Files
UnrealEngineUWP/Engine/Source/Runtime/AudioCodecEngine/Private/DecoderInputBackCompat.h
maxwell hayes f6ea79f30b Adding seek and looping ability to metasound wave playe node.
#rb Aaron.McLeran
#jira UEAU-728, UEAU-587, wave
#preflight 6050099457edcb0001511a4e

#ROBOMERGE-SOURCE: CL 15708178 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)

[CL 15708220 by maxwell hayes in ue5-main branch]
2021-03-15 22:10:18 -04:00

46 lines
1.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "IAudioCodec.h"
#include "UObject/NameTypes.h"
#include "AudioDecompress.h"
class ICompressedAudioInfo; // Forward declares.
namespace Audio
{
struct FBackCompatInput : public IDecoderInput
{
FName OldFormatName;
FSoundWaveProxyPtr Wave;
mutable FFormatDescriptorSection Desc;
mutable TUniquePtr<ICompressedAudioInfo> OldInfoObject;
FBackCompatInput(
FName InOldFormatName,
const FSoundWaveProxyPtr& InWave)
: OldFormatName(InOldFormatName)
, Wave(InWave)
{
}
bool HasError() const override;
bool IsEndOfStream() const override;
ICompressedAudioInfo* GetInfo(
FFormatDescriptorSection* OutDescriptor = nullptr) const;
bool FindSection(FEncodedSectionBase& OutSection) override;
int64 Tell() const override;
void SeekToTime(const float InSeconds) override;
TArrayView<const uint8> PeekNextPacket(
int32 InMaxPacketLength) const override;
TArrayView<const uint8> PopNextPacket(
int32 InPacketSize) override;
};
}