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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 |
static void StartAnalyzingOutput
&40;
const UObject &42; WorldContextObject,
USoundSubmix &42; SubmixToAnalyze,
EFFTSize FFTSize,
EFFTPeakInterpolationMethod InterpolationMethod,
EFFTWindowType WindowType,
float HopSize,
EAudioSpectrumType SpectrumType
&41;
Remarks
Start spectrum analysis of the audio output. By leaving the Submix To Analyze blank, you can analyze the master output of the game.