Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Private/MetasoundFrontendLiteralBlueprintAccess.cpp
charlie huguenard 3e492af94e [Metasound] Move FMetasoundFrontendLiteral BP library to MetasoundEngine to avoid Engine dependency
#rb phil.popp

[CL 28039552 by charlie huguenard in ue5-main branch]
2023-09-20 12:06:01 -04:00

76 lines
2.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetasoundFrontendLiteralBlueprintAccess.h"
namespace MetasoundFrontendLiteralBlueprintAccessPrivate
{
template <typename TLiteralType>
FMetasoundFrontendLiteral CreatePODMetaSoundLiteral(const TLiteralType& Value)
{
FMetasoundFrontendLiteral Literal;
Literal.Set(Value);
return Literal;
}
}
FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateBoolMetaSoundLiteral(bool Value)
{
return MetasoundFrontendLiteralBlueprintAccessPrivate::CreatePODMetaSoundLiteral(Value);
}
FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateBoolArrayMetaSoundLiteral(
const TArray<bool>& Value)
{
return MetasoundFrontendLiteralBlueprintAccessPrivate::CreatePODMetaSoundLiteral(Value);
}
FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateFloatMetaSoundLiteral(float Value)
{
return MetasoundFrontendLiteralBlueprintAccessPrivate::CreatePODMetaSoundLiteral(Value);
}
FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateFloatArrayMetaSoundLiteral(
const TArray<float>& Value)
{
return MetasoundFrontendLiteralBlueprintAccessPrivate::CreatePODMetaSoundLiteral(Value);
}
FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateIntMetaSoundLiteral(int32 Value)
{
return MetasoundFrontendLiteralBlueprintAccessPrivate::CreatePODMetaSoundLiteral(Value);
}
FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateIntArrayMetaSoundLiteral(
const TArray<int32>& Value)
{
return MetasoundFrontendLiteralBlueprintAccessPrivate::CreatePODMetaSoundLiteral(Value);
}
FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateObjectMetaSoundLiteral(UObject* Value)
{
return MetasoundFrontendLiteralBlueprintAccessPrivate::CreatePODMetaSoundLiteral(Value);
}
FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateObjectArrayMetaSoundLiteral(
const TArray<UObject*>& Value)
{
return MetasoundFrontendLiteralBlueprintAccessPrivate::CreatePODMetaSoundLiteral(Value);
}
FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateStringMetaSoundLiteral(const FString& Value)
{
return MetasoundFrontendLiteralBlueprintAccessPrivate::CreatePODMetaSoundLiteral(Value);
}
FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateStringArrayMetaSoundLiteral(
const TArray<FString>& Value)
{
return MetasoundFrontendLiteralBlueprintAccessPrivate::CreatePODMetaSoundLiteral(Value);
}
FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateMetaSoundLiteralFromParam(
const FAudioParameter& Param)
{
return FMetasoundFrontendLiteral{ Param };
}