Files
UnrealEngineUWP/Engine/Source/Runtime/AVEncoder/Public/AudioEncoderFactory.h
Bryan sefcik b4a6e947d8 Ran IWYU on Public headers under Engine/Source/Runtime/...
Headers are updated to contain any missing #includes needed to compile and #includes are sorted.  Nothing is removed.

#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira

#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf

[CL 21181076 by Bryan sefcik in ue5-main branch]
2022-07-20 11:31:36 -04:00

31 lines
856 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "Containers/UnrealString.h"
#include "CoreMinimal.h"
#include "HAL/Platform.h"
#include "Templates/UniquePtr.h"
namespace AVEncoder
{
class FAudioEncoder;
class AVENCODER_API FAudioEncoderFactory
{
public:
virtual ~FAudioEncoderFactory() {}
virtual const TCHAR* GetName() const = 0;
virtual TArray<FString> GetSupportedCodecs() const = 0;
virtual TUniquePtr<FAudioEncoder> CreateEncoder(const FString& Codec) = 0;
static void RegisterFactory(FAudioEncoderFactory& Factory);
static void UnregisterFactory(FAudioEncoderFactory& Factory);
static FAudioEncoderFactory* FindFactory(const FString& Codec);
static const TArray<FAudioEncoderFactory*> GetAllFactories();
private:
static TArray<FAudioEncoderFactory*> Factories;
};
}