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Audio Settings Setup

To setup the audio settings in your project you can either use the audio classes provided by the pack, or implement your own classes in the system

Using the provided audio sound classes

  1. Go into the project settings

  2. Under “Engine”, search for the Audio category

  3. Now fill in the provided sound classes for the Default Sound Class, Media Sound Class, Default Base Sound Mix with the following values:

    SC_EOM_MasterAudio for the first two, SCM_EOM_MasterMix for the sound mix like on the image below

  4. Then, go inside your Global Config Data Asset and locate the setting Game Audio Classes, populate it with the corresponding values (SC_EOM_MasterAudio in Master, etc. You can also find this setup inside the Demo Config Data Asset)

  5. You then need to set the correct audio category for each sound wave/sound cue asset that you are using in your project.
    To do this, in a Sound Wave asset or Sound Cue, search for Class under the Sound Category and select one of the provided sound classes: SC_EOM_EffectsAudio / SC_EOM_MusicAudio / SC_EOM_UIAudio / SC_EOM_AmbientAudio

    In a Sound Cue Asset

    In a Sound Wave Asset

Using your own sound classes

  1. In order to use your own audio classes, you simply have to go inside your Global Config Data Asset and locate the setting Game Audio Classes
  2. Once found, populate each category with the corresponding audio class from your system, here is an example using the demo sound classes that can also be seen inside the Demo Config Data Asset

  3. The audio classes will now be controlled by the setting with the corresponding name inside the options menu. Check out the section just after if you wish to add new classes


Adding new sound classes/audio settings

If you wish to register new sound classes in the system, either existing custom classes or new classes alongside those provided by the pack, you can do the following:

  1. If you are using the provided master sound class (EasyOptionsMenu/Core/Audio/SC_EOM_MasterAudio), open it then drag a wire from “Children” to an empty space on the graph Type the name for this new class then press Enter. This will automatically generate a new sound class in the same folder as the master.

  2. Then, open the enumeration E_AudioClasses located in the EasyOptionsMenu/Datas/ folder

  3. Add a new item with the Add Enumerator button then give it a name in the newly generated field

  4. Then, go in the folder EasyOptionsMenu/Core/SettingsManagers/AudioSettings and duplicate any of the blueprint in it like BP_SettingAudio_Master (Right Click > Duplicate or Ctrl + D)

  5. Give this new blueprint a name of your choice and open it, you will see the following parameters in the Details panel

    • Audio Class First select your created audio enum value in the dropdown of this variable
    • Setting Data Then configure the setting to your liking (display name, description, values, etc.). Those will be used by the setting widget in the UI
  6. Then, we simply need to add a widget for this setting in the WBP_EasyOptionsMenuMain

  7. In the Hierarchy of the widget, search for any of the Audio Setting (such as Ambient Audio Setting which I will use as example) then duplicate it (Ctrl+D)

  8. Give this widget a proper name and simply select the blueprint you just created in the Setting Manager variable under the Easy Config category.

    You don’t need to change anything else, the setting should be properly set up

  9. Finally, we just need to reference the new audio class and setting in the Global Config to be registered properly by the system.

  10. Open your Global Config data asset and in the variable Game Audio Classes, add a new entry with the + button.

    Then in the dropdown of the new entry, select the enum value you added earlier and select the associated audio class

  11. Lastly, locate the Settings List variable and add the newly created BP_SettingAudio blueprint class in it

  12. Now compile and save all the edited blueprints and you are done!