/******************************************************************************* The content of this file includes portions of the proprietary AUDIOKINETIC Wwise Technology released in source code form as part of the game integration package. The content of this file may not be used without valid licenses to the AUDIOKINETIC Wwise Technology. Note that the use of the game engine is subject to the Unreal(R) Engine End User License Agreement at https://www.unrealengine.com/en-US/eula/unreal License Usage Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use this file in accordance with the end user license agreement provided with the software or, alternatively, in accordance with the terms contained in a written agreement between you and Audiokinetic Inc. Copyright (c) 2023 Audiokinetic Inc. *******************************************************************************/ #include "Platforms/AkUEPlatform.h" #include "AkAudioDevice.h" #include "Interfaces/IProjectManager.h" #include "ProjectDescriptor.h" #if WITH_EDITOR #include "PlatformInfo.h" #include "Platforms/AkPlatformInfo.h" TMap UAkPlatformInfo::UnrealNameToPlatformInfo; TMap UAkPlatformInfo::UnrealTargetNameToSharedPlatformId; TSet AkUnrealPlatformHelper::GetAllSupportedUnrealPlatforms() { TSet SupportedPlatforms; #if UE_5_0_OR_LATER for (const PlatformInfo::FTargetPlatformInfo* TargetPlatformInfo : PlatformInfo::GetPlatformInfoArray()) { auto Info = *TargetPlatformInfo; FName PlatformInfoName = Info.Name; FString VanillaName = Info.VanillaInfo->Name.ToString(); #else for (const PlatformInfo::FPlatformInfo& Info : PlatformInfo::GetPlatformInfoArray()) { FName PlatformInfoName = Info.PlatformInfoName; FString VanillaName = Info.VanillaPlatformName.ToString(); #endif bool bIsGame = Info.PlatformType == EBuildTargetType::Game; if (Info.IsVanilla() && bIsGame && (PlatformInfoName != TEXT("AllDesktop"))) { VanillaName.RemoveFromEnd(TEXT("NoEditor")); SupportedPlatforms.Add(VanillaName); } } return SupportedPlatforms; } TSet AkUnrealPlatformHelper::GetAllSupportedUnrealPlatformsForProject() { TSet SupportedPlatforms = GetAllSupportedUnrealPlatforms(); IProjectManager& ProjectManager = IProjectManager::Get(); auto* CurrentProject = ProjectManager.GetCurrentProject(); if (CurrentProject && CurrentProject->TargetPlatforms.Num() > 0) { auto& TargetPlatforms = CurrentProject->TargetPlatforms; TSet AvailablePlatforms; for (const auto& TargetPlatform : TargetPlatforms) { FString PlatformName = TargetPlatform.ToString(); PlatformName.RemoveFromEnd(TEXT("NoEditor")); AvailablePlatforms.Add(PlatformName); } auto Intersection = SupportedPlatforms.Intersect(AvailablePlatforms); if (Intersection.Num() > 0) { SupportedPlatforms = Intersection; } } return SupportedPlatforms; } TArray> AkUnrealPlatformHelper::GetAllSupportedWwisePlatforms(bool ProjectScope /* = false */) { TArray> WwisePlatforms; TSet TemporaryWwisePlatformNames; auto UnrealPlatforms = ProjectScope ? GetAllSupportedUnrealPlatformsForProject() : GetAllSupportedUnrealPlatforms(); for (const auto& AvailablePlatform : UnrealPlatforms) { FString SettingsClassName = FString::Format(TEXT("Ak{0}InitializationSettings"), { *AvailablePlatform }); #if UE_5_1_OR_LATER SettingsClassName = "/Script/AkAudio." + SettingsClassName; if (UClass::TryFindTypeSlow(*SettingsClassName)) #else if (FindObject(ANY_PACKAGE, *SettingsClassName)) #endif { TemporaryWwisePlatformNames.Add(AvailablePlatform); } } TemporaryWwisePlatformNames.Sort([](const FString& L, const FString& R) { return L.Compare(R) < 0; }); for (const auto& WwisePlatformName : TemporaryWwisePlatformNames) { WwisePlatforms.Add(TSharedPtr(new FString(WwisePlatformName))); } return WwisePlatforms; } bool AkUnrealPlatformHelper::IsEditorPlatform(FString Platform) { return Platform == "Windows" || Platform == "Mac" || Platform == "Linux"; } #endif // WITH_EDITOR