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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 "AkAudioType.h"
- #include "AkGameplayTypes.h"
- #include "Wwise/CookedData/WwiseLocalizedEventCookedData.h"
- #include "Wwise/Loaded/WwiseLoadedEvent.h"
- #if WITH_EDITORONLY_DATA
- #include "Wwise/Info/WwiseEventInfo.h"
- #endif
- #include "AkAudioEvent.generated.h"
- class UAkGameObject;
- class UAkGroupValue;
- class UAkAuxBus;
- class UAkAudioBank;
- class UAkTrigger;
- UCLASS(BlueprintType)
- class AKAUDIO_API UAkAudioEvent : public UAkAudioType
- {
- GENERATED_BODY()
- //
- // Unreal properties
- //
- public:
- UPROPERTY(Transient, VisibleAnywhere, BlueprintReadOnly, Category = "AkAudioEvent")
- float MaxAttenuationRadius = .0f;
- /** Whether this event is infinite (looping) or finite (duration parameters are valid) */
- UPROPERTY(Transient, VisibleAnywhere, BlueprintReadOnly, Category = "AkAudioEvent")
- bool IsInfinite = false;
- /** Minimum duration */
- UPROPERTY(Transient, VisibleAnywhere, BlueprintReadOnly, Category = "AkAudioEvent")
- float MinimumDuration = .0f;
- /** Maximum duration */
- UPROPERTY(Transient, VisibleAnywhere, BlueprintReadOnly, Category = "AkAudioEvent")
- float MaximumDuration = .0f;
- #if WITH_EDITORONLY_DATA
- UPROPERTY(EditAnywhere, Category = "AkAudioEvent")
- FWwiseEventInfo EventInfo;
- #endif
- UPROPERTY(Transient, VisibleAnywhere, Category = "AkAudioEvent")
- FWwiseLocalizedEventCookedData EventCookedData;
- UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Used for migration"))
- UAkAudioBank* RequiredBank_DEPRECATED = nullptr;
- public:
- /**
- * @brief Posts the Wwise Event on the root component of the specified actor.
- *
- * @param Actor Actor on which to play the event. This actor gets followed automatically by the Event. If the Actor is left empty,
- * the Event will be played as an Ambient sound.
- * @param Delegate Function that gets called every time the operation defined by CallbackMask is processed.
- * @param CallbackMask Bitmask defining all the operations that will call the Callback. See \ref AkCallbackType.
- * @param bStopWhenAttachedObjectDestroyed Specifies whether the sound should stop playing when the owner of the attach to component
- * is destroyed. This parameter modifies the AkComponent itself, you can only have one behavior per actor's root component.
- * @return The Playing ID returned by the SoundEngine's PostEvent, or AK_INVALID_PLAYING_ID (0) if invalid.
- */
- UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category="Audiokinetic|Actor", meta=(AdvancedDisplay="1", AutoCreateRefTerm = "Delegate"))
- int32 PostOnActor(const AActor* Actor,
- const FOnAkPostEventCallback& Delegate,
- UPARAM(meta = (Bitmask, BitmaskEnum = "/Script/AkAudio.EAkCallbackType")) const int32 CallbackMask,
- const bool bStopWhenAttachedObjectDestroyed);
- /**
- * @brief Posts the Wwise Event on the specified component.
- *
- * @param Component Component on which to play the event.
- * @param Delegate Function that gets called every time the operation defined by CallbackMask is processed.
- * @param CallbackMask Bitmask defining all the operations that will call the Callback. See \ref AkCallbackType.
- * @param bStopWhenAttachedObjectDestroyed Specifies whether the sound should stop playing when the owner of the attach to component
- * is destroyed. This parameter modifies the AkComponent itself, you can only have one behavior per actor's root component.
- * @return The Playing ID returned by the SoundEngine's PostEvent, or AK_INVALID_PLAYING_ID (0) if invalid.
- */
- UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category="Audiokinetic|AkComponent", meta=(AdvancedDisplay="1", AutoCreateRefTerm = "Delegate"))
- int32 PostOnComponent(UAkComponent* Component,
- const FOnAkPostEventCallback& Delegate,
- UPARAM(meta = (Bitmask, BitmaskEnum = "/Script/AkAudio.EAkCallbackType")) const int32 CallbackMask,
- const bool bStopWhenAttachedObjectDestroyed);
- /**
- * @brief Posts the Wwise Event on the specified game object.
- *
- * @param GameObject Game object on which to play the event.
- * @param Delegate Function that gets called every time the operation defined by CallbackMask is processed.
- * @param CallbackMask Bitmask defining all the operations that will call the Callback. See \ref AkCallbackType.
- * @return The Playing ID returned by the SoundEngine's PostEvent, or AK_INVALID_PLAYING_ID (0) if invalid.
- */
- UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category="Audiokinetic|AkGameObject", meta=(AdvancedDisplay="1", AutoCreateRefTerm = "Delegate"))
- int32 PostOnGameObject(UAkGameObject* GameObject,
- const FOnAkPostEventCallback& Delegate,
- UPARAM(meta = (Bitmask, BitmaskEnum = "/Script/AkAudio.EAkCallbackType")) const int32 CallbackMask);
- /**
- * @brief Posts the Wwise Event on the root component of the specified actor, and waits for the end of the event to continue execution.
- *
- * Additional calls made while an event is active on a particular actor's root component are ignored.
- *
- * @param Actor Actor on which to play the event. This actor gets followed automatically by the Event.
- * @param bStopWhenAttachedObjectDestroyed Specifies whether the sound should stop playing when the owner of the attach to component is destroyed.
- * This parameter modifies the AkComponent itself, you can only have one behavior per actor's root component.
- * @return The Playing ID returned by the SoundEngine's PostEvent, or AK_INVALID_PLAYING_ID (0) if invalid.
- */
- UFUNCTION(BlueprintCallable, Category = "Audiokinetic|Actor", meta = (Latent, LatentInfo = "LatentActionInfo", AdvancedDisplay = "1", bStopWhenAttachedObjectDestroyed="false"))
- int32 PostOnActorAndWait(const AActor* Actor,
- const bool bStopWhenAttachedObjectDestroyed,
- const FLatentActionInfo LatentActionInfo);
- /**
- * @brief Posts the Wwise Event on the specified component, and waits for the end of the event to continue execution.
- *
- * Additional calls made while an event is active on a particular component are ignored.
- *
- * @param Component component on which to play the event. This component gets followed automatically by the Event.
- * @param bStopWhenAttachedObjectDestroyed Specifies whether the sound should stop playing when the owner of the attach to component is destroyed.
- * This parameter modifies the AkComponent itself, you can only have one behavior per actor's root component.
- * @return The Playing ID returned by the SoundEngine's PostEvent, or AK_INVALID_PLAYING_ID (0) if invalid.
- */
- UFUNCTION(BlueprintCallable, Category = "Audiokinetic|AkComponent", meta = (Latent, LatentInfo = "LatentActionInfo", AdvancedDisplay = "1", bStopWhenAttachedObjectDestroyed="false"))
- int32 PostOnComponentAndWait(UAkComponent* Component,
- const bool bStopWhenAttachedObjectDestroyed,
- const FLatentActionInfo LatentActionInfo);
- /**
- * @brief Posts the Wwise Event on the specified game object, and waits for the end of the event to continue execution.
- *
- * Additional calls made while an event is active on a particular game object are ignored.
- *
- * @param GameObject Game object on which to play the event. This game object gets followed automatically by the Event.
- * @return The Playing ID returned by the SoundEngine's PostEvent, or AK_INVALID_PLAYING_ID (0) if invalid.
- */
- UFUNCTION(BlueprintCallable, Category = "Audiokinetic|AkGameObject", meta = (Latent, LatentInfo = "LatentActionInfo", AdvancedDisplay = "1", bStopWhenAttachedObjectDestroyed="false"))
- int32 PostOnGameObjectAndWait(UAkGameObject* GameObject,
- const FLatentActionInfo LatentActionInfo);
- /**
- * @brief Posts a Wwise Event at the specified location.
- *
- * This is a fire and forget sound, created on a temporary Wwise Game Object. Replication is also not handled at this point.
- *
- * @param Location Location from which to post the Wwise Event.
- * @param Orientation Orientation of the event.
- * @param Callback Function that gets called every time the operation defined by CallbackMask is processed.
- * @param CallbackMask Bitmask defining all the operations that will call the Callback. See \ref AkCallbackType.
- * @param WorldContextObject An object having the world we target as context.
- * @return The Playing ID returned by the SoundEngine's PostEvent, or AK_INVALID_PLAYING_ID (0) if invalid.
- */
- UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category="Audiokinetic", meta=(WorldContext="WorldContextObject", AdvancedDisplay = "2"))
- int32 PostAtLocation(const FVector Location,
- const FRotator Orientation,
- const FOnAkPostEventCallback& Callback,
- UPARAM(meta = (Bitmask, BitmaskEnum = "/Script/AkAudio.EAkCallbackType")) const int32 CallbackMask,
- const UObject* WorldContextObject);
- /**
- * @brief Executes action on the different playing IDs from this event that were previously posted on the
- * Actor's root component.
- *
- * @param ActionType What action to do.
- * @param Actor The actor that initially got some event posted.
- * @param PlayingID Use the return value of a Post Event to act only on this specific instance of an event.
- * Use 0 for all the posted operations from this event.
- * @param TransitionDuration Transition duration in milliseconds.
- * @param FadeCurve The interpolation curve of the transition.
- * @return AKRESULT for the operation. AK_Success (0) if successful.
- */
- UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "Audiokinetic|Actor", meta=(AdvancedDisplay = "2"))
- int32 ExecuteAction(const AkActionOnEventType ActionType,
- const AActor* Actor,
- const int32 PlayingID = 0,
- const int32 TransitionDuration = 0,
- const EAkCurveInterpolation FadeCurve = EAkCurveInterpolation::Linear);
- public:
- /**
- * @brief Posts the Wwise Event on the root component of the specified actor.
- *
- * @param Actor Actor on which to play the event. This actor gets followed automatically by the Event. If the Actor is left empty,
- * the Event will be played as an Ambient sound.
- * @param Delegate Function that gets called every time the operation defined by CallbackMask is processed.
- * This version is useful for Blueprint callbacks. This is mutually exclusive with AkCallback and LatentAction.
- * @param Callback Function that gets called every time the operation defined by CallbackMask is processed,
- * with the Cookie parameter to provide data. This is mutually exclusive with Delegate and LatentAction.
- * @param Cookie Parameter provided for AkCallback to provide data.
- * @param CallbackMask Bitmask defining all the operations that will call the Callback. See \ref AkCallbackType.
- * @param LatentAction Function called when the posted event is done playing for latent Blueprint operation.
- * This is mutually exclusive with Delegate and Callback.
- * @param bStopWhenAttachedObjectDestroyed Specifies whether the sound should stop playing when the owner of the attach
- * to component is destroyed. This parameter modifies the AkComponent itself, you can only have one behavior per
- * actor's root component.
- * @param AudioContext Context in which the Event's sounds are played. Only GamePlayAudio sounds are affected by PIE pause/stop.
- * @return The Playing ID returned by the SoundEngine's PostEvent, or AK_INVALID_PLAYING_ID (0) if invalid.
- */
- AkPlayingID PostOnActor(const AActor* Actor,
- const FOnAkPostEventCallback* Delegate,
- AkCallbackFunc Callback,
- void* Cookie,
- const AkCallbackType CallbackMask,
- FWaitEndOfEventAction* LatentAction,
- const bool bStopWhenAttachedObjectDestroyed,
- const EAkAudioContext AudioContext = EAkAudioContext::GameplayAudio);
- /**
- * @brief Posts the Wwise Event on the specified component.
- *
- * @param Component Component on which to play the event.
- * @param Delegate Function that gets called every time the operation defined by CallbackMask is processed.
- * This version is useful for Blueprint callbacks. This is mutually exclusive with AkCallback and LatentAction.
- * @param Callback Function that gets called every time the operation defined by CallbackMask is processed,
- * with the Cookie parameter to provide data. This is mutually exclusive with Delegate and LatentAction.
- * @param Cookie Parameter provided for AkCallback to provide data.
- * @param CallbackMask Bitmask defining all the operations that will call the Callback. See \ref AkCallbackType.
- * @param LatentAction Function called when the posted event is done playing for latent Blueprint operation.
- * This is mutually exclusive with Delegate and Callback.
- * @param bStopWhenAttachedObjectDestroyed Specifies whether the sound should stop playing when the owner of the attach
- * to component is destroyed. This parameter modifies the AkComponent itself, you can only have one behavior per
- * actor's root component.
- * @param AudioContext Context in which the Event's sounds are played. Only GamePlayAudio sounds are affected by PIE pause/stop.
- * @return The Playing ID returned by the SoundEngine's PostEvent, or AK_INVALID_PLAYING_ID (0) if invalid.
- */
- AkPlayingID PostOnComponent(UAkComponent* Component,
- const FOnAkPostEventCallback* Delegate,
- AkCallbackFunc Callback,
- void* Cookie,
- const AkCallbackType CallbackMask,
- FWaitEndOfEventAction* LatentAction,
- const bool bStopWhenAttachedObjectDestroyed,
- const EAkAudioContext AudioContext = EAkAudioContext::GameplayAudio);
- /**
- * @brief Posts a Wwise Event at the specified location.
- *
- * This is a fire and forget sound, created on a temporary Wwise Game Object. Replication is also not handled at this point.
- *
- * @param Location Location from which to post the Wwise Event.
- * @param Orientation Orientation of the event.
- * @param World The world that defines the Location's coordinates.
- * @param Delegate Function that gets called every time the operation defined by CallbackMask is processed.
- * This version is useful for Blueprint callbacks. This is mutually exclusive with AkCallback and LatentAction.
- * @param Callback Function that gets called every time the operation defined by CallbackMask is processed,
- * with the Cookie parameter to provide data. This is mutually exclusive with Delegate and LatentAction.
- * @param Cookie Parameter provided for AkCallback to provide data.
- * @param CallbackMask Bitmask defining all the operations that will call the Callback. See \ref AkCallbackType.
- * @param LatentAction Function called when the posted event is done playing for latent Blueprint operation.
- * This is mutually exclusive with Delegate and Callback.
- * @param AudioContext Context in which the Event's sounds are played. Only GamePlayAudio sounds are affected by PIE pause/stop.
- * @return The Playing ID returned by the SoundEngine's PostEvent, or AK_INVALID_PLAYING_ID (0) if invalid.
- */
- AkPlayingID PostAtLocation(const FVector& Location, const FRotator& Orientation, const UWorld* World,
- const FOnAkPostEventCallback* Delegate,
- AkCallbackFunc Callback,
- void* Cookie,
- const AkCallbackType CallbackMask,
- FWaitEndOfEventAction* LatentAction,
- const EAkAudioContext AudioContext = EAkAudioContext::GameplayAudio);
- /**
- * @brief Posts a Wwise Event onto a dummy object.
- *
- * @param Delegate Function that gets called every time the operation defined by CallbackMask is processed.
- * This version is useful for Blueprint callbacks. This is mutually exclusive with AkCallback and LatentAction.
- * @param Callback Function that gets called every time the operation defined by CallbackMask is processed,
- * with the Cookie parameter to provide data. This is mutually exclusive with Delegate and LatentAction.
- * @param Cookie Parameter provided for AkCallback to provide data.
- * @param CallbackMask Bitmask defining all the operations that will call the Callback. See \ref AkCallbackType.
- * @param LatentAction Function called when the posted event is done playing for latent Blueprint operation.
- * This is mutually exclusive with Delegate and Callback.
- * @param AudioContext Context in which the Event's sounds are played. Only GamePlayAudio sounds are affected by PIE pause/stop.
- * @return The Playing ID returned by the SoundEngine's PostEvent, or AK_INVALID_PLAYING_ID (0) if invalid.
- */
- AkPlayingID PostAmbient(
- const FOnAkPostEventCallback* Delegate,
- AkCallbackFunc Callback,
- void* Cookie,
- const AkCallbackType CallbackMask,
- FWaitEndOfEventAction* LatentAction,
- const EAkAudioContext AudioContext = EAkAudioContext::GameplayAudio);
- /**
- * @brief Posts the Wwise Event on the specified game object.
- *
- * @param GameObject Game object on which to play the event.
- * @param Delegate Function that gets called every time the operation defined by CallbackMask is processed.
- * This version is useful for Blueprint callbacks. This is mutually exclusive with AkCallback and LatentAction.
- * @param Callback Function that gets called every time the operation defined by CallbackMask is processed,
- * with the Cookie parameter to provide data. This is mutually exclusive with Delegate and LatentAction.
- * @param Cookie Parameter provided for AkCallback to provide data.
- * @param CallbackMask Bitmask defining all the operations that will call the Callback. See \ref AkCallbackType.
- * @param LatentAction Function called when the posted event is done playing for latent Blueprint operation.
- * This is mutually exclusive with Delegate and Callback.
- * @param AudioContext Context in which the Event's sounds are played. Only GamePlayAudio sounds are affected by PIE pause/stop.
- * @return The Playing ID returned by the SoundEngine's PostEvent, or AK_INVALID_PLAYING_ID (0) if invalid.
- */
- AkPlayingID PostOnGameObject(UAkGameObject* GameObject,
- const FOnAkPostEventCallback* Delegate,
- AkCallbackFunc Callback,
- void* Cookie,
- const AkCallbackType CallbackMask,
- FWaitEndOfEventAction* LatentAction,
- const EAkAudioContext AudioContext = EAkAudioContext::GameplayAudio);
- /**
- * @brief Posts the Wwise Event on the specified game object ID.
- *
- * @param GameObjectID Game object's ID on which to play the event.
- * @param Delegate Function that gets called every time the operation defined by CallbackMask is processed.
- * This version is useful for Blueprint callbacks. This is mutually exclusive with AkCallback and LatentAction.
- * @param Callback Function that gets called every time the operation defined by CallbackMask is processed,
- * with the Cookie parameter to provide data. This is mutually exclusive with Delegate and LatentAction.
- * @param Cookie Parameter provided for AkCallback to provide data.
- * @param CallbackMask Bitmask defining all the operations that will call the Callback. See \ref AkCallbackType.
- * @param LatentAction Function called when the posted event is done playing for latent Blueprint operation.
- * This is mutually exclusive with Delegate and Callback.
- * @param AudioContext Context in which the Event's sounds are played. Only GamePlayAudio sounds are affected by PIE pause/stop.
- * @return The Playing ID returned by the SoundEngine's PostEvent, or AK_INVALID_PLAYING_ID (0) if invalid.
- */
- AkPlayingID PostOnGameObjectID(const AkGameObjectID GameObjectID,
- const FOnAkPostEventCallback* Delegate,
- AkCallbackFunc Callback,
- void* Cookie,
- const AkCallbackType CallbackMask,
- FWaitEndOfEventAction* LatentAction,
- const EAkAudioContext AudioContext = EAkAudioContext::GameplayAudio);
- private:
- template<typename FCreateCallbackPackage>
- AkPlayingID PostEvent(const AkGameObjectID GameObjectID,
- FCreateCallbackPackage&& CreateCallbackPackage,
- const EAkAudioContext AudioContext
- );
- public:
- void Serialize(FArchive& Ar) override;
- void BeginDestroy() override;
- virtual void LoadData() override {LoadEventData();}
- virtual void UnloadData(bool bAsync = false) override {UnloadEventData(bAsync);}
- virtual AkUInt32 GetShortID() const override {return EventCookedData.EventId;}
- bool IsDataFullyLoaded() const;
- bool IsLoaded() const;
- #if WITH_EDITOR
- // Allow for content browser preview to work, even if asset is not auto-loaded.
- // This method will load the content, and register to BeginPIE. When a PIE session
- // begins, data will be unloaded, allowing to replicate in-game behaviour more
- // closely.
- void LoadEventDataForContentBrowserPreview();
- private:
- void OnBeginPIE(const bool bIsSimulating);
- FDelegateHandle OnBeginPIEDelegateHandle;
- #endif
- #if WITH_EDITORONLY_DATA
- public:
- virtual void FillInfo() override;
- virtual void FillMetadata(FWwiseProjectDatabase* ProjectDatabase) override;
- void CookAdditionalFilesOverride(const TCHAR* PackageFilename, const ITargetPlatform* TargetPlatform,
- TFunctionRef<void(const TCHAR* Filename, void* Data, int64 Size)> WriteAdditionalFile) override;
- virtual FWwiseObjectInfo* GetInfoMutable() override {return &EventInfo;}
- virtual FWwiseObjectInfo GetInfo() const override{return EventInfo;}
- virtual bool ObjectIsInSoundBanks() override;
- #endif
- TArray<FWwiseExternalSourceCookedData> GetAllExternalSources() const;
- private:
- void LoadEventData();
- void UnloadEventData(bool bAsync);
- FWwiseLoadedEvent LoadedEvent;
- };
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