Minor adjustments to code #4186
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@@ -5,7 +5,6 @@
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#include "Config.h"
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#include "Types.h"
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#include "Engine/Core/Types/BaseTypes.h"
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#include "AudioSource.h"
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/// <summary>
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/// The helper class for that handles active audio backend operations.
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@@ -103,17 +102,8 @@ public:
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class Source
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{
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public:
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FORCE_INLINE static void SetState(AudioSource* source, AudioSource::States state)
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{
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if (source)
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source->_state = state;
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}
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FORCE_INLINE static void SetStreamingFirstChunk(AudioSource* source, int32 chunkIndex)
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{
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if (source)
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source->_streamingFirstChunk = chunkIndex;
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}
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// Helper accessors for Audio Source playback restoring after audio device change
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static void SetStreamingFirstChunk(AudioSource* source, int32 chunkIndex);
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FORCE_INLINE static uint32 Add(const AudioDataInfo& format, const Vector3& position, const Quaternion& orientation, float volume, float pitch, float pan, bool loop, bool spatial, float attenuation, float minDistance, float doppler)
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{
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@@ -12,6 +12,11 @@
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#include "AudioBackend.h"
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#include "Audio.h"
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void AudioBackend::Source::SetStreamingFirstChunk(AudioSource* source, int32 chunkIndex)
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{
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source->_streamingFirstChunk = chunkIndex;
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}
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AudioSource::AudioSource(const SpawnParams& params)
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: Actor(params)
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, _velocity(Vector3::Zero)
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@@ -6,8 +6,6 @@
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#include "Engine/Content/AssetReference.h"
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#include "AudioClip.h"
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class AudioBackend;
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/// <summary>
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/// Represents a source for emitting audio. Audio can be played spatially (gun shot), or normally (music). Each audio source must have an AudioClip to play - back, and it can also have a position in the case of spatial (3D) audio.
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/// </summary>
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@@ -9,9 +9,9 @@
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#include "Engine/Core/Collections/Dictionary.h"
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#include "Engine/Tools/AudioTool/AudioTool.h"
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#include "Engine/Engine/Units.h"
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#include "Engine/Engine/Time.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Profiler/ProfilerMemory.h"
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#include "Engine/Engine/Time.h"
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#include "Engine/Audio/Audio.h"
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#include "Engine/Audio/AudioListener.h"
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#include "Engine/Audio/AudioSource.h"
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