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)
// 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;
};