126 lines
4.3 KiB
C++
126 lines
4.3 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 "Factories/Factory.h"
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#include "AkAssetFactories.generated.h"
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UCLASS(hidecategories = Object)
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class AUDIOKINETICTOOLS_API UAkAssetFactory : public UFactory
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{
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GENERATED_BODY()
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public:
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FGuid AssetID;
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uint32 ShortID;
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FString WwiseObjectName;
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};
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UCLASS(hidecategories = Object)
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class AUDIOKINETICTOOLS_API UAkAcousticTextureFactory : public UAkAssetFactory
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{
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GENERATED_BODY()
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public:
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UAkAcousticTextureFactory(const class FObjectInitializer& ObjectInitializer);
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virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
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virtual bool CanCreateNew() const override;
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};
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UCLASS(hidecategories = Object)
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class AUDIOKINETICTOOLS_API UAkAudioEventFactory : public UAkAssetFactory
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{
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GENERATED_BODY()
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public:
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UAkAudioEventFactory(const class FObjectInitializer& ObjectInitializer);
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virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
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virtual bool CanCreateNew() const override;
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};
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UCLASS(hidecategories = Object)
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class AUDIOKINETICTOOLS_API UAkAuxBusFactory : public UAkAssetFactory
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{
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GENERATED_BODY()
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public:
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UAkAuxBusFactory(const class FObjectInitializer& ObjectInitializer);
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virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
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virtual bool CanCreateNew() const override;
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};
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UCLASS(hidecategories = Object)
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class AUDIOKINETICTOOLS_API UAkRtpcFactory : public UAkAssetFactory
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{
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GENERATED_BODY()
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public:
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UAkRtpcFactory(const class FObjectInitializer& ObjectInitializer);
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virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
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virtual bool CanCreateNew() const override;
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};
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UCLASS(hidecategories = Object)
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class AUDIOKINETICTOOLS_API UAkTriggerFactory : public UAkAssetFactory
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{
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GENERATED_BODY()
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public:
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UAkTriggerFactory(const class FObjectInitializer& ObjectInitializer);
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virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
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virtual bool CanCreateNew() const override;
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};
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// mlarouche - For now Switch and State factory are only used in drag & drop
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UCLASS(hidecategories = Object)
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class AUDIOKINETICTOOLS_API UAkStateValueFactory : public UAkAssetFactory
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{
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GENERATED_BODY()
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public:
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UAkStateValueFactory(const class FObjectInitializer& ObjectInitializer);
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virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
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};
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UCLASS(hidecategories = Object)
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class AUDIOKINETICTOOLS_API UAkSwitchValueFactory : public UAkAssetFactory
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{
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GENERATED_BODY()
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public:
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UAkSwitchValueFactory(const class FObjectInitializer& ObjectInitializer);
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virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
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};
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UCLASS(hidecategories = Object)
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class AUDIOKINETICTOOLS_API UAkEffectShareSetFactory : public UAkAssetFactory
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{
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GENERATED_BODY()
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public:
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UAkEffectShareSetFactory(const class FObjectInitializer& ObjectInitializer);
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virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
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}; |