61 lines
1.7 KiB
C++
61 lines
1.7 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 "ComponentAssetBroker.h"
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#include "AkAudioEvent.h"
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//////////////////////////////////////////////////////////////////////////
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// FAkEventAssetBroker
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class FAkEventAssetBroker : public IComponentAssetBroker
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{
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public:
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UClass* GetSupportedAssetClass() override
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{
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return UAkAudioEvent::StaticClass();
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}
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virtual bool AssignAssetToComponent(UActorComponent* InComponent, UObject* InAsset) override
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{
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UAkComponent* AkComp = Cast<UAkComponent>(InComponent);
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UAkAudioEvent* AkEvent = Cast<UAkAudioEvent>(InAsset);
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if (AkComp && AkEvent)
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{
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AkComp->AkAudioEvent = AkEvent;
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return true;
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}
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return false;
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}
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virtual UObject* GetAssetFromComponent(UActorComponent* InComponent) override
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{
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UAkComponent* AkComp = Cast<UAkComponent>(InComponent);
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if (AkComp)
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{
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return AkComp->AkAudioEvent;
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}
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return NULL;
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}
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};
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