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#ifndef __AUDIOSOURCE_FILTER_H__
#define __AUDIOSOURCE_FILTER_H__
#include "Runtime/Serialize/TransferFunctions/SerializeTransfer.h"
#include "AudioManager.h"
#include "Runtime/GameCode/Behaviour.h"
#include "Runtime/Audio/correct_fmod_includer.h"
#if ENABLE_AUDIO_FMOD
using namespace Unity;
class AudioFilter : public Behaviour
{
public:
REGISTER_DERIVED_ABSTRACT_CLASS (AudioFilter, Behaviour)
DECLARE_OBJECT_SERIALIZE (AudioFilter)
AudioFilter(MemLabelId label, ObjectCreationMode mode) : Behaviour(label, mode), m_DSP(NULL), m_Type(FMOD_DSP_TYPE_UNKNOWN) {}
FMOD::DSP* GetDSP();
virtual void RemoveFromManager();
virtual void AddToManager();
virtual void AwakeFromLoad(AwakeFromLoadMode mode);
void Init();
void Cleanup();
protected:
FMOD_DSP_TYPE m_Type;
FMOD::DSP* m_DSP;
friend class AudioManager;
};
#endif //ENABLE_AUDIO
#endif // __AUDIOSOURCE_FILTER_H__
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