Lost_Edge/Plugins/FMODStudio/Source/FMODAudioLink/Public/FMODAudioLinkSettings.h

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C++

// Copyright (c), Firelight Technologies Pty, Ltd. 2024-2024.
#pragma once
#include "AudioLinkSettingsAbstract.h"
#include "Engine/StreamableManager.h"
#include "FMODAudioLinkSettings.generated.h"
class UFMODAudioLinkSettings;
class UFMODEvent;
class FFMODAudioLinkSettingsProxy : public IAudioLinkSettingsProxy
{
public:
FFMODAudioLinkSettingsProxy(const UFMODAudioLinkSettings&);
virtual ~FFMODAudioLinkSettingsProxy() = default;
const TSoftObjectPtr<UFMODEvent>& GetLinkEvent() const { return FMODLinkEvent; }
int32 GetReceivingBufferSizeInFrames() const { return ReceivingBufferSizeInFrames; }
bool ShouldClearBufferOnReceipt() const { return bShouldZeroBuffer; }
float GetProducerConsumerBufferRatio() const { return ProducerToConsumerBufferRatio; }
float GetInitialSilenceFillRatio() const { return InitialSilenceFillRatio; }
void Update(const UFMODAudioLinkSettings&);
bool IsEventDataLoaded() const;
void RegisterCallback(const TFunction<void()>& InCallback, FDelegateHandle& OutHandle);
bool UnRegisterCallback(const FDelegateHandle& InDelegate);
protected:
void NotifyEventDataLoaded();
private:
#if WITH_EDITOR
void RefreshFromSettings(UAudioLinkSettingsAbstract* InSettings, FPropertyChangedEvent& InPropertyChangedEvent) override;
#endif //WITH_EDITOR
FSimpleMulticastDelegate OnEventLoadedDelegate;
FCriticalSection CS;
friend class UFMODAudioLinkSettings;
TSoftObjectPtr<UFMODEvent> FMODLinkEvent;
int32 ReceivingBufferSizeInFrames;
bool bShouldZeroBuffer = true;
bool bIsEventDataLoaded = false;
float ProducerToConsumerBufferRatio = 2.0f;
float InitialSilenceFillRatio = 1.0f;
};
using FSharedFMODAudioLinkSettingsProxyPtr = TSharedPtr<FFMODAudioLinkSettingsProxy, ESPMode::ThreadSafe>;
UCLASS(config = Engine, defaultconfig)
class FMODSTUDIO_API UFMODAudioLinkSettings : public UAudioLinkSettingsAbstract
{
GENERATED_BODY()
UPROPERTY(Config, EditAnywhere, Category = default)
TSoftObjectPtr<UFMODEvent> LinkEvent;
/** If this is set, the receiving code will clear the buffer after it's read, so it's not rendered by Unreal. Only applies if running both renderers at once. */
UPROPERTY(Config, EditAnywhere, Category = default)
bool bShouldClearBufferOnReceipt = true;
/** This is the ratio of producer to consumer buffer size, 2.0 means its twice as big as the consumer buffer. */
UPROPERTY(Config, EditAnywhere, Category = default)
float ProducerToConsumerBufferRatio = 2.0f;
/** Ratio of initial buffer to fill with silence ahead of consumption. Adjusting this can resolve starvation at the cost of added latency. */
UPROPERTY(Config, EditAnywhere, Category = default)
float InitialSilenceFillRatio = 1.0f;
void RequestLoadLinkEvent() const;
protected:
TSharedPtr<FStreamableHandle> LoadingHandle;
/** Once the SoftObjectReference has been resolved, attach the reference here so it's owned. */
UPROPERTY(Transient)
TObjectPtr<UFMODEvent> LinkEventResolved;
void PostLoad() override; // Only occurs at editor startup and game startup, not PIE
void OnLoadCompleteCallback();
void FinishDestroy() override;
mutable bool bLoadRequested = false;
friend class FFMODAudioLinkSettingsProxy;
int32 GetReceivingBufferSizeInFrames() const;
UAudioLinkSettingsAbstract::FSharedSettingsProxyPtr MakeProxy() const override
{
return UAudioLinkSettingsAbstract::FSharedSettingsProxyPtr(new FFMODAudioLinkSettingsProxy{ *this });
}
FName GetFactoryName() const override;
};