- 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]
Removed GVolumeMultiplier and added an equivalent to FApp to contain the code to load the unfocused volume multiplier from config.
UE-4449 - Allow users to choose whether audio can be heard when focus is lost
#codereview Robert.Manuszewski
[CL 2341022 by Matthew Griffin in Main branch]
- Fixes looping issue with ADPCM samples
- Fixes Android not looping sound cues correctly
- Fixes one shot sound ADPCM problems where sound would get cut early
- Removed Android Audio Device update function - was never called and did nothing anyway so this will improve clarity
Changed ADPCM decompressor so that it uses the same code to decompress a full file as it does when streaming - old code was correct it was just silly have it duplicated.
[CL 2339877 by Robert Jones in Main branch]
Updated android audio device/buffers/souce to support creation of procedural data from a sound source. Tested with MOD replay in QA test level.
#codereview daniel.lamb, chris.babcock, dmitry.rekman
[CL 2276233 by Robert Jones in Main branch]
Added support for ADPCM decoding.
Added 'sound type' information to USoundWave
- Android uses this to detect which type of asset it needs to deal with
Added support for selected encoding type via project settings
#codereview Daniel.Lamb, Chris.Babcock
[CL 2260750 by Robert Jones in Main branch]