Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundStandardNodes/Public/MetasoundSwitchGateNode.h
rob gay fd8bd04b55 - General Metasound Type Reduction
- Reduced Metasound Time Types to single FTime
- Show AudioBuffer as just "Audio" in UI/UX in preparation for nuking mono/stereo type ("mono" will be implicit for single audio type)
- Removed Frequency type
- Removed exposition of Gain as registered type (left code for potential use in node development)
- Added Nodes to convert accordingly between removed types
#rb phil.popp
#jira UEAU-699

#ROBOMERGE-SOURCE: CL 15415392 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15415399 by rob gay in ue5-main branch]
2021-02-16 01:26:50 -04:00

46 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "MetasoundAudioBuffer.h"
#include "MetasoundBuilderInterface.h"
#include "MetasoundDataReferenceCollection.h"
#include "MetasoundExecutableOperator.h"
#include "MetasoundFacade.h"
#include "MetasoundNode.h"
#include "MetasoundOperatorInterface.h"
namespace Metasound
{
// Pending array support...
//typedef TArray<FAudioBuffer> FAudioBufferArray;
//DECLARE_METASOUND_DATA_REFERENCE_TYPES(FAudioBufferArray, METASOUNDSTANDARDNODES_API, FAudioBufferArrayTypeInfo, FAudioBufferArrayReadRef, FAudioBufferArrayWriteRef)
/** FGateNode
*
* The switch node selects a single audio buffer from an array of options.
* The selection can change at any time during execution, however there is no
* blending between nodes.
*/
class METASOUNDSTANDARDNODES_API FSwitchNode : public FNodeFacade
{
public:
FSwitchNode(const FString& InName, const FGuid& InInstanceID);
FSwitchNode(const FNodeInitData& InInitData);
};
/** FGateNode
*
* The gate node routes an audio buffer to a selected output buffer.
* The output buffer can be changed during execution.
*/
class METASOUNDSTANDARDNODES_API FGateNode : public FNodeFacade
{
public:
FGateNode(const FString& InName, const FGuid& InInstanceID);
FGateNode(const FNodeInitData& InInitData);
};
}