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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 USoundWave &42; StopRecordingOutput
&40;
const UObject &42; WorldContextObject,
EAudioRecordingExportType ExportType,
const FString & Name,
FString Path,
USoundSubmix &42; SubmixToRecord,
USoundWave &42; ExistingSoundWaveToOverwrite
&41;
Remarks
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.