82 lines
2.7 KiB
C++
82 lines
2.7 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 "BlueprintNodes/PostEventAsync.h"
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#include "AkGameplayTypes.h"
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#include "AkAudioEvent.h"
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#include "Engine/Public/TimerManager.h"
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UPostEventAsync* UPostEventAsync::PostEventAsync(
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const UObject* WorldContextObject,
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UAkAudioEvent* AkEvent,
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AActor* Actor,
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int32 CallbackMask,
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const FOnAkPostEventCallback& PostEventCallback,
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bool bStopWhenAttachedToDestroyed
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)
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{
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UPostEventAsync* newNode = NewObject<UPostEventAsync>();
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newNode->WorldContextObject = WorldContextObject;
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newNode->AkEvent = AkEvent;
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newNode->Actor = Actor;
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newNode->CallbackMask = CallbackMask;
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newNode->PostEventCallback = PostEventCallback;
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newNode->bStopWhenAttachedToDestroyed = bStopWhenAttachedToDestroyed;
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return newNode;
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}
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void UPostEventAsync::Activate()
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{
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if (AkEvent == nullptr)
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{
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UE_LOG(LogAkAudio, Warning, TEXT("PostEventAsync: No Event specified!"));
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Completed.Broadcast(AK_INVALID_PLAYING_ID);
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return;
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}
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if (Actor == nullptr)
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{
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UE_LOG(LogAkAudio, Warning, TEXT("PostEventAsync: NULL Actor specified!"));
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Completed.Broadcast(AK_INVALID_PLAYING_ID);
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return;
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}
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AkDeviceAndWorld DeviceAndWorld(Actor);
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if (DeviceAndWorld.IsValid())
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{
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AkCallbackType AkCallbackMask = AkCallbackTypeHelpers::GetCallbackMaskFromBlueprintMask(CallbackMask);
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PlayingIDFuture = DeviceAndWorld.AkAudioDevice->PostAkAudioEventOnActorAsync(AkEvent, Actor, PostEventCallback, AkCallbackMask);
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WorldContextObject->GetWorld()->GetTimerManager().SetTimer(Timer, this, &UPostEventAsync::PollPostEventFuture, 1.f / 60.f, true);
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}
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else
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{
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Completed.Broadcast(AK_INVALID_PLAYING_ID);
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}
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}
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void UPostEventAsync::PollPostEventFuture()
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{
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if (PlayingIDFuture.IsReady())
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{
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AkPlayingID PlayingID = PlayingIDFuture.Get();
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WorldContextObject->GetWorld()->GetTimerManager().ClearTimer(Timer);
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Timer.Invalidate();
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Completed.Broadcast(PlayingID);
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}
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} |