Adjusting Specific Mix Settings at runtime

Hi, I am working on a blueprint to adjust audio based on player inputs. Right now I have it to where on the button press, i can raise or lower the entire Bus Mix, however I want to be able to modify specific audio inside of the mix. IE, my CM_USER has CB_MUSIC,CB_SFX, ect.

I would assume is has something to do with param Filiter, but can seem to find anything for it.

(eventually will be values raising/lower by X amount each press, not just setting the value to something high or low)

Thank you.


I’m not sure you can change Min/Max values using Blueprint ( That’s what you want to change right? ). They are Blueprint read only:

Plugins/Runtime/AudioModulation/Source/AudioModulation/Public/SoundModulationParameter.h

// Linearly scaled value between unit minimum and maximum.
UCLASS(BlueprintType, MinimalAPI)
class USoundModulationParameterScaled : public USoundModulationParameter
{
	GENERATED_BODY()

public:
	/** Unit minimum of modulator. Minimum is only enforced at modulation destination. */
	UPROPERTY(EditAnywhere, Category = General, BlueprintReadOnly)
	float UnitMin = 0.0f;

	/** Unit maximum of modulator. Maximum is only enforced at modulation destination. */
	UPROPERTY(EditAnywhere, Category = General, BlueprintReadOnly)
	float UnitMax = 1.0f;

	virtual bool RequiresUnitConversion() const override;
	virtual Audio::FModulationUnitConversionFunction GetUnitConversionFunction() const override;
	virtual Audio::FModulationNormalizedConversionFunction GetNormalizedConversionFunction() const override;
	virtual float GetUnitMin() const override;
	virtual float GetUnitMax() const override;
};