Files
charlie huguenard fb1959d641 [Metasound] Fix races in UMetasoundOutputSubsystem
The generator created/destroyed events get called on the audio thread, so avoid manipulating containers used on the game thread in the event.

#rnx
#rb phil.popp, aaron.mcleran
#preflight 642db4d71d19c0312a39ab12

[CL 24937556 by charlie huguenard in ue5-main branch]
2023-04-05 17:42:36 -04:00

51 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MetasoundGeneratorHandle.h"
#include "Subsystems/WorldSubsystem.h"
#include "MetasoundOutputSubsystem.generated.h"
class UAudioComponent;
/**
* Provides access to a playing Metasound generator's outputs
*/
UCLASS()
class METASOUNDENGINE_API UMetaSoundOutputSubsystem : public UTickableWorldSubsystem
{
GENERATED_BODY()
public:
virtual ~UMetaSoundOutputSubsystem() override = default;
/**
* Watch an output on a Metasound playing on a given audio component.
*
* @param AudioComponent - The audio component
* @param OutputName - The user-specified name of the output in the Metasound
* @param OnOutputValueChanged - The event to fire when the output's value changes
* @param AnalyzerName - (optional) The name of the analyzer to use on the output, defaults to a passthrough
* @param AnalyzerOutputName - (optional) The name of the output on the analyzer to watch, defaults to the passthrough output
* @returns true if the watch setup succeeded, false otherwise
*/
UFUNCTION(BlueprintCallable, Category="MetaSoundOutput", meta=(AdvancedDisplay = "3"))
bool WatchOutput(
UAudioComponent* AudioComponent,
FName OutputName,
const FOnMetasoundOutputValueChanged& OnOutputValueChanged,
FName AnalyzerName = NAME_None,
FName AnalyzerOutputName = NAME_None);
/** Begin UTickableWorldSubsystem */
virtual bool IsTickable() const override;
virtual void Tick(float DeltaTime) override;
virtual TStatId GetStatId() const override;
/** End UTickableWorldSubsystem */
private:
UPROPERTY(Transient)
TArray<TObjectPtr<UMetasoundGeneratorHandle>> TrackedGenerators;
};