- Adding new enumeration to select PCM, ADPCM, Bink, and "platform specific"
- Updated platform codecs and various APIs to select correctly which codec to use
- Changed "is seekable streaming" semantics to "Is Seekable" since that is more correct in a post-stream-caching world
- Tried to clean up platform backends. Unable to move Bink decoder to multiplatform code because of module dependencies, will require a future refactor of our decoder module setup.
#rb Phil.Popp, Jimmy.Smith
#jira UE-140860
#preflight 61f97ad7f02e20f45add6d45
#ROBOMERGE-AUTHOR: aaron.mcleran
#ROBOMERGE-SOURCE: CL 18813332 in //UE5/Release-5.0/... via CL 18813341 via CL 18822758
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824290 by aaron mcleran in ue5-main branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
Integration touches several places in the engine:
1) SoundWave -- A check box enables Bink Audio as the codec of choice for that sound wave.
2) Decoder - Each supported platform's AudioMixer now returns BINK if the soundwave requests it. Additionally, the TargetPlatform returns BINK as an available codec, and returns it to the cooking code if the sound wave requests it.
3) Encode - TargetPlatform.Build.cs adds the encoder to the editor dependencies, and it gets picked up in the TPMM formats search.
#ROBOMERGE-SOURCE: CL 16682710 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16682731 by dan thompson in ue5-release-engine-test branch]
Fix up min call in SDL code.
#rb none
#ROBOMERGE-SOURCE: CL 12122855 in //UE4/Release-4.25/... via CL 12122856
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v657-12064184)
[CL 12122858 by ethan geller in Main branch]
minor: sanity check num channels from the audio device on linux. Callstack for crash indicates an OOB access on envelope array.
#rb none
#ROBOMERGE-SOURCE: CL 12121694 in //UE4/Release-4.25/... via CL 12121697
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v657-12064184)
[CL 12121704 by ethan geller in Main branch]
#rnx
#rb none
#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870549 by ryan durand in Main branch]
#jira UE-80050 Remove HTML5 code from engine
#rb none
#rnx
#ROBOMERGE-SOURCE: CL 10272777 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v591-10236483)
[CL 10272778 by nick shin in Main branch]
- Up to CL8320930 from DevOnline and 8311605 Merge Down from Main
- skipped some Fortnite content/plugins/code where it tried to reintegrate files that had been moved pending investigation
#rb none
[CL 8321295 by Josh Markiewicz in Main branch]
- Add GetMaxSources() that provides actual max number of sources (internal MaxSources + NumStoppingSources)
- More clean-up around platform implementation for GetPlatformSettings
#rb aaron.mcleran
[FYI] ethan.geller
#ROBOMERGE-OWNER: rob.gay
#ROBOMERGE-AUTHOR: rob.gay
#ROBOMERGE-SOURCE: CL 7675366 via CL 7681898
#ROBOMERGE-BOT: (v382-7680231)
[CL 7681899 by rob gay in Main branch]
- Fix bug with IOS & XAudio2 old backends not respecting platform settings code/ini settings
- Move AudioDevice to override quality settings MaxChannels by ANY platform setting, on init, not just the minimal value. This is okay on init as the source array has yet to be initialized.
https://p4-swarm.epicgames.net/reviews/6260062
#rb ethan.geller
#rb phil.popp
#ROBOMERGE-SOURCE: CL 6345170 via CL 6346183
[CL 6346278 by rob gay in Main branch]