update audio + switch to wwise
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/*******************************************************************************
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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 Unity(R) Terms of
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Service at https://unity3d.com/legal/terms-of-service
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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) 2024 Audiokinetic Inc.
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*******************************************************************************/
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[System.AttributeUsage(System.AttributeTargets.Field, Inherited = true)]
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public class AkEnumFlagAttribute : UnityEngine.PropertyAttribute
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{
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public System.Type Type;
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public AkEnumFlagAttribute(System.Type type)
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{
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Type = type;
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}
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#if UNITY_EDITOR
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[UnityEditor.CustomPropertyDrawer(typeof(AkEnumFlagAttribute))]
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public class PropertyDrawer : UnityEditor.PropertyDrawer
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{
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public override void OnGUI(UnityEngine.Rect position, UnityEditor.SerializedProperty property, UnityEngine.GUIContent label)
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{
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UnityEditor.EditorGUI.BeginProperty(position, label, property);
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var flagAttribute = (AkEnumFlagAttribute)attribute;
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property.longValue = UnityEditor.EditorGUI.EnumFlagsField(position, new UnityEngine.GUIContent(label.text, AkUtilities.GetTooltip(property)), (System.Enum)System.Enum.ToObject(flagAttribute.Type, property.longValue)).GetHashCode();
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UnityEditor.EditorGUI.EndProperty();
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}
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}
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#endif
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}
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