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 "HAL/CriticalSection.h"
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#include "Misc/Guid.h"
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#include "AssetRegistry/AssetData.h"
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class FAssetRegistryModule;
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class FAssetToolsModule;
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struct FAssetRenameData;
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class AUDIOKINETICTOOLS_API AkAssetDatabase
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{
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public:
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static AkAssetDatabase& Get();
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bool FindAllAssets(TArray<FAssetData>& OutData);
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bool FindAssets(const FGuid& AkGuid, TArray<FAssetData>& OutData);
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bool FindAssets(const FString& AkAssetName, TArray<FAssetData>& OutData);
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FAssetData FindAssetByObjectPath(const FSoftObjectPath& AssetPath);
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bool FindFirstAsset(const FGuid& AkGuid, FAssetData& OutAsset);
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bool FindFirstAsset(const FString& AkAssetName, FAssetData& OutAsset);
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bool FindAssetsByGuidAndClass(const FGuid& AkGuid, const UClass* StaticClass, TArray<FAssetData>& OutWwiseAssets);
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bool RenameAsset(const FGuid& Id, const FString& AssetName, const FString& RelativePath);
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void DeleteAsset(const FGuid& Id);
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void DeleteAssets(const TSet<FGuid>& AssetsId);
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void FixUpRedirectors(const FString& AssetPackagePath);
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bool CheckIfLoadingAssets();
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mutable FCriticalSection InitBankLock;
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private:
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AkAssetDatabase();
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bool IsAkAudioType(const FAssetData& AssetData);
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private:
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FAssetRegistryModule* AssetRegistryModule = nullptr;
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FAssetToolsModule* AssetToolsModule = nullptr;
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};
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