Fix build from merge conflict. Required exposing WaveInstance getter on ActiveSound (internal member hiding conflicted with newly refactored code for Audio Debugger)

#rb none
[FYI] Kevin.Neilson
[FYI] Aaron.Mcleran
[FYI] Ethan.Geller

#ROBOMERGE-OWNER: lina.halper
#ROBOMERGE-AUTHOR: rob.gay
#ROBOMERGE-SOURCE: CL 6762865 in //UE4/Main/...
#ROBOMERGE-BOT: ANIM (Main -> Dev-Anim) (v365-6733468)

[CL 6797348 by rob gay in Dev-Anim branch]
This commit is contained in:
rob gay
2019-06-03 09:21:48 -04:00
parent 0ea15297fa
commit 13df2ef94b
4 changed files with 7 additions and 7 deletions

View File

@@ -415,7 +415,7 @@ void FAudioDebugger::DumpActiveSounds() const
{
UE_LOG(LogAudio, Display, TEXT("%s (%.3g) - %s"), *ActiveSound->GetSound()->GetName(), ActiveSound->GetSound()->GetDuration(), *ActiveSound->GetAudioComponentName());
for (const TPair<UPTRINT, FWaveInstance*>& WaveInstancePair : ActiveSound->WaveInstances)
for (const TPair<UPTRINT, FWaveInstance*>& WaveInstancePair : ActiveSound->GetWaveInstances())
{
const FWaveInstance* WaveInstance = WaveInstancePair.Value;
UE_LOG(LogAudio, Display, TEXT(" %s (%.3g) (%d) - %.3g"),

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@@ -153,7 +153,7 @@ void USoundNodeWavePlayer::ParseNodes( FAudioDevice* AudioDevice, const UPTRINT
bPlayFailed = 0;
}
const int32 InitActiveSoundWaveInstanceNum = ActiveSound.GetWaveInstanceNum();
const int32 InitActiveSoundWaveInstanceNum = ActiveSound.GetWaveInstances().Num();
const int32 InitWaveInstancesNum = WaveInstances.Num();
// Guard against continual parsing if wave instance was created but not added to transient
@@ -165,7 +165,7 @@ void USoundNodeWavePlayer::ParseNodes( FAudioDevice* AudioDevice, const UPTRINT
if (*RequiresInitialization != 0)
{
if (ActiveSound.GetWaveInstanceNum() == InitActiveSoundWaveInstanceNum)
if (ActiveSound.GetWaveInstances().Num() == InitActiveSoundWaveInstanceNum)
{
if (WaveInstances.Num() == InitWaveInstancesNum)
{

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@@ -1640,8 +1640,8 @@ void USoundWave::Parse(FAudioDevice* AudioDevice, const UPTRINT NodeWaveInstance
bool bHasSubtitles = ActiveSound.bHandleSubtitles && (ActiveSound.bHasExternalSubtitles || (Subtitles.Num() > 0));
// When the BypassVirtualizeWhenSilent cvar is enabled, we should only honor bVirtualizeWhenSilent for procedural sounds:
const bool bShouldVirtualize = bVirtualizeWhenSilent && (!BypassVirtualizeWhenSilentCVar || bProcedural);
if (WaveInstance->GetVolumeWithDistanceAttenuation() > KINDA_SMALL_NUMBER || ((bShouldVirtualize || bHasSubtitles) && AudioDevice->VirtualSoundsEnabled()))
const bool bCanPlayWhenSilent = IsPlayWhenSilent() && (!BypassPlayWhenSilentCVar || bProcedural);
const float WaveInstanceVolume = WaveInstance->GetVolumeWithDistanceAttenuation() * WaveInstance->GetDynamicVolume();
{
WaveInstances.Add(WaveInstance);
ActiveSound.bFinished = false;

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@@ -504,9 +504,9 @@ public:
void RemoveWaveInstance(const UPTRINT WaveInstanceHash);
int32 GetWaveInstanceNum() const
const TMap<UPTRINT, FWaveInstance*>& GetWaveInstances() const
{
return WaveInstances.Num();
return WaveInstances;
}
/**