-- moved the audio analyzer subsystem to be an engine subsystem vs a world subsystem
#rb Jimmy.Smith
#jira UE-110047
#ROBOMERGE-OWNER: aaron.mcleran
#ROBOMERGE-AUTHOR: aaron.mcleran
#ROBOMERGE-SOURCE: CL 15632634 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v777-15581079)
#ROBOMERGE-CONFLICT from-shelf
[CL 15632681 by aaron mcleran in ue5-main branch]
By default:
* It implements FTickableGameObject::GetTickableGameObjectWorld to return the subsystem's world
* It prevents the subsystem from ticking as soon as the subsystem is deinitialized (has required custom solutions in the past to avoid crashes when UWaterSubsystem and UAutoDestroySubsystem get ticked after their world is pending destroy)
* It prevents the subsystem's CDO from ever ticking
#rb jean-francois.dube, chris.gagnon, ben.zeigler
#jira none
[CL 15512967 by jonathan bard in ue5-main branch]
- Implemented a realtime analyzer for loudness.
- Added some utilities to multithreaded audio patching
- Added some utilities to audio buses
#rb Jimmy.Smith
#jira UEAU-629
[CL 15032777 by Aaron McLeran in ue5-main branch]