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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 "AkUEFeatures.h"
- #include "WwiseItemType.h"
- #include "AssetRegistry/AssetData.h"
- class FWwiseAnyRef;
- namespace AkUnrealAssetDataHelper
- {
- AUDIOKINETICTOOLS_API bool IsSameType(const FAssetData& AssetData, EWwiseItemType::Type ItemType);
- AUDIOKINETICTOOLS_API FName GetUClassName(EWwiseItemType::Type ItemType);
- // Gets the AssetClass prior to UE 5.1, otherwise the AssetClassPath
- AUDIOKINETICTOOLS_API FName GetAssetClassName(const FAssetData& AssetData);
- AUDIOKINETICTOOLS_API bool IsAssetAkAudioType(const FAssetData& AssetData);
- AUDIOKINETICTOOLS_API bool IsAssetTransient(const FAssetData& AssetData);
- // Sets the AssetClass prior to UE 5.1, otherwise the AssetClassPath
- AUDIOKINETICTOOLS_API void SetAssetClassName(FAssetData& AssetData, UClass* Class);
- AUDIOKINETICTOOLS_API FString GetAssetDefaultPackagePath(const FAssetData& AssetData);
- AUDIOKINETICTOOLS_API FString GetAssetDefaultPackagePath(const FWwiseAnyRef* WwiseRef);
- AUDIOKINETICTOOLS_API FName GetAssetDefaultName(const FAssetData& AssetData);
- AUDIOKINETICTOOLS_API FName GetAssetDefaultName(const FWwiseAnyRef* WwiseRef);
-
- template <typename T>
- bool AssetOfType(const FAssetData& AssetData)
- {
- #if UE_5_1_OR_LATER
- return AssetData.AssetClassPath == T::StaticClass()->GetClassPathName();
- #else
- return AssetData.AssetClass == T::StaticClass()->GetFName();
- #endif
- }
- }
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