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* Each quality level allows the definition of the max audio channels to be used * A sound cue node exists to allow branching behavior based on quality level. * Wave assets from Wave Player sound nodes will not be loaded if connected only to a branch for a quality level that is not currently selected * Quality Level to use for stand alone is specified via Game User Settings. Changes to this value will not take effect until the next run. * Quality Level to use for PIE is specified from the Level Editor Play Settings and can be changed dynamically causing newly played sounds to use the alternate path * Add SoundNodeAssetReferencer abstract class to operate as an interface for sound nodes that need to have assets loaded dependingo n the sound quality node [CL 2551249 by Marc Audy in Main branch]