diff --git a/README.md b/README.md index d79a100..d4f47b4 100644 --- a/README.md +++ b/README.md @@ -1,7 +1,6 @@ ![GitHub](https://img.shields.io/github/license/Respirant/RuntimeAudioImporter) # RuntimeAudioImporter This plugin will be useful for those who want to be able to import audio files of MP3, WAV and FLAC formats into the game in runtime (for example, if the game involves importing audio files from the player's device memory). It's easy to use in both C++ and Blueprints. -Some theoretical information is presented here: [How to import an audio file into Unreal Engine at runtime](https://unreal.blog/how-to-import-an-audio-file-into-unreal-engine-at-runtime). ![Runtime Audio Importer Unreal Engine Plugin Logo](image/runtimeaudioimporter.png "RuntimeAudioImporter Unreal Engine Plugin Logo") @@ -14,19 +13,8 @@ Some theoretical information is presented here: [How to import an audio file int - No any external dependencies - Support for all available devices (tested on Windows and Android, but there are no restrictions to work on other devices) -![Runtime Audio Importer Unreal Engine Plugin Nodes 1](image/nodesexample1.png "RuntimeAudioImporter Unreal Engine Plugin Nodes 1") -![Runtime Audio Importer Unreal Engine Plugin Nodes 2](image/nodesexample2.png "RuntimeAudioImporter Unreal Engine Plugin Nodes 2") -![Runtime Audio Importer Unreal Engine Plugin Nodes 3](image/nodesexample3.png "RuntimeAudioImporter Unreal Engine Plugin Nodes 3") - -## How to install -There're two ways to install the plugin: -1) [Through the marketplace](https://www.unrealengine.com/marketplace/product/runtime-audio-importer). -2) Manual installation. Just extract the "RuntimeAudioImporter" folder into your plugins project folder to get the following path: "[ProjectName]/Plugins/RuntimeAudioImporter". - -## How to use - There are two ways to use this plugin: using Blueprints and C++: - 1. Blueprints. Just reopen your Unreal project and find a node "GetSoundWaveFromAudioFile". - 2. C++. Open your "[ProjectName].Build.cs" and find a block of ` PublicDependencyModuleNames ` or ` PrivateDependencyModuleNames ` (it depends on your needs). Add `"RuntimeAudioImporter"` String inside this block. After just include "RuntimeAudioImporterBPLibrary.h" using ` #include "RuntimeAudioImporterBPLibrary.h" ` where needed. +## Documentation +Click on the following link to view the documentation - https://unreal.blog/runtime-audio-importer ## Additional information The in-memory audio transcoding operation is based on [dr_libs](https://github.com/mackron/dr_libs). diff --git a/image/nodesexample1.png b/image/nodesexample1.png deleted file mode 100644 index 739f534..0000000 Binary files a/image/nodesexample1.png and /dev/null differ diff --git a/image/nodesexample2.png b/image/nodesexample2.png deleted file mode 100644 index bea4f92..0000000 Binary files a/image/nodesexample2.png and /dev/null differ diff --git a/image/nodesexample3.png b/image/nodesexample3.png deleted file mode 100644 index a9d0c4d..0000000 Binary files a/image/nodesexample3.png and /dev/null differ