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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 "ComponentAssetBroker.h"
- #include "AkAudioEvent.h"
- //////////////////////////////////////////////////////////////////////////
- // FAkEventAssetBroker
- class FAkEventAssetBroker : public IComponentAssetBroker
- {
- public:
- UClass* GetSupportedAssetClass() override
- {
- return UAkAudioEvent::StaticClass();
- }
- virtual bool AssignAssetToComponent(UActorComponent* InComponent, UObject* InAsset) override
- {
- UAkComponent* AkComp = Cast<UAkComponent>(InComponent);
- UAkAudioEvent* AkEvent = Cast<UAkAudioEvent>(InAsset);
-
- if (AkComp && AkEvent)
- {
- AkComp->AkAudioEvent = AkEvent;
- return true;
- }
- return false;
- }
- virtual UObject* GetAssetFromComponent(UActorComponent* InComponent) override
- {
- UAkComponent* AkComp = Cast<UAkComponent>(InComponent);
-
- if (AkComp)
- {
- return AkComp->AkAudioEvent;
- }
- return NULL;
- }
- };
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