- Clean-up Generator property UX
- Add invert flag to EnvelopeFollower to allow AudioBus to gate source
#rb phil.popp
#jira none
[CL 14460466 by Rob Gay in ue5-main branch]
Hide Modulation properly when disabled from SoundBase
- Move canonical modulation destinations on SoundBase to struct and making a simple customized display that looks up whether modulation is enabled
- Remove dead code/bModulationEnabled property from SoundBase from earlier attempt to use UObject reflection to hide modulation parameters on sound assets
#rb phil.popp
#jira UEAU-598
Fix Modulation Debugger to use new au. commands properly
- Fix bugs around general display of generator debug data
#jira UE-100492
#rb phil.popp
Fix missing array entry manipulators on Modulation Mix Stage property
#rb lauren.barnes
- Clean-up Generator property UX
- Add invert flag to EnvelopeFollower to allow AudioBus to gate source
#rb phil.popp
- Fix missing AudioDeviceId assignment in AudioModulationSystem (bad merge?)
#rb phil.popp
[CL 14447765 by Rob Gay in ue5-main branch]
Remove CreateIfNotFound parameter to FConfigCacheIni::Find.
This was creating thousands of fstat calls peeking for the existence of Saved/Config/WindowsEditor/GameplayTagsEditorState.ini when opening the Project Settings dialog. This we make frequent calls (in a recursive manner) into the config system, but no file or config is created (where false is passed), and we keep statting it thousands of times
Callers that pass false for this fail to land on any config properties because they don't exist to begin with.
Callers that pass true for this still basically get what they want. Since we did not stub the file out upon Find(), there is no disk state difference between Find() and config system shutdown (where dirty config files are saved to disk). So saving is still manual, and there is no implication from
CreateIfNotFound communicated to the FConfigFile about whether it is meant to be saved or not. So by and large this semantic is meaningless except with the existence of the new config file of the config file map (which creates the optimization of skipping the subsequent stats).
SSettingsEditor::ReloadCategories before: 2290ms
SSettingsEditor::ReloadCategories after: 1669ms
Tested with a BuildCookRun of ShooterGame, and running with it in Editor for a few days.
#jira UE-95853
[CL 14258235 by geoff evans in ue5-main branch]
#rb none
#rnx
#ROBOMERGE-SOURCE: CL 13075320 via CL 13075326 via CL 13075328
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v686-13045012)
[CL 13075331 by rob gay in Main branch]
#jira UE-91899 UE-91896
#rb none
#rnx
#ROBOMERGE-SOURCE: CL 12758606 via CL 12758850 via CL 12758997
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v678-12743200)
[CL 12759070 by rob gay in Main branch]
- Add classes to allow modulation of effect parameters
- Remove cruft from first attempt at adding generic modulators
Minor-ish:
- Clean-up headers
- Rename AudioModulationImpl --> AudioModulationSystem
- Remove dead generic code
#rb jimmy.smith
#ROBOMERGE-SOURCE: CL 12732445 via CL 12732449 via CL 12732451
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v676-12543919)
[CL 12732457 by rob gay in Main branch]
Fixing FModulatorBusMixChannelProxy not being marked as friend of FAudioModulationImpl in shipped builds
#jira UE-90145
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 11942822 in //UE4/Release-4.25/... via CL 11942916
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)
[CL 11943011 by rob gay in Main branch]