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- #include "BlueprintNodes/PostEventAsync.h"
- #include "AkGameplayTypes.h"
- #include "AkAudioEvent.h"
- #include "Engine/Public/TimerManager.h"
- UPostEventAsync* UPostEventAsync::PostEventAsync(
- const UObject* WorldContextObject,
- UAkAudioEvent* AkEvent,
- AActor* Actor,
- int32 CallbackMask,
- const FOnAkPostEventCallback& PostEventCallback,
- bool bStopWhenAttachedToDestroyed
- )
- {
- UPostEventAsync* newNode = NewObject<UPostEventAsync>();
- newNode->WorldContextObject = WorldContextObject;
- newNode->AkEvent = AkEvent;
- newNode->Actor = Actor;
- newNode->CallbackMask = CallbackMask;
- newNode->PostEventCallback = PostEventCallback;
- newNode->bStopWhenAttachedToDestroyed = bStopWhenAttachedToDestroyed;
- return newNode;
- }
- void UPostEventAsync::Activate()
- {
- if (AkEvent == nullptr)
- {
- UE_LOG(LogAkAudio, Warning, TEXT("PostEventAsync: No Event specified!"));
- Completed.Broadcast(AK_INVALID_PLAYING_ID);
- return;
- }
- if (Actor == nullptr)
- {
- UE_LOG(LogAkAudio, Warning, TEXT("PostEventAsync: NULL Actor specified!"));
- Completed.Broadcast(AK_INVALID_PLAYING_ID);
- return;
- }
- AkDeviceAndWorld DeviceAndWorld(Actor);
- if (DeviceAndWorld.IsValid())
- {
- AkCallbackType AkCallbackMask = AkCallbackTypeHelpers::GetCallbackMaskFromBlueprintMask(CallbackMask);
- PlayingIDFuture = DeviceAndWorld.AkAudioDevice->PostAkAudioEventOnActorAsync(AkEvent, Actor, PostEventCallback, AkCallbackMask);
- WorldContextObject->GetWorld()->GetTimerManager().SetTimer(Timer, this, &UPostEventAsync::PollPostEventFuture, 1.f / 60.f, true);
- }
- else
- {
- Completed.Broadcast(AK_INVALID_PLAYING_ID);
- }
- }
- void UPostEventAsync::PollPostEventFuture()
- {
- if (PlayingIDFuture.IsReady())
- {
- AkPlayingID PlayingID = PlayingIDFuture.Get();
- WorldContextObject->GetWorld()->GetTimerManager().ClearTimer(Timer);
- Timer.Invalidate();
- Completed.Broadcast(PlayingID);
- }
- }
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