I see there is an "opus audio info" class, I was wondering if there is a good pointer on how to use it?

I want to stream opus encoded audio data into the engine from C++. I found this class searching in the docs:

as well as the USoundWaveProcedural and UAudioComponent components:

I am not very familiar with the audio engine, or playing audio in the engine in general. I was wondering if there is a good pointer to decoding a specific audio format and playing it.

Thanks for any help!

Just in case somebody else comes across this question and wants to do it, here is the code I got working…

Apologies for not following UE4 coding standards:

        // create opus header
        TArray<uint8> l_header;
        FMemoryWriter l_writer(l_header);
        const char* OpusIdentifier = OPUS_ID_STRING;
        l_writer.Serialize((void*)OpusIdentifier, FCStringAnsi::Strlen(OpusIdentifier) + 1);

        uint16 l_sampleRate = 48000;
        l_writer.Serialize(&l_sampleRate, sizeof(uint16));

        uint32 l_trueSampleCount = 1; // don't think this matters reading OpusAudioInfo.cpp:ParseHeader?
        l_writer.Serialize(&l_trueSampleCount, sizeof(uint32));

        uint8 l_numChannels = 2;
        l_writer.Serialize(&l_numChannels, sizeof(uint8));

        uint16 l_numFrames = 1; // don't think this matters reading OpusAudioInfo.cpp:ParseHeader?
        l_writer.Serialize(&l_numFrames, sizeof(uint16));

        FSoundQualityInfo l_qualityInfo;
        bool l_parseHeaderResult = m_opus.ParseHeader(l_header.GetData(), l_header.Num(), &l_qualityInfo);

        bool l_createOpusDecoder = m_opus.CreateDecoder();


        // Later on when you want to decode audio
        AudioPacket l_packet = a_frame.GetData()[i];

        TArray<uint8> l_data = l_packet.GetData();

        TArray<uint8> l_outBuffer;
        l_outBuffer.SetNum(480 * 2 * 2);

        FDecodeResult l_result = m_opus.Decode(l_data.GetData(), l_data.Num(), l_outBuffer.GetData(), l_outBuffer.Num());

        // Do whatever with decoded audio