Audio Utils
Introduction
The audio utils class is used to easily play sound effects
Dependencies
The AudioUtils
relies on other components of this plugin to work:
- Logger: Used to log useful information to help you debug any issues you might experience
API Reference
Functions
Name | Description | Params | Return |
---|---|---|---|
PlaySound2D | Play a 2D sound | WorldContext (UObject*) The top level object representing a map SoundFX (USoundBase*) The USoundBase to play |
|
PlayRandomSound2D | Play a random 2D sound | WorldContext (UObject*) The top level object representing a map SoundFX (TArray The array of USoundBase to select the random sound from |
|
PlaySound | Play a sound at the specified actor's location | Actor (AActor*) The actor where the sound will be played SoundFX (USoundBase*) The USoundBase to play |
|
PlayRandomSound | Play a random sound at the specified actor's location | Actor (AActor*) The actor where the sound will be played SoundFX (TArray The array of USoundBase to select the random sound from |
Blueprint Usage
You can use the AudioUtils
using Blueprints by adding one of the following nodes:
- Ultimate Starter Kit > Audio > Play Sound2D
- Ultimate Starter Kit > Audio > Play Random Sound2D
- Ultimate Starter Kit > Audio > Play Sound
- Ultimate Starter Kit > Audio > Play Random Sound
C++ Usage
Before you can use the plugin, you first need to enable the plugin in your Build.cs
file:
PublicDependencyModuleNames.Add("USK");
The AudioUtils
can now be used in any of your C++ files:
#include "USK/Audio/AudioUtils.h"
void ATestActor::Test()
{
UAudioUtils::PlaySound2D(WorldContext, SoundFX);
UAudioUtils::PlayRandomSound2D(WorldContext, SoundFX);
UAudioUtils::PlaySound(Actor, SoundFX);
UAudioUtils::PlayRandomSound(Actor, SoundFX);
}