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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 "Engine/EngineTypes.h"
- #include "CoreUObject/Public/UObject/StrongObjectPtr.h"
- class UAkCallbackInfo;
- class AkCallbackInfoPool final
- {
- public:
- template<typename CallbackType>
- CallbackType* Acquire()
- {
- return static_cast<CallbackType*>(InternalAcquire(CallbackType::StaticClass()));
- }
- void Release(UAkCallbackInfo* instance);
- private:
- UAkCallbackInfo* InternalAcquire(UClass* type);
- private:
- TMap<UClass*, TArray<UAkCallbackInfo*>> Pool;
- TArray<TStrongObjectPtr<UAkCallbackInfo>> gcStorage;
- };
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