| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950 | /*******************************************************************************The content of this file includes portions of the proprietary AUDIOKINETIC WwiseTechnology 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 theAUDIOKINETIC Wwise Technology.Note that the use of the game engine is subject to the Unreal(R) Engine End UserLicense Agreement at https://www.unrealengine.com/en-US/eula/unreal License Usage Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may usethis file in accordance with the end user license agreement provided with thesoftware or, alternatively, in accordance with the terms containedin 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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