99 lines
3.7 KiB
C++
99 lines
3.7 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 "AcousticTextureParamLookup.h"
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#include "AkSettings.h"
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#include "AkAcousticTexture.h"
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#include "AkUnrealHelper.h"
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#include "AssetManagement/AkAssetDatabase.h"
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#include "IAudiokineticTools.h"
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#include "Wwise/WwiseProjectDatabase.h"
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void AkAcousticTextureParamLookup::LoadAllTextures()
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{
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FWwiseProjectDatabase* ProjectDatabase = FWwiseProjectDatabase::Get();
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if (UNLIKELY(!ProjectDatabase))
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{
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UE_LOG(LogAudiokineticTools, Error, TEXT("LoadAllTextures: ProjectDatabase not loaded"));
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return;
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}
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const FWwiseDataStructureScopeLock DataStructure(*ProjectDatabase);
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const auto& AcousticTextures = DataStructure.GetAcousticTextures();
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if (AcousticTextures.Num() == 0)
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{
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return;
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}
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UAkSettings* AkSettings = GetMutableDefault<UAkSettings>();
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auto& AkAssetDatabase = AkAssetDatabase::Get();
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if (UNLIKELY(!AkSettings))
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{
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UE_LOG(LogAudiokineticTools, Error, TEXT("No AkSettings while loading Acoustic Textures"));
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return;
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}
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for (auto& AcousticTexture : AcousticTextures)
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{
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const FString& TextureName = AcousticTexture.Value.AcousticTextureName().ToString();
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float AbsorptionLow = AcousticTexture.Value.GetAcousticTexture()->AbsorptionLow;
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float AbsorptionMidLow = AcousticTexture.Value.GetAcousticTexture()->AbsorptionMidLow;
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float AbsorptionMidHigh = AcousticTexture.Value.GetAcousticTexture()->AbsorptionMidHigh;
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float AbsorptionHigh = AcousticTexture.Value.GetAcousticTexture()->AbsorptionHigh;
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uint32 TextureShortID = 0;
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FAssetData Texture;
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FGuid Id = AcousticTexture.Value.AcousticTextureGuid();
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if (LIKELY(AkAssetDatabase.FindFirstAsset(Id, Texture)))
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{
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const auto AcousticTextureAsset = Cast<UAkAcousticTexture>(Texture.GetAsset());
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if (LIKELY(AcousticTextureAsset))
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{
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TextureShortID = AcousticTextureAsset->GetShortID();
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UE_LOG(LogAudiokineticTools, VeryVerbose, TEXT("Properties for texture %s (%" PRIu32 "): Absorption High: %.0f%%, MidHigh: %.0f%%, MidLow: %.0f%%, Low: %.0f%%"),
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*TextureName, TextureShortID, AbsorptionHigh, AbsorptionMidHigh, AbsorptionMidLow, AbsorptionLow);
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}
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else
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{
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UE_LOG(LogAudiokineticTools, Error, TEXT("Invalid AkAcousticTexture for GUID %s (%s)"), *Id.ToString(), *TextureName);
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}
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}
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else
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{
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UE_LOG(LogAudiokineticTools, Log, TEXT("Properties for texture %s (No AkAcousticTexture): Absorption High: %.0f%%, MidHigh: %.0f%%, MidLow: %.0f%%, Low: %.0f%%"),
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*TextureName, AbsorptionHigh, AbsorptionMidHigh, AbsorptionMidLow, AbsorptionLow);
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}
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const FVector4 AbsorptionValues = FVector4(AbsorptionLow, AbsorptionMidLow, AbsorptionMidHigh, AbsorptionHigh) / 100.0f;
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AkSettings->SetAcousticTextureParams(Id,{AbsorptionValues, TextureShortID});
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}
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}
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void AkAcousticTextureParamLookup::UpdateParamsMap() const
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{
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UAkSettings* AkSettings = GetMutableDefault<UAkSettings>();
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if (AkSettings != nullptr)
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{
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AkSettings->ClearTextureParamsMap();
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LoadAllTextures();
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}
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}
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