UE4 - Create FMOD Audio Component at Runtime in Blueprint


(Paulo Gomes) #1

Hi,

I’m trying to create an FMOD Audio Component in Runtime, through a Blueprint. Is there any way to do this?

The internal Unreal Engine provided a “Create Sound 2D” function that returned an Audio Component, which could be further manipulated. I’m basically trying to replicate this with fmod components. Any ideas?

Thank you.


(Scott Rosenkrantz) #2

In my FMOD/UE4 integration, I have a node called AddFMODAudioComponent that takes in an actor reference and returns an FMOD audio component, which you could then set an event to play inside.


(Paulo Gomes) #3

Thank you for the reply, Scott. I’m looking for that node but I can’t find it. Check this screenshot from my integration: https://drive.google.com/file/d/1l-OpGitu6yNwdfrxPe3_61d5LEtynDc3/view?usp=sharing
Can you tell me where it is located? Thanks


(Scott Rosenkrantz) #4

Hey Paulo, run a search for ‘add audio component’

https://gyazo.com/15e10a5f1f2bd9b66d5f533c850dbfa6

If you can’t find it, it may be that the node is supported by a different version of the FMOD/UE4 integration?


(Scott Rosenkrantz) #5

For me it’s under Library > Add Component > Common in my node palette

https://gyazo.com/33dcc5fa0c06e07380f6e3ab83f8e404