51 lines
1.6 KiB
C++
51 lines
1.6 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 "Misc/EnumClassFlags.h"
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#include "Containers/UnrealString.h"
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class UAkAudioBank;
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namespace AkAudioBankGenerationHelper
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{
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/**
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* Get path to the WwiseConsole application
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*/
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FString GetWwiseConsoleApplicationPath();
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/**
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* Function to create the Generate SoundBanks window
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*
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* @param pSoundBanks List of SoundBanks to be pre-selected
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* @paramin_bShouldSaveWwiseProject Whether the Wwise project should be saved or not
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*/
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void CreateGenerateSoundDataWindow(bool ProjectSave = false);
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enum class AkSoundDataClearFlags
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{
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None = 0,
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SoundBankInfoCache = 1 << 0,
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MediaCache = 1 << 1,
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};
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ENUM_CLASS_FLAGS(AkSoundDataClearFlags)
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void DoClearSoundData(AkSoundDataClearFlags ClearFlags);
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}
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