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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.
- *******************************************************************************/
- #include "Wwise/CookedData/WwiseAcousticTextureCookedData.h"
- #include "Wwise/Stats/ResourceLoader.h"
- #include <inttypes.h>
- FWwiseAcousticTextureCookedData::FWwiseAcousticTextureCookedData()
- : AbsorptionLow(0)
- , AbsorptionMidLow(0)
- , AbsorptionMidHigh(0)
- , AbsorptionHigh(0)
- , ShortId(0)
- {
- }
- void FWwiseAcousticTextureCookedData::Serialize(FArchive& Ar)
- {
- UStruct* Struct = StaticStruct();
- check(Struct);
- if (Ar.WantBinaryPropertySerialization())
- {
- Struct->SerializeBin(Ar, this);
- }
- else
- {
- Struct->SerializeTaggedProperties(Ar, (uint8*)this, Struct, nullptr);
- }
- }
- FString FWwiseAcousticTextureCookedData::GetDebugString() const
- {
- return FString::Printf(TEXT("AcousticTexture %s (%" PRIu32 ") Absorption Values (%f, %f, %f, %f)"), *DebugName.ToString(), ShortId, AbsorptionLow, AbsorptionMidLow, AbsorptionMidHigh, AbsorptionHigh);
- }
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