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How can I keep Audio from losing focus when not in Editor?

Hello. I have an Ambient looping Audio playing in my game, but it only plays when I click the game window. When I have my mouse click somewhere off screen, it stops playing. I know this is probably an issue with OnFocus. Is there a way in Blueprint to play the Audio continuously, even when the game is NOT in focus?

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asked Jul 09 '14 at 02:31 PM in Blueprint Scripting

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Ari2000
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avatar image Ari2000 Jul 10 '14 at 06:45 PM

I know Unity has an Application.OnFocus function that sends an event for the game being onfocus or not. I am looking for a way to do something similar- hopefully just setting music to keep playing EVEN when the game is not in focus.

avatar image TorQueMoD May 16 '16 at 02:56 AM

Just out of curiosity, why would you want to do this? Personally I find it irritating when I minimize a game and its audio keeps playing.

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2 answers: sort voted first

This has been moved to the Engine.ini file as of 4.6:

 GConfig->GetFloat(TEXT("Audio"), TEXT("UnfocusedVolumeMultiplier"), UnfocusedVolumeMultiplier, GEngineIni);

In the DefaultEngine.ini or any of the Engine config files where you would need to change this just set:

 [Audio]
 UnfocusedVolumeMultiplier=1.0
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answered Aug 16 '15 at 04:37 AM

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Kory
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avatar image Luanrs Jun 17 '16 at 04:00 AM

If the Engine is open you'll need to restart ir for the changes take effect.

avatar image jmcorallo Mar 06 '17 at 09:59 PM

Hi, do you know if this works for mobile devices too? (iOS & Android)

avatar image Kory Mar 06 '17 at 11:10 PM

No, I don't know, please post your findings for others. Thanks!

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If anyone is still wondering, I figured it out!

The engine automatically mutes itself whenever the window is not focused.

In WindowsPlatformMisc.cpp:

// if its our window, allow sound, otherwise silence it GVolumeMultiplier = HasFocus ? 1.0f : 0.0f;

All I did was comment out that line and viola- it works!

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answered Jul 14 '14 at 06:12 PM

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Ari2000
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avatar image keru Jul 19 '14 at 05:15 PM

Hi So it's needed a full recompilation of the Engine or it's enough to override that function somewhere in my project?

avatar image Ari2000 Jul 19 '14 at 05:21 PM

Yes, after you comment out that line, you will need to recompile your code in order for it to work. I was never able to find a way in Blueprint to do it.

So, comment out that line of code, recompile, then you should be good to go.

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