/******************************************************************************* 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 "AssetManagement/AkAssetDatabase.h" #include "AkAudioType.h" #include "AkAcousticTexture.h" #include "AkAudioEvent.h" #include "AkAuxBus.h" #include "AkRtpc.h" #include "AkStateValue.h" #include "AkSwitchValue.h" #include "AkTrigger.h" #include "WwiseUnrealHelper.h" #include "AkAudioDevice.h" #include "AkSettingsPerUser.h" #include "IAudiokineticTools.h" #include "AssetRegistry/AssetRegistryModule.h" #include "AssetToolsModule.h" #include "Async/Async.h" #include "Misc/FeedbackContext.h" #include "ObjectTools.h" #include "Logging/LogMacros.h" #define LOCTEXT_NAMESPACE "AkAudio" AkAssetDatabase& AkAssetDatabase::Get() { static AkAssetDatabase instance; return instance; } AkAssetDatabase::AkAssetDatabase() { AssetRegistryModule = &FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry"); AssetToolsModule = &FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools"); } bool AkAssetDatabase::FindAllAssets(TArray<FAssetData>& OutData) { #if UE_5_1_OR_LATER AssetRegistryModule->Get().GetAssetsByClass(UAkAudioType::StaticClass()->GetClassPathName(), OutData, true); #else AssetRegistryModule->Get().GetAssetsByClass(UAkAudioType::StaticClass()->GetFName(), OutData, true); #endif return OutData.Num() > 0; } bool AkAssetDatabase::FindAssets(const FGuid& AkGuid, TArray<FAssetData>& OutData) { TMultiMap<FName, FString> Search; Search.Add(GET_MEMBER_NAME_CHECKED(FWwiseObjectInfo, WwiseGuid), AkGuid.ToString(EGuidFormats::Digits)); AssetRegistryModule->Get().GetAssetsByTagValues(Search, OutData); return OutData.Num() > 0; } bool AkAssetDatabase::FindAssets(const FString& AssetName, TArray<FAssetData>& OutData) { TMultiMap<FName, FString> Search; Search.Add(GET_MEMBER_NAME_CHECKED(FAssetData, AssetName), AssetName); AssetRegistryModule->Get().GetAssetsByTagValues(Search, OutData); return OutData.Num() > 0; } FAssetData AkAssetDatabase::FindAssetByObjectPath(const FSoftObjectPath& AssetPath) { #if UE_5_1_OR_LATER return AssetRegistryModule->Get().GetAssetByObjectPath(AssetPath); #else return AssetRegistryModule->Get().GetAssetByObjectPath(AssetPath.GetAssetPathName()); #endif } bool AkAssetDatabase::FindFirstAsset(const FGuid& AkGuid, FAssetData& OutAsset) { TArray<FAssetData> Assets; if (FindAssets(AkGuid, Assets)) { OutAsset = Assets[0]; return true; } return false; } bool AkAssetDatabase::FindFirstAsset(const FString& AssetName, FAssetData& OutAsset) { TArray<FAssetData> Assets; if (FindAssets(AssetName, Assets)) { OutAsset = Assets[0]; return true; } return false; } bool AkAssetDatabase::FindAssetsByGuidAndClass(const FGuid& AkGuid, const UClass* StaticClass, TArray<FAssetData>& OutWwiseAssets) { TMultiMap<FName, FString> Search; FARFilter Filter; #if UE_5_1_OR_LATER Filter.ClassPaths.Add(StaticClass->GetClassPathName()); #else Filter.ClassNames.Add(StaticClass->GetFName()); #endif Filter.bRecursiveClasses = true; Filter.TagsAndValues.AddUnique(GET_MEMBER_NAME_CHECKED(FWwiseObjectInfo, WwiseGuid), AkGuid.ToString(EGuidFormats::Digits)); AssetRegistryModule->Get().GetAssets(Filter, OutWwiseAssets); return OutWwiseAssets.Num() > 0; } bool AkAssetDatabase::RenameAsset(const FGuid& Id, const FString& AssetName, const FString& RelativePath) { check(IsInGameThread()); auto parentPath = RelativePath; TArray<FAssetData> AssetData; if (!FindAssets(Id, AssetData)) { UE_LOG(LogAudiokineticTools, Verbose, TEXT("Can't find Wwise asset to rename with ID %s"), *Id.ToString()); return false; } TArray<FAssetRenameData> AssetsToRename; for (FAssetData Asset : AssetData) { if (Asset.AssetName.ToString() != AssetName || parentPath != Asset.PackagePath.ToString()) { if (parentPath.IsEmpty()) { parentPath = Asset.PackagePath.ToString(); } FAssetRenameData NewAssetRenameData(Asset.GetAsset(), parentPath, AssetName); AssetsToRename.Add(NewAssetRenameData); UE_LOG(LogAudiokineticTools, Verbose, TEXT("Renaming Wwise asset %s"), *AssetName); } } if (!AssetToolsModule->Get().RenameAssets(AssetsToRename)) { UE_LOG(LogAudiokineticTools, Error, TEXT("Failed to rename Wwise Assets")); return false; } return true; } void AkAssetDatabase::DeleteAsset(const FGuid& Id) { check(IsInGameThread()); TArray<FAssetData> AssetsToDelete; if (FindAssets(Id, AssetsToDelete)) { ObjectTools::DeleteAssets(AssetsToDelete, true); } } void AkAssetDatabase::DeleteAssets(const TSet<FGuid>& AssetsId) { for (auto& ID : AssetsId) { DeleteAsset(ID); } } void AkAssetDatabase::FixUpRedirectors(const FString& AssetPackagePath) { TArray<UObjectRedirector*> redirectorsToFix; TArray<FAssetData> foundRedirectorsData; #if UE_5_1_OR_LATER AssetRegistryModule->Get().GetAssetsByClass(UObjectRedirector::StaticClass()->GetClassPathName(), foundRedirectorsData); #else AssetRegistryModule->Get().GetAssetsByClass(UObjectRedirector::StaticClass()->GetFName(), foundRedirectorsData); #endif if (foundRedirectorsData.Num() > 0) { for (auto& entry : foundRedirectorsData) { if (auto redirector = Cast<UObjectRedirector>(entry.GetAsset())) { if (redirector->DestinationObject) { auto pathName = redirector->DestinationObject->GetPathName(); if (pathName.StartsWith(AssetPackagePath)) { redirectorsToFix.Add(redirector); } } } } } if (redirectorsToFix.Num() > 0) { AssetToolsModule->Get().FixupReferencers(redirectorsToFix); } } bool AkAssetDatabase::IsAkAudioType(const FAssetData& AssetData) { #if UE_5_1_OR_LATER static const TArray<FTopLevelAssetPath> AkAudioClassPaths = { UAkAcousticTexture::StaticClass()->GetClassPathName(), UAkAudioEvent::StaticClass()->GetClassPathName(), UAkAuxBus::StaticClass()->GetClassPathName(), UAkRtpc::StaticClass()->GetClassPathName(), UAkStateValue::StaticClass()->GetClassPathName(), UAkSwitchValue::StaticClass()->GetClassPathName(), UAkTrigger::StaticClass()->GetClassPathName() }; if (AkAudioClassPaths.Contains(AssetData.AssetClassPath)) return true; #else static const TArray<FName> AkAudioClassNames = { UAkAcousticTexture::StaticClass()->GetFName(), UAkAudioEvent::StaticClass()->GetFName(), UAkAuxBus::StaticClass()->GetFName(), UAkRtpc::StaticClass()->GetFName(), UAkStateValue::StaticClass()->GetFName(), UAkSwitchValue::StaticClass()->GetFName(), UAkTrigger::StaticClass()->GetFName() }; if (AkAudioClassNames.Contains(AssetData.AssetClass)) return true; #endif return false; } bool AkAssetDatabase::CheckIfLoadingAssets() { return AssetRegistryModule->Get().IsLoadingAssets(); } #undef LOCTEXT_NAMESPACE