#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(AkEventPlayable))] [UnityEngine.Timeline.TrackBindingType(typeof(UnityEngine.GameObject))] [System.Obsolete(AkUnitySoundEngine.Deprecation_2019_2_0)] #if UNITY_2019_1_OR_NEWER [UnityEngine.Timeline.HideInMenu] #endif /// @brief A track within timeline that holds \ref AkEventPlayable clips. /// @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. /// \sa /// - \ref AkEventPlayable /// - \ref AkEventPlayableBehavior public class AkEventTrack : 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 akEventPlayable = clip.asset as AkEventPlayable; akEventPlayable.owningClip = clip; } return playable; } } #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.