75 lines
2.4 KiB
C++
75 lines
2.4 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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/*=============================================================================
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AkAudioInputComponent.cpp:
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=============================================================================*/
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#include "AkAudioInputComponent.h"
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#include "AkAudioDevice.h"
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#include "AkAudioEvent.h"
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UAkAudioInputComponent::UAkAudioInputComponent(const class FObjectInitializer& ObjectInitializer) :
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Super(ObjectInitializer)
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{}
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int32 UAkAudioInputComponent::PostAssociatedAudioInputEvent()
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{
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AudioInputDelegate = FAkGlobalAudioInputDelegate::CreateLambda(
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[this](uint32 NumChannels, uint32 NumSamples, float** BufferToFill) -> bool
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{
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return FillSamplesBuffer(NumChannels, NumSamples, BufferToFill);
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});
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AudioFormatDelegate = FAkGlobalAudioFormatDelegate::CreateLambda([this](AkAudioFormat& AudioFormat)
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{
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return GetChannelConfig(AudioFormat);
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});
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AkPlayingID PlayingID = FAkAudioInputManager::PostAudioInputEvent(
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AkAudioEvent, EventName, this, AudioInputDelegate, AudioFormatDelegate);
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if (PlayingID != AK_INVALID_PLAYING_ID)
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{
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CurrentlyPlayingIDs.Add(PlayingID);
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}
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return PlayingID;
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}
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void UAkAudioInputComponent::PostUnregisterGameObject()
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{
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if (AudioInputDelegate.IsBound())
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{
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AudioInputDelegate.Unbind();
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}
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if (AudioFormatDelegate.IsBound())
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{
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AudioFormatDelegate.Unbind();
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}
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auto Device = FAkAudioDevice::Get();
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if (Device != nullptr)
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{
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for (int i = 0; i < CurrentlyPlayingIDs.Num(); ++i)
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{
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Device->StopPlayingID(CurrentlyPlayingIDs[i]);
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}
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}
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CurrentlyPlayingIDs.Empty();
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} |