Files
UnrealEngineUWP/Engine/Source/Editor/AudioEditor
jake burga e6c4d60cc8 Read smpl data when importing USoundWave.
- Audio.h/.cpp Add functionality to read the `smpl` chunk in a `.wav` asset and adds SampleLoop data to `FWaveModInfo`
- SoundWaveFactor.cpp, parse `WaveSampleLoops` from `FWaveModInfo` and add them to the`CuePoints` array instead of creating a new array
- add `bIsLoopRegion` to `FSoundWaveCuePoint` to identify if a cue point is being used as a "Sample Loop"
- add methods to `USoundWave` to get filtered "CuePoints" and "LoopRegions" from cuepoints array
- When converting `USoundWave` to proxy data, split cue points into "Loop Regions" and "Cue Points" array (less of a memory issue to add new arrays to these classes)
- Fail import if the sample loop start and end points are invalid

#rb aaron.mcleran
[REVIEW] [at]buzz.burrowes [at]charlie.huguenard [at]aaron.mcleran
#preflight 63fe579bef1b24bf9421bb9c

[CL 24465016 by jake burga in ue5-main branch]
2023-03-01 12:33:43 -05:00
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