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WaveTable memory reduction, better format support, player node - Add support for 16bit assets & perform runtime BDC where necessary - Add support for FixedSampleRate vs resolution - Cache off and reuse single proxy - Move entry data to table data in non-editor builds (instead of copying) #rb helen.yang #rb miles.flanagan #rb phil.popp #jira UE-181355 [FYI] sondra.moyls #preflight 646bdac6656436839e30b8e1 [CL 25592219 by rob gay in ue5-main branch]
22 lines
721 B
C++
22 lines
721 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "WaveTable.h"
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namespace WaveTable::Editor
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{
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namespace FileUtilities
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{
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void WAVETABLEEDITOR_API LoadPCMChannel(const FString& InFilePath, int32 InChannelIndex, FWaveTableData& OutData, int32& OutSampleRate);
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UE_DEPRECATED(5.3, "Use version of 'LoadPCMChannel' that takes in WaveTableData to support sample rate & bit depth conversion")
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void WAVETABLEEDITOR_API LoadPCMChannel(const FString& InFilePath, int32 InChannelIndex, TArray<float>& OutPCMData);
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} // namespace FileUtilities
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} // namespace WaveTable::Editor
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#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2
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#include "Containers/UnrealString.h"
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#endif
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