Files
UnrealEngineUWP/Engine/Source/Runtime/IOS/IOSAudio/Private/IOSAudioSession.cpp
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

39 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
IOSAudioSession.mm: Unreal IOSAudio audio session functionality.
=============================================================================*/
/*------------------------------------------------------------------------------------
Includes
------------------------------------------------------------------------------------*/
#include "IOSAudioDevice.h"
#include "AudioEffect.h"
/*------------------------------------------------------------------------------------
FIOSAudioDevice
------------------------------------------------------------------------------------*/
void FIOSAudioDevice::GetHardwareSampleRate(double& OutSampleRate)
{
AVAudioSession* AudioSession = [AVAudioSession sharedInstance];
OutSampleRate = [AudioSession preferredSampleRate];
}
bool FIOSAudioDevice::SetHardwareSampleRate(const double& InSampleRate)
{
AVAudioSession* AudioSession = [AVAudioSession sharedInstance];
return [AudioSession setPreferredSampleRate:InSampleRate error:nil] == YES;
}
bool FIOSAudioDevice::SetAudioSessionActive(bool bActive)
{
AVAudioSession* AudioSession = [AVAudioSession sharedInstance];
return [AudioSession setActive:bActive error:nil] == YES;
}
bool FIOSAudioDevice::IsExernalBackgroundSoundActive()
{
return [[AVAudioSession sharedInstance] isOtherAudioPlaying];
}