Commit Graph

26 Commits

Author SHA1 Message Date
Dmitry Rekman
29311f283e Fix compilation on Linux / mono.
#codereview Jeff.Campeau

[CL 2649011 by Dmitry Rekman in Main branch]
2015-08-08 21:53:51 -04:00
Jeff Campeau
3ed1031101 CRT patch for VS2015
[CL 2647812 by Jeff Campeau in Main branch]
2015-08-07 09:21:02 -04:00
Richard TalbotWatkin
bb1c076f89 Fixes to allow Starter Content assets to be deleted cleanly without bogus references being held. Also deleted stale Starter Content packages.
#jira UE-15929 - Starter Content folders return to content browser after being manually deleted

[CL 2587805 by Richard TalbotWatkin in Main branch]
2015-06-15 16:21:30 -04:00
Marc Audy
60228ea69e Asynchronous realtime audio decompression/procedural generation (XAudio2, Mac, Android)
[CL 2578892 by Marc Audy in Main branch]
2015-06-05 16:09:35 -04:00
Marc Audy
0feb2b17c0 Fix compilation of SoundModWave.h
[CL 2574211 by Marc Audy in Main branch]
2015-06-02 14:12:51 -04:00
Marc Audy
a5525b17bd Rename USoundWaveStreaming to USoundWaveProcedural
[CL 2574183 by Marc Audy in Main branch]
2015-06-02 13:54:22 -04:00
Marc Audy
3ae20b35c7 Validate there is a long package name (i.e. the SoundAssetPtr points to something) before trying to async load the pointer
[CL 2566531 by Marc Audy in Main branch]
2015-05-27 09:42:07 -04:00
Marc Audy
4879d855f1 Make sound waves and mods load correctly when async loading.
[CL 2561024 by Marc Audy in Main branch]
2015-05-21 13:14:41 -04:00
Marc Audy
afac80f469 Fix non-unity
Submit missed file
Fix sound wave/mod not being cached after copy/paste of the player sound node
Fix PIE sound quality level property name

[CL 2551444 by Marc Audy in Main branch]
2015-05-14 17:08:11 -04:00
Marc Audy
e2e396c708 Allow project to define Audio Quality Levels.
* Each quality level allows the definition of the max audio channels to be used
* A sound cue node exists to allow branching behavior based on quality level.
* Wave assets from Wave Player sound nodes will not be loaded if connected only to a branch for a quality level that is not currently selected
* Quality Level to use for stand alone is specified via Game User Settings. Changes to this value will not take effect until the next run.
* Quality Level to use for PIE is specified from the Level Editor Play Settings and can be changed dynamically causing newly played sounds to use the alternate path
* Add SoundNodeAssetReferencer abstract class to operate as an interface for sound nodes that need to have assets loaded dependingo n the sound quality node

[CL 2551249 by Marc Audy in Main branch]
2015-05-14 15:39:34 -04:00
Marc Audy
4fa3e982fa Fix compile error
[CL 2541788 by Marc Audy in Main branch]
2015-05-07 17:56:10 -04:00
Marc Audy
b5c8cb9375 Make USoundNode CreateInputPin and GetTiel return FText instead of FString
[CL 2541509 by Marc Audy in Main branch]
2015-05-07 15:59:36 -04:00
Jaroslaw Palczynski
28fc7695a0 Missing chages for 2481343.
Some P4V problem with backing out large changelist missed some files.

#codereview Robert.Manuszewski

[CL 2481366 by Jaroslaw Palczynski in Main branch]
2015-03-17 06:17:32 -04:00
Jaroslaw Palczynski
f23f29257b Back out changelist 2481333
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.

#codereview Robert.Manuszewski

[CL 2481343 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:38:32 -04:00
Jaroslaw Palczynski
fa31560e2d Enabled UHT to digest GENERATED_BODY instead of GENERATED_UCLASS_BODY, GENERATED_USTRUCT_BODY, GENERATED_UINTERFACE_BODY or GENERATED_IINTERFACE_BODY, changed every occurence to the new syntax and fixed every warning that have fallen out of this change.
#codereview Robert.Manuszewski

[CL 2481333 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:19:11 -04:00
Aaron McLeran
d2729ee628 Supporting multiple audio devices for multiple PIE and other potential use-cases.
- Created audio device manager which manages weak ref handles to audio devices
- Audio device handles are created with WorldContexts and accessed through UWorld objects
- All access to audio devices are now through audio device handles
- There is a main/default audio device for GEngine for use with the Editor and single worldcontext games

#codereview marc.audy, matthew.griffin

[CL 2477046 by Aaron McLeran in Main branch]
2015-03-12 12:59:33 -04:00
Mikolaj Sieluzycki
a01571d213 Warning cleanup after limiting number of ways to construct UObjects.
#codereview Robert.Manuszewski

[CL 2429745 by Mikolaj Sieluzycki in Main branch]
2015-02-03 07:32:14 -05:00
Robert Manuszewski
e56a5b49ee Deprecating 'operator new' for UObjects.
[CL 2425600 by Robert Manuszewski in Main branch]
2015-01-30 08:30:03 -05:00
Richard TalbotWatkin
06f467c4d7 Standardized dialog when importing an asset which already exists.
#jira UE-8166 - Importing a pre-exsisting asset gives conflicting/confusing dialogue boxes

[CL 2421830 by Richard TalbotWatkin in Main branch]
2015-01-28 03:07:23 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Ben Marsh
dcebbfdf50 Fixup more copyright messages to be in a consistent format.
[CL 2379543 by Ben Marsh in Main branch]
2014-12-07 14:26:13 -05:00
Mikolaj Sieluzycki
462bb3edc1 Prepare cpp files for header cleanup.
#codereview Robert.Manuszewski

[CL 2356890 by Mikolaj Sieluzycki in Main branch]
2014-11-12 05:28:51 -05:00
Jaroslaw Palczynski
7c41927cf4 Rename FPostConstructInitializeProperties to something simpler
Changed it with FObjectInitializer.

UECORE-7

[CL 2328384 by Jaroslaw Palczynski in Main branch]
2014-10-14 10:29:11 -04:00
Marc Audy
05db81593b Remove SoundNode GetUniqueString
[CL 2248757 by Marc Audy in Main branch]
2014-08-08 14:44:57 -04:00
Marc Audy
12631a3a1a Fixup OVERRIDE usages in SoundMod plugin
[CL 2104837 by Marc Audy in Main branch]
2014-06-13 14:40:37 -04:00