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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.
- *******************************************************************************/
- #include "AkCallbackInfoPool.h"
- #include "AkGameplayTypes.h"
- UAkCallbackInfo* AkCallbackInfoPool::InternalAcquire(UClass* type)
- {
- ensure(IsInGameThread());
- auto& poolArray = Pool.FindOrAdd(type);
- if (poolArray.Num() > 0)
- {
- return poolArray.Pop();
- }
- auto instance = NewObject<UAkCallbackInfo>((UObject*)GetTransientPackage(), type, NAME_None, RF_Public | RF_Standalone);
- gcStorage.Emplace(instance);
- return instance;
- }
- void AkCallbackInfoPool::Release(UAkCallbackInfo* instance)
- {
- ensure(IsInGameThread());
- if (Pool.Contains(instance->GetClass()))
- {
- instance->Reset();
- Pool[instance->GetClass()].Push(instance);
- }
- }
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