Files
UnrealEngineUWP/Engine/Source/Runtime/AudioExtensions/Private/IAudioParameterTransmitter.cpp
phil popp b231f62c22 Fix default values not being retained when sound is virtualized.
#jira UE-181571
#rnx
#rb Rob.Gay
#preflight 642afc938f078cc7032ce840
#lockdown aaron.mcleran

[CL 24899626 by phil popp in ue5-main branch]
2023-04-03 16:20:21 -04:00

53 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "IAudioParameterTransmitter.h"
#include "UObject/Object.h"
namespace Audio
{
const FName IParameterTransmitter::RouterName = "ParameterTransmitter";
TArray<UObject*> ILegacyParameterTransmitter::GetReferencedObjects() const
{
return { };
}
FParameterTransmitterBase::FParameterTransmitterBase(TArray<FAudioParameter>&& InDefaultParams)
: AudioParameters(MoveTemp(InDefaultParams))
{
}
bool FParameterTransmitterBase::GetParameter(FName InName, FAudioParameter& OutValue) const
{
if (const FAudioParameter* Param = FAudioParameter::FindParam(AudioParameters, InName))
{
OutValue = *Param;
return true;
}
return false;
}
void FParameterTransmitterBase::ResetParameters()
{
AudioParameters.Reset();
}
bool FParameterTransmitterBase::Reset()
{
ResetParameters();
return true;
}
const TArray<FAudioParameter>& FParameterTransmitterBase::GetParameters() const
{
return AudioParameters;
}
bool FParameterTransmitterBase::SetParameters(TArray<FAudioParameter>&& InParameters)
{
FAudioParameter::Merge(MoveTemp(InParameters), AudioParameters);
return true;
}
} // namespace Audio