AkAcousticTexture.h 2.1 KB

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  1. /*******************************************************************************
  2. The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
  3. Technology released in source code form as part of the game integration package.
  4. The content of this file may not be used without valid licenses to the
  5. AUDIOKINETIC Wwise Technology.
  6. Note that the use of the game engine is subject to the Unreal(R) Engine End User
  7. License Agreement at https://www.unrealengine.com/en-US/eula/unreal
  8. License Usage
  9. Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
  10. this file in accordance with the end user license agreement provided with the
  11. software or, alternatively, in accordance with the terms contained
  12. in a written agreement between you and Audiokinetic Inc.
  13. Copyright (c) 2023 Audiokinetic Inc.
  14. *******************************************************************************/
  15. #pragma once
  16. #include "AkAudioType.h"
  17. #include "Wwise/CookedData/WwiseAcousticTextureCookedData.h"
  18. #if WITH_EDITORONLY_DATA
  19. #include "Wwise/Info/WwiseObjectInfo.h"
  20. #endif
  21. #include "AkAcousticTexture.generated.h"
  22. UCLASS(BlueprintType)
  23. class AKAUDIO_API UAkAcousticTexture : public UAkAudioType
  24. {
  25. GENERATED_BODY()
  26. public :
  27. UPROPERTY(Transient, VisibleAnywhere, Category = "AkTexture")
  28. FWwiseAcousticTextureCookedData AcousticTextureCookedData;
  29. #if WITH_EDITORONLY_DATA
  30. UPROPERTY(EditAnywhere, Category="AkTexture")
  31. FLinearColor EditColor = FLinearColor(EForceInit::ForceInitToZero);
  32. UPROPERTY(EditAnywhere, Category = "AkTexture")
  33. FWwiseObjectInfo AcousticTextureInfo;
  34. #endif
  35. public:
  36. void Serialize(FArchive& Ar) override;
  37. virtual AkUInt32 GetShortID() const override {return AcousticTextureCookedData.ShortId;}
  38. #if WITH_EDITORONLY_DATA
  39. virtual void LoadData() override { GetAcousticTextureCookedData(); }
  40. void GetAcousticTextureCookedData();
  41. virtual FWwiseObjectInfo* GetInfoMutable() override {return &AcousticTextureInfo;}
  42. virtual FWwiseObjectInfo GetInfo() const override{return AcousticTextureInfo;}
  43. virtual bool ObjectIsInSoundBanks() override;
  44. virtual void FillInfo() override;
  45. #endif
  46. };