64 lines
1.7 KiB
C++
64 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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#include "AkSpatialAudioHelper.h"
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#include "AkSpatialAudioVolume.h"
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#include "AkAcousticPortal.h"
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namespace AkSpatialAudioHelper
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{
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AActor* GetActorFromHitResult(const FHitResult& HitResult)
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{
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AActor* HitActor = nullptr;
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#if UE_5_0_OR_LATER
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HitActor = HitResult.HitObjectHandle.FetchActor();
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#else
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HitActor = HitResult.Actor.Get();
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#endif
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return HitActor;
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}
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bool IsAkSpatialAudioActorClass(const AActor* Actor)
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{
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if (Actor == nullptr)
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return false;
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return
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Actor->GetClass() == AAkSpatialAudioVolume::StaticClass() ||
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Actor->GetClass() == AAkAcousticPortal::StaticClass();
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}
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#if WITH_EDITOR
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UEditorEngine::FObjectsReplacedEvent* GetObjectReplacedEvent()
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{
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#if UE_5_0_OR_LATER
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return &FCoreUObjectDelegates::OnObjectsReplaced;
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#else
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if (GEditor)
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{
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return &GEditor->OnObjectsReplaced();
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}
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return nullptr;
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#endif
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}
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#endif
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}
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