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API > API/Runtime > API/Runtime/AudioMixer > API/Runtime/AudioMixer/UAudioMixerBlueprintLibrary
References
| Module | AudioMixer |
| Header | /Engine/Source/Runtime/AudioMixer/Public/AudioMixerBlueprintLibrary.h |
| Include | #include "AudioMixerBlueprintLibrary.h" |
| Source | /Engine/Source/Runtime/AudioMixer/Private/AudioMixerBlueprintLibrary.cpp |
UFUNCTION (BlueprintCallable, Category="Audio|Recording",
Meta=(WorldContext="WorldContextObject", AdvancedDisplay=1))
static void ResumeRecordingOutput
(
const UObject * WorldContextObject,
USoundSubmix * SubmixToPause
)
Remarks
Resume recording audio after pausing. By leaving the Submix To Pause field blank, you can record the master output of the game.