73 lines
2.4 KiB
C++
73 lines
2.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MetasoundGeneratorHandle.h"
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#include "Subsystems/WorldSubsystem.h"
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#include "MetasoundOutputSubsystem.generated.h"
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#define UE_API METASOUNDENGINE_API
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class UAudioComponent;
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/**
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* Provides access to a playing Metasound generator's outputs
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*/
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UCLASS(MinimalAPI)
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class UMetaSoundOutputSubsystem : public UWorldSubsystem
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{
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GENERATED_BODY()
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public:
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virtual ~UMetaSoundOutputSubsystem() override = default;
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/**
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* Watch an output on a Metasound playing on a given audio component.
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*
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* @param AudioComponent - The audio component
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* @param OutputName - The user-specified name of the output in the Metasound
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* @param OnOutputValueChanged - The event to fire when the output's value changes
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* @param AnalyzerName - (optional) The name of the analyzer to use on the output, defaults to a passthrough
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* @param AnalyzerOutputName - (optional) The name of the output on the analyzer to watch, defaults to the passthrough output
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* @returns true if the watch setup succeeded, false otherwise
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*/
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UFUNCTION(BlueprintCallable, Category="MetaSoundOutput", meta=(AdvancedDisplay = "3"))
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UE_API bool WatchOutput(
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UAudioComponent* AudioComponent,
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FName OutputName,
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const FOnMetasoundOutputValueChanged& OnOutputValueChanged,
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FName AnalyzerName = NAME_None,
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FName AnalyzerOutputName = NAME_None);
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UE_API bool WatchOutput(
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UAudioComponent* AudioComponent,
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FName OutputName,
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const FOnMetasoundOutputValueChangedNative& OnOutputValueChanged,
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FName AnalyzerName = NAME_None,
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FName AnalyzerOutputName = NAME_None);
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UFUNCTION(BlueprintCallable, Category = "MetaSoundOutput", meta = (AdvancedDisplay = "3"))
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UE_API bool UnwatchOutput(
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UAudioComponent* AudioComponent,
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FName OutputName,
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const FOnMetasoundOutputValueChanged& OnOutputValueChanged,
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FName AnalyzerName = NAME_None,
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FName AnalyzerOutputName = NAME_None);
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UE_API bool UnwatchOutput(
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UAudioComponent* AudioComponent,
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FName OutputName,
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const FOnMetasoundOutputValueChangedNative& OnOutputValueChanged,
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FName AnalyzerName = NAME_None,
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FName AnalyzerOutputName = NAME_None);
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private:
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UE_API TSharedPtr<Metasound::FMetasoundGeneratorHandle> GetOrCreateGeneratorHandle(UAudioComponent* AudioComponent);
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UE_API void CleanUpInvalidGeneratorHandles();
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TArray<TSharedPtr<Metasound::FMetasoundGeneratorHandle>> TrackedGenerators;
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};
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#undef UE_API
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