using System.Collections.Generic; using System.Linq; #if !(UNITY_DASHBOARD_WIDGET || UNITY_WEBPLAYER || UNITY_WII || UNITY_WIIU || UNITY_NACL || UNITY_FLASH || UNITY_BLACKBERRY) // Disable under unsupported platforms. #if !UNITY_2019_1_OR_NEWER #define AK_ENABLE_TIMELINE #endif #if AK_ENABLE_TIMELINE /******************************************************************************* The content of this file includes portions of the proprietary AUDIOKINETIC Wwise Technology released in source code form as part of the game integration package. The content of this file may not be used without valid licenses to the AUDIOKINETIC Wwise Technology. Note that the use of the game engine is subject to the Unity(R) Terms of Service at https://unity3d.com/legal/terms-of-service License Usage Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use this file in accordance with the end user license agreement provided with the software or, alternatively, in accordance with the terms contained in a written agreement between you and Audiokinetic Inc. Copyright (c) 2025 Audiokinetic Inc. *******************************************************************************/ [UnityEngine.Timeline.TrackColor(0.855f, 0.8623f, 0.870f)] [UnityEngine.Timeline.TrackClipType(typeof(AkTimelineEventPlayable))] [UnityEngine.Timeline.TrackBindingType(typeof(UnityEngine.GameObject))] /// @brief A track within timeline that holds \ref AkTimelineEventPlayable clips. /// @details AkTimelineEventTracks are bound to specific GameObjects, which are the default emitters for all of the associated \ref AkTimelineEventPlayable clips. /// \sa /// - \ref AkTimelineEventPlayable /// - \ref AkTimelineEventPlayableBehavior public class AkTimelineEventTrack : UnityEngine.Timeline.TrackAsset { public override UnityEngine.Playables.Playable CreateTrackMixer(UnityEngine.Playables.PlayableGraph graph, UnityEngine.GameObject go, int inputCount) { var playable = UnityEngine.Playables.ScriptPlayable.Create(graph); UnityEngine.Playables.PlayableExtensions.SetInputCount(playable, inputCount); var clips = GetClips(); foreach (var clip in clips) { var eventPlayable = clip.asset as AkTimelineEventPlayable; eventPlayable.owningClip = clip; } return playable; } public List GetEventReferences() { List returnValue = new List(); var clips = GetClips(); foreach (var clip in clips) { var timelineEventPlayable = clip.asset as AkTimelineEventPlayable; if (timelineEventPlayable) { returnValue.Add(timelineEventPlayable.akEvent.WwiseObjectReference); } } return returnValue; } } #endif // AK_ENABLE_TIMELINE #endif // #if ! (UNITY_DASHBOARD_WIDGET || UNITY_WEBPLAYER || UNITY_WII || UNITY_WIIU || UNITY_NACL || UNITY_FLASH || UNITY_BLACKBERRY) // Disable under unsupported platforms.