Files
UnrealEngineUWP/Engine/Source/Runtime/AudioCodecEngine/Private/DecoderInputBackCompat.h
rob gay 9ed959dac8 Downgrade seek ensure to log
- Add more logging around failures in ADPCM decode
- Remove superfluous logs
#rb jimmy.smith
#rnx
#jira UE-145250
#preflight 6230cac1cf609c54b1e5ae8e
#p4v-cherrypick 19390151

[CL 19394411 by rob gay in ue5-main branch]
2022-03-15 16:40:51 -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;
bool SeekToTime(const float InSeconds) override;
TArrayView<const uint8> PeekNextPacket(
int32 InMaxPacketLength) const override;
TArrayView<const uint8> PopNextPacket(
int32 InPacketSize) override;
};
}