68 lines
2.2 KiB
C++
68 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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#include "Wwise/WwiseResourceLoaderModuleImpl.h"
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#include "Wwise/WwiseResourceLoaderImpl.h"
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IMPLEMENT_MODULE(FWwiseResourceLoaderModule, WwiseResourceLoader)
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FWwiseResourceLoader* FWwiseResourceLoaderModule::GetResourceLoader()
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{
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Lock.ReadLock();
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if (LIKELY(ResourceLoader))
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{
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Lock.ReadUnlock();
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}
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else
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{
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Lock.ReadUnlock();
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Lock.WriteLock();
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if (LIKELY(!ResourceLoader))
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{
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UE_LOG(LogWwiseResourceLoader, Display, TEXT("Initializing default Resource Loader."));
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ResourceLoader.Reset(InstantiateResourceLoader());
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}
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Lock.WriteUnlock();
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}
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return ResourceLoader.Get();
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}
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FWwiseResourceLoaderImpl* FWwiseResourceLoaderModule::InstantiateResourceLoaderImpl()
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{
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SCOPED_WWISERESOURCELOADER_EVENT(TEXT("InstantiateResourceLoaderImpl"));
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return new FWwiseResourceLoaderImpl;
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}
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FWwiseResourceLoader* FWwiseResourceLoaderModule::InstantiateResourceLoader()
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{
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SCOPED_WWISERESOURCELOADER_EVENT(TEXT("InstantiateResourceLoader"));
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return new FWwiseResourceLoader;
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}
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void FWwiseResourceLoaderModule::ShutdownModule()
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{
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SCOPED_WWISERESOURCELOADER_EVENT(TEXT("ShutdownModule"));
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Lock.WriteLock();
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if (ResourceLoader.IsValid())
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{
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UE_LOG(LogWwiseResourceLoader, Display, TEXT("Shutting down default Resource Loader."));
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ResourceLoader.Reset();
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}
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Lock.WriteUnlock();
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IWwiseResourceLoaderModule::ShutdownModule();
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}
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