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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"
- #if WITH_EDITOR
- #include "Editor/EditorEngine.h"
- #endif
- #include "WwiseDefines.h"
- #if UE_5_1_OR_LATER
- #include "Engine/HitResult.h"
- #endif
- namespace AkSpatialAudioHelper
- {
- AActor* GetActorFromHitResult(const FHitResult& HitResult);
- bool IsAkSpatialAudioActorClass(const AActor* Actor);
- #if WITH_EDITOR
- UEditorEngine::FObjectsReplacedEvent* GetObjectReplacedEvent();
- #endif
- }
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