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BeefySysLib/sound/Common/AkFileLocationBase.h
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BeefySysLib/sound/Common/AkFileLocationBase.h
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//////////////////////////////////////////////////////////////////////
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//
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// AkFileLocationBase.h
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//
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// Basic file location resolving: Uses simple path concatenation logic.
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// Exposes basic path functions for convenience.
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// For more details on resolving file location, refer to section "File Location" inside
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// "Going Further > Overriding Managers > Streaming / Stream Manager > Low-Level I/O"
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// of the SDK documentation.
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//
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// Copyright (c) 2006 Audiokinetic Inc. / All Rights Reserved
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//
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//////////////////////////////////////////////////////////////////////
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#ifndef _AK_FILE_LOCATION_BASE_H_
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#define _AK_FILE_LOCATION_BASE_H_
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struct AkFileSystemFlags;
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#include <AK/SoundEngine/Common/IAkStreamMgr.h>
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class CAkFileLocationBase
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{
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public:
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CAkFileLocationBase();
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virtual ~CAkFileLocationBase();
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//
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// Global path functions.
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// ------------------------------------------------------
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// Base path is prepended to all file names.
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// Audio source path is appended to base path whenever uCompanyID is AK and uCodecID specifies an audio source.
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// Bank path is appended to base path whenever uCompanyID is AK and uCodecID specifies a sound bank.
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// Language specific dir name is appended to path whenever "bIsLanguageSpecific" is true.
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AKRESULT SetBasePath(
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const AkOSChar* in_pszBasePath
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);
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AKRESULT SetBankPath(
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const AkOSChar* in_pszBankPath
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);
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AKRESULT SetAudioSrcPath(
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const AkOSChar* in_pszAudioSrcPath
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);
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// Note: SetLangSpecificDirName() does not exist anymore. See release note WG-19397 (Wwise 2011.2).
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//
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// Path resolving services.
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// ------------------------------------------------------
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// String overload.
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// Returns AK_Success if input flags are supported and the resulting path is not too long.
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// Returns AK_Fail otherwise.
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AKRESULT GetFullFilePath(
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const AkOSChar * in_pszFileName, // File name.
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AkFileSystemFlags * in_pFlags, // Special flags. Can be NULL.
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AkOpenMode in_eOpenMode, // File open mode (read, write, ...).
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AkOSChar * out_pszFullFilePath // Full file path.
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);
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// ID overload.
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// The name of the file will be formatted as ID.ext. This is meant to be used with options
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// "Use SoundBank Names" unchecked, and/or "Copy Streamed Files" in the SoundBank Settings.
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// For more details, refer to the SoundBank Settings in Wwise Help, and to section "Identifying Banks" inside
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// "Sound Engine Integration Walkthrough > Integrate Wwise Elements into Your Game > Integrating Banks >
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// Integration Details - Banks > General Information" of the SDK documentation.
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// Returns AK_Success if input flags are supported and the resulting path is not too long.
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// Returns AK_Fail otherwise.
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AKRESULT GetFullFilePath(
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AkFileID in_fileID, // File ID.
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AkFileSystemFlags * in_pFlags, // Special flags.
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AkOpenMode in_eOpenMode, // File open mode (read, write, ...).
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AkOSChar * out_pszFullFilePath // Full file path.
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);
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protected:
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// Internal user paths.
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AkOSChar m_szBasePath[AK_MAX_PATH];
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AkOSChar m_szBankPath[AK_MAX_PATH];
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AkOSChar m_szAudioSrcPath[AK_MAX_PATH];
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};
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#endif //_AK_FILE_LOCATION_BASE_H_
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