Module |
|
Header |
/Engine/Source/Runtime/AudioMixer/Public/AudioMixerBlueprintLibrary.h |
Include |
#include "AudioMixerBlueprintLibrary.h" |
Source |
/Engine/Source/Runtime/AudioMixer/Private/AudioMixerBlueprintLibrary.cpp |
static USoundWave * StopRecordingOutput
(
const UObject * WorldContextObject,
EAudioRecordingExportType ExportType,
const FString & Name,
FString Path,
USoundSubmix * SubmixToRecord,
USoundWave * ExistingSoundWaveToOverwrite
)
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.