Class AudioMixerBlueprintLibrary
Audio Mixer Blueprint Library
Inheritance
System.Object
AudioMixerBlueprintLibrary
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Assembly: UE4DotNet.dll
Syntax
public class AudioMixerBlueprintLibrary : BlueprintFunctionLibrary
Properties
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static AudioMixerBlueprintLibrary DefaultObject { get; }
Property Value
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
Methods
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AddMasterSubmixEffect(UObject, SoundEffectSubmixPreset)
Adds a submix effect preset to the master submix.
Declaration
public static void AddMasterSubmixEffect(UObject WorldContextObject, SoundEffectSubmixPreset SubmixEffectPreset)
Parameters
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AddSourceEffectToPresetChain(UObject, SoundEffectSourcePresetChain, SourceEffectChainEntry)
Adds source effect entry to preset chain. Only effects the instance of the preset chain
Declaration
public static void AddSourceEffectToPresetChain(UObject WorldContextObject, SoundEffectSourcePresetChain PresetChain, SourceEffectChainEntry Entry)
Parameters
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ClearMasterSubmixEffects(UObject)
Clears all master submix effects.
Declaration
public static void ClearMasterSubmixEffects(UObject WorldContextObject)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
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GetNumberOfEntriesInSourceEffectChain(UObject, SoundEffectSourcePresetChain)
Returns the number of effect chain entries in the given source effect chain.
Declaration
public static int GetNumberOfEntriesInSourceEffectChain(UObject WorldContextObject, SoundEffectSourcePresetChain PresetChain)
Parameters
Returns
Type |
Description |
System.Int32 |
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New(UObject, Name)
Spawn an object of this class
Declaration
public static AudioMixerBlueprintLibrary New(UObject obj = null, Name name = default(Name))
Parameters
Returns
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PauseRecordingOutput(UObject, SoundSubmix)
Pause recording audio, without finalizing the recording to disk. By leaving the Submix To Record field blank, you can record the master output of the game.
Declaration
public static void PauseRecordingOutput(UObject WorldContextObject, SoundSubmix SubmixToPause)
Parameters
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RemoveMasterSubmixEffect(UObject, SoundEffectSubmixPreset)
Removes a submix effect preset from the master submix.
Declaration
public static void RemoveMasterSubmixEffect(UObject WorldContextObject, SoundEffectSubmixPreset SubmixEffectPreset)
Parameters
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RemoveSourceEffectFromPresetChain(UObject, SoundEffectSourcePresetChain, Int32)
Adds source effect entry to preset chain. Only affects the instance of preset chain.
Declaration
public static void RemoveSourceEffectFromPresetChain(UObject WorldContextObject, SoundEffectSourcePresetChain PresetChain, int EntryIndex)
Parameters
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ResumeRecordingOutput(UObject, SoundSubmix)
Resume recording audio after pausing. By leaving the Submix To Record field blank, you can record the master output of the game.
Declaration
public static void ResumeRecordingOutput(UObject WorldContextObject, SoundSubmix SubmixToPause)
Parameters
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SetBypassSourceEffectChainEntry(UObject, SoundEffectSourcePresetChain, Int32, Boolean)
Set whether or not to bypass the effect at the source effect chain index.
Declaration
public static void SetBypassSourceEffectChainEntry(UObject WorldContextObject, SoundEffectSourcePresetChain PresetChain, int EntryIndex, bool bBypassed)
Parameters
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StartRecordingOutput(UObject, Single, SoundSubmix)
Start recording audio. By leaving the Submix To Record field blank, you can record the master output of the game.
Declaration
public static void StartRecordingOutput(UObject WorldContextObject, float ExpectedDuration, SoundSubmix SubmixToRecord)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
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System.Single |
ExpectedDuration |
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SoundSubmix |
SubmixToRecord |
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StopRecordingOutput(UObject, EAudioRecordingExportType, String, String, SoundSubmix, SoundWave)
Stop recording audio. Path can be absolute, or relative (to the /Saved/BouncedWavFiles folder). By leaving the Submix To Record field blank, you can record the master output of the game.
Declaration
public static SoundWave StopRecordingOutput(UObject WorldContextObject, EAudioRecordingExportType ExportType, string Name, string Path, SoundSubmix SubmixToRecord, SoundWave ExistingSoundWaveToOverwrite)
Parameters
Returns
Operators
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Implicit(IntPtr to AudioMixerBlueprintLibrary)
Convert from IntPtr to UObject
Declaration
public static implicit operator AudioMixerBlueprintLibrary(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns