Feat : Wwise Integration
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#if !(UNITY_QNX) // Disable under unsupported platforms.
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#if !UNITY_2019_1_OR_NEWER
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#define AK_ENABLE_TIMELINE
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#endif
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#if AK_ENABLE_TIMELINE
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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) 2026 Audiokinetic Inc.
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*******************************************************************************/
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[UnityEngine.Timeline.TrackColor(0.855f, 0.8623f, 0.870f)]
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[UnityEngine.Timeline.TrackClipType(typeof(AkEventPlayable))]
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[UnityEngine.Timeline.TrackBindingType(typeof(UnityEngine.GameObject))]
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[System.Obsolete(AkUnitySoundEngine.Deprecation_2019_2_0)]
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#if UNITY_2019_1_OR_NEWER
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[UnityEngine.Timeline.HideInMenu]
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#endif
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/// @brief A track within timeline that holds \ref AkEventPlayable clips.
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/// @details AkEventTracks are bound to a specific GameObject, which is the default emitter for all of the \ref AkEventPlayable clips. There is an option to override this in /ref AkEventPlayable.
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/// \sa
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/// - \ref AkEventPlayable
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/// - \ref AkEventPlayableBehavior
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public class AkEventTrack : UnityEngine.Timeline.TrackAsset
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{
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public override UnityEngine.Playables.Playable CreateTrackMixer(UnityEngine.Playables.PlayableGraph graph, UnityEngine.GameObject go, int inputCount)
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{
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var playable = UnityEngine.Playables.ScriptPlayable<AkEventPlayableBehavior>.Create(graph);
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UnityEngine.Playables.PlayableExtensions.SetInputCount(playable, inputCount);
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var clips = GetClips();
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foreach (var clip in clips)
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{
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var akEventPlayable = clip.asset as AkEventPlayable;
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akEventPlayable.owningClip = clip;
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}
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return playable;
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}
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}
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#endif // AK_ENABLE_TIMELINE
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#endif // #if !(UNITY_QNX) // Disable under unsupported platforms.
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