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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/WwiseFileHandlerModule.h"
- #include "Wwise/WwiseStreamableFileHandler.h"
- struct FWwiseSoundBankCookedData;
- class IWwiseSoundBankManager : public IWwiseStreamableFileHandler
- {
- public:
- inline static IWwiseSoundBankManager* Get()
- {
- if (auto* Module = IWwiseFileHandlerModule::GetModule())
- {
- return Module->GetSoundBankManager();
- }
- return nullptr;
- }
- using FLoadSoundBankCallback = TUniqueFunction<void(bool bSuccess)>;
- using FUnloadSoundBankCallback = TUniqueFunction<void()>;
- virtual void LoadSoundBank(const FWwiseSoundBankCookedData& InSoundBankCookedData, const FString& InRootPath, FLoadSoundBankCallback&& InCallback) = 0;
- virtual void UnloadSoundBank(const FWwiseSoundBankCookedData& InSoundBankCookedData, const FString& InRootPath, FUnloadSoundBankCallback&& InCallback) = 0;
- virtual void SetGranularity(AkUInt32 Uint32) = 0;
- };
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