Aetheria/Assets/Wwise/Deployment/Components/AkEventCallbackData.cs
Reinier Vens db8c3c7779 Initial Wwise Integration
Created wwise project
Integrated inventory UI sounds
Improved projectile weapon behavior (randomized start position, stopped them from self-destructing at target range when airburst is disabled)
2021-02-27 20:53:36 +00:00

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1.3 KiB
C#

#if ! (UNITY_DASHBOARD_WIDGET || UNITY_WEBPLAYER || UNITY_WII || UNITY_WIIU || UNITY_NACL || UNITY_FLASH || UNITY_BLACKBERRY) // Disable under unsupported platforms.
//////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2014 Audiokinetic Inc. / All Rights Reserved
//
//////////////////////////////////////////////////////////////////////
public class AkEventCallbackData : UnityEngine.ScriptableObject
{
////AkSoundEngine.PostEvent callback flags. See the AkCallbackType enumeration for a list of all callbacks
public System.Collections.Generic.List<int> callbackFlags = new System.Collections.Generic.List<int>();
////Names of the callback functions.
public System.Collections.Generic.List<string> callbackFunc = new System.Collections.Generic.List<string>();
////GameObject that will receive the callback
public System.Collections.Generic.List<UnityEngine.GameObject> callbackGameObj =
new System.Collections.Generic.List<UnityEngine.GameObject>();
////The sum of the flags of all game objects. This is the flag that will be passed to AkSoundEngine.PostEvent
public int uFlags = 0;
}
#endif // #if ! (UNITY_DASHBOARD_WIDGET || UNITY_WEBPLAYER || UNITY_WII || UNITY_WIIU || UNITY_NACL || UNITY_FLASH || UNITY_BLACKBERRY) // Disable under unsupported platforms.