Files
UnrealEngineUWP/Engine/Source/Runtime/MovieScene
ludovic chabant e363c83350 Sequencer: upgrade audio track to use ECS evaluation
The audio track was previously using the legacy evaluation templates. Changes include:

- The usual removal of the evaluation template and its references on the audio track.
- The addition of an audio system with associated components, and the audio section importing entities with these components.
- The legacy audio evaluation template was using shared track data to store information about audio components and so on. The audio system is using shared data on itself to the same effect, with the "evaluate audio" task asking it to create/retrieve audio components as needed.
- Some audio assets can have animated parameters, so the audio section has an arbitrary number of channels of different types. An audio section must therefore use as many entities as necessary to store all those channels and their results. The good news is that now these channels are evaluated more efficiently.
- The audio system  runs a "gather pass" to retrive all those parameter channels' result values, and correlate them with the main audio evaluation entities.
- The main chunks of the legacy audio evaluation template are largely preserved (code for creating audio components, processing audio, handling desynchronization, etc.)
- There is a new cvar called "Sequencer.Audio.PlayAudioWhenPlaybackJumps" which plays short audio when jumping time, similarly to when scrubbing. This is useful for debugging.

#jira none
#preflight 645aa9179f47682963743a7a

[CL 25395102 by ludovic chabant in ue5-main branch]
2023-05-09 16:31:23 -04:00
..