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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 "AkRtpc.h"
- #if WITH_EDITORONLY_DATA
- #include "Wwise/WwiseProjectDatabase.h"
- #include "Wwise/WwiseResourceCooker.h"
- #include "AkAudioDevice.h"
- #endif
- void UAkRtpc::Serialize(FArchive& Ar)
- {
- Super::Serialize(Ar);
- if (HasAnyFlags(RF_ClassDefaultObject))
- {
- return;
- }
- #if !UE_SERVER
- #if WITH_EDITORONLY_DATA
- if (Ar.IsCooking() && Ar.IsSaving() && !Ar.CookingTarget()->IsServerOnly())
- {
- FWwiseGameParameterCookedData CookedDataToArchive;
- if (auto* ResourceCooker = FWwiseResourceCooker::GetForArchive(Ar))
- {
- ResourceCooker->PrepareCookedData(CookedDataToArchive, GetValidatedInfo(RtpcInfo));
- }
- CookedDataToArchive.Serialize(Ar);
- }
- #else
- GameParameterCookedData.Serialize(Ar);
- #endif
- #endif
- }
- #if WITH_EDITORONLY_DATA
- void UAkRtpc::GetGameParameterCookedData()
- {
- SCOPED_AKAUDIO_EVENT_2(TEXT("GetGameParameterCookedData"));
- if (!IWwiseProjectDatabaseModule::ShouldInitializeProjectDatabase())
- {
- return;
- }
- auto* ProjectDatabase = FWwiseProjectDatabase::Get();
- if (!ProjectDatabase || !ProjectDatabase->IsProjectDatabaseParsed())
- {
- UE_LOG(LogAkAudio, VeryVerbose, TEXT("UAkRtpc::GetGameParameterCookedData: Not loading '%s' because project database is not parsed."), *GetName())
- return;
- }
- auto* ResourceCooker = FWwiseResourceCooker::GetDefault();
- if (UNLIKELY(!ResourceCooker))
- {
- return;
- }
- ResourceCooker->PrepareCookedData(GameParameterCookedData, GetValidatedInfo(RtpcInfo));
- }
- void UAkRtpc::FillInfo()
- {
- auto* ResourceCooker = FWwiseResourceCooker::GetDefault();
- if (UNLIKELY(!ResourceCooker))
- {
- UE_LOG(LogAkAudio, Error, TEXT("UAkRtpc::FillInfo: ResourceCooker not initialized"));
- return;
- }
- auto ProjectDatabase = ResourceCooker->GetProjectDatabase();
- if (UNLIKELY(!ProjectDatabase))
- {
- UE_LOG(LogAkAudio, Error, TEXT("UAkRtpc::FillInfo: ProjectDatabase not initialized"));
- return;
- }
- FWwiseObjectInfo* AudioTypeInfo = &RtpcInfo;
- const FWwiseRefGameParameter GameParameterRef = FWwiseDataStructureScopeLock(*ProjectDatabase).GetGameParameter(
- GetValidatedInfo(RtpcInfo));
-
- if (GameParameterRef.GameParameterName().IsNone() || !GameParameterRef.GameParameterGuid().IsValid() || GameParameterRef.GameParameterId() == AK_INVALID_UNIQUE_ID)
- {
- UE_LOG(LogAkAudio, Warning, TEXT("UAkRtpc::FillInfo: Valid object not found in Project Database"));
- return;
- }
- AudioTypeInfo->WwiseName = GameParameterRef.GameParameterName();
- AudioTypeInfo->WwiseGuid = GameParameterRef.GameParameterGuid();
- AudioTypeInfo->WwiseShortId = GameParameterRef.GameParameterId();
- }
- bool UAkRtpc::ObjectIsInSoundBanks()
- {
- auto* ResourceCooker = FWwiseResourceCooker::GetDefault();
- if (UNLIKELY(!ResourceCooker))
- {
- UE_LOG(LogAkAudio, Error, TEXT("UAkRtpc::GetWwiseRef: ResourceCooker not initialized"));
- return false;
- }
- auto ProjectDatabase = ResourceCooker->GetProjectDatabase();
- if (UNLIKELY(!ProjectDatabase))
- {
- UE_LOG(LogAkAudio, Error, TEXT("UAkRtpc::GetWwiseRef: ProjectDatabase not initialized"));
- return false;
- }
- FWwiseObjectInfo* AudioTypeInfo = &RtpcInfo;
- const FWwiseRefGameParameter GameParameterRef = FWwiseDataStructureScopeLock(*ProjectDatabase).GetGameParameter(
- GetValidatedInfo(RtpcInfo));
- return GameParameterRef.IsValid();
- }
- #endif
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