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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 "HAL/CriticalSection.h"
- #include "Misc/Guid.h"
- #include "AssetRegistry/AssetData.h"
- class FAssetRegistryModule;
- class FAssetToolsModule;
- struct FAssetRenameData;
- class AUDIOKINETICTOOLS_API AkAssetDatabase
- {
- public:
- static AkAssetDatabase& Get();
- bool FindAllAssets(TArray<FAssetData>& OutData);
- bool FindAssets(const FGuid& AkGuid, TArray<FAssetData>& OutData);
- bool FindAssets(const FString& AkAssetName, TArray<FAssetData>& OutData);
- FAssetData FindAssetByObjectPath(const FSoftObjectPath& AssetPath);
- bool FindFirstAsset(const FGuid& AkGuid, FAssetData& OutAsset);
- bool FindFirstAsset(const FString& AkAssetName, FAssetData& OutAsset);
- bool FindAssetsByGuidAndClass(const FGuid& AkGuid, const UClass* StaticClass, TArray<FAssetData>& OutWwiseAssets);
- bool RenameAsset(const FGuid& Id, const FString& AssetName, const FString& RelativePath);
- void DeleteAsset(const FGuid& Id);
- void DeleteAssets(const TSet<FGuid>& AssetsId);
- void FixUpRedirectors(const FString& AssetPackagePath);
- bool CheckIfLoadingAssets();
- mutable FCriticalSection InitBankLock;
- private:
- AkAssetDatabase();
- bool IsAkAudioType(const FAssetData& AssetData);
- private:
- FAssetRegistryModule* AssetRegistryModule = nullptr;
- FAssetToolsModule* AssetToolsModule = nullptr;
- };
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