Followed pattern set out by texture streaming so that each chunk of audio data resides in its own bulkdata struct. It is currently possible to split audio into chunks when SoundWaves are marked for streaming but there is no way of doing this exposed at present.
Changed the parameters of FAudioDevice::GetRuntimeFormat so that the relevant SoundWave must be passed in, to allow for different formats for individual sounds/streaming options.
USoundWave::FreeResources no longer resets the NumChannels as it is unnecessary and causes sounds to be unable to play after the OGG data is flushed when attempting to switch to OPUS.
[CL 2099012 by Matthew Griffin in Main branch]
Moved functions to check for and select Compressed Audio Info class to the audio device as the audio formats are not accessible in cooked builds (and shouldn't really need to be either).
[CL 2057758 by Matthew Griffin in Main branch]
Added an audio format for Opus, which also required a resampler to make sure that all imported sounds are converted to a compatible sample rate.
Added the speex resampler from the opus tools package to the third party source, including built libraries for windows and mac.
Changed FVorbisAudioInfo so that it inherits from an interface for any kind of compressed audio, which can be used everywhere instead of being wrapped in #WITH_VORBIS.
Added FOpusAudioInfo to decompress Opus data, not sure at this point whether it's only going to be used for streaming audio but works for non-streamed playback.
[CL 2056352 by Matthew Griffin in Main branch]