Files
UnrealEngineUWP/Engine/Source/Runtime/AudioMixer/Private/SoundFileIO/SoundFileIOManagerImpl.h
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

29 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "SoundFile.h"
#include "SoundFileIOEnums.h"
namespace Audio
{
class FSoundFileIOManagerImpl
{
public:
FSoundFileIOManagerImpl();
~FSoundFileIOManagerImpl();
TSharedPtr<ISoundFileReader> CreateSoundFileReader();
TSharedPtr<ISoundFileReader> CreateSoundDataReader();
TSharedPtr<ISoundFileWriter> CreateSoundFileWriter();
bool GetSoundFileDescription(const FString& FilePath, FSoundFileDescription& OutputDescription, TArray<ESoundFileChannelMap::Type>& OutChannelMap);
bool GetSoundFileDescription(const FString& FilePath, FSoundFileDescription& OutputDescription);
bool GetFileExtensionForFormatFlags(int32 FormatFlags, FString& OutExtension);
ESoundFileError::Type GetSoundFileInfoFromPath(const FString& FilePath, FSoundFileDescription& Description, TArray<ESoundFileChannelMap::Type>& ChannelMap);
ESoundFileError::Type LoadSoundFileFromPath(const FString& FilePath, FSoundFileDescription& Description, TArray<ESoundFileChannelMap::Type>& ChannelMap, TArray<uint8>& BulkData);
};
} // namespace Audio