Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundStandardNodes/Public/MetasoundSwitchGateNode.h
phil popp 86732c1ec4 Update Metasound Graph Core Metadata
- Rename FNodeInfo to FNodeClassMetadata
- Add FGuid to Metasound node instances
- Metasound node class names are now Namespace.Name.Variant
- Add displayname for Metasound node classes.
#jira UE-107332
#jira UEAU-660
#rb Rob.Gay

[CL 15253779 by phil popp in ue5-main branch]
2021-01-28 19:02:51 -04:00

47 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "MetasoundAudioBuffer.h"
#include "MetasoundBuilderInterface.h"
#include "MetasoundDataReferenceCollection.h"
#include "MetasoundExecutableOperator.h"
#include "MetasoundFacade.h"
#include "MetasoundFrequency.h"
#include "MetasoundNode.h"
#include "MetasoundOperatorInterface.h"
namespace Metasound
{
// Pending array support...
//typedef TArray<FAudioBuffer> FAudioBufferArray;
//DECLARE_METASOUND_DATA_REFERENCE_TYPES(FAudioBufferArray, METASOUNDSTANDARDNODES_API, FAudioBufferArrayTypeInfo, FAudioBufferArrayReadRef, FAudioBufferArrayWriteRef)
/** FGateNode
*
* The switch node selects a single audio buffer from an array of options.
* The selection can change at any time during execution, however there is no
* blending between nodes.
*/
class METASOUNDSTANDARDNODES_API FSwitchNode : public FNodeFacade
{
public:
FSwitchNode(const FString& InName, const FGuid& InInstanceID);
FSwitchNode(const FNodeInitData& InInitData);
};
/** FGateNode
*
* The gate node routes an audio buffer to a selected output buffer.
* The output buffer can be changed during execution.
*/
class METASOUNDSTANDARDNODES_API FGateNode : public FNodeFacade
{
public:
FGateNode(const FString& InName, const FGuid& InInstanceID);
FGateNode(const FNodeInitData& InInitData);
};
}