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UnrealEngineUWP/Engine/Source/Runtime/BinkAudioDecoder/Module/Public/BinkAudioInfo.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AudioDecompress.h"
/**
* Decoder thunk to the Bink Audio libraries. Also manages file parsing
* for the cooked data.
*/
class FBinkAudioInfo : public IStreamedCompressedInfo
{
public:
BINKAUDIODECODER_API FBinkAudioInfo();
BINKAUDIODECODER_API virtual ~FBinkAudioInfo();
//~ Begin IStreamedCompressedInfo Interface
virtual bool ParseHeader(const uint8* InSrcBufferData, uint32 InSrcBufferDataSize, FSoundQualityInfo* QualityInfo) override;
virtual int32 GetFrameSize() override;
virtual uint32 GetMaxFrameSizeSamples() const override;
virtual bool CreateDecoder() override;
virtual void SeekToTime(const float SeekToTimeSeconds) override;
virtual FDecodeResult Decode(const uint8* CompressedData, const int32 CompressedDataSize, uint8* OutPCMData, const int32 OutputPCMDataSize) override;
virtual bool HasError() const override;
//~ End IStreamedCompressedInfo Interface
protected:
// copied from header during ParseHeader
uint32 MaxCompSpaceNeeded;
uint32 SampleRate;
struct BinkAudioDecoder* Decoder = 0;
uint8* RawMemory = 0;
bool bErrorStateLatch = false;
};