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API > API/Runtime > API/Runtime/AudioMixer > API/Runtime/AudioMixer/UAudioMixerBlueprintLibrary
Description
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.
| Name | StopRecordingOutput |
| Type | function |
| Header File | /Engine/Source/Runtime/AudioMixer/Public/AudioMixerBlueprintLibrary.h |
| Include Path | #include "AudioMixerBlueprintLibrary.h" |
| Source | /Engine/Source/Runtime/AudioMixer/Private/AudioMixerBlueprintLibrary.cpp |
UFUNCTION (BlueprintCallable, Category="Audio|Recording",
Meta=(WorldContext="WorldContextObject", DisplayName="Finish Recording Output", AdvancedDisplay=4))
static USoundWave * StopRecordingOutput
(
const UObject * WorldContextObject,
EAudioRecordingExportType ExportType,
const FString & Name,
FString Path,
USoundSubmix * SubmixToRecord,
USoundWave * ExistingSoundWaveToOverwrite
)