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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.
- *******************************************************************************/
- /*=============================================================================
- AkComponentObstructionAndOcclusionService.h:
- =============================================================================*/
- #include "Wwise/AkComponentObstructionAndOcclusionService.h"
- #include "Wwise/API/WwiseSoundEngineAPI.h"
- #include "Wwise/API/WwiseSpatialAudioAPI.h"
- #include "Engine/World.h"
- void AkComponentObstructionAndOcclusionService::Init(const AkGameObjectID InAkComponentID, UWorld* InWorld, float InRefreshInterval, bool bInUsingRooms)
- {
- _Init(InWorld, InRefreshInterval);
- AssociatedComponentID = InAkComponentID;
- bWorldIsUsingRooms = bInUsingRooms;
- }
- void AkComponentObstructionAndOcclusionService::SetObstructionAndOcclusion(const AkGameObjectID InListenerId, const float InValue)
- {
- float Obstruction, Occlusion;
- if (bWorldIsUsingRooms)
- {
- Obstruction = InValue;
- Occlusion = 0.0f;
- }
- else
- {
- Obstruction = 0.0f;
- Occlusion = InValue;
- }
- auto* SoundEngine = IWwiseSoundEngineAPI::Get();
- if (UNLIKELY(!SoundEngine)) return;
- SoundEngine->SetObjectObstructionAndOcclusion(AssociatedComponentID, InListenerId, Obstruction, Occlusion);
- }
- void AkComponentObstructionAndOcclusionService::SetPortalObstruction(const AkPortalID InPortalID, const float InValue)
- {
- auto* SpatialAudio = IWwiseSpatialAudioAPI::Get();
- if (UNLIKELY(!SpatialAudio)) return;
- SpatialAudio->SetGameObjectToPortalObstruction(AssociatedComponentID, InPortalID, InValue);
- }
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