- #How to use media player to mute the video how to
- #How to use media player to mute the video manual
- #How to use media player to mute the video code
- #How to use media player to mute the video download
Unfortunately you wont be able to preview the sound cue on its own with audio without playing the media file.Īs for the real issue you’re trying to do: turn down all volume.
If it’s playing audio when you preview the media file, then it’s definitely working. It creates audio “on the fly” when the media player itself plays. If you try to play the media sound wave by itself it won’t generate audio. Thanks for all your help, I’m sure we’ll get there in the end.
#How to use media player to mute the video how to
Is there an easier way to do this? I want a single slider that the user can use to control the total volume of everything.īeing able to control the volume for a Media Player would also be useful as well, and I would like to figure out how to do that also. I’m a bit flummoxed by all this! All I really need to do actually is be able to control the master volume for the entire game with a slider in the UMG. Why would it not list any audio track and yet play with sound? Could this be the source of the problem with why the Sound Cue won’t play? And if I play the Media Player in the UMG, it also plays fine with sound. Oddly, I noticed that if I open the Media Player I used to generate the Media Sound Wave, it doesn’t actually list any audio tracks:Īnd yet, if I play the Media Player in that editor, it plays fine with sound. Perhaps there’s something wrong with the Media Sound Wave itself? I thought maybe that setup was wrong, so I went back to the Sound Cue editor and just tried to play the sound in there using the play button Then I tried what I assumed would be a simple setup to just test playing the Sound Cue in Blueprintīut nothing happens, no sound.
#How to use media player to mute the video download
I wasn’t able to upload images here for some reason, so you can download them here: Īdded Wave Player to Sound Cue, and simply linked it up to the output I’m either doing something really wrong, or I’m facing some kind of bug here. Here’s a screenshot of a sound cue that I just tested that uses the media wave instead of a normal wave: There are currently some issues with sync (especially if the video loops and you drop in and out of PIE) that we are planning on fixing in the future.
#How to use media player to mute the video code
The code for the media sound wave automatically knows what media player it’s associated with and “procedurally generates” the audio for the sound from the playing video.
#How to use media player to mute the video manual
Or you can add a manual volume modulator, etc.Īll you need to do is play the sound cue before you play the media player. Then once you have that you can module the audio like you can anything else – for example, you can select the “output” node and change the sound class. So, for example, you can create a sound cue, add a wave player node, then drop your media wave in the wave reference entry for the wave player. The media sound wave is inherits from the same class as a regular sound wave so you can use it where you would normal sound waves. Check out FSlateSoundDevice::PlaySound to see how that’s done. So, if you’re playing audio from UMG in general, you just need to emulate the way we play audio for UMG with any sound asset. You can also have sound mixes trigger automatically based on volume thresholds in a sound class (sort of like a ducking system). Some cool things about the mix system is that you can have any number of sound mixes at the same time and their sound-class adjustments “mix” together in the way you’d expect.