// Copyright Epic Games, Inc. All Rights Reserved. #include "IAudioAnalyzerNRTInterface.h" #include "CoreMinimal.h" #include "Serialization/BitReader.h" #include "Serialization/BitWriter.h" namespace Audio { void IAnalyzerNRTResult::CopyFrom(IAnalyzerNRTResult* SourceResult) { FBitWriter SerializedResult; SourceResult->Serialize(SerializedResult); FBitReader DeserializedResult = FBitReader(SerializedResult.GetData(), SerializedResult.GetNumBytes() * 8); Serialize(DeserializedResult); } FString IAnalyzerNRTResult::ToString() const { return FString(TEXT("To use, override ToString() in this implementation of IAnalyzerNRTResult.")); } FName IAnalyzerNRTFactory::GetModularFeatureName() { static FName AudioExtFeatureName = FName(TEXT("AudioAnalyzerNRTPlugin")); return AudioExtFeatureName; } // This is used to identify analyzers created with this factory. FName IAnalyzerNRTFactory::GetName() const { static FName DefaultName(TEXT("UnnamedAudioAnalyzerNRT")); return DefaultName; } FString IAnalyzerNRTFactory::GetTitle() const { return FString("Unnamed Non Real-Time Audio Analyzer."); } }