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- #pragma once
- #include "AkAudioDevice.h"
- #include "AkGameplayTypes.h"
- #include "Kismet/BlueprintAsyncActionBase.h"
- #include "PostEventAsync.generated.h"
- DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FPostEventAsyncOutputPin, int32, PlayingID);
- UCLASS()
- class AKAUDIO_API UPostEventAsync : public UBlueprintAsyncActionBase
- {
- GENERATED_BODY()
- public:
- UPROPERTY(BlueprintAssignable)
- FPostEventAsyncOutputPin Completed;
- UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "Audiokinetic|Actor", meta = (BlueprintInternalUseOnly = "true", WorldContext = "WorldContextObject", AdvancedDisplay = "3", AutoCreateRefTerm = "PostEventCallback,ExternalSources"))
- static UPostEventAsync* PostEventAsync(const UObject* WorldContextObject,
- class UAkAudioEvent* AkEvent,
- class AActor* Actor,
- UPARAM(meta = (Bitmask, BitmaskEnum = "/Script/AkAudio.EAkCallbackType")) int32 CallbackMask,
- const FOnAkPostEventCallback& PostEventCallback,
- bool bStopWhenAttachedToDestroyed = false
- );
- public:
- void Activate() override;
- private:
- UFUNCTION()
- void PollPostEventFuture();
- private:
- const UObject* WorldContextObject = nullptr;
- UAkAudioEvent* AkEvent = nullptr;
- AActor* Actor = nullptr;
- int32 CallbackMask = 0;
- FOnAkPostEventCallback PostEventCallback;
- bool bStopWhenAttachedToDestroyed = false;
- TFuture<AkPlayingID> PlayingIDFuture;
- FTimerHandle Timer;
- };
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