// Copyright Epic Games, Inc. All Rights Reserved. #include "IAudioParameterTransmitter.h" #include "UObject/Object.h" namespace Audio { const FName IParameterTransmitter::RouterName = "ParameterTransmitter"; TArray*> ILegacyParameterTransmitter::GetReferencedObjects() const { return { }; } FParameterTransmitterBase::FParameterTransmitterBase(TArray&& InDefaultParams) : AudioParameters(MoveTemp(InDefaultParams)) { } bool FParameterTransmitterBase::GetParameter(FName InName, FAudioParameter& OutValue) const { if (const FAudioParameter* Param = FAudioParameter::FindParam(AudioParameters, InName)) { OutValue = *Param; return true; } return false; } void FParameterTransmitterBase::ResetParameters() { AudioParameters.Reset(); } bool FParameterTransmitterBase::Reset() { ResetParameters(); return true; } const TArray& FParameterTransmitterBase::GetParameters() const { return AudioParameters; } bool FParameterTransmitterBase::SetParameters(TArray&& InParameters) { FAudioParameter::Merge(MoveTemp(InParameters), AudioParameters); return true; } } // namespace Audio