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- #pragma once
- #include "AkInclude.h"
- #include "AkAudioDevice.h"
- #include "Templates/Function.h"
- DECLARE_DELEGATE_RetVal_ThreeParams(bool, FAkGlobalAudioInputDelegate, uint32, uint32, float**);
- DECLARE_DELEGATE_OneParam(FAkGlobalAudioFormatDelegate, AkAudioFormat&);
- class AKAUDIO_API FAkAudioInputManager
- {
- public:
-
- static AkPlayingID PostAudioInputEvent(
- UAkAudioEvent* Event,
- AActor* Actor,
- FAkGlobalAudioInputDelegate AudioSamplesDelegate,
- FAkGlobalAudioFormatDelegate AudioFormatDelegate,
- EAkAudioContext AudioContext = EAkAudioContext::Foreign
- );
-
- static AkPlayingID PostAudioInputEvent(
- UAkAudioEvent* Event,
- UAkComponent* Component,
- FAkGlobalAudioInputDelegate AudioSamplesDelegate,
- FAkGlobalAudioFormatDelegate AudioFormatDelegate,
- EAkAudioContext AudioContext = EAkAudioContext::Foreign
- );
-
- static AkPlayingID PostAudioInputEvent(
- UAkAudioEvent* Event,
- AkGameObjectID GameObject,
- FAkGlobalAudioInputDelegate AudioSamplesDelegate,
- FAkGlobalAudioFormatDelegate AudioFormatDelegate,
- EAkAudioContext AudioContext = EAkAudioContext::Foreign
- );
-
- static AkPlayingID PostAudioInputEvent(
- UAkAudioEvent* Event,
- FAkGlobalAudioInputDelegate AudioSamplesDelegate,
- FAkGlobalAudioFormatDelegate AudioFormatDelegate,
- EAkAudioContext AudioContext = EAkAudioContext::Foreign
- );
-
- static AkPlayingID PostAudioInputEvent(
- class UAkAudioEvent* AkEvent,
- const FString& EventName,
- AActor * Actor,
- FAkGlobalAudioInputDelegate AudioSamplesDelegate,
- FAkGlobalAudioFormatDelegate AudioFormatDelegate
- );
- /**
- * Post an event to ak soundengine
- *
- * @param AkEvent Event UObject, if null EventName is used to determine the ShortID
- * @param EventName Name of the event to post
- * @param Component AkComponent on which to play the event
- * @param AudioSamplesDelegate Callback that fills the audio samples buffer
- * @param AudioFormatDelegate Callback that sets the audio format
- * @return ID assigned by ak soundengine
- *
- * @deprecated Use a PostAudioInputEvent without EventName.
- */
- static AkPlayingID PostAudioInputEvent(
- class UAkAudioEvent* AkEvent,
- const FString& EventName,
- UAkComponent* Component,
- FAkGlobalAudioInputDelegate AudioSamplesDelegate,
- FAkGlobalAudioFormatDelegate AudioFormatDelegate
- );
- /**
- * Post an event to ak soundengine by name
- *
- * @param EventName Name of the event to post
- * @param GameObject AkGameObject on which to play the event
- * @param AudioSamplesDelegate Callback that fills the audio samples buffer
- * @param AudioFormatDelegate Callback that sets the audio format
- * @return ID assigned by ak soundengine
- *
- * @deprecated Use a PostAudioInputEvent without EventName.
- */
- static AkPlayingID PostAudioInputEvent(
- const FString& EventName,
- AkGameObjectID GameObject,
- FAkGlobalAudioInputDelegate AudioSamplesDelegate,
- FAkGlobalAudioFormatDelegate AudioFormatDelegate
- );
- };
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