45 lines
1.4 KiB
C++
45 lines
1.4 KiB
C++
/*******************************************************************************
|
|
The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
|
|
Technology released in source code form as part of the game integration package.
|
|
The content of this file may not be used without valid licenses to the
|
|
AUDIOKINETIC Wwise Technology.
|
|
Note that the use of the game engine is subject to the Unreal(R) Engine End User
|
|
License Agreement at https://www.unrealengine.com/en-US/eula/unreal
|
|
|
|
License Usage
|
|
|
|
Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
|
|
this file in accordance with the end user license agreement provided with the
|
|
software or, alternatively, in accordance with the terms contained
|
|
in a written agreement between you and Audiokinetic Inc.
|
|
Copyright (c) 2023 Audiokinetic Inc.
|
|
*******************************************************************************/
|
|
|
|
#pragma once
|
|
|
|
#include "AkInitBank.h"
|
|
|
|
#include "UObject/StrongObjectPtr.h"
|
|
|
|
struct AKAUDIO_API FWwiseInitBankLoader
|
|
{
|
|
public:
|
|
static FWwiseInitBankLoader* Get();
|
|
|
|
FWwiseInitBankLoader();
|
|
|
|
#if WITH_EDITORONLY_DATA
|
|
void UpdateInitBankInSettings();
|
|
#endif
|
|
|
|
void LoadInitBank() const;
|
|
void UnloadInitBank() const;
|
|
UAkInitBank* GetInitBankAsset() const;
|
|
|
|
#if WITH_EDITORONLY_DATA
|
|
private:
|
|
FDelegateHandle PostInitDelegate;
|
|
void OnPostInitSavePackage() const;
|
|
#endif
|
|
};
|