void USoundNodeLocalPlayer::ParseNodes(FAudioDevice* AudioDevice, const UPTRINT NodeWaveInstanceHash, FActiveSound& ActiveSound, const FSoundParseParameters& ParseParams, TArray<FWaveInstance*>& WaveInstances)
{
	// The accesses to the Pawn will be unsafe once we thread audio, deal with this at that point
	check(IsInGameThread());

	AActor* SoundOwner = ActiveSound.GetAudioComponentID() ? UAudioComponent::GetAudioComponentFromID(ActiveSound.GetAudioComponentID())->GetOwner() : nullptr;
	APlayerController* PCOwner = Cast<APlayerController>(SoundOwner);
	APawn* PawnOwner = (PCOwner ? PCOwner->GetPawn() : Cast<APawn>(SoundOwner));

	const bool bLocallyControlled = PawnOwner && PawnOwner->IsLocallyControlled() && Cast<APlayerController>(PawnOwner->Controller);
	const int32 PlayIndex = bLocallyControlled ? 0 : 1;

	if (PlayIndex < ChildNodes.Num() && ChildNodes[PlayIndex])
	{
		ChildNodes[PlayIndex]->ParseNodes(AudioDevice, GetNodeWaveInstanceHash(NodeWaveInstanceHash, ChildNodes[PlayIndex], PlayIndex), ActiveSound, ParseParams, WaveInstances);
	}
}
void USoundWave::Parse( FAudioDevice* AudioDevice, const UPTRINT NodeWaveInstanceHash, FActiveSound& ActiveSound, const FSoundParseParameters& ParseParams, TArray<FWaveInstance*>& WaveInstances )
{
	FWaveInstance* WaveInstance = ActiveSound.FindWaveInstance(NodeWaveInstanceHash);

	// Create a new WaveInstance if this SoundWave doesn't already have one associated with it.
	if( WaveInstance == NULL )
	{
		if( !ActiveSound.bRadioFilterSelected )
		{
			ActiveSound.ApplyRadioFilter(ParseParams);
		}

		WaveInstance = HandleStart( ActiveSound, NodeWaveInstanceHash);
	}

	// Looping sounds are never actually finished
	if (bLooping || ParseParams.bLooping)
	{
		WaveInstance->bIsFinished = false;
#if !(NO_LOGGING || UE_BUILD_SHIPPING || UE_BUILD_TEST)
		if (!ActiveSound.bWarnedAboutOrphanedLooping && ActiveSound.GetAudioComponentID() == 0)
		{
			UE_LOG(LogAudio, Warning, TEXT("Detected orphaned looping sound '%s'."), *ActiveSound.GetSound()->GetName());
			ActiveSound.bWarnedAboutOrphanedLooping = true;
		}
#endif
	}

	// Check for finished paths.
	if( !WaveInstance->bIsFinished )
	{
		// Propagate properties and add WaveInstance to outgoing array of FWaveInstances.
		WaveInstance->Volume = ParseParams.Volume * Volume;
		WaveInstance->VolumeMultiplier = ParseParams.VolumeMultiplier;
		WaveInstance->VolumeApp = ParseParams.VolumeApp;
		WaveInstance->Pitch = ParseParams.Pitch * Pitch;
		WaveInstance->bEnableLowPassFilter = ParseParams.bEnableLowPassFilter;
		WaveInstance->bIsOccluded = ParseParams.bIsOccluded;
		WaveInstance->LowPassFilterFrequency = ParseParams.LowPassFilterFrequency;
		WaveInstance->OcclusionFilterFrequency = ParseParams.OcclusionFilterFrequency;
		WaveInstance->AttenuationFilterFrequency = ParseParams.AttenuationFilterFrequency;
		WaveInstance->AmbientZoneFilterFrequency = ParseParams.AmbientZoneFilterFrequency;
		WaveInstance->bApplyRadioFilter = ActiveSound.bApplyRadioFilter;
		WaveInstance->StartTime = ParseParams.StartTime;
		WaveInstance->UserIndex = ActiveSound.UserIndex;
		WaveInstance->OmniRadius = ParseParams.OmniRadius;
		WaveInstance->StereoSpread = ParseParams.StereoSpread;
		WaveInstance->AttenuationDistance = ParseParams.AttenuationDistance;
		WaveInstance->AbsoluteAzimuth = ParseParams.AbsoluteAzimuth;

		bool bAlwaysPlay = false;

		// Properties from the sound class
		WaveInstance->SoundClass = ParseParams.SoundClass;
		if (ParseParams.SoundClass)
		{
			FSoundClassProperties* SoundClassProperties = AudioDevice->GetSoundClassCurrentProperties(ParseParams.SoundClass);
			// Use values from "parsed/ propagated" sound class properties
			WaveInstance->VolumeMultiplier *= SoundClassProperties->Volume;
			WaveInstance->Pitch *= SoundClassProperties->Pitch;
			//TODO: Add in HighFrequencyGainMultiplier property to sound classes

			WaveInstance->VoiceCenterChannelVolume = SoundClassProperties->VoiceCenterChannelVolume;
			WaveInstance->RadioFilterVolume = SoundClassProperties->RadioFilterVolume * ParseParams.VolumeMultiplier;
			WaveInstance->RadioFilterVolumeThreshold = SoundClassProperties->RadioFilterVolumeThreshold * ParseParams.VolumeMultiplier;
			WaveInstance->StereoBleed = SoundClassProperties->StereoBleed;
			WaveInstance->LFEBleed = SoundClassProperties->LFEBleed;
			
			WaveInstance->bIsUISound = ActiveSound.bIsUISound || SoundClassProperties->bIsUISound;
			WaveInstance->bIsMusic = ActiveSound.bIsMusic || SoundClassProperties->bIsMusic;
			WaveInstance->bCenterChannelOnly = ActiveSound.bCenterChannelOnly || SoundClassProperties->bCenterChannelOnly;
			WaveInstance->bEQFilterApplied = ActiveSound.bEQFilterApplied || SoundClassProperties->bApplyEffects;
			WaveInstance->bReverb = ActiveSound.bReverb || SoundClassProperties->bReverb;
			WaveInstance->OutputTarget = SoundClassProperties->OutputTarget;

			if (SoundClassProperties->bApplyAmbientVolumes)
			{
				WaveInstance->VolumeMultiplier *= ParseParams.InteriorVolumeMultiplier;
				WaveInstance->RadioFilterVolume *= ParseParams.InteriorVolumeMultiplier;
				WaveInstance->RadioFilterVolumeThreshold *= ParseParams.InteriorVolumeMultiplier;
			}

			bAlwaysPlay = ActiveSound.bAlwaysPlay || SoundClassProperties->bAlwaysPlay;
		}
		else
		{
			WaveInstance->VoiceCenterChannelVolume = 0.f;
			WaveInstance->RadioFilterVolume = 0.f;
			WaveInstance->RadioFilterVolumeThreshold = 0.f;
			WaveInstance->StereoBleed = 0.f;
			WaveInstance->LFEBleed = 0.f;
			WaveInstance->bEQFilterApplied = ActiveSound.bEQFilterApplied;
			WaveInstance->bIsUISound = ActiveSound.bIsUISound;
			WaveInstance->bIsMusic = ActiveSound.bIsMusic;
			WaveInstance->bReverb = ActiveSound.bReverb;
			WaveInstance->bCenterChannelOnly = ActiveSound.bCenterChannelOnly;

			bAlwaysPlay = ActiveSound.bAlwaysPlay;
		}

		// If set to bAlwaysPlay, increase the current sound's priority scale by 10x. This will still result in a possible 0-priority output if the sound has 0 actual volume
		if (bAlwaysPlay)
		{
			WaveInstance->Priority = MAX_FLT;
		}
		else
		{
			WaveInstance->Priority = ParseParams.Priority;
		}

		WaveInstance->Location = ParseParams.Transform.GetTranslation();
		WaveInstance->bIsStarted = true;
		WaveInstance->bAlreadyNotifiedHook = false;
		WaveInstance->bUseSpatialization = ParseParams.bUseSpatialization;
		WaveInstance->SpatializationAlgorithm = ParseParams.SpatializationAlgorithm;
		WaveInstance->WaveData = this;
		WaveInstance->NotifyBufferFinishedHooks = ParseParams.NotifyBufferFinishedHooks;
		WaveInstance->LoopingMode = ((bLooping || ParseParams.bLooping) ? LOOP_Forever : LOOP_Never);
		WaveInstance->bIsPaused = ParseParams.bIsPaused;

		if (AudioDevice->IsHRTFEnabledForAll() && ParseParams.SpatializationAlgorithm == SPATIALIZATION_Default)
		{
			WaveInstance->SpatializationAlgorithm = SPATIALIZATION_HRTF;
		}
		else
		{
			WaveInstance->SpatializationAlgorithm = ParseParams.SpatializationAlgorithm;
		}

		// Only append to the wave instances list if we're virtual (always append) or we're audible (non-zero volume)
		if (WaveInstance->GetVolume() > KINDA_SMALL_NUMBER || (bVirtualizeWhenSilent && AudioDevice->VirtualSoundsEnabled()))
		{
			WaveInstances.Add(WaveInstance);
		}

		// We're still alive.
		ActiveSound.bFinished = false;

		// Sanity check
		if( NumChannels > 2 && WaveInstance->bUseSpatialization && !WaveInstance->bReportedSpatializationWarning)
		{
			static TSet<USoundWave*> ReportedSounds;
			if (!ReportedSounds.Contains(this))
			{
				FString SoundWarningInfo = FString::Printf(TEXT("Spatialisation on stereo and multichannel sounds is not supported. SoundWave: %s"), *GetName());
				if (ActiveSound.GetSound() != this)
				{
					SoundWarningInfo += FString::Printf(TEXT(" SoundCue: %s"), *ActiveSound.GetSound()->GetName());
				}

#if !NO_LOGGING
				const uint64 AudioComponentID = ActiveSound.GetAudioComponentID();
				if (AudioComponentID > 0)
				{
					FAudioThread::RunCommandOnGameThread([AudioComponentID, SoundWarningInfo]()
					{
						if (UAudioComponent* AudioComponent = UAudioComponent::GetAudioComponentFromID(AudioComponentID))
						{
							AActor* SoundOwner = AudioComponent->GetOwner();
							UE_LOG(LogAudio, Warning, TEXT( "%s Actor: %s AudioComponent: %s" ), *SoundWarningInfo, (SoundOwner ? *SoundOwner->GetName() : TEXT("None")), *AudioComponent->GetName() );
						}
						else
						{
							UE_LOG(LogAudio, Warning, TEXT("%s"), *SoundWarningInfo );
						}
					});
				}
				else
				{
					UE_LOG(LogAudio, Warning, TEXT("%s"), *SoundWarningInfo );
				}
#endif

				ReportedSounds.Add(this);
			}
			WaveInstance->bReportedSpatializationWarning = true;
		}
	}
}