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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public partial class AkSoundEngine
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{
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#if UNITY_EDITOR_WIN || (UNITY_STANDALONE_WIN && !UNITY_EDITOR)
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/// <summary>
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/// Converts "AkOSChar*" C-strings to C# strings.
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/// </summary>
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/// <param name="ptr">"AkOSChar*" memory pointer passed to C# as an IntPtr.</param>
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/// <returns>Converted string.</returns>
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public static string StringFromIntPtrOSString(System.IntPtr ptr)
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{
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return StringFromIntPtrWString(ptr);
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}
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#endif
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}
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@@ -0,0 +1,23 @@
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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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#if UNITY_EDITOR_WIN || (UNITY_STANDALONE_WIN && !UNITY_EDITOR)
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public partial class AkBasePathGetter
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{
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static string DefaultPlatformName = "Windows";
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}
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#endif
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@@ -0,0 +1,80 @@
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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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#if (UNITY_STANDALONE_WIN && !UNITY_EDITOR) || UNITY_EDITOR_WIN
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public partial class AkCommonUserSettings
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{
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partial void SetSampleRate(AkPlatformInitSettings settings)
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{
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settings.uSampleRate = m_SampleRate;
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}
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}
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#endif
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public class AkWindowsSettings : AkWwiseInitializationSettings.PlatformSettings
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{
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#if UNITY_EDITOR
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[UnityEditor.InitializeOnLoadMethod]
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private static void AutomaticPlatformRegistration()
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{
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if (UnityEditor.AssetDatabase.IsAssetImportWorkerProcess())
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{
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return;
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}
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RegisterPlatformSettingsClass<AkWindowsSettings>("Windows");
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}
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#endif // UNITY_EDITOR
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protected override AkCommonUserSettings GetUserSettings()
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{
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return UserSettings;
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}
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protected override AkCommonAdvancedSettings GetAdvancedSettings()
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{
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return AdvancedSettings;
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}
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protected override AkCommonCommSettings GetCommsSettings()
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{
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return CommsSettings;
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}
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[System.Serializable]
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public class PlatformAdvancedSettings : AkCommonAdvancedSettings
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{
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[UnityEngine.Tooltip("Maximum number of System Audio Objects to reserve. Other processes will not be able to use them. Default is 128.")]
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public uint MaxSystemAudioObjects = 128;
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public override void CopyTo(AkPlatformInitSettings settings)
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{
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#if (UNITY_STANDALONE_WIN && !UNITY_EDITOR) || UNITY_EDITOR_WIN
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settings.uMaxSystemAudioObjects = MaxSystemAudioObjects;
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#endif
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}
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}
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[UnityEngine.HideInInspector]
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public AkCommonUserSettings UserSettings;
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[UnityEngine.HideInInspector]
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public PlatformAdvancedSettings AdvancedSettings;
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[UnityEngine.HideInInspector]
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public AkCommonCommSettings CommsSettings;
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}
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