44 lines
1.5 KiB
C++
44 lines
1.5 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 "AkCallbackInfoPool.h"
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#include "AkGameplayTypes.h"
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UAkCallbackInfo* AkCallbackInfoPool::InternalAcquire(UClass* type)
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{
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ensure(IsInGameThread());
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auto& poolArray = Pool.FindOrAdd(type);
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if (poolArray.Num() > 0)
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{
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return poolArray.Pop();
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}
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auto instance = NewObject<UAkCallbackInfo>((UObject*)GetTransientPackage(), type, NAME_None, RF_Public | RF_Standalone);
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gcStorage.Emplace(instance);
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return instance;
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}
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void AkCallbackInfoPool::Release(UAkCallbackInfo* instance)
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{
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ensure(IsInGameThread());
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if (Pool.Contains(instance->GetClass()))
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{
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instance->Reset();
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Pool[instance->GetClass()].Push(instance);
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}
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}
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