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
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
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
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
classmethod clear_submix_effects(world_context_object, sound_submix)None

Clears all submix effects on the given submix.

Parameters
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.

Parameters
Returns

magnitudes (Array(float)):

Return type

Array(float)

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
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.

Parameters
Returns

phases (Array(float)):

Return type

Array(float)

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).

Parameters
Returns

Return type

bool

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

Array(SoundSubmixSpectralAnalysisBandSettings)

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

Array(SoundSubmixSpectralAnalysisBandSettings)

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

Array(SoundSubmixSpectralAnalysisBandSettings)

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
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
classmethod remove_master_submix_effect(world_context_object, submix_effect_preset)None

Removes a submix effect preset from the master submix.

Parameters
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
classmethod remove_submix_effect_preset(world_context_object, sound_submix, submix_effect_preset)None

Removes all instances of a submix effect preset from the given submix.

Parameters
classmethod remove_submix_effect_preset_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 replace_sound_effect_submix(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
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
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
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
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
classmethod start_audio_bus(world_context_object, audio_bus)None

Starts the given audio bus.

Parameters
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
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
classmethod stop_audio_bus(world_context_object, audio_bus)None

Stops the given audio bus.

Parameters
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
Returns

Return type

SoundWave

classmethod trim_audio_cache(megabytes_to_free)float

Trim memory used by the audio cache. Returns the number of megabytes freed.

Parameters

megabytes_to_free (float) –

Returns

Return type

float