62 lines
2.2 KiB
C++
62 lines
2.2 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 "AkGameplayTypes.h"
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#include "Kismet/BlueprintAsyncActionBase.h"
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#include "PostEventAsync.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FPostEventAsyncOutputPin, int32, PlayingID);
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UCLASS()
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class AKAUDIO_API UPostEventAsync : public UBlueprintAsyncActionBase
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable)
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FPostEventAsyncOutputPin Completed;
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UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "Audiokinetic|Actor", meta = (BlueprintInternalUseOnly = "true", WorldContext = "WorldContextObject", AdvancedDisplay = "3", AutoCreateRefTerm = "PostEventCallback,ExternalSources"))
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static UPostEventAsync* PostEventAsync(const UObject* WorldContextObject,
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class UAkAudioEvent* AkEvent,
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class AActor* Actor,
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UPARAM(meta = (Bitmask, BitmaskEnum = "/Script/AkAudio.EAkCallbackType")) int32 CallbackMask,
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const FOnAkPostEventCallback& PostEventCallback,
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bool bStopWhenAttachedToDestroyed = false
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);
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public:
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void Activate() override;
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private:
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UFUNCTION()
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void PollPostEventFuture();
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private:
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const UObject* WorldContextObject = nullptr;
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UAkAudioEvent* AkEvent = nullptr;
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AActor* Actor = nullptr;
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int32 CallbackMask = 0;
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FOnAkPostEventCallback PostEventCallback;
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bool bStopWhenAttachedToDestroyed = false;
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TFuture<AkPlayingID> PlayingIDFuture;
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FTimerHandle Timer;
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};
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