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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 "Wwise/AudioLink/WwiseAudioLinkSettings.h"
- #include "AkComponent.h"
- #include "IAudioLink.h"
- #include "IAudioLinkBlueprintInterface.h"
- class UAudioComponent;
- #include "WwiseAudioLinkComponent.generated.h"
- UCLASS(ClassGroup = (Audio, Common), HideCategories = (Object, ActorComponent, Physics, Rendering, Mobility, LOD), ShowCategories = Trigger, meta = (BlueprintSpawnableComponent))
- class UWwiseAudioLinkComponent : public UAkComponent, public IAudioLinkBlueprintInterface
- {
- GENERATED_BODY()
- public:
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AudioLink")
- TObjectPtr<UWwiseAudioLinkSettings> Settings;
- /** The sound to be played */
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Sound)
- TObjectPtr<class USoundBase> Sound;
- /** Whether or not to play the Link on start*/
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AudioLink")
- bool bAutoPlay = false;
-
- protected:
- //~ Begin IAudioLinkInterface
- virtual void SetLinkSound(USoundBase* NewSound) override;
- virtual void PlayLink(float StartTime = 0.0f) override;
- virtual void StopLink() override;
- virtual bool IsLinkPlaying() const override;
- //~ End IAudioLinkInterface
- //~ Begin ActorComponent Interface.
- virtual void OnRegister() override;
- virtual void OnUnregister() override;
- //~ End ActorComponent Interface.
- /** Stop sound when owner is destroyed */
- void CreateAudioComponent();
- UPROPERTY(Transient)
- TObjectPtr<UAudioComponent> AudioComponent;
-
- void CreateLink();
- TUniquePtr<IAudioLink> LinkInstance;
- };
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