| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143 | /*******************************************************************************The content of this file includes portions of the proprietary AUDIOKINETIC WwiseTechnology 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 theAUDIOKINETIC Wwise Technology.Note that the use of the game engine is subject to the Unreal(R) Engine End UserLicense Agreement at https://www.unrealengine.com/en-US/eula/unreal License Usage Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may usethis file in accordance with the end user license agreement provided with thesoftware or, alternatively, in accordance with the terms containedin a written agreement between you and Audiokinetic Inc.Copyright (c) 2023 Audiokinetic Inc.*******************************************************************************/#pragma once#include "Serialization/BulkData.h"#include "UObject/Object.h"#include "AkAudioType.h"#include "AkDeprecated.generated.h"//These classes are deprecated but we use them during migration to clean up old assetsUCLASS()class AKAUDIO_API UAkAssetData : public UObject{	GENERATED_BODY()	FByteBulkData Data;	void Serialize(FArchive& Ar) override	{		Super::Serialize(Ar);		Data.Serialize(Ar, this);	}};UCLASS()class AKAUDIO_API UAkAssetPlatformData : public UObject{	GENERATED_BODY()#if WITH_EDITORONLY_DATA	UPROPERTY(transient, VisibleAnywhere, Category = "UAkAssetData")	TMap<FString, UAkAssetData*> AssetDataPerPlatform;#endif	UPROPERTY(transient)	UAkAssetData* CurrentAssetData = nullptr;	void Serialize(FArchive& Ar) override	{		Super::Serialize(Ar);#if WITH_EDITORONLY_DATA		Ar << AssetDataPerPlatform;#endif	}};struct AKAUDIO_API FAkMediaDataChunk{	FByteBulkData Data;	bool IsPrefetch = false;	void Serialize(FArchive& Ar, UObject* Owner)	{		Ar << IsPrefetch;		Data.Serialize(Ar, Owner);	}};UCLASS()class AKAUDIO_API UAkMediaAssetData : public UObject{	GENERATED_BODY()	TIndirectArray<FAkMediaDataChunk> DataChunks;	void Serialize(FArchive& Ar) override	{		Super::Serialize(Ar);		int32 numChunks = DataChunks.Num();		Ar << numChunks;		if (Ar.IsLoading())		{			DataChunks.Empty();			for (int32 i = 0; i < numChunks; ++i)			{				DataChunks.Add(new FAkMediaDataChunk());			}		}		for (int32 i = 0; i < numChunks; ++i)		{			DataChunks[i].Serialize(Ar, this);		}	}};UCLASS()class AKAUDIO_API UAkMediaAsset : public UObject{	GENERATED_BODY()	UPROPERTY(transient, VisibleAnywhere, Category = "AkMediaAsset")	TMap<FString, UAkMediaAssetData*> MediaAssetDataPerPlatform;	void Serialize(FArchive& Ar) override	{		Super::Serialize(Ar);		Ar << MediaAssetDataPerPlatform;	}};UCLASS()class AKAUDIO_API UAkLocalizedMediaAsset : public UAkMediaAsset{	GENERATED_BODY()};UCLASS()class AKAUDIO_API UAkExternalMediaAsset : public UAkMediaAsset{	GENERATED_BODY()};UCLASS()class AKAUDIO_API UAkFolder : public UAkAudioType{	GENERATED_BODY()#if WITH_EDITORONLY_DATA	virtual FWwiseObjectInfo* GetInfoMutable() override { return nullptr; }#endif};
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