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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 "Async/AsyncWork.h"
- #include "Templates/SharedPointer.h"
- #include "AssetManagement/WwiseProjectInfo.h"
- #include "AssetManagement/AkSoundBankGenerationManager.h"
- class AkGenerateSoundBanksTask : public FNonAbandonableTask
- {
- public:
- AkGenerateSoundBanksTask(const AkSoundBankGenerationManager::FInitParameters& InitParameters);
- ~AkGenerateSoundBanksTask();
- void DoWork();
- FORCEINLINE TStatId GetStatId() const
- {
- RETURN_QUICK_DECLARE_CYCLE_STAT(AkGenerateSoundBanksTask, STATGROUP_ThreadPoolAsyncTasks);
- }
- static void ExecuteForEditorPlatform();
- static void CreateAndExecuteTask(const AkSoundBankGenerationManager::FInitParameters& InitParameters);
- private:
- TSharedPtr<AkSoundBankGenerationManager, ESPMode::ThreadSafe> GenerationManager;
- };
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