Files
UnrealEngineUWP/Engine/Source/Runtime/AudioCodecEngine/Private/DecoderBackCompat.h
maxwell hayes f6ea79f30b Adding seek and looping ability to metasound wave playe node.
#rb Aaron.McLeran
#jira UEAU-728, UEAU-587, wave
#preflight 6050099457edcb0001511a4e

#ROBOMERGE-SOURCE: CL 15708178 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)

[CL 15708220 by maxwell hayes in ue5-main branch]
2021-03-15 22:10:18 -04:00

46 lines
974 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "IAudioCodec.h"
namespace Audio
{
struct FBackCompatCodec : public ICodec
{
// Static version.
static const FCodecDetails& GetDetailsStatic();
// Query.
bool SupportsPlatform(FName InPlatformName) const override;
const FCodecDetails& GetDetails() const override;
// Factory for decoders
FDecoderPtr CreateDecoder(
IDecoder::FDecoderInputPtr InSrc,
IDecoder::FDecoderOutputPtr InDst) override;
};
struct FBackCompat : public IDecoder
{
IDecoder::FDecoderInputPtr Src = nullptr;
IDecoder::FDecoderOutputPtr Dst = nullptr;
FFormatDescriptorSection Desc;
IDecoderOutput::FRequirements Reqs;
TArray<int16> ResidualBuffer;
uint32 FrameOffset = 0;
FBackCompat(
IDecoder::FDecoderInputPtr InSrc,
IDecoder::FDecoderOutputPtr InDst );
bool HasError() const override
{
return false;
}
FDecodeReturn Decode(bool bLoop = false) override;
};
}