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.
Target is Audio Mixer Blueprint Library
SoundWave
Select Asset
Select Asset
Select Asset
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In
Exec
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Export Type
EAudioRecordingExportType Enum
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Name
String
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Path
String
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Submix to Record
Effect Submix Object Reference
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Existing Sound Wave to Overwrite
Sound Wave Object Reference
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Out
Exec
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Return Value
Sound Wave Object Reference
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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. |