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Hello again everyone,

So I have 2 loops in FMOD determined by a parameter which is either 1 or 0.

I would like the music to change at a certain location in the game.

I have created a blueprint with the fmodaudio component, I’ve set fmodaudio as the target and the event actor begin overlap node but not too sure where to go from here.

My plan was to have the begin overlap node send a ‘1’ value out to the value input of the fmodaudio component but I haven’t figure out how to do that yet.

Cheers

Adamo

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Once you have an FMODAudioComponent, then you can trigger your parameter in blueprint with FMODAudioComponent::SetParameter(name, value).

The name is the parameter name in Studio, and the value is a floating point number (in this case, 1.0).

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Thanks Geoff,

This image shows what it looks like at the moment, it currently just plays with the parameter at 1 despite the EventBeginPlay node telling the fmod component to start at 0.

http://uppix.com/s-Screen_Shot_201554ee50bc00186a18-png.htm

As you can see, I’m not even sure how to send a float without having to say a random number between x & x.

Cheers for the help,

Adamo

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