Commit Graph

12 Commits

Author SHA1 Message Date
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
e529148280 Added config setting for audio volume when app is unfocused
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]
2014-10-27 08:15:41 -04:00
Terence Burns
f5e94706d9 Add IOS support to listen if other BG sounds are playing.
[CL 2289196 by Terence Burns in Main branch]
2014-09-08 08:20:13 -04:00
Robert Jones
9a57d61b18 Checking in fix 2 - got slightly over zealous with function removal in the anonymous namespace
[CL 2260903 by Robert Jones in Main branch]
2014-08-18 11:19:09 -04:00
Robert Jones
dffe92239f Fix for a previous IOS compile error related to duplicate symbols found - removed the IOS specific copy and will let the linker sort things out.
[CL 2260868 by Robert Jones in Main branch]
2014-08-18 10:54:01 -04:00
Josh Adams
b552e2d883 Urban->Main
#codereview jeff.campeau,nick.penwarden,rolando.caloca

[CL 2108642 by Josh Adams in Main branch]
2014-06-17 18:27:26 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -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
Peter Sauerbrei
867928eff5 missing files for my last submission
#ue4
#ios

[CL 2068588 by Peter Sauerbrei in Main branch]
2014-05-09 16:28:20 -04:00
Peter Sauerbrei
04c486a467 Fix for audio not coming back after an interruption by Siri, Alarm, or phone call
TTP329898
#ue4
#ios

[CL 2068565 by Peter Sauerbrei in Main branch]
2014-05-09 15:58:09 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00