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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 "Platforms/AkPlatformBase.h"
- #include "AkAudioDevice.h"
- #include "Interfaces/IPluginManager.h"
- #include "Misc/Paths.h"
- #include "AkUnrealHelper.h"
- FString FAkPlatformBase::GetWwisePluginDirectory()
- {
- return FPaths::ConvertRelativePathToFull(IPluginManager::Get().FindPlugin(TEXT("Wwise"))->GetBaseDir());
- }
- FString FAkPlatformBase::GetDSPPluginsDirectory(const FString& PlatformArchitecture)
- {
- #ifdef AK_CONFIGURATION
- auto* Configuration = AK_CONFIGURATION;
- #elif UE_BUILD_SHIPPING
- auto* Configuration = "Release";
- #elif UE_BUILD_DEBUG
- auto* Configuration = "Debug";
- #else
- auto* Configuration = "Profile";
- #endif
- return AkUnrealHelper::GetThirdPartyDirectory() / PlatformArchitecture / Configuration / "bin" / "";
- }
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