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