Files
UnrealEngineUWP/Engine/Source/Runtime/BinkAudioDecoder/Module/Public/BinkAudioInfo.h
jimmy smith 0b7741527a Small refactor to centralize the seek logic
#rb dan.thompson ryan.mangin
#preflight 6477d6ad313d43282fc737c9

[CL 25769217 by jimmy smith in ue5-main branch]
2023-06-02 14:38:11 -04:00

40 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AudioDecompress.h"
/**
* Decoder thunk to the Bink Audio libraries. Also manages file parsing
* for the cooked data.
*/
class FBinkAudioInfo : public IStreamedCompressedInfo
{
public:
BINKAUDIODECODER_API FBinkAudioInfo();
BINKAUDIODECODER_API virtual ~FBinkAudioInfo();
//~ Begin IStreamedCompressedInfo Interface
virtual bool ParseHeader(const uint8* InSrcBufferData, uint32 InSrcBufferDataSize, FSoundQualityInfo* QualityInfo) override;
virtual int32 GetFrameSize() override;
virtual uint32 GetMaxFrameSizeSamples() const override;
virtual bool CreateDecoder() override;
virtual void SeekToTime(const float SeekToTimeSeconds) override;
virtual void PrepareToLoop() override;
virtual FDecodeResult Decode(const uint8* CompressedData, const int32 CompressedDataSize, uint8* OutPCMData, const int32 OutputPCMDataSize) override;
virtual bool HasError() const override;
//~ End IStreamedCompressedInfo Interface
protected:
using Super = IStreamedCompressedInfo;
// copied from header during ParseHeader
uint32 MaxCompSpaceNeeded;
uint32 SampleRate;
struct BinkAudioDecoder* Decoder = 0;
uint8* RawMemory = 0;
bool bErrorStateLatch = false;
};