Files
UnrealEngineUWP/Engine/Source/Runtime/AudioAnalyzer/Private/IAudioAnalyzerNRTInterface.cpp
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

41 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "IAudioAnalyzerNRTInterface.h"
#include "CoreMinimal.h"
#include "Serialization/BitReader.h"
#include "Serialization/BitWriter.h"
namespace Audio
{
void IAnalyzerNRTResult::CopyFrom(IAnalyzerNRTResult* SourceResult)
{
FBitWriter SerializedResult;
SourceResult->Serialize(SerializedResult);
FBitReader DeserializedResult = FBitReader(SerializedResult.GetData(), SerializedResult.GetNumBytes() * 8);
Serialize(DeserializedResult);
}
FString IAnalyzerNRTResult::ToString() const
{
return FString(TEXT("To use, override ToString() in this implementation of IAnalyzerNRTResult."));
}
FName IAnalyzerNRTFactory::GetModularFeatureName()
{
static FName AudioExtFeatureName = FName(TEXT("AudioAnalyzerNRTPlugin"));
return AudioExtFeatureName;
}
// This is used to identify analyzers created with this factory.
FName IAnalyzerNRTFactory::GetName() const
{
static FName DefaultName(TEXT("UnnamedAudioAnalyzerNRT"));
return DefaultName;
}
FString IAnalyzerNRTFactory::GetTitle() const
{
return FString("Unnamed Non Real-Time Audio Analyzer.");
}
}