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-Soundfield Submixes -Endpoint Submixes -Unreal Ambisonics Encoder/Decoder [FYI] aaron.mcleran, maxwell.hayes, phil.popp, rob.gay, charles.egenbacher, kevin.neilson #ROBOMERGE-OWNER: ethan.geller #ROBOMERGE-AUTHOR: ethan.geller #ROBOMERGE-SOURCE: CL 11302185 via CL 11302187 #ROBOMERGE-BOT: (v649-11301724) [CL 11302191 by ethan geller in Main branch]
27 lines
933 B
C++
27 lines
933 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SoundSubmixEditorUtilities.h"
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#include "AudioEditorModule.h"
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#include "SoundSubmixEditorUtilities.h"
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#include "Toolkits/ToolkitManager.h"
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#include "SoundSubmixGraph/SoundSubmixGraph.h"
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#include "Sound/SoundSubmix.h"
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void FSoundSubmixEditorUtilities::CreateSoundSubmix(const UEdGraph* Graph, UEdGraphPin* FromPin, const FVector2D Location, const FString& Name)
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{
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check(Graph);
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// Cast outer to SoundSubmix
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USoundSubmixBase* SoundSubmix = CastChecked<USoundSubmixBase>(Graph->GetOuter());
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if (SoundSubmix != nullptr)
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{
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TSharedPtr<ISoundSubmixEditor> SoundSubmixEditor;
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TSharedPtr< IToolkit > FoundAssetEditor = FToolkitManager::Get().FindEditorForAsset(SoundSubmix);
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if (FoundAssetEditor.IsValid())
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{
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SoundSubmixEditor = StaticCastSharedPtr<ISoundSubmixEditor>(FoundAssetEditor);
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SoundSubmixEditor->CreateSoundSubmix(FromPin, Location, Name);
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}
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}
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} |