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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 "AkInclude.h"
- #include "AkAudioDevice.h"
- #include "Templates/Function.h"
- /*------------------------------------------------------------------------------------
- AkAudioInput Delegates
- ------------------------------------------------------------------------------------*/
- DECLARE_DELEGATE_RetVal_ThreeParams(bool, FAkGlobalAudioInputDelegate, uint32, uint32, float**);
- DECLARE_DELEGATE_OneParam(FAkGlobalAudioFormatDelegate, AkAudioFormat&);
- /*------------------------------------------------------------------------------------
- FAkAudioInputManager
- ------------------------------------------------------------------------------------*/
- class AKAUDIO_API FAkAudioInputManager
- {
- public:
- /**
- * Post an Input event to Wwise SoundEngine linked to an actor
- *
- * @param Event Event to post
- * @param Actor Actor on which to play the event
- * @param AudioSamplesDelegate Callback that fills the audio samples buffer
- * @param AudioFormatDelegate Callback that sets the audio format
- * @param AudioContext Context where this input is used (Editor, Player, or other)
- * @return ID assigned by Wwise SoundEngine
- */
- static AkPlayingID PostAudioInputEvent(
- UAkAudioEvent* Event,
- AActor* Actor,
- FAkGlobalAudioInputDelegate AudioSamplesDelegate,
- FAkGlobalAudioFormatDelegate AudioFormatDelegate,
- EAkAudioContext AudioContext = EAkAudioContext::Foreign
- );
- /**
- * Post an Input event to Wwise SoundEngine linked to a Component
- *
- * @param Event Event to post
- * @param Component Component on which to play the event
- * @param AudioSamplesDelegate Callback that fills the audio samples buffer
- * @param AudioFormatDelegate Callback that sets the audio format
- * @param AudioContext Context where this input is used (Editor, Player, or other)
- * @return ID assigned by Wwise SoundEngine
- */
- static AkPlayingID PostAudioInputEvent(
- UAkAudioEvent* Event,
- UAkComponent* Component,
- FAkGlobalAudioInputDelegate AudioSamplesDelegate,
- FAkGlobalAudioFormatDelegate AudioFormatDelegate,
- EAkAudioContext AudioContext = EAkAudioContext::Foreign
- );
- /**
- * Post an Input event to Wwise SoundEngine linked to a GameObject
- *
- * @param Event Event to post
- * @param GameObject GameObject on which to play the event
- * @param AudioSamplesDelegate Callback that fills the audio samples buffer
- * @param AudioFormatDelegate Callback that sets the audio format
- * @param AudioContext Context where this input is used (Editor, Player, or other)
- * @return ID assigned by Wwise SoundEngine
- */
- static AkPlayingID PostAudioInputEvent(
- UAkAudioEvent* Event,
- AkGameObjectID GameObject,
- FAkGlobalAudioInputDelegate AudioSamplesDelegate,
- FAkGlobalAudioFormatDelegate AudioFormatDelegate,
- EAkAudioContext AudioContext = EAkAudioContext::Foreign
- );
- /**
- * Post an Input event to Wwise SoundEngine not linked to any GameObject
- *
- * @param Event Event to post
- * @param AudioSamplesDelegate Callback that fills the audio samples buffer
- * @param AudioFormatDelegate Callback that sets the audio format
- * @param AudioContext Context where this input is used (Editor, Player, or other)
- * @return ID assigned by Wwise SoundEngine
- */
- static AkPlayingID PostAudioInputEvent(
- UAkAudioEvent* Event,
- FAkGlobalAudioInputDelegate AudioSamplesDelegate,
- FAkGlobalAudioFormatDelegate AudioFormatDelegate,
- EAkAudioContext AudioContext = EAkAudioContext::Foreign
- );
- };
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