

Real Channel Count

-

The maximum number of active channels. This corresponds to the numsoftwarechannels parameter of FMOD::System::setSoftwareChannels in the Core API.

-
Default: 64
-
-

Sample Rate

-

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)
-
-

Speaker Mode

-

Project output format, this should match the FMOD Studio project Surround Speaker Mode.

-
Default: Surround_5_1
-
-

Output Type

-

Built-in output types that can be used to run the mixer.

-
Default: TYPE_AUTODETECT
-
-

Custom Pool Size

-

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
-
-

Codecs

-

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.

-

3.6 Packaging

-

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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- -
-

9. Troubleshooting

-

If you are experiencing an issue with the integration and none of the topics below help, visit to our Q&A Forum.

-

9.1 Check the plugin is installed

-

You should see a shortcut to the manual is available under the help menu, that means the plugin is in the right place and has been enabled.

-

Unreal Help Menu

-

If you see the FMOD Help in the manual, then the plugin installed correctly. If you don't see FMOD help, it isn't installed.

-

9.2 Project Output Format

-

If you have modified the project output format in your FMOD Studio project, you will need to update your Unreal project settings to match.
-This can be found under "Edit > Project Settings > FMOD Studio > Output Format". Keep in mind that this must match the Studio project settings in order for the mix to behave correctly.

-

9.3 Content Changes

-

The editor does not mark FMOD assets as read-only, so there is nothing stopping the user from trying to rearrange the folder structure.
-However any such changes aren't going to change the underlying Studio project, so the changes will be lost next time Unreal is restarted.

-

9.3.1 Asset Paths

-

The inbuilt Unreal asset serialization stores asset by full path, not by GUID. This means that if you rename events or folders in the Studio Tool, then any references in Unreal levels will be lost. For now the only workaround is to avoid renaming events or folders once you have started using them in levels.

-

9.4 Deployment Issues

-

See the Deployment page for information about issues with deployment.

-

If you Launch your game and there is no sound playing or there is error loading the FMODStudio module, it an issue with Deployment.

-

9.5 Live Update

-

If Live Update is enabled and the FMOD Studio will error when it fails to open the required network port. If this is a problem, then Live Update can be disabled in the Project Settings window.

-

9.6 Additional Logging

-

To help track down problems, verbose logging can be turned on for FMOD For Unreal. Add the following command line to the Unreal editor:

-
-LogCmds="LogFMOD verbose"
-
- -

9.7 Blueprint only projects

-

Packaging a blueprint only project containing FMOD for Unreal will result in an error:

-
"Plugin 'FMODStudio' failed to load because module 'FMODStudio' could not be found.
-
- -

The only way to work around this is to add a blank code class to the project and build the resulting solution before packaging again.
-This is mentioned by Epic on their forum: Unable to run plugins when packaged.

-

9.8 Audio not muted when game loses focus

-

FMOD will not automatically mute its audio output when your game loses focus due to the user hitting alt-tab or switching to a different app. If you would like to mute FMOD audio when your game loses focus, make an OnApplicationActivationStateChanged callback and write code to mute the FMOD master bus. Here is an example :

-
void AExampleGameMode::InitFMODFocusChangeCallback()
-{
-    FSlateApplication::Get().OnApplicationActivationStateChanged()
-        .AddUObject(this, &AExampleGameMode::OnWindowFocusChanged);
-}
-
-void AExampleGameMode::OnWindowFocusChanged(bool bIsFocused)
-{
-#if !WITH_EDITOR
-    if (IFMODStudioModule::IsAvailable())
-    {
-        FMOD::Studio::System* StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime);
-        FMOD::Studio::Bus* masterBus;
-        StudioSystem->getBus("bus:/", &masterBus);
-        masterBus->setMute(!bIsFocused);
-    }
-#endif
-}
-
- - - - - -
diff --git a/Plugins/FMODStudio/Docs/user-guide.html b/Plugins/FMODStudio/Docs/user-guide.html deleted file mode 100644 index 53662a46..00000000 --- a/Plugins/FMODStudio/Docs/user-guide.html +++ /dev/null @@ -1,718 +0,0 @@ - - -User Guide - - - - -
-
-

Unreal Integration 2.02

- -
-
-

2. User Guide

-

FMOD For Unreal is a plugin that allows you to use the FMOD APIs and projects from the FMOD Studio authoring tool in your Unreal game.

-

Normally you will just need one copy of the integration. If you develop for multiple platforms at once, you can copy multiple integrations over the top of each other.

-

2.1 Installing the integration

-

The FMOD for Unreal integration is delivered as a set of plugins. You must install the integration plugin for the host platform which you are developing on, and may need to install additional integration plugins for other platforms which you are targeting.

-

FMOD for Unreal can be installed in either the project or engine directory.

-

2.1.1 Host Platform Integration

-

The supported host platforms are Windows, Mac and Linux.

-

The integration packages for these platforms should be extracted to MyGame\Plugins\ (replace MyGame with the root directory of your Unreal project or Unreal Engine and create the Plugins folder if it does not already exist). After extracting the base package into MyGame\Plugins you should have this structure:

-

Host Platform Integration

-

2.1.2 Additional Platforms

-

After installing the integration plugin for your host platform you may need to install additional plugins for other platforms which you are targeting.

-

Windows Desktop

-

Install the Windows plugin following the instructions for Host Platform Integration. Files which are duplicated between the plugins can be overwritten safely.

-

Universal Windows Platform

-

UWP support is included in the Windows plugin package. Install the plugin following the instructions for Host Platform Integration. Files which are duplicated between the plugins can be overwritten safely.

-

Linux

-

Install the Linux plugin following the instructions for Host Platform Integration. Files which are duplicated between the plugins can be overwritten safely. Additional setup is required for this platform, please see the Platform Specifics | Linux section for more information.

-

MacOS

-

Install the Mac plugin following the instructions for Host Platform Integration. Files which are duplicated between the plugins can be overwritten safely. Additional setup is required for this platform, please see the Platform Specifics | macOS section for more information.

-

iOS

-

iOS support is included in the Mac plugin package. Install the plugin following the instructions for Host Platform Integration. Files which are duplicated between the plugins can be overwritten safely. Additional setup is required for this platform, please see the Platform Specifics | iOS section for more information.

-

tvOS

-

tvOS support is included in the Mac plugin package. Install the plugin following the instructions for Host Platform Integration. Files which are duplicated between the plugins can be overwritten safely. Additional setup is required for this platform, please see the Platform Specifics | tvOS section for more information.

-

Android

-

Android support is included in the Windows plugin package. Install the plugin following the instructions for Host Platform Integration. Files which are duplicated between the plugins can be overwritten safely. Additional setup is required for this platform, please see the Platform Specifics | Android section for more information.

-

PS4

-

Install the PS4 plugin following the instructions for Platform Specific Integrations. Additional setup is required for this platform, please see the Platform Specifics | PS4 section for more information.

-

PS5

-

Install the PS5 plugin following the instructions for Platform Specific Integrations. Additional setup is required for this platform, please see the Platform Specifics | PS5 section for more information.

-

XBox One

-

Install the Xbox One plugin following the instructions for Platform Specific Integrations. Additional setup is required for this platform, please see the Platform Specifics | Xbox One section for more information.

-

XBox Series X|S

-

Install the XBox Series X|S plugin following the instructions for Platform Specific Integrations. Additional setup is required for this platform, please see the Platform Specifics | Xbos Series X|S section for more information.

-

Switch

-

Install the Switch plugin following the instructions for Platform Specific Integrations. Additional setup is required for this platform, please see the Platform Specifics | Switch section for more information.

-

2.1.3 Platform Specific Integrations

-

When adding additional platform specific integration packages you should extract them directly into the project root directory. After extracting them you should have this kind of structure:

-

Platform Specific Integrations

-

Additional platform specific installation instructions may be included in the Platform Specifics section. Most platforms will require additional config files. Refer to the Platform Specifics section for more information. Otherwise see the TroubleShooting section.

-

2.2 Setting up your project

-

After adding The FMOD UE4 integration to your project or engine, you will need to restart the Unreal Editor before you can access it.
-There are settings in both Unreal and FMOD Studio that need to be configured to link the two together.

-

In order to access your FMOD Studio content, the plugin will need to locate the .bank files that FMOD Studio produces.
-By default the plugin looks in the '{MyProject}/Content/FMOD' directory for the platform folders containing banks.
-You can either manually copy them or use the 'Validate FMOD' option from the plugin in Unreal to connect to FMODStudio and build the banks directly into the project.

-

2.2.1 Manually

-

From your FMOD Studio Project, select "Edit > Preferences..." ("FMOD Studio > Preferences..." on Mac) and select the build tab. Set your built banks output directory to a directory called "FMOD" under your game's content path.

-

Studio export path

-

Now select "File > Build". This will build bank files for events that have been assigned to banks. You should do this whenever project data has been modified.

-

2.2.2 Validate FMOD

-

You can run the "Help > Validate FMOD" option in the Unreal Help menu at any time, this can help with making sure the plugin settings are up to date and prepared for deployment.

-

FMOD Help

-

If an issue is detected in the settings then you will also see this popup that can be used to start the 'Validate' process.

-

Popup

-

If you have the FMOD Studio Project open 'Validate' will allow the plugin to connect to it and gather more information to add the the plugin settings. It finds and fixes common issues, and can automatically link your FMOD Studio project for you!

-

Running validate will do the following:

-
    -
  • Connecting to your FMODStudio project. (requires FMODStudio running)
  • -
  • Checking that the versions of the code, the libs and FMODStudio all match. (requires connection to FMODStudio)
  • -
  • Your FMOD Studio bank export path is correct. (requires connection to FMODStudio)
  • -
  • Linking to your FMODStudio banks.
  • -
  • Studio events have been added to the banks.
  • -
  • Importing locale options from your Studio project. (requires connection to FMODStudio)
  • -
  • Adding plugins to the FMOD settings.
  • -
  • Adding FMOD files and uassets to the packaging settings.
  • -
-

Validating FMOD

-

2.2.3 Confirm the Banks are Built and Loaded

-

Now, open Unreal and look at the content browser. The plug-in defaults to looking in '{MyProject}/Content/FMOD' directory for banks, so if you have exported banks there, assets should appear in the content window automatically. These represent items in your Studio project which update automatically when banks are built.

-

Content browser

-

For more information about banks, see the Banks page.

-

2.2.4 Naming Considerations

-

FMOD For Unreal will create Unreal assets to represent the objects in your FMOD Studio project. These are the assets you see in the content browser. The names of the assets are based on the names you use in FMOD Studio, but there are some limitations imposed by Unreal which may not apply in FMOD Studio:

-
    -
  • Unreal asset names may not contain spaces, tabs, or any of the following characters: "',/.:|&!~@#(){}[]=;^%$`
  • -
  • Unreal asset folder names may not contain spaces, tabs, or any of the following characters: "',\\|/&!~@#(){}[]=;^%$`
  • -
-

If you use any of these illegal characters in your FMOD Studio folder names or object names then the integration will generate a name for you by replacing the illegal characters. The generated names are not guaranteed to be unique and if a generated name duplicates another asset's name then one of the assets will be hidden by the other and the hidden asset will be inaccessible.

-

To avoid any unexpected behavior or confusion we recommend that FMOD Studio folder names and object names are named in line with the limitations imposed by Unreal.

-

2.2.5 Platform specific setup

-

Refer to Platform Specifics for details of additional platform dependent setup.

-

2.3 Making sounds

-

FMOD For Unreal provides multiple ways in which Studio events can be played.

-

2.3.1 Ambient Sounds

-

The simplest way to play a looping ambience, is to drag and drop an event from the content browser into a scene viewport.

-

Drag sample

-

For example, try dragging the Game/FMOD/Events/Ambience/Forest event into a level. This will create an FMODAmbientSound. Hit Play to begin playing in editor, and you should immediately hear the Forest ambience.

-

Make sure you drag an event into the main viewport. Dragging a bank into main viewport won't do anything.

-

2.3.2 Playing Sounds From Blueprint

-

Another easy way to trigger a sound is via blueprint. You can use the play event at location function to quickly trigger any given event.

-

Blueprint Sample

-

In the example shown below, the Single_Explosion event is triggered at the location of the camera, every time the spacebar is pressed.

-

Blueprint simple playback

-

2.3.3 Other avenues

-

Keep in mind that more advanced control is also available from blueprints. There are graph functions for playing and stopping events, setting parameters, and loading or unloading banks. You can also add FMODAudioComponents to blueprints, allowing you attach audio directly to an object.

-

2.4 Listener

-

FMOD can support up to 8 listeners in game. The listeners will follow the Unreal listeners which by default is attached to the camera, but we can move them by moving the Unreal listeners.

-

This is particularly useful for Third-Person and Top-Down style games.

-

2.4.1 Example

-

Using SetAudioListenerOverride allows you either attach the listener to a component or set the transform and rotation manually.

-

Listener Override

-

2.5 Working with Banks

-

Content created in FMOD Studio is exported into bank files. These bank files can then be loaded within Unreal using FMOD For Unreal. Banks can contain multiple events, which will implicitly pull in any audio assets they depend on.

-

Studio bank layout

-

Loading a bank will load all metadata, which contains information about all the events, parameters, and other data needed for all events assigned to that bank.

-

2.5.1 Studio Bank Output Directory

-

It is highly recommended that banks are exported to the Content directory of your project (see Deployment for more information). This can set via the built banks output directory setting in the FMOD Studio, which can be found in "Edit > Preferences..." on Windows (or "FMOD Studio > Preferences..." on Mac), under the Build tab.

-

Studio export path

-

When using the Unreal editor, as long as you match the FMOD Studio built banks output directory to the bank output directory specified in the Unreal project settings ("Edit > Project Settings > FMOD Studio"), the integration will find and load all bank content automatically.

-

Project Settings

-

2.5.2 Assigning Events to Banks

-

Before a new FMOD Studio event can be used in Unreal, it must first be assigned and built to a bank which can be loaded by Unreal. This can be done within FMOD Studio via the context menu of an event, or by dragging and dropping an event onto a bank.

-

Assign events to banks

-

Events are typically assigned to the same bank when they should be loaded and unloaded at the same time. For example, you might put all the events for the Goblin enemy within the Goblin bank.

-

Once you have assigned your events to a bank, you should rebuild your banks. This is done via the "File > Build..." menu item.

-

Build menu

-

2.5.3 Loading Banks within Unreal

-

The banks built in FMOD Studio are loaded in editor by the plugin, so that you can browse Events, Buses, Snapshots, etc. from the Studio Project. You are able to customize the way the banks are loaded in game, to suit your requirement, otherwise by default all the banks will be loaded at initialization.

-

In Editor

-

Within the Unreal editor, banks are loaded automatically as soon they are built. When correctly configured, any data within banks (e.g. events, mixer strips) should appear within the content browser under Game/FMOD by default.

-

Content view

-

In Game

-

FMOD For Unreal will load all banks by default. If you would like to manually control bank loading, this behavior can be disabled via the load all banks checkbox within the FMOD Studio settings dialog ("Edit > Project Settings > FMOD Studio").

-

If using split banks, make sure to load the assets bank first and using load sample data on the metadata bank.

-

Banks can then manually be loaded and unloaded using the Load Bank and Unload Bank blueprint functions.

-

Banks blueprint

-
-

The Master Bank does not need to be loaded manually. It is automatically loaded at startup.

-
-

2.6 Sequencer Integration

-

FMOD is integrated into Unreal Engine 4's Sequencer.

-

2.6.1 Adding FMOD Events to a Level Sequence

-

Events can be added in one of two ways:

-
    -
  1. -

    Ambient sounds already placed in the level may be possessed by the level sequence. Add ambient sound actors to the sequence by clicking the Add actor button button in the Sequencer editor and choosing the ambient sound actor to add. Alternatively the actor can be dragged from the World Outliner into the Sequencer editor.
    -Possess actor
    -Possessed events will retain any state set by the level sequence when playback is complete. The level sequence's Restore State setting can be enabled to restore the state of possessed events (and any other actors possessed by the level sequence).

    -
  2. -
  3. -

    New events may be spawned from Sequencer. Sequencer can spawn FMOD events during playback. To create a spawned event drag an FMOD event from the Content Browser into the Sequencer editor.
    -Spawned event
    -Spawned events will not automatically play when spawned.

    -
  4. -
-

2.6.2 Adding Event Sub-Tracks

-

Once added to a sequence additional sub-tracks are required to do anything interesting. Sub-tracks can be added by clicking the Add track button button in the object's track. FMOD adds two new sub-track types for events in addition to the standard Sequencer sub-tracks.

-
    -
  1. Event control tracks allow events to be played and stopped.
  2. -
  3. Parameter tracks allow event parameters to be animated using Sequencer's keyframe animation tools.
  4. -
-

Event tracks

-

2.6.3 Event Control Sub-Track

-

Keyframes on the event control sub-track can be used to Play or Stop the event.

-

Control track

-

2.6.4 Parameter Track

-

An FMOD Event Parameter Track allows additional sub-tracks to be added for each parameter in the targeted FMOD event. Additional sub-tracks can be added by clicking the Add parameter button button in the FMOD Event Parameter Track.

-

Parameter track

-

Keyframes may be added to the parameter sub-tracks to control the value of the event parameter during playback of the level sequence. The Unreal Engine 4 curve editor may be used to create rich curves for FMOD event parameters.

-

Parameter keyframe track

-

FMOD For Unreal is unable to validate the range of parameter values set by Sequencer. The FMOD Engine will clamp any parameter value outside the range specified in FMOD Studio.

-

2.7 Occlusion

-

FMOD For Unreal supports the use of ray casts, to drive a specified parameter, for per instance occlusion of sounds.

-

2.7.1 Occlusion Settings

-

To enable occlusion ray casts for FMOD in your Unreal project, set the name of the parameter that will be used for occlusion in Studio.

-

Occlusion Settings

-

If an Event contains this parameter, the integration will set the parameter value any time the occlusion value changes.
-You can disable occlusion, per instance, and adjust the Trace Channel in the Component Details window.

-

Occlusion Settings

-

2.8 Reverb Zones

-

FMOD For Unreal supports the use of the standard Unreal audio volumes to trigger Studio's advanced snapshot system.

-

2.8.1 Snapshot Reverb Effects

-

The workflow to use reverb zones is to set up snapshots in FMOD Studio. Snapshots can modify global reverb effects, change any bus volume, and modify any DSP value. To help trigger snapshots for reverb effects, the integration exports all snapshots as reverb effects in the FMOD/Reverbs folder.

-

Reverb assets

-

These reverb effects can be dragged into audio volume Reverb Settings panel to be triggered when the audio listener enters the audio volume. It uses the same logic as the inbuilt Unreal audio system to determine which audio volume should be enabled, based on the priority of all the audio volumes the audio listener is within. The Snapshot priority, which is used to resolve conflicting property values when mutliple snapshots are active, is unrelated to audio volume priority and not a factor in determining which audio volume will be enabled. In the case of nested audio volumes you must set distinct priorities because audio volumes with the same priority may not become enabled.

-

Reverb settings

-

By default, snapshots apply instantly. To have a snapshot fade in, one of two things can be done. The first is by adding an AHDSR modulation to the intensity dial. The second way is to expose the intensity as a parameter, which allows it to be driven from the integration.

-

Reverb snapshot intensity

-

If the snapshot has its intensity exposed as a parameter, then the integration will ramp in the intensity over time based on the audio volume's Volume and Fade Time settings. If the snapshot does not expose its intensity as a parameter, then these values will not do anything.

-

2.8.2 Ambient Zone Settings

-

Another feature of the Unreal audio system is the ability to have an ambient effect applied to selected instances, based on both the listener position and the emitter position. Unlike the global reverb effects, this is something which is applied per instance.

-

Reverb ambient

-

Only some sounds should be affected by the ambient settings. To enable the ambient effect your Events will need two parameters, one for volume and one for LPF.
-You will need to add these parameter names to the integration settings.

-

Reverb user property

-

If an Event contains these parameters, the integration will set the parameter value any time the ambient values change.

-
-

Only FMOD audio components are affected by ambient zones. The simpler PlayEventAtLocation blueprint function to spawn one-shots does not apply ambient effects.

-
-

2.9 Callbacks

-

You can hook up event callbacks using blueprints. FMOD Audio component callbacks are only triggered if the enable callback option is ticked. This is because each component that triggers callbacks can incur a small CPU overhead, so it has to be turned on explicitly for the components you want to use.

-

Callback enable

-

Once enabled, then tempo beat callbacks and timeline callbacks can be added in blueprints. One way is via the Assign On Timeline Beat and Assign On Timeline Marker blueprint actions. For FMOD audio components used in blueprint actors, you can add events from the details window instead.

-

Callback blueprints

-

You can trigger various actions to occur on the beat or when a timeline hits a named marker. The event contains the same fields as FMOD_STUDIO_TIMELINE_BEAT_PROPERTIES and FMOD_STUDIO_TIMELINE_MARKER_PROPERTIES.

-

Callback example

-

2.10 Localization

-

Localized audio tables are a special kind of audio table with features that facilitate localization. We recommend using localized audio tables if your game supports multiple spoken languages, or if you intend to add support for additional languages in a future patch.

-

2.10.1 Setting up Audio Tables

-

Audio Tables are lists of audio files stored outside your FMOD Studio project's asset folder. You can use audio tables to control localized sounds. See the Dialogue and Localization section of the FMOD Studio Docs on how to set up an audio table in your project.

-

Audio Table

-

2.10.2 Loading Localized Banks

-

Audio tables are assigned to an associated bank, this means that in order to change the currently loaded audio table you will need to change the bank. Only one localized bank should be loaded at a time, otherwise just the first one to be loaded will be used.

-

You will need to define the different locale names and codes in the Localization Settings.

-

Localization Settings

-

Only the locale that is selected as default will have it's bank loaded at startup, if Load All Banks has been enabled in the settings.

-

To change the locale, you will need to:

-
    -
  • unload the bank
  • -
  • change the locale
  • -
  • then reload the bank
  • -
-

Load locale bank

-

2.11 Updating/Upgrading the Integration

-

Start by replacing the old FMODStudio folder with the new version:

- -

If you are updating to a newer minor version of FMOD no additional steps are required unless specified in the revision history.

-

Upgrading to a newer major version of FMOD is usually only recommend for projects at or near the beginning of development, because new major versions may introduce behavioral and breaking changes. If you are upgrading to a new major version, you will need to read over:

- -

These will describe specific changes that might need to be made to your project.

-

2.11.1 Updating to UE4 4.26

-

When upgrading a project with FMOD integration to Unreal Engine 4.26 from an earlier version of UE4 you may encounter warnings in the log about FMOD assets failing to load. This happens because in 4.26 the FMOD integration switched from always dynamically generating Unreal assets to serializing the generated assets and loading them from disk. When an upgraded project is first opened the generated assets have not been serialized to disk so loading them fails. After closing and re-opening the upgraded project the warning messages should be gone.

-

2.12 Compiling the plugin (Optional)

-

If you want to recompile the plugin, you can drop the plugin into a code project under your game's Plugins/FMODStudio directory, then re-generate the project. This might be useful if you want to use the plugin with a different version of the engine, such as a new pre-release of Unreal. You can also do this if you want to get the plugin from github.

-

To recompile the plugin after downloading it from FMOD, do the following:

-
    -
  • Delete the FMODStudio/Intermediate directory.
  • -
  • Delete the FMODStudio/Binaries/Platform/Unreal*.* files. Leave the fmod libraries in the binaries directory!
  • -
  • Create a new code project using Unreal.
  • -
  • Copy the plugin into YourGame/Plugins/FMODStudio.
  • -
  • Regenerate the game's solution or xcode project.
  • -
  • Build the game for "Development Editor".
  • -
  • Build the game for whatever other configurations you need.
  • -
-

To compile the plugin after downloading the source from github, do the following

-
    -
  • Add FMOD dynamic libraries into the FMODStudio/Binaries/Platform/ directory. The libs can be obtained in the programmers API download or from the FMOD for Unreal download.
  • -
  • Create a new code project using Unreal.
  • -
  • Copy the plugin into YourGame/Plugins/FMODStudio.
  • -
  • Regenerate the game's solution or XCode project.
  • -
  • Build the game for development editor.
  • -
  • Build the game for whatever other configurations you need.
  • -
-

When rebuilding the plugin inside a code project, make sure you haven't also left it in the engine directory as well!

-

2.13 Programming Support

-

You are able to interface with FMOD For Unreal and/or the FMOD C++ APIs.

-

2.13.1 Programming with FMOD For Unreal

-

To reference FMOD Studio, the programmer will need to add the following to their .Build.cs file:

-
    -
  • Add "FMODStudio" to PrivateDependencyModuleNames
  • -
-

To add some FMOD Events to a class, do the following:

-
    -
  • Include "FMODEvent.h" at the top of your own class
  • -
  • Add a UFMODEvent * and mark with the UPROPERTY macro like any other field
  • -
-

To play the event at a location, do the following:

-
    -
  • Include "FMODBlueprintStatics.h" in the file you want to trigger the sound
  • -
  • Call Play Event At Location with the following arguments:
      -
    • Set WorldContextObject to any UObject in the world, such as the owning actor object
    • -
    • Set Event to the UFMODEvent stored in the class or passed into your function
    • -
    • Set Transform to the place in the world you want to play the sound
    • -
    • Set bAutoPlay to true so that it starts the sound automatically
    • -
    -
  • -
-

You can also call Play Event Attached to create a new audio component attached to an actor, which will update the location automatically as the actor moves around the world.

-

2.13.2 Programming with the FMOD Studio C++ API

-

Programmers can interface with FMOD Studio directly by including "fmod_studio.hpp".

-

The Studio system can be obtained by GetStudioSystem. The function takes an enum because there may be a separate Studio system for auditioning in-editor and the proper system for play-in-editor. Normally, you will want to obtain the system with EFMODSystemContext.Runtime since that is the real system used in game.

-
if (IFMODStudioModule::IsAvailable())
-{
-    FMOD::Studio::System* StudioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime);
-    if (StudioSystem)
-    {
-        // Use it here
-    }
-}
-
- -

You can use a mixture of FMOD Studio wrapper and FMOD Studio API functions. For example:

-
// Call wrapper helper function to create and start an event instance
-FFMODEventInstance InstanceWrapper = UFMODBlueprintStatics::PlayEventAtLocation(ThisActor, MyEvent, FTransform(MyLocation), true);
-FMOD::Studio::EventInstance* Instance = InstanceWrapper.Instance;
-// Call into FMOD API directly
-Instance->setVolume(0.5f);
-// The instance handle will be cleaned up automatically when the sound finishes
-
- -

2.13.3 Further Programming Documentation

-

For further documentation, see:
-- Integration API Reference
-- Integration Blueprint Reference
-- FMOD API Reference.

-

2.14 Programmer Sounds

-

FMOD Studio events can include programmer sound modules that are controlled at runtime. There are a few different ways of hooking them up.

-

2.14.1 Programmer Sounds via Audio Tables

-

With this approach, you don't need to do any programming at all!

-

Choosing the audio entry to play

-

Create an event with a programmer sound module on it. If the module has a name, then if nothing else is assigned then that sound will be used. For example, if the sound designer sets the module name as "Welcome", then the audio table entry "Welcome" will be used by default.

-

Studio programmer sound

-

To select at runtime what audio entry to use, set the programmer sound name field in the FMODAudioComponent.

-

Programmer asset name

-

Or you can assign the name via blueprint.

-

Programmer blueprint

-

The name has to be one of the audio asset entries of a loaded audio table, or it won't find the sound to play.

-

Be careful to set the name before you play the audio component. If the name is assigned after the event has started, it may not play the right sound.

-

2.14.2 Programmer Sounds by Path

-

With this approach you can easily play any media file for your event, including loose files packaged with the project or found on the player's drive.

-

To point a programmer sound directly to a file, set the FMOD audio component's programmer sound name to the path to the .wav or .ogg file that you want to load. If this path is relative, it will be looked up relative to the content directory.

-

If you need to include these files in your packaged game, add the directory containing these media files to 'directories to package' in the packaging settings, otherwise it will work in the editor but not when packaged into the final game.

-

Programmer file path

-

2.14.3 Programmer Sounds via API

-

With this approach, you will need to create an C++ class actor that can be placed in the scene to then be added as a persistent reference in the Level Blueprint. The dialogue options will then be triggered by inputs from the keyboard.

-

Creating the C++ Actor:
-Crate Class
-Selector Actor:
-Select Actor
-Name the Actor:
-Add
-Add the Actor the level:
-Actor in level

-

The following code will need to be added to your C++ Actor

-

ProgrammerExample.h

-
//--------------------------------------------------------------------
-//
-// This is an Unreal actor script that demonstrates how to use
-// Programmer Sounds and an Audio Table in your game code.
-//
-// Programmer sounds allows the game code to receive a callback at a
-// sound-designer specified time and return a sound object to be
-// played within the event.
-//
-// The audio table is a group of audio files compressed in a Bank that
-// are not associated with any event and can be accessed by a string key.
-//
-// Together these two features allow for an efficient implementation of
-// dialogue systems where the sound designer can build a single template
-// event and different dialogue sounds can be played through it at runtime.
-//
-// This script will play one of three pieces of dialog through an event
-// on a key press from the player.
-//
-// This document assumes familiarity with Unreal Engine scripting. See
-// https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/
-// for resources on learning Unreal Engine scripting.
-//
-// For information on using FMOD example code in your own programs, visit
-// https://www.fmod.com/legal
-//
-//--------------------------------------------------------------------
-
-#pragma once
-
-#include "CoreMinimal.h"
-#include "GameFramework/Actor.h"
-#include "fmod.hpp"
-#include "FMODEvent.h"
-#include <FMODAudioComponent.h>
-#include "ProgrammerExample.generated.h"
-
-struct UserData
-{
-    FMOD::System* coreSystem = nullptr;
-    FMOD::Studio::System* studioSystem = nullptr;
-    FString key = FString();
-};
-
-/* Don't forget to change the project name to match your own */
-UCLASS()
-class MYPROJECT_API AProgrammerExample : public AActor
-{
-    GENERATED_BODY()
-
-public:
-    // Sets default values for this actor's properties
-    AProgrammerExample();
-
-    // Path of the Programmer Instrument in the FMOD Project
-    UPROPERTY(EditAnywhere)
-    UFMODEvent* dialogueEvent;
-    UFUNCTION(BlueprintCallable, category = "ProgrammerInstrumentFunction")
-    void PlayDialogue(FString key);
-protected:
-    UserData userData = UserData();
-};
-
- -

ProgrammerExample.cpp

-
// Fill out your copyright notice in the Description page of Project Settings.
-#include "ProgrammerExample.h"
-
-FMOD_RESULT F_CALLBACK StaticDialogueEventCallback(FMOD_STUDIO_EVENT_CALLBACK_TYPE type, FMOD_STUDIO_EVENTINSTANCE* event, void* parameters);
-
-AProgrammerExample::AProgrammerExample()
-{
-    userData.studioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime);
-    userData.studioSystem->getCoreSystem(&userData.coreSystem);
-}
-
-void AProgrammerExample::PlayDialogue(FString key)
-{
-    FMOD::Studio::EventDescription* dialogueDescription =  IFMODStudioModule::Get().GetEventDescription(dialogueEvent, EFMODSystemContext::Runtime);
-    FMOD::Studio::EventInstance* dialogueInstance = nullptr;
-    dialogueDescription->createInstance(&dialogueInstance);
-
-    userData.key = key;
-
-    dialogueInstance->setUserData(&userData);
-
-    dialogueInstance->setCallback(StaticDialogueEventCallback, FMOD_STUDIO_EVENT_CALLBACK_CREATE_PROGRAMMER_SOUND | FMOD_STUDIO_EVENT_CALLBACK_DESTROY_PROGRAMMER_SOUND);
-
-    dialogueInstance->start();
-    dialogueInstance->release();
-}
-
-FMOD_RESULT F_CALLBACK StaticDialogueEventCallback(FMOD_STUDIO_EVENT_CALLBACK_TYPE type, FMOD_STUDIO_EVENTINSTANCE* event, void* parameters)
-{
-    // Retrieving the instance
-    FMOD::Studio::EventInstance* instance = (FMOD::Studio::EventInstance*)event;
-
-    // Retrieve the user data from the instance
-    UserData* context = nullptr;
-    instance->getUserData((void**)&context);
-
-    // Switch on the current type of the callback
-    switch (type)
-    {
-        case FMOD_STUDIO_EVENT_CALLBACK_CREATE_PROGRAMMER_SOUND:
-        {
-            FMOD_MODE soundMode = FMOD_LOOP_NORMAL | FMOD_CREATECOMPRESSEDSAMPLE | FMOD_NONBLOCKING;
-            FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES* props = (FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES*)parameters;
-
-            // Changing key from FString to const char*
-            const char* charKey = TCHAR_TO_ANSI(*context->key);
-
-            FMOD_STUDIO_SOUND_INFO info;
-            FMOD_RESULT result = context->studioSystem->getSoundInfo(charKey, &info);
-            if (result != FMOD_OK)
-            {
-                break;
-            }
-
-            FMOD::Sound* sound = nullptr;
-            result = context->coreSystem->createSound(info.name_or_data, soundMode, &info.exinfo, &sound);
-            if (result == FMOD_OK)
-            {
-                props->sound = (FMOD_SOUND*)sound;
-                props->subsoundIndex = info.subsoundindex;
-            }
-            break;
-        }
-        case FMOD_STUDIO_EVENT_CALLBACK_DESTROY_PROGRAMMER_SOUND:
-        {
-            FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES* props = (FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES*)parameters;
-            FMOD::Sound* sound = (FMOD::Sound*)props->sound;
-            sound->release();
-        }
-    }
-    return FMOD_OK;
-}
-
- -

Following that, drag and drop the Actor into the Level Blueprint so that it can be triggered:
-Programmer Instrument Blueprint

-

2.14.4 Troubleshooting

-

Also, when setting the name to an audio table entry, you will need to make sure the audio table bank is already loaded before the event starts.

-

The FMOD audio component only supports a single programmer sound per event. If you want to have an event that has multiple programmer sounds, each one playing a different sound, then you'll need to create the event directly via the FMOD API and provide your own callback. You can look at how the FMOD audio component programmer sound callback works and use that as a base for your own class.

-

2.15 Deployment

-

These steps describe how to prepare your project for deployment. This is relevant to both the Launch option as well as the "File > Package Project" menu item.
-If any platforms require specific steps, they can be found in Platform Specifics.

-

2.15.1 Packaging banks

-

The directory containing the built FMOD banks should be added to the "Additional Non-Asset Directories To Copy" list, and directories containing generated assets should be added to the "Additional Non-Asset Directories To Cook" list. You will be prompted to do this in the FMOD Studio settings pane of Unreal project settings ("Edit > Project Settings > FMOD Studio"):

-

Project deployment

-

This can also be done manually by selecting the "Edit > Project Settings..." menu item and navigating to the Packaging section from the left hand pane, under the Project heading and adding the bank output directory to the "Additional Non-Asset Directories To Copy" list.
-Generated assests can be manually added to the "Additional Non-Asset Directories To Cook" list in the same way.

-

Additional non-asset directories

-

When the bank output directory is added to the "Additional Non-Asset Directories To Copy" list the banks will be copied as loose files when packaging your project. This is the recommended approach. It is possible to have the banks added to Unreal's .PAK file by adding the bank output directory to the "Additional Non-Asset Directories to Package" list, but we no longer recommend this approach because adding the banks to the .PAK file can lead to the packaged project deadlocking in the filesystem.

-

When directories are included in the "Additional Non-Asset Directories To Cook" list Unreal's default cooking behaviour, cooking all maps during packaging, will no longer occur. If you want to re-enable this behaviour you can tick "Cook everything in the project content directory (ignore list of maps below)".

-

2.15.2 Mutli-platform builds

-

By default the directory containing banks for the "Desktop" platform is added to the "Additional Non-Asset Directories To Copy" list and the banks for the Desktop platform are the ones which will be available at runtime. This is usually correct for the Windows, Mac and Linux platforms.

-

For other platforms the relevant PlatformGame.ini file can be edited so the correct platform-specific banks are copied instead. See Platform Specifics for details.

-

If you only have the Desktop banks and want to run on another platform, you can set Force Platform Name in the FMOD advanced settings to Desktop.

-

2.15.3 Bank Files Inside Content Directory

-

The above directory name is relative to your Content directory. It is highly recommended that banks be placed within the content directory, as paths outside this directory will not deploy correctly to all platforms. For example:

-
    -
  • Mac doesn't allow support directories outside the content directory at all.
  • -
  • Windows and Android have issues looking up directories outside the Content directory when used with packages.
  • -
-

This doesn't mean you need to put your whole Studio project inside the content directory. You can customize Studio by editing the Preferences and choosing a directory to export banks to, as described in the Working with Banks page.

-

The integration will load the platform bank files automatically. On PC it will load from FMOD/Desktop but on Android and IOS it will look for banks under FMOD/Mobile.

-

If you use FMOD as the directory to deploy and have multiple platform banks exported, then they will all be packaged up. To slim down your final package size, you may need to tweak the additional directories setting on a per platform basis. That way you only package FMOD/Mobile for Android, FMOD/Desktop for PC, FMOD/PS4 for PS4, etc.

-

2.15.4 Deploying FMOD audio plugins

-

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
-
- -

2.15.5 Loading blueprints before plugin load

-

One issue to be aware of is where blueprints are serialized from disk too early, before any plugins are loaded. This can occur from the following code, which is included by default in example C++ projects constructor:

-
static ConstructorHelpers::FClassFinder<APawn> PlayerPawnClassFinder(TEXT("/Game/FirstPersonCPP/Blueprints/FirstPersonCharacter"));
-
- -

The finder will serialize the first person character blueprint, but any FMOD references will fail to load since the FMOD plugin has not been created yet. To make sure that the FMOD plugin is loaded first, add the line of code above the class finder.

-
IFMODStudioModule::Get();
-
- -

2.15.6 Disabling Unreal Audio Device

-

By default FMOD Studio works side-by-side with the inbuilt Unreal audio device on the following platforms:

-
    -
  • Windows Desktop
  • -
  • Universal Windows Platform
  • -
  • Linux
  • -
  • MacOS
  • -
  • Android
  • -
  • PS4
  • -
  • Switch
  • -
-

Any of the platforms listed below will not work with the inbuilt Unreal audio:

-
    -
  • iOS / tvOS - Both Unreal and FMOD require exclusive control of the AudioSession to correctly handle interruptions.
  • -
  • Xbox One / Xbox Series X|S - Both Unreal and FMOD will attempt to consume all of the available XMA resources, this will cause the second system to fail initialization.
  • -
  • PS5 - Both Unreal and FMOD require system resources that can only be claimed once for the application.
  • -
-

To disable the Unreal audio while leaving the FMOD Studio audio, the standard Unreal ini file setting can be used.

-

For each required platform, add a new file /Config/{Platform}/{Platform}Engine.ini with this section:

-
[Audio]
-AudioDeviceModuleName=
-AudioMixerModuleName=
-
- -

The audio device can be disabled for every platform that you want to ship with.

-

2.16 Source Control

-

Not all of the plugin files are required to be checked in to source control, below the necessary files are marked:

-

Source Control Files to Add

-
-

FMOD Banks cannot be added using the In-Editor source control, as the editor only interacts with UAssets, they need to be added to source control from outside of the UE Editor.

-
-

Other files/folders are optional and will depend on your teams setup.

-

2.16.1 Generated Assets

-

From UE4.26 onwards, generated assets in the plugin will be serialized to disk. These files can be generated in two ways:

-
    -
  • -

    Unreal Editor: By opening the Unreal Editor, the FMOD plugin will automatically load the FMOD Studio bank files and generate assets on disk.

    -
  • -
  • -

    Commandlet: This can be used from commandline to generate assets on disk without opening the Unreal Editor.

    -
  • -
-

Excluding Generated files from Source Control

-

The recommended way of dealing with generated assets is to exclude all generated assets from source control. This can help prevent source control locking/conflicts as the assets are generated locally when the editor is opened.

-

If you employ an automated build process that pulls directly from source control without running the Unreal Editor, the generated assets will need to be built explicitly as part of your build process. This can be done with the provided Commandlet.

-

Adding Generated files to Source Control

-

While not recommended, it is possible to add the generated assets to source control. This can simplify your automated build process (no need to run the Commandlet) at the cost of complicating your source control workflow (possible locking/conflict issues).

-

Source Control Generated Assets

-
-

When updating the banks, make sure to update the generated assets at the same time. This is to avoid conflicting checkouts with the Unreal Editor source control plugin.

-
-

2.17 Commandlet

-

From UE4.26 onwards, FMOD for Unreal now provides a Commandlet for generating the serialized UAssets without having to open the Editor.

-
{editor-executable} {ProjectPath.uproject} -run=FMODGenerateAssets [-rebuild]
-
- -
    -
  • editor-executable: When using Unreal Engine 4, this will be UE4Editor-cmd.exe. When using Unreal Engine 5, this will be UnrealEditor-cmd.exe.
  • -
  • rebuild: (Optional) Remove all current generated assets before building.
  • -
-

This can be especially useful for build machines that don't normally run the Editor at all, which is what normally triggers the assets to be built, and does not require the generated assets to be checked in to source control.

- - - - - -
diff --git a/Plugins/FMODStudio/Docs/welcome-whats-new-200.html b/Plugins/FMODStudio/Docs/welcome-whats-new-200.html deleted file mode 100644 index ac9c51d1..00000000 --- a/Plugins/FMODStudio/Docs/welcome-whats-new-200.html +++ /dev/null @@ -1,67 +0,0 @@ - - -Welcome to FMOD for Unreal | New in FMOD for Unreal 2.00 - - - - -
- -
-

1. Welcome to FMOD for Unreal | New in FMOD for Unreal 2.00

- -

What's New in 2.00?

-

This section describes the major features introduced in the 2.00 release. See the Detailed Revision History for information regarding each patch release.

-

General runtime features and improvements, including any API changes relevant to scripting are documented in the API what's new page.

-

Global Parameters

-

The Studio API now supports global parameters. These parameters are controlled via the System parameter API and have a single value that is shared between all instances.

-

See the Global Parameters chapter of the FMOD API User Manual for more information.

-

New blueprint nodes can be found for getting and setting Global Parameters:

-

GetGlobalParameterByName SetGlobalParameterByName

-

Sample Data Encryption

-

Bank sample data can now be encrypted using FMOD Studio. This implementation is an extension of the Core API FSB encryption feature.

-

See the Sample Data Encryption chapter of the FMOD API User Manual for more information.

-

To allow bank loading when used with the Studio API, set the key via FMOD_STUDIO_ADVANCEDSETTINGS::encryptionkey. Then if some banks are unencrypted you can use the FMOD_STUDIO_LOAD_BANK_UNENCRYPTED load flag to ignore the given key.

-

The FMOD for Unreal settings now have an added field for bank loading, Bank Encryption Key, which will set the FMOD_STUDIO_ADVANCEDSETTINGS::encryptionkey for you.

-

Encryption Key

-

Occlusion & Ambient Changes

-

The integration uses Parameters to pass Occlusion & Ambient information to Studio. The Parameters can be specified in the FMOD for Unreal settings:

- -

Master Bank Default Name Changed

-

The default Master Bank name has changed from "Master Bank.bank" to "Master.bank". If you are upgrading from an older version or you are using a different name, this will need to be updated in the Master Bank Name field of the FMOD Unreal Settings so that the integration can find it.

-

Master Bank Name

- - - - - -
diff --git a/Plugins/FMODStudio/Docs/welcome-whats-new-201.html b/Plugins/FMODStudio/Docs/welcome-whats-new-201.html deleted file mode 100644 index d0a2431a..00000000 --- a/Plugins/FMODStudio/Docs/welcome-whats-new-201.html +++ /dev/null @@ -1,56 +0,0 @@ - - -Welcome to FMOD for Unreal | New in FMOD for Unreal 2.01 - - - - -
- -
-

1. Welcome to FMOD for Unreal | New in FMOD for Unreal 2.01

- -

What's New in 2.01?

-

This section describes the major features introduced in the 2.01 release. See the Detailed Revision History for information regarding each patch release.

-

General runtime features and improvements, including any API changes relevant to scripting are documented in the API what's new page.

-

Performance Improvements and Fixes

-

This release focused on improving general performance and fixing bugs with no significant changes to the FMOD for Unreal plugin.

-

What's New Since 2.00 Initial Release?

-

This section describes any major changes that occurred in 2.00.xx leading up to the release of 2.01.

-

Unreal Engine Versions

-

Added support for version 4.22, 4.23, 4.24, 4.25 and 4.25+.

-

Supported Platforms

-

Added support for Stadia, tvOS and Android x86_64.

- - - - - -
diff --git a/Plugins/FMODStudio/Docs/welcome-whats-new-202.html b/Plugins/FMODStudio/Docs/welcome-whats-new-202.html deleted file mode 100644 index 60dfd600..00000000 --- a/Plugins/FMODStudio/Docs/welcome-whats-new-202.html +++ /dev/null @@ -1,57 +0,0 @@ - - -Welcome to FMOD for Unreal | New in FMOD for Unreal 2.02 - - - - -
- -
-

1. Welcome to FMOD for Unreal | New in FMOD for Unreal 2.02

- -

What's New in 2.02?

-

This section describes the major features introduced in the 2.02 release. See the Detailed Revision History for information regarding each patch release.

-

General runtime features and improvements, including any API changes relevant to scripting are documented in the API what's new page.

-

Performance Improvements and Fixes

-

This release focused on improving general performance and fixing bugs with no significant changes to the FMOD for Unreal plugin.

-

What's New Since 2.01 Initial Release?

-

This section describes any major changes that occurred in 2.01.xx leading up to the release of 2.02.

-

Unreal Engine Versions

-

Added support for version 4.25, 4.25+ and 4.26.

-

When upgrading to 4.26 refer to the user guide upgrade notes.

-

Supported Platforms

-

Added support for PS5 and Game Core.

- - - - - -
diff --git a/Plugins/FMODStudio/Docs/welcome.html b/Plugins/FMODStudio/Docs/welcome.html deleted file mode 100644 index f6d1c33a..00000000 --- a/Plugins/FMODStudio/Docs/welcome.html +++ /dev/null @@ -1,58 +0,0 @@ - - -Welcome to FMOD for Unreal - - - - -
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1. Welcome to FMOD for Unreal

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FMOD for Unreal is a plugin that allows you to use the FMOD APIs and projects from FMOD Studio in your Unreal game.

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1.1 Supported Unreal Engine Versions

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The integration is compatible with public release versions of Unreal Engine 4.25, 4.25+, 4.26, 4.27, 5.0, 5.1, 5.2 and 5.3.

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Preview builds are not officially supported however you are able to build the plugin from source yourself.

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1.2 Supported platforms

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The integration supports:

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  • Windows Desktop
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  • Linux
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  • MacOS
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  • iOS
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  • tvOS
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  • Android
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  • PS4
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  • PS5
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  • Xbox One
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  • Xbox Series X|S
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  • Switch
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1.3 Licensing

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The integration itself is free, but you must have the appropriate FMOD License to release a title using FMOD Studio with Unreal. For more information about licensing see the FMOD sales page.

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1.4 What's New?

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This section describes the major changes introduced in each new release. See the Detailed Revision History for information regarding each patch release.

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From e452c808f8095a71f875c7b17763c3d006e15f95 Mon Sep 17 00:00:00 2001 From: rylerbleau <73083256+rylerbleau@users.noreply.github.com> Date: Thu, 29 Feb 2024 14:22:36 -0500 Subject: [PATCH 2/4] Added feedback redirect on main and win menu. Pause menu can now be accessed via pause input. --- .../Unbread/Core/Character/BP_Character.uasset | 4 ++-- .../Unbread/Core/UI/Widgets/WBP_Main_Menu.uasset | 4 ++-- .../Unbread/Core/UI/Widgets/WBP_WinMenu.uasset | 4 ++-- Source/unbread/Private/SRespawnGameMode.cpp | 16 +++++++++++----- Source/unbread/Public/SCharacter.h | 6 ++++++ 5 files changed, 23 insertions(+), 11 deletions(-) diff --git a/Content/Unbread/Core/Character/BP_Character.uasset b/Content/Unbread/Core/Character/BP_Character.uasset index 567d9920..7d833df6 100644 --- a/Content/Unbread/Core/Character/BP_Character.uasset +++ b/Content/Unbread/Core/Character/BP_Character.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:e8404c57c5ab90772a804ea16fed1acc730a88e4e56b29720ed93d66110138d8 -size 277357 +oid sha256:f66c596d92f5a85c2f0eacb5b52d4236a26bf52c02ddae0aa51cd385aaae7886 +size 285621 diff --git a/Content/Unbread/Core/UI/Widgets/WBP_Main_Menu.uasset b/Content/Unbread/Core/UI/Widgets/WBP_Main_Menu.uasset index 7375a274..74d95506 100644 --- a/Content/Unbread/Core/UI/Widgets/WBP_Main_Menu.uasset +++ b/Content/Unbread/Core/UI/Widgets/WBP_Main_Menu.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:2353112f9efca2ae53722cd0fd97f6f6877b99397aa77395795b3a250d562c68 -size 420810 +oid sha256:36a7e2918f4fd6b946176704d0e2b5313944e0b8c4d9b2d86c14b8ac4f24b242 +size 443860 diff --git a/Content/Unbread/Core/UI/Widgets/WBP_WinMenu.uasset b/Content/Unbread/Core/UI/Widgets/WBP_WinMenu.uasset index 9216d1c8..d46cced7 100644 --- a/Content/Unbread/Core/UI/Widgets/WBP_WinMenu.uasset +++ b/Content/Unbread/Core/UI/Widgets/WBP_WinMenu.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:46a62e07b845c2ed25ddc3e64aa7983897d623fd45bddc2a8b41bbeadd90b57f -size 142523 +oid sha256:23603077cfb89d5efdefe8a0301b2d2ad72e336c9c272956f11f1f2fdb08eb20 +size 146766 diff --git a/Source/unbread/Private/SRespawnGameMode.cpp b/Source/unbread/Private/SRespawnGameMode.cpp index 0c072861..7646dd27 100644 --- a/Source/unbread/Private/SRespawnGameMode.cpp +++ b/Source/unbread/Private/SRespawnGameMode.cpp @@ -16,12 +16,17 @@ void ASRespawnGameMode::BeginPlay() CurLives = MaxLives; SetSpawnLocation(FindPlayerStart(UGameplayStatics::GetPlayerController(GetWorld(), 0))->GetTransform()); - UGameplayStatics::GetPlayerPawn(GetWorld(),0)->OnDestroyed.AddDynamic(this, &ASRespawnGameMode::RespawnPlayer); - // Temp code for testing pause game - /*FTimerHandle UnusedHandle; - GetWorldTimerManager().SetTimer( - UnusedHandle, this, &ASRespawnGameMode::PauseGame, 2.0f, false);*/ + // get ref to player in world + APawn* Pawn = UGameplayStatics::GetPlayerPawn(GetWorld(),0); + + // bind death and pause + Pawn->OnDestroyed.AddDynamic(this, &ASRespawnGameMode::RespawnPlayer); + if(auto Player = Cast(Pawn)) + { + Player->PauseGame.AddDynamic(this, &ASRespawnGameMode::PauseGame); + } + } @@ -44,6 +49,7 @@ void ASRespawnGameMode::SpawnPlayer() { auto DynamicCamera = Cast(Player->GetComponentByClass(UDynamicCameraComponent::StaticClass())); DynamicCamera->FindDefaultLevelCamera(); + Player->PauseGame.AddDynamic(this, &ASRespawnGameMode::PauseGame); } } diff --git a/Source/unbread/Public/SCharacter.h b/Source/unbread/Public/SCharacter.h index 16e13325..599b7f08 100644 --- a/Source/unbread/Public/SCharacter.h +++ b/Source/unbread/Public/SCharacter.h @@ -24,6 +24,9 @@ class UGameplayEffect; class UAbilitySystemComponent; class ASWeapon; +DECLARE_DYNAMIC_MULTICAST_DELEGATE(FGamePauseInput); + + UCLASS() class UNBREAD_API ASCharacter : public ACharacter, public IDynamicCameraInterface, public IAbilitySystemInterface, public IInteractInterface, public ICookieInterface { @@ -208,6 +211,9 @@ class UNBREAD_API ASCharacter : public ACharacter, public IDynamicCameraInterfac virtual void Landed(const FHitResult& Hit) override; + UPROPERTY(BlueprintAssignable, BlueprintCallable) + FGamePauseInput PauseGame; + protected: UPROPERTY() TWeakObjectPtr AbilitySystemComponent; From b6434cc968b4e60c361472c7146a39b514c79222 Mon Sep 17 00:00:00 2001 From: rylerbleau <73083256+rylerbleau@users.noreply.github.com> Date: Thu, 29 Feb 2024 14:38:38 -0500 Subject: [PATCH 3/4] Pause menu now has feedback link. --- Content/Unbread/Core/GameModes/RespawnGamemode.uasset | 4 ++-- Content/Unbread/Core/UI/Widgets/WBP_Main_Menu.uasset | 4 ++-- Content/Unbread/Core/UI/Widgets/WBP_PauseMenu.uasset | 4 ++-- 3 files changed, 6 insertions(+), 6 deletions(-) diff --git a/Content/Unbread/Core/GameModes/RespawnGamemode.uasset b/Content/Unbread/Core/GameModes/RespawnGamemode.uasset index e8b721d1..f28a93ee 100644 --- a/Content/Unbread/Core/GameModes/RespawnGamemode.uasset +++ b/Content/Unbread/Core/GameModes/RespawnGamemode.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:73af0b7f293d697de26d444cf120aec6a99772139fbd4d1c634454785ffea7b7 -size 116500 +oid sha256:b75ad022cbf69ea1d6a8e82dbfa6e200207131138d240244b85805a4b1a87ede +size 117070 diff --git a/Content/Unbread/Core/UI/Widgets/WBP_Main_Menu.uasset b/Content/Unbread/Core/UI/Widgets/WBP_Main_Menu.uasset index 74d95506..95edb942 100644 --- a/Content/Unbread/Core/UI/Widgets/WBP_Main_Menu.uasset +++ b/Content/Unbread/Core/UI/Widgets/WBP_Main_Menu.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:36a7e2918f4fd6b946176704d0e2b5313944e0b8c4d9b2d86c14b8ac4f24b242 -size 443860 +oid sha256:fd9868ab3ffed0c1af613007106b0c513871db01aa2acb9ba3c4fd37aea54ecc +size 442739 diff --git a/Content/Unbread/Core/UI/Widgets/WBP_PauseMenu.uasset b/Content/Unbread/Core/UI/Widgets/WBP_PauseMenu.uasset index 3d524bff..314cd93f 100644 --- a/Content/Unbread/Core/UI/Widgets/WBP_PauseMenu.uasset +++ b/Content/Unbread/Core/UI/Widgets/WBP_PauseMenu.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f7cf30c48f405f573b5e1a6103522acdab83717cf00fe7bf761dd26aed7cbd77 -size 324532 +oid sha256:690fdfde60b32f4bb2ef837995da861b93983630d4e9bacb8f6910050221342b +size 345622 From 5c466d9aa4e5c7e08a9588111deeeb25502db084 Mon Sep 17 00:00:00 2001 From: rylerbleau <73083256+rylerbleau@users.noreply.github.com> Date: Thu, 29 Feb 2024 14:50:33 -0500 Subject: [PATCH 4/4] Fixed navigation on win menu. merged with dev and tested. --- Content/Unbread/Core/UI/Widgets/WBP_WinMenu.uasset | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Content/Unbread/Core/UI/Widgets/WBP_WinMenu.uasset b/Content/Unbread/Core/UI/Widgets/WBP_WinMenu.uasset index d46cced7..495fcc70 100644 --- a/Content/Unbread/Core/UI/Widgets/WBP_WinMenu.uasset +++ b/Content/Unbread/Core/UI/Widgets/WBP_WinMenu.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:23603077cfb89d5efdefe8a0301b2d2ad72e336c9c272956f11f1f2fdb08eb20 -size 146766 +oid sha256:5c5e9ce35ea55e92b4fbca4e9a3ce58f5b1489961a6f72f50c0174c9a24a2ae2 +size 146793