45 lines
1.7 KiB
C++
45 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 "AkInclude.h"
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#include "Wwise/WwiseFileHandlerModule.h"
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#include "Wwise/WwiseStreamableFileHandler.h"
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struct FWwiseMediaCookedData;
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class IWwiseMediaManager : public IWwiseStreamableFileHandler
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{
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public:
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inline static IWwiseMediaManager* Get()
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{
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if (auto* Module = IWwiseFileHandlerModule::GetModule())
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{
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return Module->GetMediaManager();
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}
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return nullptr;
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}
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using FLoadMediaCallback = TUniqueFunction<void(bool bSuccess)>;
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using FUnloadMediaCallback = TUniqueFunction<void()>;
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virtual void LoadMedia(const FWwiseMediaCookedData& InMediaCookedData, const FString& InRootPath, FLoadMediaCallback&& InCallback) = 0;
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virtual void UnloadMedia(const FWwiseMediaCookedData& InMediaCookedData, const FString& InRootPath, FUnloadMediaCallback&& InCallback) = 0;
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virtual void SetGranularity(AkUInt32 Uint32) = 0;
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};
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