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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 "Misc/EnumClassFlags.h"
- #include "Containers/UnrealString.h"
- class UAkAudioBank;
- namespace AkAudioBankGenerationHelper
- {
- /**
- * Get path to the WwiseConsole application
- */
- FString GetWwiseConsoleApplicationPath();
- /**
- * Function to create the Generate SoundBanks window
- *
- * @param pSoundBanks List of SoundBanks to be pre-selected
- * @paramin_bShouldSaveWwiseProject Whether the Wwise project should be saved or not
- */
- void CreateGenerateSoundDataWindow(bool ProjectSave = false);
- enum class AkSoundDataClearFlags
- {
- None = 0,
- SoundBankInfoCache = 1 << 0,
- MediaCache = 1 << 1,
- };
- ENUM_CLASS_FLAGS(AkSoundDataClearFlags)
- void DoClearSoundData(AkSoundDataClearFlags ClearFlags);
- }
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