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- /*******************************************************************************
- The content of this file includes portions of the AUDIOKINETIC Wwise Technology
- released in source code form as part of the SDK installer package.
- Commercial License Usage
- Licensees holding valid commercial 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.
- Apache License Usage
- Alternatively, this file may be used under the Apache License, Version 2.0 (the
- "Apache License"); you may not use this file except in compliance with the
- Apache License. You may obtain a copy of the Apache License at
- http://www.apache.org/licenses/LICENSE-2.0.
- Unless required by applicable law or agreed to in writing, software distributed
- under the Apache License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES
- OR CONDITIONS OF ANY KIND, either express or implied. See the Apache License for
- the specific language governing permissions and limitations under the License.
- Copyright (c) 2023 Audiokinetic Inc.
- *******************************************************************************/
- #ifndef _AK_ACOUSTICTEXTURE_H_
- #define _AK_ACOUSTICTEXTURE_H_
- #include <AK/SoundEngine/Common/AkTypes.h>
- struct AkAcousticTexture
- {
- AkAcousticTexture()
- : ID(0)
- , fAbsorptionOffset(0.0f)
- , fAbsorptionLow(0.0f)
- , fAbsorptionMidLow(0.0f)
- , fAbsorptionMidHigh(0.0f)
- , fAbsorptionHigh(0.0f)
- , fScattering(0.0f)
- {}
- //Constructor
- AkAcousticTexture(
- AkUInt32 in_ID,
- AkReal32 in_fAbsorptionOffset,
- AkReal32 in_fAbsorptionLow,
- AkReal32 in_fAbsorptionMidLow,
- AkReal32 in_fAbsorptionMidHigh,
- AkReal32 in_fAbsorptionHigh,
- AkReal32 in_fScattering)
- :ID(in_ID)
- ,fAbsorptionOffset(in_fAbsorptionOffset)
- ,fAbsorptionLow(in_fAbsorptionLow)
- ,fAbsorptionMidLow(in_fAbsorptionMidLow)
- ,fAbsorptionMidHigh(in_fAbsorptionMidHigh)
- ,fAbsorptionHigh(in_fAbsorptionHigh)
- ,fScattering(in_fScattering)
- {
- }
- static bool Same(const AkAcousticTexture& lhs, const AkAcousticTexture& rhs)
- {
- return lhs.fAbsorptionLow == rhs.fAbsorptionLow &&
- lhs.fAbsorptionMidLow == rhs.fAbsorptionMidLow &&
- lhs.fAbsorptionMidHigh == rhs.fAbsorptionMidHigh &&
- lhs.fAbsorptionHigh == rhs.fAbsorptionHigh &&
- lhs.fAbsorptionOffset == rhs.fAbsorptionOffset &&
- lhs.fScattering == rhs.fScattering;
- }
- AkUInt32 ID;
- AkReal32 fAbsorptionOffset;
- AkReal32 fAbsorptionLow;
- AkReal32 fAbsorptionMidLow;
- AkReal32 fAbsorptionMidHigh;
- AkReal32 fAbsorptionHigh;
- AkReal32 fScattering;
- };
- #endif
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