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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 "WwiseAcousticTextureCookedData.generated.h"
- USTRUCT(BlueprintType)
- struct WWISERESOURCELOADER_API FWwiseAcousticTextureCookedData
- {
- GENERATED_BODY()
- // The Acoustic Texture's lower Absorption value. The percentage by which sound within a low frequency range is dampened.
- UPROPERTY(BlueprintReadOnly, VisibleInstanceOnly, Category = "AkTexture")
- float AbsorptionLow{ 0 };
- // The Acoustic Texture's mid-low Absorption value. The percentage by which sound within a mid-low frequency range is dampened.
- UPROPERTY(BlueprintReadOnly, VisibleInstanceOnly, Category = "AkTexture")
- float AbsorptionMidLow{ 0 };
- // The Acoustic Texture's mid-high Absorption value. The percentage by which sound within a mid-high frequency range is dampened.
- UPROPERTY(BlueprintReadOnly, VisibleInstanceOnly, Category = "AkTexture")
- float AbsorptionMidHigh{ 0 };
- // The Acoustic Texture's high Absorption value. The percentage by which sound within a high frequency range is dampened.
- UPROPERTY(BlueprintReadOnly, VisibleInstanceOnly, Category = "AkTexture")
- float AbsorptionHigh{ 0 };
- UPROPERTY(BlueprintReadOnly, VisibleInstanceOnly, Category = "Wwise")
- int32 ShortId{ 0 };
- /**
- * @brief Optional debug name. Can be empty in release, contain the name, or the full path of the asset.
- */
- UPROPERTY(BlueprintReadOnly, VisibleInstanceOnly, Category = "Wwise")
- FName DebugName;
- FWwiseAcousticTextureCookedData();
- void Serialize(FArchive& Ar);
- FString GetDebugString() const;
- };
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