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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

45 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AudioDecompress.h"
/**
* Decoder thunk to the Bink Audio libraries. Also manages file parsing
* for the cooked data.
*/
class FBinkAudioInfo : public IStreamedCompressedInfo
{
public:
BINKAUDIODECODER_API FBinkAudioInfo();
BINKAUDIODECODER_API virtual ~FBinkAudioInfo();
//~ Begin IStreamedCompressedInfo Interface
virtual bool ParseHeader(const uint8* InSrcBufferData, uint32 InSrcBufferDataSize, FSoundQualityInfo* QualityInfo) override;
virtual int32 GetFrameSize() override;
virtual uint32 GetMaxFrameSizeSamples() const override;
virtual bool CreateDecoder() override;
virtual void SeekToTime(const float SeekToTimeSeconds) override;
virtual void SeekToFrame(const uint32 SeekTimeFrames) override;
virtual FDecodeResult Decode(const uint8* CompressedData, const int32 CompressedDataSize, uint8* OutPCMData, const int32 OutputPCMDataSize) override;
virtual bool HasError() const override;
//~ End IStreamedCompressedInfo Interface
protected:
using Super = IStreamedCompressedInfo;
void NotifySeek();
// copied from header during ParseHeader
uint32 MaxCompSpaceNeeded;
uint32 SampleRate;
// we lazy init this because the general use case (streaming) should always be able to decode
// directly to the output buffer.
TArray<uint8, TAlignedHeapAllocator<16>> OutputReservoir;
struct BinkAudioDecoder* Decoder = 0;
TArray<uint8, TAlignedHeapAllocator<16>> RawMemory;
bool bErrorStateLatch = false;
};