update audio + switch to wwise
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#if ! (UNITY_DASHBOARD_WIDGET || UNITY_WEBPLAYER || UNITY_WII || UNITY_WIIU || UNITY_NACL || UNITY_FLASH || UNITY_BLACKBERRY) // Disable under unsupported platforms.
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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 class AkEventCallbackData : UnityEngine.ScriptableObject
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{
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////AkSoundEngine.PostEvent callback flags. See the AkCallbackType enumeration for a list of all callbacks
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public System.Collections.Generic.List<int> callbackFlags = new System.Collections.Generic.List<int>();
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////Names of the callback functions.
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public System.Collections.Generic.List<string> callbackFunc = new System.Collections.Generic.List<string>();
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////GameObject that will receive the callback
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public System.Collections.Generic.List<UnityEngine.GameObject> callbackGameObj =
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new System.Collections.Generic.List<UnityEngine.GameObject>();
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////The sum of the flags of all game objects. This is the flag that will be passed to AkSoundEngine.PostEvent
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public int uFlags = 0;
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}
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#endif // #if ! (UNITY_DASHBOARD_WIDGET || UNITY_WEBPLAYER || UNITY_WII || UNITY_WIIU || UNITY_NACL || UNITY_FLASH || UNITY_BLACKBERRY) // Disable under unsupported platforms.
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