Audio System Library
Windows audio-device enumeration, default-device, volume, mute, peak, format, and enable-state nodes.
Use this library to inspect and control Windows audio endpoints for playback and recording.
Python examples use Unreal's reflected API names through the unreal module. Getter functions with output pins are shown using the tuple return style exposed by Unreal Python.
Pure Getters
Getter nodes such as Get Default Audio Device, Get Audio Volume, Is Audio Muted, and Get Audio Peak are now pure Blueprint functions. Public error-message pins were removed; failures are logged and the node returns false when applicable.
Get Audio Devices
Returns all active audio devices for the selected input or output flow.
| Pin | Direction | Purpose |
|---|---|---|
Flow | Input | Choose Output or Input. |
Return Value | Output | TArray<FAudioDeviceInfo> for active endpoints. |
FAudioDeviceInfo fields:
bIsDefaultDevicebIsCommunicationDeviceDeviceNameDeviceID
#include "AudioSystemLibrary.h"
const TArray<FAudioDeviceInfo> Devices = UAudioSystemLibrary::GetAudioDevices(EWNTAudioDeviceFlow::Output);import unreal
devices = unreal.AudioSystemLibrary.get_audio_devices(unreal.WNTAudioDeviceFlow.OUTPUT)Get Default Audio Device
Returns the default Windows endpoint for the selected flow and role.
| Pin | Direction | Purpose |
|---|---|---|
Flow | Input | Choose Output or Input. |
Role | Input | Choose System Default or Communication Default. |
Return Value | Output | True when the default device was found. |
OutDevice | Output | FAudioDeviceInfo for the selected default device. |
#include "AudioSystemLibrary.h"
FAudioDeviceInfo DefaultDevice;
const bool bFound =
UAudioSystemLibrary::GetDefaultAudioDevice(
EWNTAudioDeviceFlow::Output,
EWNTAudioDeviceRole::System,
DefaultDevice);import unreal
found, default_device = unreal.AudioSystemLibrary.get_default_audio_device(
unreal.WNTAudioDeviceFlow.OUTPUT,
unreal.WNTAudioDeviceRole.SYSTEM,
)Set Default Audio Device
Sets the normal Windows default audio device.
| Pin | Direction | Purpose |
|---|---|---|
DeviceID | Input | Device ID returned by Get Audio Devices. |
Return Value | Output | True when the device was set successfully. |
#include "AudioSystemLibrary.h"
const bool bChanged = UAudioSystemLibrary::SetDefaultAudioDevice(DeviceID);import unreal
changed = unreal.AudioSystemLibrary.set_default_audio_device(device_id)Set Communication Audio Device
Sets the Windows communications default audio device.
| Pin | Direction | Purpose |
|---|---|---|
DeviceID | Input | Device ID returned by Get Audio Devices. |
Return Value | Output | True when the communications device was set successfully. |
#include "AudioSystemLibrary.h"
const bool bChanged = UAudioSystemLibrary::SetCommunicationAudioDevice(DeviceID);import unreal
changed = unreal.AudioSystemLibrary.set_communication_audio_device(device_id)Set Audio Volume
Sets endpoint volume from 0.0 to 1.0.
| Pin | Direction | Purpose |
|---|---|---|
DeviceID | Input | Device ID returned by Get Audio Devices. |
Volume | Input | Volume value from 0.0 to 1.0. |
Return Value | Output | True when the volume was updated. |
#include "AudioSystemLibrary.h"
const bool bChanged = UAudioSystemLibrary::SetAudioDeviceVolume(DeviceID, 0.5f);import unreal
changed = unreal.AudioSystemLibrary.set_audio_device_volume(device_id, 0.5)Get Audio Volume
Reads endpoint volume from 0.0 to 1.0.
| Pin | Direction | Purpose |
|---|---|---|
DeviceID | Input | Device ID returned by Get Audio Devices. |
Return Value | Output | True when the volume was read successfully. |
OutVolume | Output | Current volume from 0.0 to 1.0. |
#include "AudioSystemLibrary.h"
float Volume = 0.0f;
const bool bRead = UAudioSystemLibrary::GetAudioDeviceVolume(DeviceID, Volume);import unreal
read, volume = unreal.AudioSystemLibrary.get_audio_device_volume(device_id)Set Audio Muted
Sets endpoint mute state.
| Pin | Direction | Purpose |
|---|---|---|
DeviceID | Input | Device ID returned by Get Audio Devices. |
bMuted | Input | Desired mute state. |
Return Value | Output | True when mute state was updated. |
#include "AudioSystemLibrary.h"
const bool bChanged = UAudioSystemLibrary::SetAudioDeviceMuted(DeviceID, true);import unreal
changed = unreal.AudioSystemLibrary.set_audio_device_muted(device_id, True)Is Audio Muted
Reads endpoint mute state.
| Pin | Direction | Purpose |
|---|---|---|
DeviceID | Input | Device ID returned by Get Audio Devices. |
Return Value | Output | True when mute state was read successfully. |
bMuted | Output | Current mute state. |
#include "AudioSystemLibrary.h"
bool bMuted = false;
const bool bRead = UAudioSystemLibrary::GetAudioDeviceMuted(DeviceID, bMuted);import unreal
read, muted = unreal.AudioSystemLibrary.get_audio_device_muted(device_id)Get Audio Peak
Reads the live endpoint peak level from 0.0 to 1.0.
| Pin | Direction | Purpose |
|---|---|---|
DeviceID | Input | Device ID returned by Get Audio Devices. |
Return Value | Output | True when the peak value was read successfully. |
OutPeakValue | Output | Live peak value from 0.0 to 1.0. |
#include "AudioSystemLibrary.h"
float PeakValue = 0.0f;
const bool bRead = UAudioSystemLibrary::GetAudioDevicePeak(DeviceID, PeakValue);import unreal
read, peak_value = unreal.AudioSystemLibrary.get_audio_device_peak(device_id)Get Supported Audio Device Default Formats
Returns the shared-mode formats that Windows currently accepts for a device.
| Pin | Direction | Purpose |
|---|---|---|
DeviceID | Input | Device ID returned by Get Audio Devices. |
Return Value | Output | TArray<FWNTAudioDeviceFormat> accepted by the device. |
FWNTAudioDeviceFormat fields:
FormatIndexChannelCountSampleRateBitsPerSampleDescription
#include "AudioSystemLibrary.h"
const TArray<FWNTAudioDeviceFormat> Formats =
UAudioSystemLibrary::GetSupportedAudioDeviceFormats(DeviceID);import unreal
formats = unreal.AudioSystemLibrary.get_supported_audio_device_formats(device_id)Set Audio Device Default Format
Sets the shared-mode default format by using the FormatIndex returned by Get Supported Audio Device Default Formats.
| Pin | Direction | Purpose |
|---|---|---|
DeviceID | Input | Device ID returned by Get Audio Devices. |
FormatIndex | Input | Format index returned by Get Supported Audio Device Default Formats. |
Return Value | Output | True when the format was updated successfully. |
#include "AudioSystemLibrary.h"
const bool bChanged = UAudioSystemLibrary::SetAudioDeviceDefaultFormat(DeviceID, FormatIndex);import unreal
changed = unreal.AudioSystemLibrary.set_audio_device_default_format(device_id, format_index)Set Audio Device Enabled
Enables or disables an audio endpoint.
| Pin | Direction | Purpose |
|---|---|---|
DeviceID | Input | Device ID returned by Get Audio Devices. |
bEnabled | Input | Desired enabled state. |
Return Value | Output | True when the device state was updated successfully. |
#include "AudioSystemLibrary.h"
const bool bChanged = UAudioSystemLibrary::SetAudioDeviceEnabled(DeviceID, false);import unreal
changed = unreal.AudioSystemLibrary.set_audio_device_enabled(device_id, False)Last updated on