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Added onset analyzer which exposes audio onsets to blueprints. Updated audio analysis trigger mechanism to avoid triggering analysis during an interaction Updated saving mechanism to mark uobjects dirty when new results generated. Updated audio analysis logic to keep track of most recent analysis result and avoid ordering issues arrising from async processing #jira UEAU-262 #rb Ethan.Geller Aaron.McLeran Jimmy.Smith #ROBOMERGE-SOURCE: CL 9902842 in //UE4/Release-4.24/... #ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v558-9892490) [CL 9902846 by phil popp in Main branch]
41 lines
1.1 KiB
C++
41 lines
1.1 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "IAudioAnalyzerNRTInterface.h"
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#include "CoreMinimal.h"
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#include "Serialization/BitReader.h"
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#include "Serialization/BitWriter.h"
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namespace Audio
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{
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void IAnalyzerNRTResult::CopyFrom(IAnalyzerNRTResult* SourceResult)
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{
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FBitWriter SerializedResult;
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SourceResult->Serialize(SerializedResult);
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FBitReader DeserializedResult = FBitReader(SerializedResult.GetData(), SerializedResult.GetNumBytes() * 8);
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Serialize(DeserializedResult);
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}
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FString IAnalyzerNRTResult::ToString() const
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{
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return FString(TEXT("To use, override ToString() in this implementation of IAnalyzerNRTResult."));
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}
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FName IAnalyzerNRTFactory::GetModularFeatureName()
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{
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static FName AudioExtFeatureName = FName(TEXT("AudioAnalyzerNRTPlugin"));
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return AudioExtFeatureName;
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}
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// This is used to identify analyzers created with this factory.
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FName IAnalyzerNRTFactory::GetName() const
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{
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static FName DefaultName(TEXT("UnnamedAudioAnalyzerNRT"));
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return DefaultName;
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}
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FString IAnalyzerNRTFactory::GetTitle() const
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{
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return FString("Unnamed Non Real-Time Audio Analyzer.");
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}
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}
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