voirs-spatial 0.1.0-rc.1

3D spatial audio and HRTF processing for VoiRS
Documentation
//! Unreal Engine integration for VoiRS spatial audio

use super::audio::GamingAudioManager;
use crate::Result;

impl GamingAudioManager {
    /// Initialize Unreal Engine-specific audio system
    pub(super) async fn initialize_unreal(&self) -> Result<()> {
        // Unreal Engine-specific initialization
        self.initialize_unreal_audio_system().await?;
        self.setup_unreal_spatial_processing().await?;
        self.configure_unreal_memory_management().await?;
        Ok(())
    }

    /// Initialize Unreal Engine audio system integration
    async fn initialize_unreal_audio_system(&self) -> Result<()> {
        // Initialize Unreal Engine audio system integration
        tracing::info!("Initializing Unreal Engine audio system integration");

        // Set up Unreal's audio engine integration
        self.setup_unreal_audio_engine().await?;

        // Configure Unreal audio thread pool
        let thread_count = match self.config.target_fps {
            30 => 3,
            60 => 6,
            120 => 8,
            _ => 6,
        };

        tracing::info!("Configuring Unreal audio with {} threads", thread_count);

        // Initialize Unreal audio component pooling
        self.setup_unreal_audio_component_pool().await?;

        // Set up Unreal audio occlusion system
        self.setup_unreal_audio_occlusion().await?;

        Ok(())
    }

    /// Configure Unreal Engine's spatial audio processing
    async fn setup_unreal_spatial_processing(&self) -> Result<()> {
        // Configure Unreal Engine's spatial audio processing
        tracing::info!("Setting up Unreal Engine spatial audio processing");

        // Initialize Unreal's spatial audio plugin architecture
        self.setup_unreal_spatial_plugin().await?;

        // Configure Unreal audio spatialization settings
        self.configure_unreal_spatialization().await?;

        // Set up Unreal reverb and environmental audio
        self.setup_unreal_environmental_audio().await?;

        // Configure Unreal audio streaming
        self.setup_unreal_audio_streaming().await?;

        Ok(())
    }

    /// Configure Unreal Engine-specific memory management
    async fn configure_unreal_memory_management(&self) -> Result<()> {
        // Configure Unreal Engine-specific memory management
        tracing::info!("Configuring Unreal Engine memory management");

        // Set up Unreal's audio memory allocation
        let audio_pool_size = (self.config.memory_budget_mb as f32 * 0.5) as u32; // 50% for audio pool
        let streaming_size = (self.config.memory_budget_mb as f32 * 0.3) as u32; // 30% for streaming
        let effect_size = (self.config.memory_budget_mb as f32 * 0.2) as u32; // 20% for effects

        tracing::info!(
            "Unreal memory allocation: {}MB audio pool, {}MB streaming, {}MB effects",
            audio_pool_size,
            streaming_size,
            effect_size
        );

        // Configure Unreal garbage collection for audio
        self.configure_unreal_gc_settings().await?;

        // Set up Unreal audio asset streaming
        self.setup_unreal_asset_streaming().await?;

        Ok(())
    }

    /// Set up Unreal Engine's audio engine integration
    async fn setup_unreal_audio_engine(&self) -> Result<()> {
        // Set up Unreal Engine's audio engine integration
        tracing::info!("Setting up Unreal Engine audio engine");

        // This would initialize the Unreal audio engine subsystem
        // and configure it for VoiRS integration

        Ok(())
    }

    /// Set up Unreal AudioComponent pooling system
    async fn setup_unreal_audio_component_pool(&self) -> Result<()> {
        // Set up Unreal AudioComponent pooling system
        tracing::info!("Setting up Unreal AudioComponent pooling");

        let pool_size = self.config.max_sources;
        tracing::info!(
            "Creating Unreal AudioComponent pool with {} components",
            pool_size
        );

        // This would create a pool of Unreal AudioComponent objects
        // for efficient audio source management

        Ok(())
    }

    /// Configure Unreal audio occlusion system
    async fn setup_unreal_audio_occlusion(&self) -> Result<()> {
        // Configure Unreal audio occlusion system
        tracing::info!("Setting up Unreal audio occlusion system");

        // This would integrate with Unreal's collision system
        // for realistic audio occlusion and obstruction

        Ok(())
    }

    /// Set up Unreal spatial audio plugin
    async fn setup_unreal_spatial_plugin(&self) -> Result<()> {
        // Set up Unreal spatial audio plugin
        tracing::info!("Setting up Unreal spatial audio plugin");

        // This would configure Unreal's spatial audio plugin system
        // to work with VoiRS spatial processing

        Ok(())
    }

    /// Configure Unreal spatialization settings
    async fn configure_unreal_spatialization(&self) -> Result<()> {
        // Configure Unreal spatialization settings
        tracing::info!("Configuring Unreal spatialization settings");

        // Set up HRTF, distance models, and other spatial audio parameters
        // specific to Unreal Engine's audio system

        Ok(())
    }

    /// Set up Unreal environmental audio and reverb
    async fn setup_unreal_environmental_audio(&self) -> Result<()> {
        // Set up Unreal environmental audio and reverb
        tracing::info!("Setting up Unreal environmental audio");

        // This would configure Unreal's reverb zones, sound propagation,
        // and environmental audio effects

        Ok(())
    }

    /// Configure Unreal audio streaming system
    async fn setup_unreal_audio_streaming(&self) -> Result<()> {
        // Configure Unreal audio streaming system
        tracing::info!("Setting up Unreal audio streaming");

        // This would set up efficient audio asset streaming
        // for large game worlds

        Ok(())
    }

    /// Configure Unreal garbage collection for audio
    async fn configure_unreal_gc_settings(&self) -> Result<()> {
        // Configure Unreal garbage collection for audio
        tracing::info!("Configuring Unreal GC settings for audio");

        // Optimize Unreal's garbage collection to minimize
        // impact on real-time audio processing

        Ok(())
    }

    /// Set up Unreal audio asset streaming
    async fn setup_unreal_asset_streaming(&self) -> Result<()> {
        // Set up Unreal audio asset streaming
        tracing::info!("Setting up Unreal audio asset streaming");

        // Configure efficient streaming of audio assets
        // to support large game worlds with many audio sources

        Ok(())
    }
}