WwisePlatformId.h 2.5 KB

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  1. /*******************************************************************************
  2. The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
  3. Technology released in source code form as part of the game integration package.
  4. The content of this file may not be used without valid licenses to the
  5. AUDIOKINETIC Wwise Technology.
  6. Note that the use of the game engine is subject to the Unreal(R) Engine End User
  7. License Agreement at https://www.unrealengine.com/en-US/eula/unreal
  8. License Usage
  9. Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
  10. this file in accordance with the end user license agreement provided with the
  11. software or, alternatively, in accordance with the terms contained
  12. in a written agreement between you and Audiokinetic Inc.
  13. Copyright (c) 2023 Audiokinetic Inc.
  14. *******************************************************************************/
  15. #pragma once
  16. #include "WwisePlatformId.generated.h"
  17. USTRUCT(BlueprintType)
  18. struct WWISERESOURCELOADER_API FWwisePlatformId
  19. {
  20. GENERATED_BODY()
  21. FWwisePlatformId() :
  22. PlatformGuid(),
  23. PlatformName()
  24. #if WITH_EDITORONLY_DATA
  25. , PathRelativeToGeneratedSoundBanks()
  26. #endif
  27. {}
  28. FWwisePlatformId(const FGuid& InPlatformGuid, const FName& InPlatformName) :
  29. PlatformGuid(InPlatformGuid),
  30. PlatformName(InPlatformName)
  31. {}
  32. #if WITH_EDITORONLY_DATA
  33. FWwisePlatformId(const FGuid& InPlatformGuid, const FName& InPlatformName, const FName& InGeneratedSoundBanksPath) :
  34. PlatformGuid(InPlatformGuid),
  35. PlatformName(InPlatformName),
  36. PathRelativeToGeneratedSoundBanks(InGeneratedSoundBanksPath)
  37. {}
  38. #endif
  39. UPROPERTY(BlueprintReadOnly, VisibleInstanceOnly, Category = "Wwise")
  40. FGuid PlatformGuid;
  41. /**
  42. * @brief Optional debug name. Can be empty in release, contain the name, or the full path of the asset.
  43. */
  44. UPROPERTY(BlueprintReadOnly, VisibleInstanceOnly, Category = "Wwise")
  45. FName PlatformName;
  46. #if WITH_EDITORONLY_DATA
  47. UPROPERTY(Transient, VisibleInstanceOnly, Category = "Wwise")
  48. FName PathRelativeToGeneratedSoundBanks;
  49. UPROPERTY(Transient, VisibleInstanceOnly, Category = "Wwise")
  50. FName ExternalSourceRootPath;
  51. #endif
  52. bool operator==(const FWwisePlatformId& Rhs) const
  53. {
  54. return PlatformGuid == Rhs.PlatformGuid;
  55. }
  56. bool operator!=(const FWwisePlatformId& Rhs) const
  57. {
  58. return PlatformGuid != Rhs.PlatformGuid;
  59. }
  60. };
  61. inline uint32 GetTypeHash(const FWwisePlatformId& Id)
  62. {
  63. return GetTypeHash(Id.PlatformGuid);
  64. }