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5bad61af40ea5359ef7b4cedda9d30da511c09cd
UnrealEngineUWP/Engine/Source/Runtime/Mac/CoreAudio/Private
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Marc Audy 1f3af26fb1 Use a triple buffer XAudio/Core for realtime audio decompression to ensure that if async task is getting starved audio does not hitch; if final buffer is active then ensure completion on the main thread of the pending async task so starvation will not occur.
Properly initialize audio resource when playing a native sound with a specified start time.
#codereview Aaron.McLeran

[CL 2588686 by Marc Audy in Main branch]
2015-06-16 11:13:47 -04:00
..
CoreAudioBuffer.cpp
Use a triple buffer XAudio/Core for realtime audio decompression to ensure that if async task is getting starved audio does not hitch; if final buffer is active then ensure completion on the main thread of the pending async task so starvation will not occur.
2015-06-16 11:13:47 -04:00
CoreAudioDevice.cpp
Initialize InverseTransform in FCoreAudioDevice::InitializeHardware()
2015-03-02 11:39:35 -05:00
CoreAudioEffects.cpp
You can only register the radio component once on OS X, so try to find it first & then only register if we fail to find it.
2015-03-13 15:10:44 -04:00
CoreAudioSource.cpp
Use a triple buffer XAudio/Core for realtime audio decompression to ensure that if async task is getting starved audio does not hitch; if final buffer is active then ensure completion on the main thread of the pending async task so starvation will not occur.
2015-06-16 11:13:47 -04:00
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