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- FGuid IDs are used to identify unique verticies within an entire graph (currently may be duplicated if graph is duplicated). - FNames are used to be readible vertex identifiers that are only unique within a node's API. - FText is only for ***OPTIONAL*** DisplayNames that can be provided as a more descriptive, readible descriptor of a given vertex (But are not necessarily unique). Currently disabled until loc tool on FText property in MetaSoundDetailsCustomization is properly displayed. #rb phil.popp #jira UE-123982 #preflight 613f6ff892b32b00016cf188 #ROBOMERGE-AUTHOR: rob.gay #ROBOMERGE-SOURCE: CL 17494445 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530) [CL 17494469 by rob gay in ue5-release-engine-test branch]
47 lines
1.4 KiB
C++
47 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "MetasoundAudioBuffer.h"
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#include "MetasoundBuilderInterface.h"
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#include "MetasoundDataReferenceCollection.h"
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#include "MetasoundExecutableOperator.h"
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#include "MetasoundFacade.h"
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#include "MetasoundNode.h"
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#include "MetasoundOperatorInterface.h"
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#include "MetasoundVertex.h"
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namespace Metasound
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{
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// Pending array support...
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//typedef TArray<FAudioBuffer> FAudioBufferArray;
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//DECLARE_METASOUND_DATA_REFERENCE_TYPES(FAudioBufferArray, METASOUNDSTANDARDNODES_API, FAudioBufferArrayTypeInfo, FAudioBufferArrayReadRef, FAudioBufferArrayWriteRef)
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/** FGateNode
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*
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* The switch node selects a single audio buffer from an array of options.
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* The selection can change at any time during execution, however there is no
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* blending between nodes.
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*/
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class METASOUNDSTANDARDNODES_API FSwitchNode : public FNodeFacade
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{
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public:
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FSwitchNode(const FVertexName& InName, const FGuid& InInstanceID);
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FSwitchNode(const FNodeInitData& InInitData);
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};
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/** FGateNode
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*
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* The gate node routes an audio buffer to a selected output buffer.
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* The output buffer can be changed during execution.
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*/
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class METASOUNDSTANDARDNODES_API FGateNode : public FNodeFacade
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{
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public:
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FGateNode(const FVertexName& InName, const FGuid& InInstanceID);
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FGateNode(const FNodeInitData& InInitData);
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};
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}
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