Importing audio files at runtime documentation

Mar, 4 2021— #docs

Here I will show you how to import audio files at runtime using the Runtime Audio Importer plugin.

First, you need to create a Runtime Audio Importer object. This can be done using the "Create Runtime Audio Importer" method.

Create Runtime Audio Importer node

Create Runtime Audio Importer node

If you want to know the percentage of the audio file import process (for example, to implement a loading screen), then you need to bind to the "OnProgress" delegate, which is available in the created Runtime Audio Importer object.

An example of binding to the OnProgress delegate

An example of binding to the OnProgress delegate

To know when the import process is complete, as well as to get the SoundWave object, you need to bind to the "OnResult" delegate, which is available in the created Runtime Audio Importer object.

An example of binding to the OnResult delegate

An example of binding to the OnResult delegate

To start the import process, call the "Import Audio From File" method. You should fill a "File Path" and "Format" properties, which are described here.

Import Audio From File node example

Import Audio From File node example

After the import is finished, you will receive the required SoundWave from the "OnResult" delegate described above.

By Georgy Treshchev

Unreal Engine Developer. Contact for any questions. Telegram chat, e-mail, Github.