- Edigrate Aaron's fix for dynamics processor.

- Set bExternalSubmix to whether or not an external input is supplied, even when device is not yet fully initialized to avoid potential scenario where a few frames being processed with the input as the key as opposed to nothing (as external input is not yet initialized)
- Clear up UX as Key Gain is no longer technically a Key Gain, but rather an External Input Gain
#rb aaron.mcleran
#rnx

#ROBOMERGE-OWNER: rob.gay
#ROBOMERGE-AUTHOR: rob.gay
#ROBOMERGE-SOURCE: CL 13007240 via CL 13007259 via CL 13007306 via CL 13007311
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)

[CL 13007323 by rob gay in Main branch]
This commit is contained in:
rob gay
2020-04-23 11:14:08 -04:00
parent 5969077fc4
commit 4976868f6c
2 changed files with 3 additions and 3 deletions

View File

@@ -133,8 +133,8 @@ struct AUDIOMIXER_API FSubmixEffectDynamicsProcessorSettings
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Sidechain, meta = (DisplayName = "Key Audition"))
uint8 bKeyAudition : 1;
// Gain to apply to key signal (external signal if supplied or input signal if disabled)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Sidechain, meta = (DisplayName = "Key Gain (dB)", UIMin = "-60.0", UIMax = "30.0"))
// Gain to apply to key signal if external input is supplied
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Sidechain, meta = (DisplayName = "External Input Gain (dB)", EditCondition = "ExternalSubmix != nullptr", UIMin = "-60.0", UIMax = "30.0"))
float KeyGainDb;
// The output gain of the dynamics processor

View File

@@ -210,7 +210,7 @@ void FSubmixEffectDynamicsProcessor::SetExternalSubmix(USoundSubmix* InSoundSubm
else
{
DeviceCreatedHandle = FAudioDeviceManagerDelegates::OnAudioDeviceCreated.AddRaw(this, &FSubmixEffectDynamicsProcessor::OnNewDeviceCreated);
bUseExternalSubmix = false;
bUseExternalSubmix = ExternalSubmix.IsValid();
}
}