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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 "AkAudioDevice.h"
- #include "Kismet/BlueprintAsyncActionBase.h"
- #include "PostEventAtLocationAsync.generated.h"
- DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FPostEventAtLocationAsyncOutputPin, int32, PlayingID);
- UCLASS()
- class AKAUDIO_API UPostEventAtLocationAsync : public UBlueprintAsyncActionBase
- {
- GENERATED_BODY()
- public:
- UPROPERTY(BlueprintAssignable)
- FPostEventAtLocationAsyncOutputPin Completed;
- UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "Audiokinetic", meta = (BlueprintInternalUseOnly = "true", WorldContext = "WorldContextObject"))
- static UPostEventAtLocationAsync* PostEventAtLocationAsync(const UObject* WorldContextObject, class UAkAudioEvent* AkEvent, FVector Location, FRotator Orientation);
- public:
- void Activate() override;
- private:
- UFUNCTION()
- void PollPostEventFuture();
- private:
- const UObject* WorldContextObject = nullptr;
- class UAkAudioEvent* AkEvent = nullptr;
- FVector Location;
- FRotator Orientation;
- TFuture<AkPlayingID> playingIDFuture;
- FTimerHandle Timer;
- };
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