/******************************************************************************* The content of this file includes portions of the AUDIOKINETIC Wwise Technology released in source code form as part of the SDK installer package. Commercial License Usage Licensees holding valid commercial 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. Apache License Usage Alternatively, this file may be used under the Apache License, Version 2.0 (the "Apache License"); you may not use this file except in compliance with the Apache License. You may obtain a copy of the Apache License at http://www.apache.org/licenses/LICENSE-2.0. Unless required by applicable law or agreed to in writing, software distributed under the Apache License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the Apache License for the specific language governing permissions and limitations under the License. Copyright (c) 2023 Audiokinetic Inc. *******************************************************************************/ #ifndef _AK_ACOUSTICTEXTURE_H_ #define _AK_ACOUSTICTEXTURE_H_ #include struct AkAcousticTexture { AkAcousticTexture() : ID(0) , fAbsorptionOffset(0.0f) , fAbsorptionLow(0.0f) , fAbsorptionMidLow(0.0f) , fAbsorptionMidHigh(0.0f) , fAbsorptionHigh(0.0f) , fScattering(0.0f) {} //Constructor AkAcousticTexture( AkUInt32 in_ID, AkReal32 in_fAbsorptionOffset, AkReal32 in_fAbsorptionLow, AkReal32 in_fAbsorptionMidLow, AkReal32 in_fAbsorptionMidHigh, AkReal32 in_fAbsorptionHigh, AkReal32 in_fScattering) :ID(in_ID) ,fAbsorptionOffset(in_fAbsorptionOffset) ,fAbsorptionLow(in_fAbsorptionLow) ,fAbsorptionMidLow(in_fAbsorptionMidLow) ,fAbsorptionMidHigh(in_fAbsorptionMidHigh) ,fAbsorptionHigh(in_fAbsorptionHigh) ,fScattering(in_fScattering) { } static bool Same(const AkAcousticTexture& lhs, const AkAcousticTexture& rhs) { return lhs.fAbsorptionLow == rhs.fAbsorptionLow && lhs.fAbsorptionMidLow == rhs.fAbsorptionMidLow && lhs.fAbsorptionMidHigh == rhs.fAbsorptionMidHigh && lhs.fAbsorptionHigh == rhs.fAbsorptionHigh && lhs.fAbsorptionOffset == rhs.fAbsorptionOffset && lhs.fScattering == rhs.fScattering; } AkUInt32 ID; AkReal32 fAbsorptionOffset; AkReal32 fAbsorptionLow; AkReal32 fAbsorptionMidLow; AkReal32 fAbsorptionMidHigh; AkReal32 fAbsorptionHigh; AkReal32 fScattering; }; #endif