53 lines
1.9 KiB
C++
53 lines
1.9 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 "AkAudioDevice.h"
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#include "Kismet/BlueprintAsyncActionBase.h"
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#include "PostEventAtLocationAsync.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FPostEventAtLocationAsyncOutputPin, int32, PlayingID);
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UCLASS()
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class AKAUDIO_API UPostEventAtLocationAsync : public UBlueprintAsyncActionBase
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable)
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FPostEventAtLocationAsyncOutputPin Completed;
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UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "Audiokinetic", meta = (BlueprintInternalUseOnly = "true", WorldContext = "WorldContextObject"))
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static UPostEventAtLocationAsync* PostEventAtLocationAsync(const UObject* WorldContextObject, class UAkAudioEvent* AkEvent, FVector Location, FRotator Orientation);
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public:
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void Activate() override;
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private:
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UFUNCTION()
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void PollPostEventFuture();
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private:
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const UObject* WorldContextObject = nullptr;
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class UAkAudioEvent* AkEvent = nullptr;
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FVector Location;
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FRotator Orientation;
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TFuture<AkPlayingID> playingIDFuture;
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FTimerHandle Timer;
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};
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