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- 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]
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@@ -133,8 +133,8 @@ struct AUDIOMIXER_API FSubmixEffectDynamicsProcessorSettings
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Sidechain, meta = (DisplayName = "Key Audition"))
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uint8 bKeyAudition : 1;
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// Gain to apply to key signal (external signal if supplied or input signal if disabled)
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Sidechain, meta = (DisplayName = "Key Gain (dB)", UIMin = "-60.0", UIMax = "30.0"))
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// Gain to apply to key signal if external input is supplied
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Sidechain, meta = (DisplayName = "External Input Gain (dB)", EditCondition = "ExternalSubmix != nullptr", UIMin = "-60.0", UIMax = "30.0"))
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float KeyGainDb;
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// The output gain of the dynamics processor
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@@ -210,7 +210,7 @@ void FSubmixEffectDynamicsProcessor::SetExternalSubmix(USoundSubmix* InSoundSubm
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else
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{
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DeviceCreatedHandle = FAudioDeviceManagerDelegates::OnAudioDeviceCreated.AddRaw(this, &FSubmixEffectDynamicsProcessor::OnNewDeviceCreated);
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bUseExternalSubmix = false;
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bUseExternalSubmix = ExternalSubmix.IsValid();
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}
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}
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