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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 "AkAudioType.h"
- #include "Wwise/CookedData/WwiseAcousticTextureCookedData.h"
- #if WITH_EDITORONLY_DATA
- #include "Wwise/Info/WwiseObjectInfo.h"
- #endif
- #include "AkAcousticTexture.generated.h"
- UCLASS(BlueprintType)
- class AKAUDIO_API UAkAcousticTexture : public UAkAudioType
- {
- GENERATED_BODY()
- public :
- UPROPERTY(Transient, VisibleAnywhere, Category = "AkTexture")
- FWwiseAcousticTextureCookedData AcousticTextureCookedData;
- #if WITH_EDITORONLY_DATA
- UPROPERTY(EditAnywhere, Category="AkTexture")
- FLinearColor EditColor = FLinearColor(EForceInit::ForceInitToZero);
- UPROPERTY(EditAnywhere, Category = "AkTexture")
- FWwiseObjectInfo AcousticTextureInfo;
- #endif
- public:
- void Serialize(FArchive& Ar) override;
- virtual AkUInt32 GetShortID() const override {return AcousticTextureCookedData.ShortId;}
- #if WITH_EDITORONLY_DATA
- virtual void LoadData() override { GetAcousticTextureCookedData(); }
- void GetAcousticTextureCookedData();
- virtual FWwiseObjectInfo* GetInfoMutable() override {return &AcousticTextureInfo;}
- virtual FWwiseObjectInfo GetInfo() const override{return AcousticTextureInfo;}
- virtual bool ObjectIsInSoundBanks() override;
- virtual void FillInfo() override;
- #endif
- };
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