AkAssetFactories.h 4.4 KB

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  1. /*******************************************************************************
  2. The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
  3. Technology released in source code form as part of the game integration package.
  4. The content of this file may not be used without valid licenses to the
  5. AUDIOKINETIC Wwise Technology.
  6. Note that the use of the game engine is subject to the Unreal(R) Engine End User
  7. License Agreement at https://www.unrealengine.com/en-US/eula/unreal
  8. License Usage
  9. Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
  10. this file in accordance with the end user license agreement provided with the
  11. software or, alternatively, in accordance with the terms contained
  12. in a written agreement between you and Audiokinetic Inc.
  13. Copyright (c) 2023 Audiokinetic Inc.
  14. *******************************************************************************/
  15. #pragma once
  16. #include "Factories/Factory.h"
  17. #include "AkAssetFactories.generated.h"
  18. UCLASS(hidecategories = Object)
  19. class AUDIOKINETICTOOLS_API UAkAssetFactory : public UFactory
  20. {
  21. GENERATED_BODY()
  22. public:
  23. FGuid AssetID;
  24. uint32 ShortID;
  25. FString WwiseObjectName;
  26. };
  27. UCLASS(hidecategories = Object)
  28. class AUDIOKINETICTOOLS_API UAkAcousticTextureFactory : public UAkAssetFactory
  29. {
  30. GENERATED_BODY()
  31. public:
  32. UAkAcousticTextureFactory(const class FObjectInitializer& ObjectInitializer);
  33. virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
  34. virtual bool CanCreateNew() const override;
  35. };
  36. UCLASS(hidecategories = Object)
  37. class AUDIOKINETICTOOLS_API UAkAudioEventFactory : public UAkAssetFactory
  38. {
  39. GENERATED_BODY()
  40. public:
  41. UAkAudioEventFactory(const class FObjectInitializer& ObjectInitializer);
  42. virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
  43. virtual bool CanCreateNew() const override;
  44. };
  45. UCLASS(hidecategories = Object)
  46. class AUDIOKINETICTOOLS_API UAkAuxBusFactory : public UAkAssetFactory
  47. {
  48. GENERATED_BODY()
  49. public:
  50. UAkAuxBusFactory(const class FObjectInitializer& ObjectInitializer);
  51. virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
  52. virtual bool CanCreateNew() const override;
  53. };
  54. UCLASS(hidecategories = Object)
  55. class AUDIOKINETICTOOLS_API UAkRtpcFactory : public UAkAssetFactory
  56. {
  57. GENERATED_BODY()
  58. public:
  59. UAkRtpcFactory(const class FObjectInitializer& ObjectInitializer);
  60. virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
  61. virtual bool CanCreateNew() const override;
  62. };
  63. UCLASS(hidecategories = Object)
  64. class AUDIOKINETICTOOLS_API UAkTriggerFactory : public UAkAssetFactory
  65. {
  66. GENERATED_BODY()
  67. public:
  68. UAkTriggerFactory(const class FObjectInitializer& ObjectInitializer);
  69. virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
  70. virtual bool CanCreateNew() const override;
  71. };
  72. // mlarouche - For now Switch and State factory are only used in drag & drop
  73. UCLASS(hidecategories = Object)
  74. class AUDIOKINETICTOOLS_API UAkStateValueFactory : public UAkAssetFactory
  75. {
  76. GENERATED_BODY()
  77. public:
  78. UAkStateValueFactory(const class FObjectInitializer& ObjectInitializer);
  79. virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
  80. };
  81. UCLASS(hidecategories = Object)
  82. class AUDIOKINETICTOOLS_API UAkSwitchValueFactory : public UAkAssetFactory
  83. {
  84. GENERATED_BODY()
  85. public:
  86. UAkSwitchValueFactory(const class FObjectInitializer& ObjectInitializer);
  87. virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
  88. };
  89. UCLASS(hidecategories = Object)
  90. class AUDIOKINETICTOOLS_API UAkEffectShareSetFactory : public UAkAssetFactory
  91. {
  92. GENERATED_BODY()
  93. public:
  94. UAkEffectShareSetFactory(const class FObjectInitializer& ObjectInitializer);
  95. virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
  96. };