// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "WmfMediaSettings.generated.h" #define UE_API WMFMEDIAFACTORY_API /** * Settings for the WmfMedia plug-in. */ UCLASS(MinimalAPI, config=Engine, defaultconfig) class UWmfMediaSettings : public UObject { GENERATED_BODY() public: /** Default constructor. */ UE_API UWmfMediaSettings(); public: /** * Whether to allow the loading of media that uses non-standard codecs (default = off). * * By default, the player will attempt to detect audio and video codecs that * are not supported by the operating system out of the box, but may require * the user to install additional codec packs. Enable this option to skip * this check and allow the usage of non-standard codecs. */ UPROPERTY(config, EditAnywhere, Category=Media) bool AllowNonStandardCodecs; /** * Enable low latency processing in the Windows media pipeline (default = off). * * When this setting is enabled, the media data is generated with the lowest * possible delay. This might be desirable for certain real-time applications, * but it can negatively affect audio and video quality. * * @note This setting is only supported on Windows 8 or newer */ UPROPERTY(config, EditAnywhere, Category=Media) bool LowLatency; /** Play audio tracks via the operating system's native sound mixer (default = off). */ UPROPERTY(config, EditAnywhere, Category=Debug) bool NativeAudioOut; /** Use hardware accelerated video acceleration (GPU) when possible otherwise fallback to software implementation (CPU), Windows and DX11 only. */ UPROPERTY(config, EditAnywhere, Category=Media, meta = (DisplayName = "Hardware Accelerated Video Decoding (Experimental)")) bool HardwareAcceleratedVideoDecoding; /** Set when at least one registered codec is hardware accelerated. */ bool bAreHardwareAcceleratedCodecRegistered; public: UE_API void EnableHardwareAcceleratedCodecRegistered(); }; #undef UE_API