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
world_context_object (Object) –
submix_effect_preset (SoundEffectSubmixPreset) –
- 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
world_context_object (Object) –
preset_chain (SoundEffectSourcePresetChain) –
entry (SourceEffectChainEntry) –
- 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
world_context_object (Object) –
sound_submix (SoundSubmix) –
submix_effect_preset (SoundEffectSubmixPreset) –
- 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_effect_chain_override(world_context_object, sound_submix, fade_time_sec) → None¶
Clears all submix effect overrides on the given submix and returns it to the default effect chain.
- Parameters
world_context_object (Object) –
sound_submix (SoundSubmix) –
fade_time_sec (float) –
- classmethod clear_submix_effects(world_context_object, sound_submix) → None¶
Clears all submix effects on the given submix.
- Parameters
world_context_object (Object) –
sound_submix (SoundSubmix) –
- classmethod get_magnitude_for_frequencies(world_context_object, frequencies, submix_to_analyze=None)¶
Start spectrum analysis of the audio output. By leaving the Submix To Analyze blank, you can analyze the master output of the game.
- 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
world_context_object (Object) –
preset_chain (SoundEffectSourcePresetChain) –
- Returns
- Return type
int32
- classmethod get_phase_for_frequencies(world_context_object, frequencies, submix_to_analyze=None)¶
Start spectrum analysis of the audio output. By leaving the Submix To Analyze blank, you can analyze the master output of the game.
- classmethod is_audio_bus_active(world_context_object, audio_bus) → bool¶
Queries if the given audio bus is active (and audio can be mixed to it).
- classmethod make_full_spectrum_spectral_analysis_band_settings(num_bands=30, minimum_frequency=40.0, maximum_frequency=16000.0, attack_time_msec=10, release_time_msec=10)¶
Make an array of logarithmically spaced bands.
- Parameters
num_bands (int32) – The number of bands to used to represent the spectrum.
minimum_frequency (float) – The center frequency of the first band.
maximum_frequency (float) – The center frequency of the last band.
attack_time_msec (int32) – The attack time (in milliseconds) to apply to each band’s envelope tracker.
release_time_msec (int32) – The release time (in milliseconds) to apply to each band’s envelope tracker.
- Returns
- Return type
- classmethod make_musical_spectral_analysis_band_settings(num_semitones=60, starting_musical_note=MusicalNoteName.C, starting_octave=2, attack_time_msec=10, release_time_msec=10)¶
Make an array of musically spaced bands with ascending frequency.
- Parameters
num_semitones (int32) – The number of semitones to represent.
starting_musical_note (MusicalNoteName) –
starting_octave (int32) – The octave of the first note in the arrya.
attack_time_msec (int32) – The attack time (in milliseconds) to apply to each band’s envelope tracker.
release_time_msec (int32) – The release time (in milliseconds) to apply to each band’s envelope tracker.
- Returns
- Return type
- classmethod make_preset_spectral_analysis_band_settings(band_preset_type, num_bands=10, attack_time_msec=10, release_time_msec=10)¶
Make an array of bands which span the frequency range of a given EAudioSpectrumBandPresetType.
- Parameters
band_preset_type (AudioSpectrumBandPresetType) – The type audio content which the bands encompass.
num_bands (int32) – The number of bands used to represent the spectrum.
attack_time_msec (int32) – The attack time (in milliseconds) to apply to each band’s envelope tracker.
release_time_msec (int32) – The release time (in milliseconds) to apply to each band’s envelope tracker.
- Returns
- Return type
- 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
world_context_object (Object) –
submix_to_pause (SoundSubmix) –
- 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
sound_wave (SoundWave) –
on_load_completion (OnSoundLoadComplete) –
- classmethod remove_master_submix_effect(world_context_object, submix_effect_preset) → None¶
Removes a submix effect preset from the master submix.
- Parameters
world_context_object (Object) –
submix_effect_preset (SoundEffectSubmixPreset) –
- 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
world_context_object (Object) –
preset_chain (SoundEffectSourcePresetChain) –
entry_index (int32) –
- classmethod remove_submix_effect(world_context_object, sound_submix, submix_effect_preset) → None¶
Removes all instances of a submix effect preset from the given submix.
- Parameters
world_context_object (Object) –
sound_submix (SoundSubmix) –
submix_effect_preset (SoundEffectSubmixPreset) –
- classmethod remove_submix_effect_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 remove_submix_effect_preset(world_context_object, sound_submix, submix_effect_preset) → None¶
Remove Submix Effect Preset deprecated: Function ‘RemoveSubmixEffectPreset’ is deprecated.
- Parameters
world_context_object (Object) –
sound_submix (SoundSubmix) –
submix_effect_preset (SoundEffectSubmixPreset) –
- classmethod remove_submix_effect_preset_at_index(world_context_object, sound_submix, submix_chain_index) → None¶
Remove Submix Effect Preset at Index deprecated: Function ‘RemoveSubmixEffectPresetAtIndex’ is deprecated.
- 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¶
Replace Sound Effect Submix deprecated: Function ‘ReplaceSoundEffectSubmix’ is deprecated.
- Parameters
world_context_object (Object) –
sound_submix (SoundSubmix) –
submix_chain_index (int32) –
submix_effect_preset (SoundEffectSubmixPreset) –
- classmethod replace_submix_effect(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
world_context_object (Object) –
sound_submix (SoundSubmix) –
submix_chain_index (int32) –
submix_effect_preset (SoundEffectSubmixPreset) –
- 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
world_context_object (Object) –
submix_to_pause (SoundSubmix) –
- 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
world_context_object (Object) –
preset_chain (SoundEffectSourcePresetChain) –
entry_index (int32) –
bypassed (bool) –
- classmethod set_submix_effect_chain_override(world_context_object, sound_submix, submix_effect_preset_chain, fade_time_sec) → None¶
Sets a submix effect chain override on the given submix. The effect chain will cross fade from the base effect chain or current override to the new override.
- Parameters
world_context_object (Object) –
sound_submix (SoundSubmix) –
submix_effect_preset_chain (Array(SoundEffectSubmixPreset)) –
fade_time_sec (float) –
- 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=0.0, spectrum_type=AudioSpectrumType.MAGNITUDE_SPECTRUM) → 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
world_context_object (Object) –
submix_to_analyze (SoundSubmix) –
fft_size (FFTSize) –
interpolation_method (FFTPeakInterpolationMethod) –
window_type (FFTWindowType) –
hop_size (float) –
spectrum_type (AudioSpectrumType) –
- 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
world_context_object (Object) –
expected_duration (float) –
submix_to_record (SoundSubmix) –
- 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
world_context_object (Object) –
submix_to_stop_analyzing (SoundSubmix) –
- 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
world_context_object (Object) –
export_type (AudioRecordingExportType) –
name (str) –
path (str) –
submix_to_record (SoundSubmix) –
existing_sound_wave_to_overwrite (SoundWave) –
- Returns
- Return type