Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Public/MetasoundWavePlayerNode.h
jimmy smith 885b64d1c0 Add module name to Registration Macro and move Wave types to MetaaoundEngine
#rb ethan.geller phil.popp rob.gay aaron.mcleran
#jira UEAU-548

[CL 14052147 by jimmy smith in ue5-main branch]
2020-08-06 16:10:06 -04:00

55 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "MetasoundNode.h"
#include "MetasoundOperatorInterface.h"
#include "MetasoundBuilderInterface.h"
#include "MetasoundDataReferenceCollection.h"
namespace Metasound
{
class METASOUNDENGINE_API FWavePlayerNode : public FNode
{
class FOperatorFactory : public IOperatorFactory
{
virtual TUniquePtr<IOperator> CreateOperator(const INode& InNode, const FOperatorSettings& InOperatorSettings, const FDataReferenceCollection& InInputDataReferences, TArray<TUniquePtr<IOperatorBuildError>>& OutErrors) override;
};
public:
static const FName ClassName;
FWavePlayerNode(const FString& InName);
// constructor used by the Metasound Frontend.
FWavePlayerNode(const FNodeInitData& InInitData);
virtual ~FWavePlayerNode();
const FName& GetClassName() const override;
IOperatorFactory& GetDefaultOperatorFactory() override;
const FText& GetDescription() const override
{
static const FText StaticDescription = NSLOCTEXT("MetasoundGraphCore", "Metasound_WavePlayerNodeDescription", "Plays a supplied Wave");
return StaticDescription;
}
const FText& GetAuthorName() const override
{
return PluginAuthor;
}
const FText& GetPromptIfMissing() const override
{
return PluginNodeMissingPrompt;
}
private:
float DefaultFrequency;
FOperatorFactory Factory;
};
}