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FMOD

ReactionalFMODAudioStreamer

FMOD Blueprint Setup


Sometimes you might opt to use Reactional in tandem with a middleware such as FMOD. Reactional generates a PCM buffer, and this buffer can be piped into any audio system. The easiest way to accomplish this is with a Programmer instrument, in FMOD Studio.

In order to send audio into this programmer instrument, please implement this script in Unreal and call Start Streaming.

  • Place Actor in your Level.
  • Call StartStreaming from the Actor in your Blueprint.
  • Play Reactional Track and/or Theme.
  • Call StopStreaming when stop playmode to clear the buffer.

ReactionalFMODAudioStreamer
#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "fmod.hpp"
#include <FMODAudioComponent.h>
#include "FMODEvent.h"
#include "fmod_errors.h"
#include "ReactionalSubsystem.h"
#include "ReactionalFMODAudioStreamer.generated.h"

#define CHECK_FMOD_RESULT(r) if(r != FMOD_OK){\
// ... (click to expand)