> For the complete documentation index, see [llms.txt](https://bahnproductions.gitbook.io/bahnproductions-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://bahnproductions.gitbook.io/bahnproductions-docs/bahn-productions-ue-plugins/advanced-audio-system/foley-audio-system/api-references/aas_foleyfunctionlibrary.md).

# AAS\_FoleyFunctionLibrary

```cpp
class ADVANCEDAUDIOSYSTEM_API UAAS_FoleyFunctionLibrary : public UBlueprintFunctionLibrary
```

Blueprint Function Library for FoleyAudioSystem related functions

#### Functions

```actionscript-3
UFUNCTION(BlueprintCallable, Category = "AdvancedAudioSystem|Settings")
static UAAS_FoleySurfaceBankMap* GetSurfaceAudioBankMap();

UFUNCTION(BlueprintCallable, Category = "AdvancedAudioSystem|FunctionLibrary")
static FGameplayTag OnGroundHitResult(USkeletalMeshComponent* MeshComp, const TArray<FName>& SocketNames, UAAS_FoleyAudioComponent* FoleyComponent = nullptr);

UFUNCTION(BlueprintCallable, Category = "AdvancedAudioSystem|FunctionLibrary")
static FGameplayTag TraversalHitResult(USkeletalMeshComponent* MeshComp, const FName& SocketName, float SphereRadius = 55.0f, float TraceDistance = 1000.0f, UAAS_FoleyAudioComponent* FoleyComponent = nullptr);

UFUNCTION(BlueprintCallable, Category = "AdvancedAudioSystem|FunctionLibrary")
static bool UpdateFoleyAudioBank(USkeletalMeshComponent* MeshComp, EFoleyEventSide EventSide, UAAS_FoleyAudioBankData*& OutCurrentFoleyAudioBank, FVector& OutSocketLocation, FGameplayTag& OutSurfaceTag);

UFUNCTION(BlueprintCallable, Category = "AdvancedAudioSystem|FunctionLibrary")
static FGameplayTag GetPhysicalMaterialGameplayTag(UPhysicalMaterial* PhysMat);

static TArray<FName> GetSocketNamesForEventSide(EFoleyEventSide EventSide, UAAS_FoleyAudioComponent* FoleyComponent = nullptr);
static FVector GetSocketLocationForEventSide(USkeletalMeshComponent* MeshComp, EFoleyEventSide EventSide, UAAS_FoleyAudioComponent* FoleyComponent = nullptr);
static TMap<FGameplayTag, UAAS_FoleyAudioBankData*> GetSurfaceTagToAudioBankMap();
```
