Commit Graph

8 Commits

Author SHA1 Message Date
James Moran
1e09f3b5bd Add -Wshadow on HTML5. Fixed errors relating to it. UE-14250
Fixed some potential issues from incoming SDK release. Removed unnecessary js lib.

[CL 2524336 by James Moran in Main branch]
2015-04-24 10:49:50 -04:00
Aaron McLeran
c21f478693 Fixing Platform Builds
#codereview Marc.Audy

[CL 2477328 by Aaron McLeran in Main branch]
2015-03-12 15:40:07 -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
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Matthew Griffin
551379cad2 Fixing issues with SoundWave memory and duplicated variables in some platforms.
Moved most of the contents of FAudioDevice::FreeResource to USoundWave::FreeResources so that we can be sure that all memory is cleared up during teardown.
Removed FreeResource function from some subclasses of audio device, as they weren't doing anything different than the base one.
Also removed ListSounds function from these same classes as that seems to have fallen behind current base class version and isn't used anyway.
Removed platform specific audio buffer storage so that there isn't confusion about which is being used and ensured that casts are used when necessary.
Fixed compile issue with STAT_AudioResourceCreationTime for HTML5.

[CL 2109273 by Matthew Griffin in Main branch]
2014-06-18 10:31:15 -04:00
Matthew Griffin
98a1cdce0f Added Structs to store streamed audio chunks for runtime streaming or in DDC.
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]
2014-06-09 11:13:16 -04:00
Ankit Khare
ec92951cff #UE4 #HTML5 TTP: 50534 Audio broken for HTML5 in main.
- catch up with changes in core Audio ( add relevant virtual functions ).
       - clean up logging.

#codereview peter.sauerbrei

[CL 2086334 by Ankit Khare in Main branch]
2014-05-29 17:19:43 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00