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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 "AkInclude.h"
- #include "AkAudioInputManager.h"
- // FIXME Rename this class
- class FAudioMixerInputComponent
- {
- public:
- FAudioMixerInputComponent();
- ~FAudioMixerInputComponent();
- bool FillSamplesBuffer(uint32 NumChannels, uint32 NumSamples, float** BufferToFill);
- /** This callback is used to provide the Wwise sound engine with the required audio format. */
- void GetChannelConfig(AkAudioFormat& OutAudioFormat);
- AkPlayingID PostAssociatedAudioInputEvent(class UAkAudioEvent* InputEvent);
- void PostUnregisterGameObject();
- FAkGlobalAudioInputDelegate OnNextBuffer;
- private:
- AkGameObjectID GetAkGameObjectID() const;
- AkPlayingID PlayingID;
- };
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