/******************************************************************************* 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. *******************************************************************************/ #pragma once #include "Serialization/BulkData.h" #include "UObject/Object.h" #include "AkAudioType.h" #include "AkDeprecated.generated.h" //These classes are deprecated but we use them during migration to clean up old assets UCLASS() class AKAUDIO_API UAkAssetData : public UObject { GENERATED_BODY() FByteBulkData Data; void Serialize(FArchive& Ar) override { Super::Serialize(Ar); Data.Serialize(Ar, this); } }; UCLASS() class AKAUDIO_API UAkAssetPlatformData : public UObject { GENERATED_BODY() #if WITH_EDITORONLY_DATA UPROPERTY(transient, VisibleAnywhere, Category = "UAkAssetData") TMap AssetDataPerPlatform; #endif UPROPERTY(transient) UAkAssetData* CurrentAssetData = nullptr; void Serialize(FArchive& Ar) override { Super::Serialize(Ar); #if WITH_EDITORONLY_DATA Ar << AssetDataPerPlatform; #endif } }; struct AKAUDIO_API FAkMediaDataChunk { FByteBulkData Data; bool IsPrefetch = false; void Serialize(FArchive& Ar, UObject* Owner) { Ar << IsPrefetch; Data.Serialize(Ar, Owner); } }; UCLASS() class AKAUDIO_API UAkMediaAssetData : public UObject { GENERATED_BODY() TIndirectArray DataChunks; void Serialize(FArchive& Ar) override { Super::Serialize(Ar); int32 numChunks = DataChunks.Num(); Ar << numChunks; if (Ar.IsLoading()) { DataChunks.Empty(); for (int32 i = 0; i < numChunks; ++i) { DataChunks.Add(new FAkMediaDataChunk()); } } for (int32 i = 0; i < numChunks; ++i) { DataChunks[i].Serialize(Ar, this); } } }; UCLASS() class AKAUDIO_API UAkMediaAsset : public UObject { GENERATED_BODY() UPROPERTY(transient, VisibleAnywhere, Category = "AkMediaAsset") TMap MediaAssetDataPerPlatform; void Serialize(FArchive& Ar) override { Super::Serialize(Ar); Ar << MediaAssetDataPerPlatform; } }; UCLASS() class AKAUDIO_API UAkLocalizedMediaAsset : public UAkMediaAsset { GENERATED_BODY() }; UCLASS() class AKAUDIO_API UAkExternalMediaAsset : public UAkMediaAsset { GENERATED_BODY() }; UCLASS() class AKAUDIO_API UAkFolder : public UAkAudioType { GENERATED_BODY() #if WITH_EDITORONLY_DATA virtual FWwiseObjectInfo* GetInfoMutable() override { return nullptr; } #endif };