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#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]
49 lines
1.4 KiB
C++
49 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "DSP/Encoders/IAudioEncoder.h"
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#include "Interfaces/IAudioFormat.h"
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namespace Audio
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{
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class SIGNALPROCESSING_API FAudioFileWriter
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{
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public:
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// Constructor. Takes an absolute file path and metadata about the audio in question.
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// Immediately allocates all data necessary.
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FAudioFileWriter(const FString& InPath, const FSoundQualityInfo& InInfo);
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// Calling the destructor on this class finalizes and closes out the file.
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~FAudioFileWriter();
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// Returns file information.
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void GetFileInfo(FSoundQualityInfo& OutInfo);
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// Use this to push audio to the file writer.
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// If you'd like to move encoding and file writing to a separate thread from PushAudio,
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// Call this with bEncodeIfPossible = false.
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bool PushAudio(const float* InAudio, int32 NumSamples, bool bEncodeIfPossible = true);
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// If PushAudio is called with bEncodeIfPossible set to false, this will need to be called.
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bool EncodeIfPossible();
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private:
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FAudioFileWriter();
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FSoundQualityInfo QualityInfo;
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TArray<uint8> DataBuffer;
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// Compressor we are using.
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TUniquePtr<IAudioEncoder> Encoder;
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// Handle to file we are writing to.
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TUniquePtr<IFileHandle> FileHandle;
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IAudioEncoder* GetNewEncoderForFile(const FString& InPath);
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FString GetExtensionForFile(const FString& InPath);
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void FlushEncoderToFile(int32 DataBufferSize = 4096);
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};
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}
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