/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #pragma once #include #include #include #include namespace AudioControls { class CAudioSystemEditor_wwise; //-------------------------------------------------------------------------------------------// class CAudioWwiseLoader { public: CAudioWwiseLoader() = default; void Load(CAudioSystemEditor_wwise* audioSystemImpl); const AZStd::string& GetLocalizationFolder() const; private: void LoadSoundBanks(const AZStd::string_view rootFolder, const AZStd::string_view subPath, bool isLocalized); void LoadControlsInFolder(const AZStd::string_view folderPath); void LoadControl(const AZ::rapidxml::xml_node* xmlNode); void ExtractControlsFromXML(const AZ::rapidxml::xml_node* xmlNode, EWwiseControlTypes type, const AZStd::string_view controlTag, const AZStd::string_view controlNameAttribute); private: AZStd::string m_localizationFolder; CAudioSystemEditor_wwise* m_audioSystemImpl = nullptr; }; } // namespace AudioControls