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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.
- *******************************************************************************/
- /*=============================================================================
- UAkAudioInputComponent.h:
- =============================================================================*/
- #pragma once
- #include "AkAudioInputManager.h"
- #include "AkInclude.h"
- #include "AkComponent.h"
- #include "AkAudioInputComponent.generated.h"
- /*------------------------------------------------------------------------------------
- UAkAudioInputComponent
- ------------------------------------------------------------------------------------*/
- UCLASS(ClassGroup = Audiokinetic, abstract, BlueprintType, hidecategories = (Transform, Rendering, Mobility, LOD, Component, Activation), meta = (BlueprintSpawnableComponent))
- class AKAUDIO_API UAkAudioInputComponent : public UAkComponent
- {
- GENERATED_BODY()
- public:
- UAkAudioInputComponent(const class FObjectInitializer& ObjectInitializer);
- /**
- * Posts this component's AkAudioEvent to Wwise along with associated AudioSamples callback and AudioFormat callback, using this component as the game object source
- *
- */
- UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "Audiokinetic|AkAudioInputComponent")
- virtual int32 PostAssociatedAudioInputEvent();
- protected:
- /** This is called after the GameObject that owns this component is unregistered from the Wwise sound engine. */
- virtual void PostUnregisterGameObject() override;
- /** The audio callback. This will be called continuously by the Wwise sound engine,
- * and is used to provide the sound engine with audio samples. If this function returns false, the audio
- * input event will be stopped and the function will stop being called.
- */
- virtual bool FillSamplesBuffer(uint32 NumChannels, uint32 NumSamples, float** BufferToFill) PURE_VIRTUAL(AkAudioInputComponent::FillSamplesBuffer, return false;);
- /** This callback is used to provide the Wwise sound engine with the required audio format. */
- virtual void GetChannelConfig(AkAudioFormat& AudioFormat) PURE_VIRTUAL(UAkAudioInputComponent::GetChannelConfig,);
- TArray<AkPlayingID> CurrentlyPlayingIDs;
- private:
- FAkGlobalAudioInputDelegate AudioInputDelegate;
- FAkGlobalAudioFormatDelegate AudioFormatDelegate;
- };
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