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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.
- *******************************************************************************/
- /*=============================================================================
- AkObstructionAndOcclusionService.cpp:
- =============================================================================*/
- #include "ObstructionAndOcclusionService/AkPortalObstructionAndOcclusionService.h"
- #include "ObstructionAndOcclusionService/AkObstructionAndOcclusionService.h"
- #include "AkAudioDevice.h"
- #include "AkAcousticPortal.h"
- #include "Engine/World.h"
- #include "Engine/Engine.h"
- #include "Components/PrimitiveComponent.h"
- void AkPortalObstructionAndOcclusionService::Init(UAkPortalComponent* in_portal, float in_refreshInterval)
- {
- _Init(in_portal->GetWorld(), in_refreshInterval);
- AssociatedPortal = in_portal;
- }
- void AkPortalObstructionAndOcclusionService::SetObstructionAndOcclusion(AkGameObjectID ListenerId, float Value)
- {
- FAkAudioDevice* AkAudioDevice = FAkAudioDevice::Get();
- if (AkAudioDevice)
- {
- AkAudioDevice->SetPortalObstructionAndOcclusion(AssociatedPortal, Value, 0.0f);
- }
- }
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