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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.
- *******************************************************************************/
- /*=============================================================================
- AkComponentObstructionAndOcclusionService.h:
- =============================================================================*/
- #pragma once
- #include "AkInclude.h"
- #include "AkAudioDevice.h"
- #include "WorldCollision.h"
- #include "HAL/ThreadSafeBool.h"
- #include "ObstructionAndOcclusionService/AkObstructionAndOcclusionService.h"
- class UAkComponent;
- class AkComponentObstructionAndOcclusionService : public AkObstructionAndOcclusionService
- {
- public:
- void Init(UAkComponent* in_akComponent, float in_refreshInterval);
- virtual void SetObstructionAndOcclusion(AkGameObjectID ListenerID, float Value);
- virtual ~AkComponentObstructionAndOcclusionService() {}
- private:
- UAkComponent * AssociatedComponent;
- };
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