94 lines
3.6 KiB
C++
94 lines
3.6 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 "AkWaapiClient.h"
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#include "AkSettingsPerUser.generated.h"
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DECLARE_EVENT(UAkSettingsPerUser, AutoConnectChanged);
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DECLARE_EVENT(UAkSettingsPerUser, AutoSyncWaapiNamesChanged);
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DECLARE_MULTICAST_DELEGATE(FOnSoundBanksPathChangedDelegate);
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UCLASS(config = EditorPerProjectUserSettings)
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class AKAUDIO_API UAkSettingsPerUser : public UObject
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{
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GENERATED_BODY()
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public:
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UAkSettingsPerUser(const FObjectInitializer& ObjectInitializer);
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// Wwise Installation Path (Root folder containing the Authoring, SDK, etc folders)
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UPROPERTY(Config, EditAnywhere, Category = "Installation")
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FDirectoryPath WwiseWindowsInstallationPath;
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// Wwise Installation Path (Root folder containing the Authoring, SDK, etc folders)
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UPROPERTY(Config, EditAnywhere, Category = "Installation", meta = (FilePathFilter = "app", AbsolutePath))
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FFilePath WwiseMacInstallationPath;
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//Override the Generated Soundbanks Path in the project settings
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UPROPERTY(Config, EditAnywhere, Category = "Installation")
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FDirectoryPath GeneratedSoundBanksFolderUserOverride;
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// IP Address used to connect to WAAPI. Changing this requires Editor restart
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UPROPERTY(Config, EditAnywhere, Category = "WAAPI")
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FString WaapiIPAddress = WAAPI_LOCAL_HOST_IP_STRING;
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// Network Port used to connect to WAAPI. Changing this requires Editor restart
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UPROPERTY(Config, EditAnywhere, Category = "WAAPI")
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uint32 WaapiPort = WAAPI_PORT;
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// Whether to connect to WAAPI or not
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UPROPERTY(Config, EditAnywhere, Category = "WAAPI")
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bool bAutoConnectToWAAPI = false;
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// Whether to synchronize the selection between the WAAPI picker and the Wwise Project Explorer
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UPROPERTY(Config, EditAnywhere, Category = "WAAPI")
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bool AutoSyncSelection = true;
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// Time out value for the waapi error message translator to translate an error message (in ms). If set to 0, disable the translator entirely
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UPROPERTY(Config, EditAnywhere, Category = "Error Message Translator")
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uint32 WaapiTranslatorTimeout = 0;
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UPROPERTY(Config)
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bool SuppressGeneratedSoundBanksPathWarnings = false;
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UPROPERTY(Config)
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bool SoundDataGenerationSkipLanguage = false;
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//Opens a notification that the user must accept before reloading Wwise Asset Data
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UPROPERTY(Config, EditAnywhere, Category = "Asset Reload")
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bool AskForWwiseAssetReload = false;
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#if WITH_EDITOR
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public:
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mutable AutoConnectChanged OnAutoConnectToWaapiChanged;
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FOnSoundBanksPathChangedDelegate OnGeneratedSoundBanksPathChanged;
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protected:
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void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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void PreEditChange(FProperty* PropertyAboutToChange) override;
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private:
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FString PreviousWwiseWindowsInstallationPath;
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FString PreviousWwiseMacInstallationPath;
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FString PreviousGeneratedSoundBanksFolder;
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#endif
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}; |