43 lines
1.7 KiB
C++
43 lines
1.7 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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/*=============================================================================
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AkComponentObstructionAndOcclusionService.h:
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=============================================================================*/
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#pragma once
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#include "AkInclude.h"
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#include "AkAudioDevice.h"
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#include "WorldCollision.h"
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#include "HAL/ThreadSafeBool.h"
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#include "ObstructionAndOcclusionService/AkObstructionAndOcclusionService.h"
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class UAkComponent;
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class AkComponentObstructionAndOcclusionService : public AkObstructionAndOcclusionService
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{
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public:
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void Init(UAkComponent* in_akComponent, float in_refreshInterval);
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virtual void SetObstructionAndOcclusion(AkGameObjectID ListenerID, float Value);
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virtual ~AkComponentObstructionAndOcclusionService() {}
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private:
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UAkComponent * AssociatedComponent;
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}; |