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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.
- *******************************************************************************/
- /*=============================================================================
- AkJsonFactory.cpp:
- =============================================================================*/
- #include "Factories/AkJsonFactory.h"
- #include "AkAudioEvent.h"
- #include "AkSettings.h"
- #include "WwiseUnrealHelper.h"
- #include "Misc/Paths.h"
- /*------------------------------------------------------------------------------
- UAkJsonFactory.
- ------------------------------------------------------------------------------*/
- UAkJsonFactory::UAkJsonFactory(const class FObjectInitializer& ObjectInitializer)
- : Super(ObjectInitializer)
- {
- SupportedClass = UAkAudioEvent::StaticClass();
- Formats.Add(TEXT("json;Audiokinetic SoundBank Metadata"));
- bCreateNew = true;
- bEditorImport = true;
- ImportPriority = 101;
- }
- UObject* UAkJsonFactory::FactoryCreateNew( UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn )
- {
- return nullptr;
- }
- bool UAkJsonFactory::FactoryCanImport(const FString& Filename)
- {
- //check extension
- if (FPaths::GetExtension(Filename) == TEXT("json"))
- {
- const UAkSettings* AkSettings = GetDefault<UAkSettings>();
- if (Filename.Contains(WwiseUnrealHelper::GetSoundBankDirectory()))
- {
- return true;
- }
- }
- return false;
- }
- bool UAkJsonFactory::ShouldShowInNewMenu() const
- {
- return false;
- }
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