43 lines
1.4 KiB
C++
43 lines
1.4 KiB
C++
/*******************************************************************************
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The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
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Technology released in source code form as part of the game integration package.
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The content of this file may not be used without valid licenses to the
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AUDIOKINETIC Wwise Technology.
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Note that the use of the game engine is subject to the Unreal(R) Engine End User
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License Agreement at https://www.unrealengine.com/en-US/eula/unreal
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License Usage
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Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
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this file in accordance with the end user license agreement provided with the
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software or, alternatively, in accordance with the terms contained
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in a written agreement between you and Audiokinetic Inc.
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Copyright (c) 2023 Audiokinetic Inc.
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*******************************************************************************/
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#pragma once
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#include "Engine/EngineTypes.h"
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#include "CoreUObject/Public/UObject/StrongObjectPtr.h"
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class UAkCallbackInfo;
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class AkCallbackInfoPool final
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{
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public:
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template<typename CallbackType>
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CallbackType* Acquire()
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{
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return static_cast<CallbackType*>(InternalAcquire(CallbackType::StaticClass()));
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}
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void Release(UAkCallbackInfo* instance);
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private:
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UAkCallbackInfo* InternalAcquire(UClass* type);
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private:
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TMap<UClass*, TArray<UAkCallbackInfo*>> Pool;
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TArray<TStrongObjectPtr<UAkCallbackInfo>> gcStorage;
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};
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