61 lines
2.2 KiB
C++
61 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 "AkUEFeatures.h"
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#include "WwiseItemType.h"
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#include "AssetRegistry/AssetData.h"
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class FWwiseAnyRef;
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namespace AkUnrealAssetDataHelper
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{
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AUDIOKINETICTOOLS_API bool IsSameType(const FAssetData& AssetData, EWwiseItemType::Type ItemType);
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AUDIOKINETICTOOLS_API FName GetUClassName(EWwiseItemType::Type ItemType);
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// Gets the AssetClass prior to UE 5.1, otherwise the AssetClassPath
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AUDIOKINETICTOOLS_API FName GetAssetClassName(const FAssetData& AssetData);
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AUDIOKINETICTOOLS_API bool IsAssetAkAudioType(const FAssetData& AssetData);
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AUDIOKINETICTOOLS_API bool IsAssetTransient(const FAssetData& AssetData);
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// Sets the AssetClass prior to UE 5.1, otherwise the AssetClassPath
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AUDIOKINETICTOOLS_API void SetAssetClassName(FAssetData& AssetData, UClass* Class);
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AUDIOKINETICTOOLS_API FString GetAssetDefaultPackagePath(const FAssetData& AssetData);
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AUDIOKINETICTOOLS_API FString GetAssetDefaultPackagePath(const FWwiseAnyRef* WwiseRef);
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AUDIOKINETICTOOLS_API FName GetAssetDefaultName(const FAssetData& AssetData);
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AUDIOKINETICTOOLS_API FName GetAssetDefaultName(const FWwiseAnyRef* WwiseRef);
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template <typename T>
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bool AssetOfType(const FAssetData& AssetData)
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{
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#if UE_5_1_OR_LATER
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return AssetData.AssetClassPath == T::StaticClass()->GetClassPathName();
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#else
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return AssetData.AssetClass == T::StaticClass()->GetFName();
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#endif
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}
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}
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