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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 "AkSpatialAudioHelper.h"
- #include "AkSpatialAudioVolume.h"
- #include "AkAcousticPortal.h"
- namespace AkSpatialAudioHelper
- {
- bool IsAkSpatialAudioActorClass(const AActor* Actor)
- {
- if (Actor == nullptr)
- return false;
- return
- Actor->GetClass() == AAkSpatialAudioVolume::StaticClass() ||
- Actor->GetClass() == AAkAcousticPortal::StaticClass();
- }
- #if WITH_EDITOR
- UEditorEngine::FObjectsReplacedEvent* GetObjectReplacedEvent()
- {
- #if UE_5_0_OR_LATER
- return &FCoreUObjectDelegates::OnObjectsReplaced;
- #else
- if (GEditor)
- {
- return &GEditor->OnObjectsReplaced();
- }
- return nullptr;
- #endif
- }
- #endif
- }
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