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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 "AkCustomVersion.h"
- #include "AkAudioDevice.h"
- #include "Serialization/CustomVersion.h"
- const FGuid FAkCustomVersion::GUID(0xE2717C7E, 0x52F544D3, 0x950C5340, 0xB315035E);
- // Register the custom version with core
- FCustomVersionRegistration GRegisterAkCustomVersion(FAkCustomVersion::GUID, FAkCustomVersion::LatestVersion, TEXT("AkAudioVersion"));
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