Files
UnrealEngine/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Public/MetasoundWave.h
2025-05-18 13:04:45 +08:00

71 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MetasoundDataReference.h"
#include "MetasoundDataTypeRegistrationMacro.h"
#include "IAudioProxyInitializer.h"
#include "Sound/SoundWave.h"
#include "DSP/InterpolatedLinearPitchShifter.h"
#define UE_API METASOUNDENGINE_API
namespace Metasound
{
// Forward declare ReadRef
class FWaveAsset;
typedef TDataReadReference<FWaveAsset> FWaveAssetReadRef;
// Helper utility to test if exact types are required for a datatype.
template <>
struct TIsExplicit<FWaveAsset>
{
static constexpr bool Value = true;
};
// Metasound data type that holds onto a weak ptr. Mostly used as a placeholder until we have a proper proxy type.
class FWaveAsset
{
FSoundWaveProxyPtr SoundWaveProxy;
public:
FWaveAsset() = default;
FWaveAsset(const FWaveAsset&) = default;
FWaveAsset& operator=(const FWaveAsset& Other) = default;
UE_API FWaveAsset(const TSharedPtr<Audio::IProxyData>& InInitData);
UE_API bool IsSoundWaveValid() const;
const FSoundWaveProxyPtr& GetSoundWaveProxy() const
{
return SoundWaveProxy;
}
const FSoundWaveProxy* operator->() const
{
return SoundWaveProxy.Get();
}
FSoundWaveProxy* operator->()
{
return SoundWaveProxy.Get();
}
friend FORCEINLINE uint32 GetTypeHash(const Metasound::FWaveAsset& InWaveAsset)
{
if (InWaveAsset.IsSoundWaveValid())
{
return GetTypeHash(*InWaveAsset.GetSoundWaveProxy());
}
return INDEX_NONE;
}
};
DECLARE_METASOUND_DATA_REFERENCE_TYPES(FWaveAsset, METASOUNDENGINE_API, FWaveAssetTypeInfo, FWaveAssetReadRef, FWaveAssetWriteRef)
}
#undef UE_API