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2025-05-18 13:04:45 +08:00

68 lines
1.9 KiB
C++

// 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