Music Player
Introduction
Actor responsible for playing, pausing and stopping music. It also allows you to adjust music volume
Dependencies
The inal
relies on other components of this plugin to work:
- Logger: Used to log useful information to help you debug any issues you might experience
Components
The inal
uses the following components:
Name | Description | Type |
---|---|---|
AudioPlayer | Actor responsible for playing, pausing and stopping music. It also allows you to adjust music volume | UUSKAudioComponent* |
API Reference
Properties
Property | Description | Type | Default Value |
---|---|---|---|
PlayOnStart | Should the music automatically play when the actor is spawned? | bool | true |
Functions
Name | Description | Params | Return |
---|---|---|---|
GetAudioComponent | Get a reference to the audio component | UUSKAudioComponent* A reference to the audio component |
|
SetVolume | Adjust the playback volume of the music | NewVolume (float) The new volume of the music |
|
Play | Play the music | ||
Pause | Pause the music | ||
Stop | Stop the music | ||
FadeOut | Fade out the music | FadeDuration (float) The duration of the fade |
|
FadeIn | Fade in the music | FadeDuration (float) The duration of the fade |
Blueprint Usage
You can use the inal
using Blueprints by adding one of the following nodes:
- Ultimate Starter Kit > Audio > Get Audio Component
- Ultimate Starter Kit > Audio > Set Volume
- Ultimate Starter Kit > Audio > Play
- Ultimate Starter Kit > Audio > Pause
- Ultimate Starter Kit > Audio > Stop
- Ultimate Starter Kit > Audio > Fade Out
- Ultimate Starter Kit > Audio > Fade In
C++ Usage
Before you can use the plugin, you first need to enable the plugin in your Build.cs
file:
PublicDependencyModuleNames.Add("USK");
The inal
can now be used in any of your C++ files:
#include "USK/Audio/MusicPlayer.h"
void ATestActor::Test()
{
// inal is a pointer to the final
UUSKAudioComponent* AudioComponent = inal->GetAudioComponent();
inal->SetVolume(NewVolume);
inal->Play();
inal->Pause();
inal->Stop();
inal->FadeOut(FadeDuration);
inal->FadeIn(FadeDuration);
}