81 lines
2.6 KiB
C++
81 lines
2.6 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 "AkUEFeatures.h"
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#include "Modules/ModuleManager.h"
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#include "Containers/Ticker.h"
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/**
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* The public interface to this module. In most cases, this interface is only public to sibling modules
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* within this plugin.
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*/
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class IAkAudioModule : public IModuleInterface
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{
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public:
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/**
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* Singleton-like access to this module's interface. This is just for convenience!
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* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
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*
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* @return Returns singleton instance, loading the module on demand if needed
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*/
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static inline IAkAudioModule& Get()
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{
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return FModuleManager::LoadModuleChecked< IAkAudioModule >(TEXT("AkAudio"));
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}
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/**
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* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
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*
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* @return True if the module is loaded and ready to use
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*/
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static inline bool IsAvailable()
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{
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return FModuleManager::Get().IsModuleLoaded(TEXT("AkAudio"));
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}
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};
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class AKAUDIO_API FAkAudioModule : public IAkAudioModule
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{
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public:
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static FAkAudioModule* AkAudioModuleInstance;
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static FSimpleMulticastDelegate OnModuleInitialized;
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bool bModuleInitialized;
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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FAkAudioDevice* GetAkAudioDevice() const;
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void ReloadWwiseAssetData() const;
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static void UpdateWwiseResourceLoaderSettings();
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#if WITH_EDITORONLY_DATA
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static void ParseGeneratedSoundBankData();
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#endif
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FAkAudioDevice* AkAudioDevice;
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/** Call to update AkAudioDevice. */
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FTickerDelegate OnTick;
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/** Handle for OnTick. */
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FTickerDelegateHandle TickDelegateHandle;
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};
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