Commit Graph

5 Commits

Author SHA1 Message Date
Dan Thompson
1d6928acd2 Bink Audio support for >48khz. Well... support in that they play, however Bink Audio (like most perceptual codecs) don't bother to send such high frequencies, so I add a warning to resample down prior to encoding. It's just a waste of performance.
This looks like a large change but the relevant change is binka_ue_file_header.h. Then rebuilt libs, and a bunch of source changes that never made it over in the initial checkin.

#jira UE-119962
#preflight 60fb20bc391d460001ff28a5

[CL 16942270 by Dan Thompson in ue5-main branch]
2021-07-23 17:31:13 -04:00
Dan Thompson
eadf4a4d81 Removing IStreamedCompressedInfo::SampleRate as it was almost never set, was a bad bit depth, and never read globally.
#rb aaron.mcleron
#pf 60f9f43a1f926d0001f7d730

[CL 16938497 by Dan Thompson in ue5-main branch]
2021-07-23 12:40:07 -04:00
Dan Thompson
7e11fb8c18 Removing Stale Bink Audio Headers
[CL 16684446 by Dan Thompson in ue5-main branch]
2021-06-16 01:10:45 -04:00
Dan Thompson
47b4614e9b Moving Bink Audio SDK out of ThirdParty #pf 60c96e1ff7cffb00017213ef
[CL 16684298 by Dan Thompson in ue5-main branch]
2021-06-16 00:35:07 -04:00
Dan Thompson
555825e13a Bink Audio :: 2/4 :: Decoder :: #pf 60aea2116905a6000136901e #pf 60c8e2ae86ce760001d99596
Unreal part of the decoder, linking against the SDK from checkin 1/4. This code handles the file/block parsing, as well as seek table access.

[CL 16677900 by Dan Thompson in ue5-main branch]
2021-06-15 15:25:39 -04:00