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- #pragma once
- #include "AkAudioInputManager.h"
- #include "AkInclude.h"
- #include "AkComponent.h"
- #include "AkAudioInputComponent.generated.h"
- UCLASS(ClassGroup = Audiokinetic, abstract, BlueprintType, hidecategories = (Transform, Rendering, Mobility, LOD, Component, Activation), meta = (BlueprintSpawnableComponent))
- class AKAUDIO_API UAkAudioInputComponent : public UAkComponent
- {
- GENERATED_BODY()
- public:
- UAkAudioInputComponent(const class FObjectInitializer& ObjectInitializer);
-
- UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "Audiokinetic|AkAudioInputComponent")
- virtual int32 PostAssociatedAudioInputEvent();
- protected:
-
- virtual void PostUnregisterGameObject() override;
-
- virtual bool FillSamplesBuffer(uint32 NumChannels, uint32 NumSamples, float** BufferToFill) PURE_VIRTUAL(AkAudioInputComponent::FillSamplesBuffer, return false;);
-
- virtual void GetChannelConfig(AkAudioFormat& AudioFormat) PURE_VIRTUAL(UAkAudioInputComponent::GetChannelConfig,);
- TArray<AkPlayingID> CurrentlyPlayingIDs;
- private:
- FAkGlobalAudioInputDelegate AudioInputDelegate;
- FAkGlobalAudioFormatDelegate AudioFormatDelegate;
- };
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