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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 "AkInitBank.h"
- #include "UObject/StrongObjectPtr.h"
- struct AKAUDIO_API FWwiseInitBankLoader
- {
- public:
- static FWwiseInitBankLoader* Get();
- FWwiseInitBankLoader();
- #if WITH_EDITORONLY_DATA
- void UpdateInitBankInSettings();
- #endif
- void LoadInitBank() const;
- void UnloadInitBank() const;
- UAkInitBank* GetInitBankAsset() const;
- #if WITH_EDITORONLY_DATA
- private:
- FDelegateHandle PostInitDelegate;
- void OnPostInitSavePackage() const;
- #endif
- };
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