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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 "AkWaapiClient.h"
- #include "AkSettingsPerUser.generated.h"
- DECLARE_EVENT(UAkSettingsPerUser, AutoConnectChanged);
- DECLARE_EVENT(UAkSettingsPerUser, AutoSyncWaapiNamesChanged);
- DECLARE_MULTICAST_DELEGATE(FOnSoundBanksPathChangedDelegate);
- UCLASS(config = EditorPerProjectUserSettings)
- class AKAUDIO_API UAkSettingsPerUser : public UObject
- {
- GENERATED_BODY()
- public:
- UAkSettingsPerUser(const FObjectInitializer& ObjectInitializer);
- // Wwise Installation Path (Root folder containing the Authoring, SDK, etc folders)
- UPROPERTY(Config, EditAnywhere, Category = "Installation")
- FDirectoryPath WwiseWindowsInstallationPath;
- // Wwise Installation Path (Root folder containing the Authoring, SDK, etc folders)
- UPROPERTY(Config, EditAnywhere, Category = "Installation", meta = (FilePathFilter = "app", AbsolutePath))
- FFilePath WwiseMacInstallationPath;
- //Override the Generated Soundbanks Path in the project settings
- UPROPERTY(Config, EditAnywhere, Category = "Installation")
- FDirectoryPath GeneratedSoundBanksFolderUserOverride;
- // IP Address used to connect to WAAPI. Changing this requires Editor restart
- UPROPERTY(Config, EditAnywhere, Category = "WAAPI")
- FString WaapiIPAddress = WAAPI_LOCAL_HOST_IP_STRING;
- // Network Port used to connect to WAAPI. Changing this requires Editor restart
- UPROPERTY(Config, EditAnywhere, Category = "WAAPI")
- uint32 WaapiPort = WAAPI_PORT;
- // Whether to connect to WAAPI or not
- UPROPERTY(Config, EditAnywhere, Category = "WAAPI")
- bool bAutoConnectToWAAPI = false;
- // Whether to synchronize the selection between the WAAPI picker and the Wwise Project Explorer
- UPROPERTY(Config, EditAnywhere, Category = "WAAPI")
- bool AutoSyncSelection = true;
- // Time out value for the waapi error message translator to translate an error message (in ms). If set to 0, disable the translator entirely
- UPROPERTY(Config, EditAnywhere, Category = "Error Message Translator")
- uint32 WaapiTranslatorTimeout = 0;
- UPROPERTY(Config)
- bool SuppressGeneratedSoundBanksPathWarnings = false;
- UPROPERTY(Config)
- bool SoundDataGenerationSkipLanguage = false;
- //Opens a notification that the user must accept before reloading Wwise Asset Data
- UPROPERTY(Config, EditAnywhere, Category = "Asset Reload")
- bool AskForWwiseAssetReload = false;
- #if WITH_EDITOR
- public:
- mutable AutoConnectChanged OnAutoConnectToWaapiChanged;
- FOnSoundBanksPathChangedDelegate OnGeneratedSoundBanksPathChanged;
- protected:
- void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
- void PreEditChange(FProperty* PropertyAboutToChange) override;
- private:
- FString PreviousWwiseWindowsInstallationPath;
- FString PreviousWwiseMacInstallationPath;
- FString PreviousGeneratedSoundBanksFolder;
- #endif
- };
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