Files
UnrealEngineUWP/Engine/Source/Runtime/AudioAnalyzer/Classes/AudioAnalyzerAsset.h
Aaron McLeran 5ea322f9f5 Adding new architecture for realtime analysis using audio buses.
- Implemented a realtime analyzer for loudness.
- Added some utilities to multithreaded audio patching
- Added some utilities to audio buses

#rb Jimmy.Smith
#jira UEAU-629

[CL 15032777 by Aaron McLeran in ue5-main branch]
2021-01-09 18:31:09 -04:00

44 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/** Interface for Audio Analyzer Assets. */
#pragma once
#include "CoreMinimal.h"
#include "AudioAnalyzerAsset.generated.h"
DECLARE_MULTICAST_DELEGATE(FAnalyzeAudioDelegate);
/** UAudioAnalyzerAssetBase
*
* UAudioAnalyzerAssetBase provides the base interface for controlling asset actions within the editor.
*/
UCLASS(Abstract, EditInlineNew)
class AUDIOANALYZER_API UAudioAnalyzerAssetBase : public UObject
{
GENERATED_BODY()
public:
#if WITH_EDITOR
virtual bool HasAssetActions() const { return true; }
/**
* GetAssetActionName() returns the FText displayed in the editor.
*/
virtual FText GetAssetActionName() const PURE_VIRTUAL(UAudioAnalyzerAsset::GetAssetActionName, return FText(););
/**
* GetSupportedClass() returns the class which should be associated with these asset actions.
*/
virtual UClass* GetSupportedClass() const PURE_VIRTUAL(UAudioAnalyzerAsset::GetSupportedClass, return nullptr;);
/**
* GetTypeColor() returns the color used to display asset icons within the editor.
*/
virtual FColor GetTypeColor() const { return FColor(100.0f, 100.0f, 100.0f); }
#endif
};