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- #pragma once
- #include <AK/SoundEngine/Win32/AkFilePackageLowLevelIOBlocking.h> // sample low-level I/O implementation
- namespace AdventureEngine {
- class WwiseManager {
- public:
- WwiseManager();
- ~WwiseManager();
- bool InitSoundEngine();
- void Post(AkUniqueID eventId, AkGameObjectID gameObjectId, AkCallbackFunc callback = (AkCallbackFunc)0);
- const AkGameObjectID Listener = 0;
- const AkGameObjectID MusController = 1;
- private:
- // Using the default Low-Level I/O implementation that's part of the SDK's sample code,
- // with file package extension
- CAkDefaultIOHookBlocking g_lowLevelIO;
- bool InitMemoryManager();
- bool InitStreamingManager();
- bool CreateSoundEngine();
- bool InitMusicEngine();
- bool InitSpatialAudio();
- bool LoadBanks();
- bool RegisterObjects();
- bool UnregisterObjects();
- #ifndef AK_OPTIMIZED
- //bool InitComms();
- #endif
- };
- }
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