[FYI] jimmy.smith
Original CL Desc
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Chunked Seektables for BinkAudio
#rb dan.thompson igor.dallavanzi
[CL 25497743 by jimmy smith in ue5-main branch]
NOTE: Bumping Bink version as mapping changed. Also bumping Streamcache versions as hash function changed.
#jira FORT-557932
#rb dan.thompson aaron.mcleran
#preflight 63dd54e5442a87d63d4a0dbc
[CL 23994694 by jimmy smith in ue5-main branch]
#jira UE-159832
#rb Aaron.mcleran Phil.Popp Dan.Thompson Josh.Adams
#preflight 62d260033c3df323907eaa93
[CL 21153330 by jimmy smith in ue5-main branch]
- Make the basic sound compression thread-safe by gathering immutable inputs from USoundWave before going async
- Report oggvorbis, adpcm and bink codec as thread-safe
- Remove old USoundWave write-back during cook as it is not needed anymore and would not be executed on DDC hit anyway.
- Fix missing RawData lock protection where RawData is used in editor
- 2h47m to 2h03m when cooking FN content with sound not present in the local DDC cache
#tests
- No binary diff on ShooterGame and FN cooked content
- Sound related automation tests all pass in EngineTest
#rnx
#rb Jimmy.Smith
#preflight 623dc8b84368f558e3167cc0
[CL 19525145 by danny couture in ue5-main branch]
This looks like a large change but the relevant change is binka_ue_file_header.h. Then rebuilt libs, and a bunch of source changes that never made it over in the initial checkin.
#jira UE-119962
#preflight 60fb20bc391d460001ff28a5
[CL 16942270 by Dan Thompson in ue5-main branch]
Unreal side of the encoder. Mostly just a thunk to the SDK, with some interleaving and splitting for the Unreal streaming system.
[CL 16679911 by Dan Thompson in ue5-main branch]