48 lines
1.6 KiB
C++
48 lines
1.6 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 "CoreMinimal.h"
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#include "AkInclude.h"
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#include "AkAudioInputManager.h"
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// FIXME Rename this class
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class FAudioMixerInputComponent
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{
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public:
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FAudioMixerInputComponent();
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~FAudioMixerInputComponent();
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bool FillSamplesBuffer(uint32 NumChannels, uint32 NumSamples, float** BufferToFill);
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/** This callback is used to provide the Wwise sound engine with the required audio format. */
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void GetChannelConfig(AkAudioFormat& OutAudioFormat);
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AkPlayingID PostAssociatedAudioInputEvent(class UAkAudioEvent* InputEvent);
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void PostUnregisterGameObject();
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FAkGlobalAudioInputDelegate OnNextBuffer;
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private:
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AkGameObjectID GetAkGameObjectID() const;
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AkPlayingID PlayingID;
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};
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