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- #pragma once
- #include "AkInclude.h"
- #include "AudioDevice.h"
- #include "AkAudioInputComponent.h"
- #if UE_5_1_OR_LATER
- #include "ISubmixBufferListener.h"
- #endif
- #include "AkSubmixInputComponent.generated.h"
- UCLASS(ClassGroup = Audiokinetic, BlueprintType, hidecategories = (Transform, Rendering, Mobility, LOD, Component, Activation), meta = (BlueprintSpawnableComponent))
- class AKAUDIO_API UAkSubmixInputComponent
- : public UAkAudioInputComponent
- , public ISubmixBufferListener
- {
- GENERATED_BODY()
- public:
- UAkSubmixInputComponent(const class FObjectInitializer& ObjectInitializer);
- virtual void OnNewSubmixBuffer(const USoundSubmix* OwningSubmix, float* AudioData, int32 NumSamples, int32 NumChannels, const int32 SampleRate, double AudioClock) override;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SubmixInput")
- USoundSubmix* SubmixToRecord = nullptr;
- virtual int32 PostAssociatedAudioInputEvent();
- virtual void Stop();
- protected:
-
- virtual bool FillSamplesBuffer(uint32 NumChannels, uint32 NumSamples, float** BufferToFill) override;
-
- virtual void GetChannelConfig(AkAudioFormat& AudioFormat) override;
- private:
- int32 NumChannels;
- int32 SampleRate;
- int32 BufferLength;
- Audio::TCircularAudioBuffer<float> SampleBuffer;
- TArray<float> PoppedSamples;
- Audio::FMixerDevice* GetAudioMixerDevice();
- int32 PlayingID = AK_INVALID_PLAYING_ID;
- };
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