unreal.AudioMixerLibrary?

class unreal.AudioMixerLibrary(outer=None, name='None')?

Bases: unreal.BlueprintFunctionLibrary

Audio Mixer Blueprint Library

C++ Source:

  • Module: AudioMixer
  • File: AudioMixerBlueprintLibrary.h
classmethod add_master_submix_effect(world_context_object, submix_effect_preset) → None?

Adds a submix effect preset to the master submix.

Parameters:
classmethod add_source_effect_to_preset_chain(world_context_object, preset_chain, entry) → None?

Adds source effect entry to preset chain. Only effects the instance of the preset chain

Parameters:
classmethod add_submix_effect(world_context_object, sound_submix, submix_effect_preset) → int32?

Adds a submix effect preset to the given submix at the end of its submix effect chain. Returns the number of submix effects.

Parameters:
Returns:

Return type:

int32

classmethod clear_master_submix_effects(world_context_object) → None?

Clears all master submix effects.

Parameters:world_context_object (Object) –
classmethod clear_submix_effects(world_context_object, sound_submix) → None?

Clears all submix effects on the given submix.

Parameters:
classmethod get_magnitude_for_frequencies(world_context_object, frequencies, submix_to_analyze=None) -> Array(float)?

Start spectrum analysis of the audio output. By leaving the Submix To Analyze blank, you can analyze the master output of the game.

Parameters:
Returns:

magnitudes (Array(float)):

Return type:

Array(float)

classmethod get_number_of_entries_in_source_effect_chain(world_context_object, preset_chain) → int32?

Returns the number of effect chain entries in the given source effect chain.

Parameters:
Returns:

Return type:

int32

classmethod get_phase_for_frequencies(world_context_object, frequencies, submix_to_analyze=None) -> Array(float)?

Start spectrum analysis of the audio output. By leaving the Submix To Analyze blank, you can analyze the master output of the game.

Parameters:
Returns:

phases (Array(float)):

Return type:

Array(float)

classmethod pause_recording_output(world_context_object, submix_to_pause=None) → None?

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.

Parameters:
classmethod prime_sound_cue_for_playback(sound_cue) → None?

Begin loading any sounds referenced by a sound cue into the cache so that it can be played immediately.

Parameters:sound_cue (SoundCue) –
classmethod prime_sound_for_playback(sound_wave, on_load_completion) → None?

Begin loading a sound into the cache so that it can be played immediately.

Parameters:
classmethod remove_master_submix_effect(world_context_object, submix_effect_preset) → None?

Removes a submix effect preset from the master submix.

Parameters:
classmethod remove_source_effect_from_preset_chain(world_context_object, preset_chain, entry_index) → None?

Adds source effect entry to preset chain. Only affects the instance of preset chain.

Parameters:
classmethod remove_submix_effect_preset(world_context_object, sound_submix, submix_effect_preset) → None?

Removes all instances of a submix effect preset from the given submix.

Parameters:
classmethod remove_submix_effect_preset_at_index(world_context_object, sound_submix, submix_chain_index) → None?

Removes the submix effect at the given submix chain index, if there is a submix effect at that index.

Parameters:
  • world_context_object (Object) –
  • sound_submix (SoundSubmix) –
  • submix_chain_index (int32) –
classmethod replace_sound_effect_submix(world_context_object, sound_submix, submix_chain_index, submix_effect_preset) → None?

Replaces the submix effect at the given submix chain index, adds the effect if there is none at that index.

Parameters:
classmethod resume_recording_output(world_context_object, submix_to_pause=None) → None?

Resume recording audio after pausing. By leaving the Submix To Pause field blank, you can record the master output of the game.

Parameters:
classmethod set_bypass_source_effect_chain_entry(world_context_object, preset_chain, entry_index, bypassed) → None?

Set whether or not to bypass the effect at the source effect chain index.

Parameters:
classmethod start_analyzing_output(world_context_object, submix_to_analyze=None, fft_size=FFTSize.DEFAULT_SIZE, interpolation_method=FFTPeakInterpolationMethod.LINEAR, window_type=FFTWindowType.HANN, hop_size=0.000000) → None?

Start spectrum analysis of the audio output. By leaving the Submix To Analyze blank, you can analyze the master output of the game.

Parameters:
classmethod start_recording_output(world_context_object, expected_duration, submix_to_record=None) → None?

Start recording audio. By leaving the Submix To Record field blank, you can record the master output of the game.

Parameters:
classmethod stop_analyzing_output(world_context_object, submix_to_stop_analyzing=None) → None?

Start spectrum analysis of the audio output. By leaving the Submix To Stop Analyzing blank, you can analyze the master output of the game.

Parameters:
classmethod stop_recording_output(world_context_object, export_type, name, path, submix_to_record=None, existing_sound_wave_to_overwrite=None) → 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.

Parameters:
Returns:

Return type:

SoundWave

classmethod trim_audio_cache(megabytes_to_free) → float?

Trim memory used by the audio cache. Returns the number of megabytes freed.

Parameters:megabytes_to_free (float) –
Returns:
Return type:float