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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 "CoreMinimal.h"
- #include "Dom/JsonObject.h"
- class WaapiPlaybackTransport
- {
- struct TransportInfo
- {
- int32 TransportID;
- uint64 SubscriptionID;
- TransportInfo(int32 transID, uint64 subsID) : TransportID(transID), SubscriptionID(subsID) {}
- };
- public:
- ~WaapiPlaybackTransport();
- int32 FindOrAdd(const FGuid& InItemID);
- void Remove(const FGuid& InItemID);
- void TogglePlay(int32 InTransportID);
- void Stop(int32 InTransportID);
- bool IsPlaying(const FGuid& InItemID);
- void StopAndDestroyAll();
- private:
- uint64 SubscribeToStateChanged(int32 TransportId);
- void OnStateChanged(TSharedPtr<FJsonObject> InUEJsonObject);
- /** Remember the played items. Useful to play/stop and event. */
- TMap<FGuid, TransportInfo> TransportItems;
- FCriticalSection TransportItemsLock;
- };
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