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manual/audio/audio-clip.md

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- **Import Settings** group contains audio import options (restored from last import). You can modify them and press **Reimport** button to update the asset from the source audio file
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To learn more about audio import options see dedicated [Audio Import Settings](importing.md) page.
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manual/audio/audio-settings.md

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| **Disable Audio** | If checked, audio playback will be disabled in build game. Can be used if game uses custom audio playback engine. |
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| **Doppler Factor** | The doppler doppler effect factor. Scale for source and listener velocities. Default is 1. |
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| **Mute On Focus Loss** | If checked, engine will mute all audio playback when game has no use focus. |
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| **Enable HRTF** | Enables or disables HRTF audio for in-engine processing of 3D audio (if supported by platform). If enabled, the user should be using two-channel/headphones audio output and have all other surround virtualization disabled (Atmos, DTS:X, vendor specific, etc.) |

manual/audio/importing.md

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| Property | Description |
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|--------|--------|
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| **Volume** | The audio volume. Can be used to scale source audio data at import time. |
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| **Format** | Specifies the audio data format to import the audio clip as. You may want to use optimzied and compressed formats or raw PCM data for the best quality. In most cases you want to use the Vorbis compressed format, in order to save on memory use. Possible options: <table><tbody><tr><th>Option</th><th>Description</th></tr><tr><td>**Raw**</td><td>This is raw uncompressed audio data stored in pulse-code modulation format.</td></tr><tr><td>**Vorbis**</td><td>The compressed audio data stored in the Vorbis format.</td></tr></tbody></table>|
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| **Compression Quality** | The audio data compression quality. Used only if target format is using compression. Value 0 means the smallest size, value 1 means the best quality. |
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| **Disable Streaming** | If checked, disables dynamic audio streaming. The whole clip will be loaded into the memory. Useful for small clips (eg. gunfire sounds) or if audio streaming provides too much lag when starting to play the clip. |
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| **Is 3D** | If checked, the clip be played as spatial (3D) audio or as normal audio. 3D audio is stored in Mono format. |
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| **Bit Depth** | The size of a single sample in bits. The clip will be converted to this bit depth on import. Possible options: **8**, **16**, **24**, **32**. The default is 16. |
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| **Bit Depth** | The size of a single sample in bits. The clip will be converted to this bit depth on import. Possible options: **8**, **16**, **24**, **32**. *The default is 16.* |

manual/editor/advanced/command-line-access.md

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It will also send the log (including C# API [Debug.Log](https://docs.flaxengine.com/api/FlaxEngine.Debug.html#FlaxEngine_Debug_Log_System_Object_)) to the standard process output so in case of issues they can be easily detected. What is, even more, the editor may start without a window (headless mode) and perform some additional actions like clearing cooker cache or project cache.
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Of course, all those things can be made manually by using Flax Editor C# API and Editor Plugins (see [here](https://docs.flaxengine.com/api/FlaxEditor.GameCooker.html)).
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## Command line in code
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Game or plugin scripts can access current command line via:
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# [C#](#tab/code-csharp)
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```cs
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using FlaxEngine;
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if (Engine.CommandLine.Contains("-skipIntro"))
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{
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//..
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}
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```
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# [C++](#tab/code-cpp)
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```cpp
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#include "Engine/Engine/Engine.h"
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if (Engine::GetCommandLine().Contains(TEXT("-skipIntro")))
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{
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//..
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}
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```
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***
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## Options
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| Command | Description |

manual/get-started/flax-for-ue4-devs/index.md

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# Flax for UE4® developers
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# Flax for Unreal® developers
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![Unreal to Flax](media/title.jpg)
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Flax and Unreal have many similarities (materials pipeline, physics engine) and share many concepts, however there are a few differences. This page helps Unreal Engine 4 developers to translate their existing experience into the world of Flax Engine.
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Flax and Unreal have many similarities (materials pipeline, physics engine) and share many concepts, however there are a few differences. This page helps Unreal Engine 5 developers to translate their existing experience into the world of Flax Engine.
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> [!Warning]
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> Warning! Guaranteed speed ahead!
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## Terminology
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This section contains the most common terms used in UE4 and their Flax equivalents (or rough equivalent). Flax keywords link directly to more in-depth information inside the documentation.
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This section contains the most common terms used in UE5 and their Flax equivalents (or rough equivalent). Flax keywords link directly to more in-depth information inside the documentation.
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| Unreal | Flax |
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|--------|--------|
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![Flax Project](../media/project-structure.png)
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Flax projects structure is similar to UE4 projects. The editor uses **Cache** folder to keep temporary data. Also, **Content** folder works the same way as in Unreal (assets-only), while **Source** directory is used to keep all C# and C\+\+ scripts.
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Flax projects structure is similar to UE5 projects. The editor uses **Cache** folder to keep temporary data. Also, **Content** folder works the same way as in Unreal (assets-only), while **Source** directory is used to keep all C# and C\+\+ scripts.
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Flax also generates a solution and project files for your game scripts.
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manual/get-started/index.md

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<div class="frontpage-section">
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<a href="flax-for-ue4-devs/index.md"><img src="flax-for-ue4-devs/media/icon.jpg"></a>
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<h3><a href="flax-for-ue4-devs/index.md">Flax for UE4® devs</a></h3>
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<p>Migrating from UE4 to Flax.</p>
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<h3><a href="flax-for-ue4-devs/index.md">Flax for Unreal® devs</a></h3>
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<p>Migrating from UE5 to Flax.</p>
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</div>
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<div class="frontpage-section">

manual/graphics/materials/shader-code-in-material.md

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Custom Code node allows to write raw HLSL code which operates on fixed inputs and outputs. It's rather simple solution for small code chunks that can implement dynamic branching, dynamic loops or invoke shader functions from external sources (eg. shader library files).
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All inputs and outputs are using `float4` type but material and shader can use subset of vector components. Passing textures or other values is not supported at this moment.
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## Global Custom Code
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![Global Custom Code node](media/custom-global-code-node.png)

manual/scripting/advanced/gameplay-globals.md

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```
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You can also create virtual Gameplay Globals assets from code and save it to project in case of code-generated procedural content.
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## Textures
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![Texture in Gameplay Globals](media/gameplay_globals_texture.gif)
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Gameplay Globals support textures and cube textures binding to materials/particles/animations/scripts across the project. It's a very easy way to setup game systems/visuals such as animated cloud shadows, procedural wind, fog-of-war or anything else.
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manual/toc.md

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### [Editor on Mac](get-started/mac.md)
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## [Create a project](get-started/create-a-project.md)
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## [Editor](get-started/editor.md)
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### [Flax for UE4® developers](get-started/flax-for-ue4-devs/index.md)
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### [Flax for Unreal® developers](get-started/flax-for-ue4-devs/index.md)
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### [Flax for Unity® developers](get-started/flax-for-unity-devs/index.md)
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### [Flax for Godot developers](get-started/flax-for-godot-devs/index.md)
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## [Glossary](get-started/glossary.md)

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