bool FSLESSoundSource::ReadMorePCMData(const int32 BufferIndex)
{
	USoundWave *WaveData = WaveInstance->WaveData;
	if (WaveData && WaveData->bProcedural)
	{
		return ReadProceduralData(BufferIndex);
	}
	else
	{
		return Buffer->ReadCompressedData(AudioBuffers[BufferIndex].AudioData, WaveInstance->LoopingMode != LOOP_Never);
	}
}
bool FCoreAudioSoundSource::ReadMorePCMData( const int32 BufferIndex )
{
	CoreAudioBuffers[BufferIndex].ReadCursor = 0;

	USoundWave *WaveData = WaveInstance->WaveData;
	if( WaveData && WaveData->bProcedural )
	{
		return ReadProceduralData( BufferIndex );
	}
	else
	{
		NumActiveBuffers++;
		return Buffer->ReadCompressedData( CoreAudioBuffers[BufferIndex].AudioData, WaveInstance->LoopingMode != LOOP_Never );
	}
}