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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 "CoreMinimal.h"
 
- #include "Modules/ModuleInterface.h"
 
- #include "Modules/ModuleManager.h"
 
- #include "AudioDevice.h" 
 
- /**
 
-  * The public interface to this module.  In most cases, this interface is only public to sibling modules 
 
-  * within this plugin.
 
-  */
 
- class IAkAudioMixerModule : public IAudioDeviceModule
 
- {
 
- public:
 
- 	/**
 
- 	 * Singleton-like access to this module's interface.  This is just for convenience!
 
- 	 * Beware of calling this during the shutdown phase, though.  Your module might have been unloaded already.
 
- 	 *
 
- 	 * @return Returns singleton instance, loading the module on demand if needed
 
- 	 */
 
- 	static inline IAkAudioMixerModule& Get()
 
- 	{
 
- 		return FModuleManager::LoadModuleChecked< IAkAudioMixerModule >( "AkAudioMixer" );
 
- 	}
 
- 	/**
 
- 	 * Checks to see if this module is loaded and ready.  It is only valid to call Get() if IsAvailable() returns true.
 
- 	 *
 
- 	 * @return True if the module is loaded and ready to use
 
- 	 */
 
- 	static inline bool IsAvailable()
 
- 	{
 
- 		return FModuleManager::Get().IsModuleLoaded( "AkAudioMixer" );
 
- 	}
 
- };
 
- class FAkAudioMixerModule : public IAkAudioMixerModule
 
- {
 
- 	/** IModuleInterface implementation */
 
- 	virtual void StartupModule() override;
 
- 	virtual void ShutdownModule() override;
 
- 	/** IAudioDeviceModule implementation */
 
- 	virtual bool IsAudioMixerModule() const override;
 
- 	//virtual FAudioDevice* CreateAudioDevice() override;
 
- 	virtual Audio::IAudioMixerPlatformInterface* CreateAudioMixerPlatformInterface() override;
 
- };
 
 
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