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- /*******************************************************************************
- 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 "Wwise/WwiseDeferredQueue.h"
- #include "WwiseUnrealHelper.h"
- struct WWISECONCURRENCY_API FWwiseRetriggerableAsyncTask
- {
- using FFunction = TUniqueFunction<EWwiseDeferredAsyncResult()>;
- DECLARE_MULTICAST_DELEGATE(FGameThreadDelegate);
- FWwiseRetriggerableAsyncTask(ENamedThreads::Type DesiredThread, FFunction&& InFunction);
- ~FWwiseRetriggerableAsyncTask();
- /**
- * @brief Send the task to the task graph. It will be rescheduled on the given thread until the function returns EWwiseDeferredAsyncResult::Done.
- */
- void ScheduleTask();
- private:
- ENamedThreads::Type NamedThread;
- FFunction Task;
- };
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