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//! 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(())
}
}