58 lines
2.5 KiB
C++
58 lines
2.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "Containers/Map.h"
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#include "MetasoundOperatorInterface.h"
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#include "Misc/Guid.h"
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#include "HAL/CriticalSection.h"
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#include "Templates/UniquePtr.h"
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#include "Sound/SoundGenerator.h"
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#include "Subsystems/AudioEngineSubsystem.h"
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#include "MetasoundSource.h"
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#include "MetasoundOperatorCacheSubsystem.generated.h"
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#define UE_API METASOUNDENGINE_API
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/**
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* UMetaSoundCacheSubsystem
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*/
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UCLASS(MinimalAPI)
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class UMetaSoundCacheSubsystem : public UAudioEngineSubsystem
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{
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GENERATED_BODY()
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public:
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//~ Begin USubsystem interface
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UE_API virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
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UE_API virtual void Initialize(FSubsystemCollectionBase& Collection) override;
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UE_API virtual void Update() override;
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//~ End USubsystem interface
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/* Builds the requested number of MetaSound operators (asynchronously) and puts them in the pool for playback.
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(If these operators are not yet available when the MetaSound attempts to play, one will be created Independent of this request.) */
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UFUNCTION(BlueprintCallable, Category = "MetaSound", meta = (DisplayName = "Precache MetaSound"))
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UE_API void PrecacheMetaSound(UPARAM(DisplayName = "MetaSound Source") UMetaSoundSource* InMetaSound, UPARAM(DisplayName = "Num Instances") int32 InNumInstances = 1);
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/* same as PrecacheMetaSound except cached operator that already exists in the cache will be moved to the top instead of building,
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any operators that we couldn't move to the top, will be built.
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(i.e. if 2 operators are already cached and Num Instances is 4, it will construct 2 and move the existing 2 to the top of the cache) */
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UFUNCTION(BlueprintCallable, Category = "MetaSound", meta = (DisplayName = "Touch or Precache MetaSound"))
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UE_API void TouchOrPrecacheMetaSound(UPARAM(DisplayName = "MetaSound Source") UMetaSoundSource* InMetaSound, UPARAM(DisplayName = "Num Instances") int32 InNumInstances = 1);
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/* Clear the operator pool of any operators associated with the given MetaSound */
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UFUNCTION(BlueprintCallable, Category = "MetaSound", meta = (DisplayName = "RemoveCached Operators for MetaSound"))
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UE_API void RemoveCachedOperatorsForMetaSound(UPARAM(DisplayName = "MetaSound Source") UMetaSoundSource* InMetaSound);
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private:
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void PrecacheMetaSoundInternal(UMetaSoundSource* InMetaSound, int32 InNumInstances, bool bTouchExisting);
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FSoundGeneratorInitParams BuildParams;
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}; //UMetaSoundCacheSubsystem
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#undef UE_API
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