58 lines
2.1 KiB
C++
58 lines
2.1 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 "AkAudioType.h"
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#include "Wwise/CookedData/WwiseAcousticTextureCookedData.h"
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#if WITH_EDITORONLY_DATA
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#include "Wwise/Info/WwiseObjectInfo.h"
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#endif
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#include "AkAcousticTexture.generated.h"
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UCLASS(BlueprintType)
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class AKAUDIO_API UAkAcousticTexture : public UAkAudioType
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{
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GENERATED_BODY()
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public :
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UPROPERTY(Transient, VisibleAnywhere, Category = "AkTexture")
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FWwiseAcousticTextureCookedData AcousticTextureCookedData;
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#if WITH_EDITORONLY_DATA
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UPROPERTY(EditAnywhere, Category="AkTexture")
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FLinearColor EditColor = FLinearColor(EForceInit::ForceInitToZero);
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UPROPERTY(EditAnywhere, Category = "AkTexture")
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FWwiseObjectInfo AcousticTextureInfo;
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#endif
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public:
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void Serialize(FArchive& Ar) override;
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virtual AkUInt32 GetShortID() const override {return AcousticTextureCookedData.ShortId;}
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#if WITH_EDITORONLY_DATA
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virtual void LoadData() override { GetAcousticTextureCookedData(); }
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void GetAcousticTextureCookedData();
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virtual FWwiseObjectInfo* GetInfoMutable() override {return &AcousticTextureInfo;}
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virtual FWwiseObjectInfo GetInfo() const override{return AcousticTextureInfo;}
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virtual bool ObjectIsInSoundBanks() override;
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virtual void FillInfo() override;
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#endif
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};
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