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Unreal Engine C++ API Reference > Plugins > ElectraDecoders > IElectraDecoder
References
Module | ElectraDecoders |
Header | /Engine/Plugins/Media/ElectraCodecs/Source/ElectraDecoders/Public/IElectraDecoder.h |
Include | #include "IElectraDecoder.h" |
EDecoderError DecodeAccessUnit
(
const FInputAccessUnit & InInputAccessUnit,
const TMap < FString , FVariant > & InAdditionalOptions
)
Remarks
Decodes one access unit. The data sent for decoding must form one complete decodable unit. Partial data is not permitted. You are not required to retain the access unit. The decoder will copy the data internally if required.
Not every call will result in a new decoded output. It is possible that several input access units are required before an output will be made available, even with complete decodable units being provided.
The return value indicates the following:
- None : No error, the access unit was accepted successfully.
- EndOfData : SendEndOfData() was called to drain the decoder to produce output for every access unit that was delivered. All pending output must be retrieved before sending a new access unit.
- NoBuffer : The decoder can not accept new input at the moment unless pending output has been retrieved. If there is no pending output this indicates some abnormal condition and the decoder should be destroyed.
- Error : An error has occurred. Get the details by calling GetError(). The decoder will need to be destroyed and recreated.