Wwise SDK 2019.2.15
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Wwise SDK 2019.2.15
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AkSoundEngine.h
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123Â bool in_bBackgroundMusicMuted, ///< Flag indicating whether the busses tagged as "background music" in the project are muted or not.
136Â AkOutputSettings(const char* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
139Â AkOutputSettings(const wchar_t* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
142Â AkUniqueID audioDeviceShareset; ///< Unique ID of a custom audio device to be used. Custom audio devices are defined in the Audio Device Shareset section of the Wwise project.
143Â ///< If you want to output normally through the output device defined on the Master Bus in your project, leave this field to its default value (AK_INVALID_UNIQUE_ID, or value 0).
144Â ///< Typical usage: AkInitSettings.eOutputSettings.audioDeviceShareset = AK::SoundEngine::GetIDFromString("InsertYourAudioDeviceSharesetNameHere");
150Â AkUInt32 idDevice; ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
152Â ///< - XBoxOne Controller-Headphones: Use the AK::GetDeviceID function to get the ID from an IMMDevice. Find the player's device with the WASAPI API (IMMDeviceEnumerator, see Microsoft documentation) or use AK::GetDeviceIDFromName.
153Â ///< - Windows: Use AK::GetDeviceID or AK::GetDeviceIDFromName to get the correct ID. Leave to 0 for the default Windows device as seen in Audio Properties.
154Â ///< - All other outputs: use 0 to select the default for the selected audio device type (shareset)
156Â AkPanningRule ePanningRule; ///< Rule for 3D panning of signals routed to a stereo bus. In AkPanningRule_Speakers mode, the angle of the front loudspeakers
157Â ///< (uSpeakerAngles[0]) is used. In AkPanningRule_Headphones mode, the speaker angles are superseded with constant power panning
160Â AkChannelConfig channelConfig; ///< Channel configuration for this output. Call AkChannelConfig::Clear() to let the engine use the default output configuration.
171Â };
176Â AkUInt32 uIdxThread; ///< The current thread index [0, AkTaskSchedulerDesc::uNumSchedulerWorkerThreads[.
180Â typedef void(*AkParallelForFunc)(void* in_pData, AkUInt32 in_uIdxBegin, AkUInt32 in_uIdxEnd, AkTaskContext in_ctx, void* in_pUserData);
185Â /// Execute in_func in parallel over the [in_uIdxBegin,in_uIdxEnd[ range of items in the in_pData array,
211Â bool bEnableGameSyncPreparation; ///< Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
212Â AkUInt32 uContinuousPlaybackLookAhead; ///< Number of quanta ahead when continuous containers should instantiate a new voice before which next sounds should start playing. This look-ahead time allows I/O to occur, and is especially useful to reduce the latency of continuous containers with trigger rate or sample-accurate transitions.
213Â ///< Default is 1 audio quantum, also known as an audio frame. Its size is equal to AkInitSettings::uNumSamplesPerFrame / AkPlatformInitSettings::uSampleRate. For many platforms the default values - which can be overridden - are respectively 1,024 samples and 48 kHz. This gives a default 21.3 ms for an audio quantum, which is adequate if you have a RAM-based streaming device that completes transfers within 20 ms. With 1 look-ahead quantum, voices spawned by continuous containers are more likely to be ready when they are required to play, thereby improving the overall precision of sound scheduling. If your device completes transfers in 30 ms instead, you might consider increasing this value to 2 because it will grant new voices 2 audio quanta (~43 ms) to fetch data.
215Â AkUInt32 uNumSamplesPerFrame; ///< Number of samples per audio frame (256, 512, 1024, or 2048).
217Â AkUInt32 uMonitorQueuePoolSize; ///< Size of the monitoring queue, in bytes. This parameter is not used in Release build.
220Â AkUInt32 uMaxHardwareTimeoutMs; ///< Amount of time to wait for HW devices to trigger an audio interrupt. If there is no interrupt after that time, the sound engine will revert to silent mode and continue operating until the HW finally comes back. Default value: 2000 (2 seconds)
222Â bool bUseSoundBankMgrThread; ///< Use a separate thread for loading sound banks. Allows asynchronous operations.
223Â bool bUseLEngineThread; ///< Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAudio(). \ref goingfurther_eventmgrthread
225Â AkBackgroundMusicChangeCallbackFunc BGMCallback; ///< Application-defined audio source change event callback function.
226Â void* BGMCallbackCookie; ///< Application-defined user data for the audio source change event callback function.
227Â AkOSChar * szPluginDLLPath; ///< When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the game executable.
230Â AkTaskSchedulerDesc taskSchedulerDesc; ///< The defined client task scheduler that AkSoundEngine will use to schedule internal tasks.
232Â AkUInt32 uBankReadBufferSize; ///< The number of bytes read by the BankReader when new data needs to be loaded from disk during serialization. Increasing this trades memory usage for larger, but fewer, file-read events during bank loading.
234Â AkReal32 fDebugOutOfRangeLimit; ///< Debug setting: Only used when bDebugOutOfRangeCheckEnabled is true. This defines the maximum values samples can have. Normal audio must be contained within +1/-1. This limit should be set higher to allow temporary or short excursions out of range. Default is 16.
235Â bool bDebugOutOfRangeCheckEnabled; ///< Debug setting: Enable checks for out-of-range (and NAN) floats in the processing code. This incurs a small performance hit, but can be enabled in most scenarios. Will print error messages in the log if invalid values are found at various point in the pipeline. Contact AK Support with the new error messages for more information.
250Â AkUniqueID mediaID; ///< Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file)
269Â /// \warning This function is not thread-safe. It should not be called at the same time as \c SoundEngine::Init() or \c SoundEngine::Term().
279Â /// \remark The initial settings should be initialized using <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
280Â /// and <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt> to fill the structures with their
281Â /// default settings. This is not mandatory, but it helps avoid backward compatibility problems.
285Â /// - AK_MemManagerNotInitialized if the memory manager is not available or not properly initialized
286Â /// - AK_StreamMgrNotInitialized if the stream manager is not available or not properly initialized
287Â /// - AK_SSEInstructionsNotSupported if the machine does not support SSE instruction (only on the PC)
288Â /// - AK_InsufficientMemory or AK_Fail if there is not enough memory available to initialize the sound engine properly
290Â /// - AK_Fail if the sound engine is already initialized, or if the provided settings result in insufficient
298Â AkInitSettings * in_pSettings, ///< Initialization settings (can be NULL, to use the default values)
299Â AkPlatformInitSettings * in_pPlatformSettings ///< Platform-specific settings (can be NULL, to use the default values)
330Â AkPlatformInitSettings & out_platformSettings ///< Returned default platform-specific sound engine settings
337Â /// \warning Before calling Term, you must ensure that no other thread is accessing the sound engine.
353Â /// Call this function to get the speaker configuration of the output (which may not correspond
354Â /// to the physical output format of the platform, in the case of downmixing provided by the platform itself).
359Â /// It is recommended to call GetSpeakerConfiguration anytime after receiving a callback from RegisterAudioDeviceStatusCallback to know if the channel configuration has changed.
361Â /// \warning Call this function only after the sound engine has been properly initialized. If you are initializing the sound engine with AkInitSettings::bUseLEngineThread to false, it is required to call RenderAudio() at least once before calling this function to complete the sound engine initialization.
362Â /// \return The output configuration. An empty AkChannelConfig not AkChannelConfig::IsValid() if device does not exist.
367Â AkOutputDeviceID in_idOutput = 0 ///< Output ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
378Â AkPanningRule & out_ePanningRule, ///< Returned panning rule (AkPanningRule_Speakers or AkPanningRule_Headphone) for given output.
379Â AkOutputDeviceID in_idOutput = 0 ///< Output ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
384Â /// \warning This function posts a message through the sound engine's internal message queue, whereas GetPanningRule() queries the current panning rule directly.
386Â /// The specified panning rule will only impact the sound if the processing format is downmixing to Stereo in the mixing process. It
391Â AkOutputDeviceID in_idOutput = 0 ///< Output ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
394Â /// Gets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
396Â /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
397Â /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
399Â /// You may call this function with io_pfSpeakerAngles set to NULL to get the expected number of angle values in io_uNumAngles,
410Â /// - When panning to stereo (speaker mode, see <tt>AK::SoundEngine::SetPanningRule()</tt>), only angle[0] is used, and 3D sounds in the back of the listener are mirrored to the front.
411Â /// - When panning to 5.1, the front speakers use angle[0], and the surround speakers use (angle[2] - angle[1]) / 2.
417Â AkReal32 * io_pfSpeakerAngles, ///< Returned array of loudspeaker pair angles, in degrees relative to azimuth [0,180]. Pass NULL to get the required size of the array.
418Â AkUInt32 & io_uNumAngles, ///< Returned number of angles in io_pfSpeakerAngles, which is the minimum between the value that you pass in, and the number of angles corresponding to AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ), or just the latter if io_pfSpeakerAngles is NULL.
419Â AkReal32 & out_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
420Â AkOutputDeviceID in_idOutput = 0 ///< Output ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
423Â /// Sets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
425Â /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
426Â /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
432Â /// This function posts a message to the audio thread through the command queue, so it is thread safe. However the result may not be immediately read with GetSpeakerAngles().
433Â /// \warning This function only applies to configurations (or subset of these configurations) that are standard and whose speakers are on the plane (2D).
440Â const AkReal32 * in_pfSpeakerAngles, ///< Array of loudspeaker pair angles, in degrees relative to azimuth [0,180].
441Â AkUInt32 in_uNumAngles, ///< Number of elements in in_pfSpeakerAngles. It must correspond to AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ) (the value returned by GetSpeakerAngles()).
442Â AkReal32 in_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
443Â AkOutputDeviceID in_idOutput = 0 ///< Output ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
446Â /// Allows the game to set the volume threshold to be used by the sound engine to determine if a voice must go virtual.
448Â /// If this function is not called, the used value will be the value specified in the platform specific project settings.
457Â /// Allows the game to set the maximum number of non virtual voices to be played simultaneously.
459Â /// If this function is not called, the used value will be the value specified in the platform specific project settings.
481Â bool in_bAllowSyncRender = true ///< When AkInitSettings::bUseLEngineThread is false, RenderAudio may generate an audio buffer -- unless in_bAllowSyncRender is set to false. Use in_bAllowSyncRender=false when calling RenderAudio from a Sound Engine callback.
497Â /// This function is deprecated. Registration is now automatic if you link plug-ins statically. If plug-ins are dynamic libraries (such as DLLs or SOs), use \c RegisterPluginDLL.
502Â /// \return AK_Success if successful, AK_InvalidParameter if invalid parameters were provided or Ak_Fail otherwise. Possible reasons for an AK_Fail result are:
507Â /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
508Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
509Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
513Â AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
514Â AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
516Â AkCreateParamCallback in_pCreateParamFunc, ///< Pointer to the plug-in's parameter node creation function
517Â AkGetDeviceListCallback in_pGetDeviceList = NULL ///< Optional pointer to the plug-in's device enumeration function. Specify for a sink plug-in to support \ref AK::SoundEngine::GetDeviceList.
522Â /// The plug-in DLL must be in the OS-specific library path or in the same location as the executable. If not, set AkInitSettings.szPluginDLLPath.
525Â /// - AK_FileNotFound if the DLL is not found in the OS path or if it has extraneous dependencies not found.
526Â /// - AK_InsufficientMemory if the system ran out of resources while loading the dynamic library
527Â /// - AK_NotCompatible if the file was found but is not binary-compatible with the system's expected executable format
532Â const AkOSChar* in_DllPath = NULL ///< Optional path to the DLL. Will override szPLuginDLLPath that was set in AkInitSettings.
538Â /// This function is deprecated. Registration is now automatic if you link plugins statically. If plugins are dynamic libraries (such as DLLs or SOs), use RegisterPluginDLL.
542Â /// \return AK_Success if successful, AK_InvalidParameter if invalid parameters were provided, or Ak_Fail otherwise. Possible reasons for an AK_Fail result are:
547Â /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
548Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
549Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
552Â AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
554Â AkCreateFileSourceCallback in_pFileCreateFunc, ///< Pointer to the codec's file source node creation function
555Â AkCreateBankSourceCallback in_pBankCreateFunc ///< Pointer to the codec's bank source node creation function
558Â /// Registers a global callback function. This function will be called from the audio rendering thread, at the
559Â /// location specified by in_eLocation. This function will also be called from the thread calling
561Â /// For example, in order to be called at every audio rendering pass, and once during teardown for releasing resources, you would call
562Â /// RegisterGlobalCallback(myCallback, AkGlobalCallbackLocation_BeginRender | AkGlobalCallbackLocation_Term, myCookie, AkPluginTypeNone, 0, 0);
564Â /// A Plugin Type, Company ID and Plugin ID can be provided to this function to enable timing in the performance monitor.
565Â /// If the callback is being timed, it will contribute to the Total Plug-in CPU measurement, and also appear in the Plug-ins tab of the Advanced Profiler by plug-in type and ID.
574Â AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender, ///< Callback location defined in AkGlobalCallbackLocation. Bitwise OR multiple locations if needed.
576Â AkPluginType in_eType = AkPluginTypeNone, ///< Plug-in type (for example, source or effect). AkPluginTypeNone for no timing.
577Â AkUInt32 in_ulCompanyID = 0, ///< Company identifier (as declared in the plug-in description XML file). 0 for no timing.
578Â AkUInt32 in_ulPluginID = 0 ///< Plug-in identifier (as declared in the plug-in description XML file). 0 for no timing.
581Â /// Unregisters a global callback function, previously registered using RegisterGlobalCallback.
583Â /// It is legal to call this function while already inside of a global callback, If it is unregistering itself and not
592Â AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender ///< Must match in_eLocation as passed to RegisterGlobalCallback for this callback.
595Â /// Registers a resource monitor callback function. This function will be called from the audio rendering thread, at the
598Â /// If the callback is being timed, it will contribute to the Total Plug-in CPU measurement, and also appear in the Plug-ins tab of the Advanced Profiler by plug-in type and ID.
606Â AkResourceMonitorCallbackFunc in_pCallback ///< Function to register as a resource monitor callback.
609Â /// Unregisters a resource monitor callback function, previously registered using RegisterResourceMonitorCallback.
611Â /// It is legal to call this function while already inside of a resource monitor callback, If it is unregistering itself and not
618Â AkResourceMonitorCallbackFunc in_pCallback ///< Function to unregister as a resource monitor callback.
629Â /// Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatusCallback
639Â /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
642Â /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
658Â /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
661Â /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
682Â /// The callback function can be used to be noticed when markers are reached or when the event is finished.
683Â /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
684Â /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed
686Â /// If used, the array of external sources should contain the information for each external source triggered by the
687Â /// event. When triggering an event with multiple external sources, you need to differentiate each source
688Â /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
689Â /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
690Â /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
703Â void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
705Â AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
706Â AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID///< Optional (advanced users only) Specify the playing ID to target with the event. Will Cause active actions in this event to target an existing Playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any for normal playback.
711Â /// The callback function can be used to be noticed when markers are reached or when the event is finished.
712Â /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
713Â /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed
715Â /// If used, the array of external sources should contain the information for each external source triggered by the
716Â /// event. When triggering an event with multiple external sources, you need to differentiate each source
717Â /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
718Â /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
719Â /// (therefore have a unique cookie) in order to tell them appart when filling the AkExternalSourceInfo structures.
732Â void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
734Â AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
735Â AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID///< Optional (advanced users only) Specify the playing ID to target with the event. Will Cause active actions in this event to target an existing Playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any for normal playback.
740Â /// The callback function can be used to be noticed when markers are reached or when the event is finished.
741Â /// An array of Wave file sources can be provided to resolve External Sources triggered by the event. P
742Â /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed
744Â /// If used, the array of external sources should contain the information for each external source triggered by the
745Â /// event. When triggering an Event with multiple external sources, you need to differentiate each source
746Â /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
747Â /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
748Â /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
761Â void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
763Â AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
764Â AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID///< Optional (advanced users only) Specify the playing ID to target with the event. Will Cause active actions in this event to target an existing Playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any for normal playback.
767Â // If you modify AkActionOnEventType, don't forget to modify the WAAPI validation schema accordingly.
779Â };
781Â /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
786Â AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
789Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
794Â /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
799Â AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
802Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
807Â /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type Play.
812Â AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
815Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
820Â /// Executes a number of MIDI Events on all nodes that are referenced in the specified Event in an Action of type Play.
821Â /// Each MIDI event will be posted in AkMIDIPost::uOffset samples from the start of the current frame. The duration of
822Â /// a sample can be determined from the sound engine's audio settings, via a call to AK::SoundEngine::GetAudioSettings.
833Â /// Stops MIDI notes on all nodes that are referenced in the specified event in an action of type play,
834Â /// with the specified Game Object. Invalid parameters are interpreted as wildcards. For example, calling
835Â /// this function with in_eventID set to AK_INVALID_UNIQUE_ID will stop all MIDI notes for Game Object
845Â /// Starts streaming the first part of all streamed files referenced by an Event into a cache buffer. Caching streams are serviced when no other streams require the
846Â /// available bandwidth. The files will remain cached until UnpinEventInStreamCache is called, or a higher priority pinned file needs the space and the limit set by
848Â /// \remarks The amount of data from the start of the file that will be pinned to cache is determined by the prefetch size. The prefetch size is set via the authoring tool and stored in the sound banks.
849Â /// \remarks It is possible to override the prefetch size stored in the sound bank via the low level IO. For more information see <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> and AkFileSystemFlags.
850Â /// \remarks If this function is called additional times with the same event, then the priority of the caching streams are updated. Note however that priority is passed down to the stream manager
851Â /// on a file-by-file basis, and if another event is pinned to cache that references the same file but with a different priority, then the first priority will be updated with the most recent value.
852Â /// \remarks If the event references files that are chosen based on a State Group (via a switch container), all files in all states will be cached. Those in the current active state
853Â /// will get cached with active priority, while all other files will get cached with inactive priority.
854Â /// \remarks in_uInactivePriority is only relevant for events that reference switch containers that are assigned to State Groups. This parameter is ignored for all other events, including events that only reference
855Â /// switch containers that are assigned to Switch Groups. Files that are chosen based on a Switch Group have a different switch value per game object, and are all effectively considered active by the pin-to-cache system.
868Â /// Starts streaming the first part of all streamed files referenced by an event into a cache buffer. Caching streams are serviced when no other streams require the
869Â /// available bandwidth. The files will remain cached until UnpinEventInStreamCache is called, or a higher priority pinned file needs the space and the limit set by
871Â /// \remarks The amount of data from the start of the file that will be pinned to cache is determined by the prefetch size. The prefetch size is set via the authoring tool and stored in the sound banks.
872Â /// \remarks It is possible to override the prefetch size stored in the sound bank via the low level IO. For more information see <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> and AkFileSystemFlags.
873Â /// \remarks If this function is called additional times with the same event, then the priority of the caching streams are updated. Note however that priority is passed down to the stream manager
874Â /// on a file-by-file basis, and if another event is pinned to cache that references the same file but with a different priority, then the first priority will be updated with the most recent value.
875Â /// \remarks If the event references files that are chosen based on a State Group (via a Switch Container), all files in all states will be cached. Those in the current active state
876Â /// will get cached with active priority, while all other files will get cached with inactive priority.
877Â /// \remarks in_uInactivePriority is only relevant for events that reference switch containers that are assigned to State Groups. This parameter is ignored for all other events, including events that only reference
878Â /// switch containers that are assigned to Switch Groups. Files that are chosen based on a Switch Group have a different switch value per game object, and are all effectively considered active by the pin-to-cache system.
891Â /// Starts streaming the first part of all streamed files referenced by an event into a cache buffer. Caching streams are serviced when no other streams require the
892Â /// available bandwidth. The files will remain cached until UnpinEventInStreamCache is called, or a higher priority pinned file needs the space and the limit set by
894Â /// \remarks The amount of data from the start of the file that will be pinned to cache is determined by the prefetch size. The prefetch size is set via the authoring tool and stored in the sound banks.
895Â /// \remarks It is possible to override the prefetch size stored in the sound bank via the low level IO. For more information see <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> and AkFileSystemFlags.
896Â /// \remarks If this function is called additional times with the same event, then the priority of the caching streams are updated. Note however that priority is passed down to the stream manager
897Â /// on a file-by-file basis, and if another event is pinned to cache that references the same file but with a different priority, then the first priority will be updated with the most recent value.
898Â /// \remarks If the event references files that are chosen based on a State Group (via a switch container), all files in all states will be cached. Those in the current active state
899Â /// will get cached with active priority, while all other files will get cached with inactive priority.
900Â /// \remarks in_uInactivePriority is only relevant for events that reference switch containers that are assigned to State Groups. This parameter is ignored for all other events, including events that only reference
901Â /// switch containers that are assigned to Switch Groups. Files that are chosen based on a Switch Group have a different switch value per game object, and are all effectively considered active by the pin-to-cache system.
913Â /// Releases the set of files that were previously requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>. The file may still remain in stream cache
914Â /// after <tt>AK::SoundEngine::UnpinEventInStreamCache()</tt> is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
923Â /// Releases the set of files that were previously requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>. The file may still remain in stream cache
924Â /// after <tt>AK::SoundEngine::UnpinEventInStreamCache()</tt> is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
933Â /// Releases the set of files that were previously requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>. The file may still remain in stream cache
934Â /// after <tt>AK::SoundEngine::UnpinEventInStreamCache()</tt> is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
942Â /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
943Â /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
945Â /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see \c AkDeviceSettings
952Â AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
953Â bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
956Â /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
957Â /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
959Â /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
966Â AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
967Â bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
971Â /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
972Â /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
974Â /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
981Â AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
982Â bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
986Â /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
989Â /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
990Â /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
997Â /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
998Â /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
999Â /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1000Â /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1001Â /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1002Â /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1003Â /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1007Â /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1009Â /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1011Â /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1013Â /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1014Â /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1016Â /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1021Â /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1022Â /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1023Â /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1024Â /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1033Â AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1035Â bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1036Â AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.
1040Â /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1043Â /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1044Â /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1045Â /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1046Â /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1049Â /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1053Â /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1054Â /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1055Â /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1056Â /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1057Â /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1058Â /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1059Â /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1063Â /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1065Â /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1067Â /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1069Â /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1070Â /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1072Â /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1077Â /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1078Â /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1079Â /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1080Â /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1089Â AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1091Â bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1092Â AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.
1096Â /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1099Â /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1100Â /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1101Â /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1102Â /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1105Â /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1109Â /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1110Â /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1111Â /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1112Â /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1113Â /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1114Â /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1115Â /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1119Â /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1121Â /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1123Â /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1125Â /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1126Â /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1128Â /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1133Â /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1134Â /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1135Â /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1136Â /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1145Â AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1147Â bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1148Â AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.
1151Â /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1152Â /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1155Â /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1156Â /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1157Â /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1158Â /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1162Â /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1163Â /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1164Â /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1165Â /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1166Â /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1167Â /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1168Â /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1172Â /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1173Â /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1175Â /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1177Â /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1179Â /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1180Â /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1181Â /// the exact position of a segment. Also, the segment will be silent during the time that period
1182Â /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1187Â /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1188Â /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1189Â /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1190Â /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1199Â AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1200Â AkReal32 in_fPercent, ///< Desired position where playback should restart, expressed in a percentage of the file's total duration, between 0 and 1.f (see note above about infinite looping sounds)
1201Â bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1202Â AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.
1206Â /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1207Â /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1210Â /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1211Â /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1212Â /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1213Â /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1216Â /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1217Â /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1218Â /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1219Â /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1220Â /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1221Â /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1222Â /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1226Â /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1227Â /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1229Â /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1231Â /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1233Â /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1234Â /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1235Â /// the exact position of a segment. Also, the segment will be silent during the time that period
1236Â /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1241Â /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1242Â /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1243Â /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1244Â /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1253Â AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1254Â AkReal32 in_fPercent , ///< Desired position where playback should restart, expressed in a percentage of the file's total duration, between 0 and 1.f (see note above about infinite looping sounds)
1255Â bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1256Â AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.
1260Â /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1261Â /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1264Â /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1265Â /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1266Â /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1267Â /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1270Â /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1271Â /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1272Â /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1273Â /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1274Â /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1275Â /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1276Â /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1280Â /// - With Music Segments, in_fPercent is relative to the Entry Cue, and the segment's duration is the
1281Â /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1283Â /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1285Â /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1287Â /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1288Â /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1289Â /// the exact position of a segment. Also, the segment will be silent during the time that period
1290Â /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1295Â /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1296Â /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1297Â /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1298Â /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1307Â AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1308Â AkReal32 in_fPercent, ///< Desired position where playback should restart, expressed in a percentage of the file's total duration, between 0 and 1.f (see note above about infinite looping sounds)
1309Â bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see notes above).
1310Â AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.
1334Â /// Gets the current position of the source associated with this playing ID, obtained from PostEvent(). If more than one source is playing,
1337Â /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1339Â /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1340Â /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1341Â /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1351Â AkTimeMs* out_puPosition, ///< Position of the source (in ms) associated with the specified playing ID
1352Â bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update.
1355Â /// Gets the current position of the sources associated with this playing ID, obtained from PostEvent().
1357Â /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1359Â /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1360Â /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1361Â /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1363Â /// - If 0 is passed in for the number of entries (*in_pcPositions == 0) then only the number of positions will be returned and the
1375Â AkSourcePosition* out_puPositions, ///< Audio Node IDs and positions of sources associated with the specified playing ID
1376Â AkUInt32 * io_pcPositions, ///< Number of entries in out_puPositions. Needs to be set to the size of the array: it is adjusted to the actual number of returned entries
1377Â bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update
1380Â /// Gets the stream buffering of the sources associated with this playing ID, obtained from PostEvent().
1382Â /// - You need to pass AK_EnableGetSourceStreamBuffering to PostEvent() in order to use this function, otherwise
1384Â /// - The sources stream buffering is updated at every audio frame. If there are multiple sources associated with this playing ID,
1386Â /// - The returned buffering status out_bIsBuffering will be true If any of the sources associated with the playing ID are actively being buffered.
1387Â /// It will be false if all of them have reached the end of file, or have reached a state where they are buffered enough and streaming is temporarily idle.
1388Â /// - Purely in-memory sources are excluded from this database. If all sources are in-memory, GetSourceStreamBuffering() will return AK_Fail.
1389Â /// - The returned buffering amount and state is not completely accurate with some hardware-accelerated codecs. In such cases, the amount of stream buffering is generally underestimated.
1390Â /// On the other hand, it is not guaranteed that the source will be ready to produce data at the next audio frame even if out_bIsBuffering has turned to false.
1393Â /// - AK_Fail if the source data associated with this playing ID is not found, for example if PostEvent() was not called with AK_EnableGetSourceStreamBuffering, or if the header was not parsed.
1398Â AkTimeMs & out_buffering, ///< Returned amount of buffering (in ms) of the source (or one of the sources) associated with that playing ID
1399Â bool & out_bIsBuffering ///< Returned buffering status of the source(s) associated with that playing ID
1405Â AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< (Optional)Specify a game object to stop only playback associated to the provided game object ID.
1417Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1427Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1442Â /// This function is provided to give the same behavior on platforms that don't have user-music support.
1455Â /// Sends custom game data to a plug-in that resides on a bus (insert Effect or mixer plug-in).
1459Â /// \aknote The plug-in type and ID is passed and matched with plugins set on the desired bus.
1460Â /// This means that you cannot send different data to various instances of the plug-in on a same bus.\endaknote
1464Â AkGameObjectID in_busObjectID, ///< Bus Object ID. Pass AK_INVALID_GAME_OBJECT to send custom data with global scope. Game object scope supersedes global scope, as with RTPCs.
1466Â AkUInt32 in_uCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
1467Â AkUInt32 in_uPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
1481Â /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1495Â /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1510Â /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1513Â /// For example, say a sound associated with this game object is a 3D moving sound. This sound will
1514Â /// stop moving when the game object is unregistered, and there will be no way to regain control over the game object.
1524Â /// Unregister all game objects, or all game objects with a particular matching set of property flags.
1528Â /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1550Â const AkSoundPosition & in_Position ///< Position to set; in_Position.Orientation must be normalized.
1554Â /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1555Â /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1556Â /// \aknote Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
1568Â MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections ///< \ref AK::SoundEngine::MultiPositionType
1571Â /// Sets multiple positions to a single game object, with flexible assignment of input channels.
1572Â /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1573Â /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1574Â /// \aknote Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
1584Â const AkChannelEmitter * in_pPositions, ///< Array of positions to apply, each using its own channel mask.
1586Â MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections ///< \ref AK::SoundEngine::MultiPositionType
1590Â /// Modify the attenuation computations on this Game Object to simulate sounds with a larger or smaller area of effect.
1597Â AkReal32 in_fAttenuationScalingFactor ///< Scaling Factor, 1 means 100%, 0.5 means 50%, 2 means 200%, and so on.
1607Â /// It also internally calls ClearPreparedEvents() since at least one bank must have been loaded to allow preparing events.
1610Â /// - AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command
1628Â AkReal32 in_fThroughput, ///< Average throughput of bank data streaming (bytes/ms) (the default value is AK_DEFAULT_BANK_THROUGHPUT)
1629Â AkPriority in_priority ///< Priority of bank streaming (the default value is AK_DEFAULT_PRIORITY)
1648Â /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1656Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1657Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1658Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1660Â /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1661Â /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1662Â /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1663Â /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1694Â /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1702Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1703Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1704Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1706Â /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1707Â /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1708Â /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1709Â /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1725Â /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
1738Â /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1746Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1747Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1748Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1762Â /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
1763Â /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
1767Â /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
1780Â /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1788Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1789Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1790Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1792Â /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
1793Â /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
1794Â /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
1795Â /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
1803Â const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
1810Â /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
1814Â /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
1816Â /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
1830Â /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1838Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1839Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1840Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1849Â const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is not stored in sound engine, memory can be released after return)
1854Â /// Synchronously decodes Vorbis-encoded and Opus-encoded (Software version) media in a SoundBank. The file should already be read in memory before the decode operation. The out_pDecodedBankPtr can then be used with variants of LoadBank that load from in-memory data.
1856Â /// CPU usage, RAM size, storage size and Internet bandwidth must be accounted for when developing a game, especially when it is aimed at mobile platforms. The DecodeBank function makes it possible to decode media at load time instead of decoding them every time they are played.
1858Â const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to decode (pointer is not stored in sound engine, memory can be released after return)
1860Â AkMemPoolId in_uPoolForDecodedBank, ///< Memory pool to allocate decoded bank into. Specify AK_INVALID_POOL_ID and out_pDecodedBankPtr=NULL to obtain decoded bank size without performing the decode operation. Pass AK_INVALID_POOL_ID and out_pDecodedBankPtr!=NULL to decode bank into specified pointer.
1883Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1884Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1885Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1887Â /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1888Â /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1889Â /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1890Â /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
1891Â /// (<tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>) if you use the default Stream Manager's implementation.
1892Â /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>
1906Â void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> as AkFileSystemFlags::pCustomParam)
1928Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1929Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1930Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1932Â /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1933Â /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1934Â /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1935Â /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
1936Â /// (<tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>) if you use the default Stream Manager's implementation.
1937Â /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>
1951Â void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> as AkFileSystemFlags::pCustomParam)
1956Â /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
1973Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1974Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1975Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1977Â /// - The file path should be resolved in your implementation of the Stream Manager, or in the Low-Level I/O module if
1978Â /// you use the default Stream Manager's implementation. The ID overload of <tt>AK::IAkStreamMgr::CreateStd()</tt> and <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> are called.
1979Â /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>
1991Â void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> as AkFileSystemFlags::pCustomParam)
1996Â /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
1997Â /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2001Â /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2005Â /// AK_Success if the scheduling was successful, AK_Fail otherwise, or AK_InvalidParameter if memory alignment is not correct.
2016Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2017Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2018Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2020Â /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2021Â /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2022Â /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2023Â /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2032Â const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2041Â /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2045Â /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2047Â /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2052Â /// AK_Success if the scheduling was successful, AK_Fail otherwise, or AK_InvalidParameter if memory alignment is not correct.
2063Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2064Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2065Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2075Â const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is not stored in sound engine, memory can be released after callback)
2085Â /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2087Â /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2089Â /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2091Â /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2099Â const void * in_pInMemoryBankPtr ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank.
2105Â /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2107Â /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2109Â /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2111Â /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2119Â const void * in_pInMemoryBankPtr ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank.
2123Â /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2125Â /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2133Â const void * in_pInMemoryBankPtr ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank.
2139Â /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2143Â /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2145Â /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2154Â const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank.
2162Â /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2166Â /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2168Â /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2177Â const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank.
2184Â /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2186Â /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2195Â const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank.
2200Â /// Cancels all Event callbacks associated with a specific callback cookie specified while loading Banks of preparing Events.\n
2218Â Preparation_Load, ///< \c PrepareEvent() will load required information to play the specified event.
2219Â Preparation_Unload, ///< \c PrepareEvent() will unload required information to play the specified event.
2220Â Preparation_LoadAndDecode ///< Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
2221Â };
2225Â /// Use AkBankContent_StructureOnly to load only the structural content, including events, from the bank and then later use the PrepareEvent() functions to load media on demand from loose files on the disk.
2231Â AkBankContent_StructureOnly, ///< Use AkBankContent_StructureOnly to load only the structural content, including Events, and then later use the PrepareEvent() functions to load media on demand from loose files on the disk.
2233Â };
2236Â /// This function will load the Events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from
2237Â /// the bank; but, as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(),
2239Â /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2246Â /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to
2247Â /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2248Â /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
2250Â AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2252Â AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content.
2256Â /// This function will load the Events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from
2257Â /// the bank; but, as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(),
2259Â /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2266Â /// \c PrepareBank(), when called with the flag \c AkBankContent_StructureOnly, requires additional calls to \c PrepareEvent() to load the media for each event. \c PrepareEvent(), however, is unable to
2267Â /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2268Â /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses \c LoadBank() to load the bank in entirety.
2270Â AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2272Â AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content.
2275Â /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2276Â /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from
2277Â /// the bank, but as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(),
2279Â /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2286Â /// \c PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to
2287Â /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2288Â /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
2290Â AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2292Â AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content.
2296Â /// This function will load the Events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from
2297Â /// the bank, but as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(),
2299Â /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2306Â /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to
2307Â /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2308Â /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
2310Â AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2314Â AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content.
2318Â /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag \c AkBankContent_All is specified, \c PrepareBank() will load the media content from
2319Â /// the bank, but as opposed to \c LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using \c PrepareBank(), alone or in combination with PrepareEvent(),
2321Â /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2328Â /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to
2329Â /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2330Â /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
2332Â AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2336Â AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content.
2339Â /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2340Â /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, \c PrepareBank() will load the media content from
2341Â /// the bank, but as opposed to \c LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using \c PrepareBank(), alone or in combination with \c PrepareEvent(),
2343Â /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2350Â /// \c PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. \c PrepareEvent(), however, is unable to
2351Â /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2352Â /// for example, a game may have a tool mode that uses \c PrepareEvent() to load loose files on-demand and, also, a game mode that uses \c LoadBank() to load the bank in entirety.
2354Â AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2358Â AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content.
2364Â /// - AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command.
2387Â /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2394Â /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2406Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2426Â /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2433Â /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2447Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2453Â /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2465Â /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2472Â /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2484Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2491Â /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2500Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2514Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2523Â /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2532Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2546Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2554Â /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2563Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2577Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2585Â /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2586Â /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid, and AK_Fail otherwise.
2592Â /// Removes the specified source from the list of loaded media, even if this media is already in use.
2593Â /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2596Â /// If the media is still in use, this function will attempt to forcibly kill all sounds and effects referencing this media,
2597Â /// and then return AK_ResourceInUse. The client should NOT presume that the memory can be safely released at this point.
2598Â /// The moment at which the memory can be safely released is unknown, and the only safe course of action is to keep the memory
2602Â /// - AK_Success: Operation was successful, and the memory can be released on the client side.
2603Â /// - AK_ResourceInUse: Specified media is still in use by the sound engine, the client should not release the memory.
2610Â /// Removes the specified source from the list of loaded media, only if this media is not already in use.
2611Â /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2613Â /// If this function returns AK_ResourceInUse, then the operation is a no-op and the client must not release memory for this media.
2614Â /// Instead, the client should retry the TryUnsetMedia operation later with the same parameters and check for AK_Success.
2616Â /// If out_pUnsetResults is not null, then it is assumed to point to an array of result codes of the same length as in_pSourceSettings.
2617Â /// out_pUnsetResults will be filled with either AK_Success or AK_ResourceInUse, indicating which media was still in use and not unset.
2619Â /// - AK_Success: Operation was successful, and the memory can be released on the client side.
2620Â /// - AK_ResourceInUse: Specified media is still in use by the sound engine, and the media was not unset. Do not release memory, and try again later.
2630Â /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2639Â /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
2646Â /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2648Â /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
2649Â /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
2659Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2662Â const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
2668Â /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2677Â /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
2684Â /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2686Â /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
2687Â /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
2697Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2700Â const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
2705Â /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2714Â /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
2721Â /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2723Â /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
2724Â /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
2734Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2737Â AkUInt32* in_paGameSyncID, ///< Array of ID of the game syncs to either support or not support.
2743Â /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2749Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2752Â /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
2753Â /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
2764Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2767Â const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
2775Â /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2781Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2784Â /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
2785Â /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
2796Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2799Â const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
2806Â /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2812Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2815Â /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
2816Â /// set to true. When set to false, the sound engine automatically prepares all Game Syncs when preparing Events,
2827Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2830Â AkUInt32* in_paGameSyncID, ///< Array of ID of the Game Syncs to either support or not support.
2844Â /// All listeners that have previously been added via AddListener or set via SetListeners will be removed and replaced with the listeners in the array in_pListenerGameObjs.
2845Â /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
2853Â AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
2854Â const AkGameObjectID* in_pListenerGameObjs, ///< Array of listener game object IDs that will be activated for in_emitterGameObj.
2859Â /// Any listeners that have previously been added or set via AddListener or SetListeners will remain as listeners and in_listenerGameObj will be added as an additional listener.
2860Â /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
2867Â AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
2868Â AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be activated for in_emitterGameObj.
2872Â /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
2880Â AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be deactivated for in_emitterGameObj. Game objects must have been previously registered.
2883Â /// Sets the default set of associated listeners for game objects that have not explicitly overridden their listener sets. Upon registration, all game objects reference the default listener set, until
2884Â /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
2885Â /// All default listeners that have previously been added via AddDefaultListener or set via SetDefaultListeners will be removed and replaced with the listeners in the array in_pListenerGameObjs.
2890Â const AkGameObjectID* in_pListenerObjs, ///< Array of listener game object IDs that will be activated for subsequent registrations. Game objects must have been previously registered.
2894Â /// Add a single listener to the default set of listeners. Upon registration, all game objects reference the default listener set, until
2895Â /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
2901Â AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be added to the default set of listeners.
2904Â /// Remove a single listener from the default set of listeners. Upon registration, all game objects reference the default listener set, until
2905Â /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
2911Â AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be removed from the default set of listeners.
2914Â /// Resets the listener associations to the default listener(s), as set by <tt>SetDefaultListeners</tt>. This will also reset per-listener gains that have been set using <tt>SetGameObjectOutputBusVolume</tt>.
2927Â /// If \c in_bSpatialized is false, only \c in_pVolumeOffsets is used for this listener (3D positions
2928Â /// have no effect on the speaker distribution). Otherwise, \c in_pVolumeOffsets is added to the speaker
2930Â /// Use helper functions of \c AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets.
2933Â /// - If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig,
2944Â bool in_bSpatialized, ///< Spatialization toggle (True : enable spatialization, False : disable spatialization)
2945Â AkChannelConfig in_channelConfig, ///< Channel configuration associated with volumes in_pVolumeOffsets. Ignored if in_pVolumeOffsets is NULL.
2946Â AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets = NULL ///< Per-speaker volume offset, in dB. See AkSpeakerVolumes.h for how to manipulate this vector.
2957Â /// With this function, you may set a game parameter value with global scope or with game object scope.
2958Â /// Game object scope supersedes global scope. (Once a value is set for the game object scope, it will not be affected by changes to the global scope value.) Game parameter values set with a global scope are applied to all
2959Â /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
2960Â /// To set a game parameter value with global scope, pass \c AK_INVALID_GAME_OBJECT as the game object.
2961Â /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
2962Â /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
2963Â /// according to the interpolation curve. If you call \c <tt><tt>SetRTPCValue()</tt></tt> with <tt>in_uValueChangeDuration = 0</tt> in the
2964Â /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
2965Â /// function at every game frame, you should not use \c in_uValueChangeDuration, as it would have no effect and it is less efficient.
2978Â AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
2979Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
2980Â bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
2985Â /// With this function, you may set a game parameter value to global scope or to game object scope.
2986Â /// Game object scope supersedes global scope. (Once a value is set for the game object scope, it will not be affected by changes to the global scope value.) Game parameter values set with global scope are applied to all
2987Â /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
2988Â /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
2989Â /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
2990Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
2991Â /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
2992Â /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
2993Â /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3007Â AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3008Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3009Â bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3014Â /// With this function, you may set a game parameter value with global scope or with game object scope.
3015Â /// Game object scope supersedes global scope. (Once a value is set for the game object scope, it will not be affected by changes to the global scope value.) Game parameter values set with global scope are applied to all
3016Â /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3017Â /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3018Â /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3019Â /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3020Â /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3021Â /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3022Â /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3036Â AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3037Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3038Â bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3044Â /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3045Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3046Â /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3047Â /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3048Â /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3062Â AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3063Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3064Â bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when, for example, loading a level and you don't want the values to interpolate.
3071Â /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3072Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3073Â /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3074Â /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3075Â /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3089Â AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3090Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3091Â bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when, for example, loading a level and you don't want the values to interpolate.
3098Â /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3099Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3100Â /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3101Â /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3102Â /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3116Â AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3117Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3118Â bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3121Â /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3122Â /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3123Â /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3125Â /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3126Â /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3127Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3128Â /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3140Â AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3141Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3142Â bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3146Â /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3147Â /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3148Â /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3150Â /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3151Â /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3152Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3153Â /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3167Â AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3168Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3169Â bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3173Â /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3174Â /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3175Â /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3177Â /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3178Â /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3179Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3180Â /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3194Â AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3195Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3196Â bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3343Â /// Registers a callback to allow the game to modify or override the volume to be applied at the output of an audio bus.
3347Â /// \aknote Beware when using this callback on the Master Audio Bus: since the output of this bus is not a bus, but is instead a system end-point, <tt>AkSpeakerVolumeMatrixCallbackInfo::pMixerContext</tt> will be \c NULL. You cannot modify panning at the output of the Master Audio Bus.\endaknote
3361Â /// Registers a callback to be called to allow the game to access metering data from any mixing bus. You may use this to monitor loudness at any point of the mixing hierarchy
3362Â /// by querying the peak, RMS, True Peak and K-weighted power (according to loudness standard ITU BS.1770). See \ref goingfurther_speakermatrixcallback for an example.
3380Â /// Output Bus Volumes are stored per listener association, so calling this function will override the default set of listeners. The game object in_emitterObjID will now reference its own set of listeners which will
3381Â /// be the same as the old set of listeners, but with the new associated gain. Future changes to the default listener set will not be picked up by this game object unless ResetListenersToDefault() is called.
3392Â AkGameObjectID in_listenerObjID, ///< Associated listener game object ID. Pass AK_INVALID_GAME_OBJECT to set the Output Bus Volume for all connected listeners.
3400Â /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will
3405Â AkUniqueID in_audioNodeID, ///< Can be a member of the Actor-Mixer or Interactive Music Hierarchy (not a bus).
3407Â AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
3413Â /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3414Â /// Bus which does not have any Effects, or removing the last Effect on a currently playing bus.
3416Â /// \aknote This function will replace existing Effects on the node. If the target node is not at
3417Â /// the top of the hierarchy and is in the actor-mixer hierarchy, the option "Override Parent" in
3418Â /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3425Â AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the Effect slot
3432Â /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3433Â /// bus which does not have any Effects, or removing the last Effect on a currently playing Bus.
3435Â /// \aknote This function will replace existing Effects on the node. If the target node is not at
3436Â /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
3437Â /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3444Â AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
3451Â /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3452Â /// Bus which does not have any effects, or removing the last Effect on a currently playing bus.
3454Â /// \aknote This function will replace existing Effects on the node. If the target node is not at
3455Â /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
3456Â /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3463Â AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
3468Â /// Bus which does not have any Effects or mixer, or removing the last mixer on a currently playing Bus.
3481Â /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
3494Â /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
3510Â AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
3520Â AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
3530Â AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
3533Â /// Sets a game object's obstruction and occlusion levels. If SetMultiplePositions were used, values are set for all positions.
3546Â /// Sets a game object's obstruction and occlusion level for each positions defined by SetMultiplePositions.
3547Â /// This function differs from SetObjectObstructionAndOcclusion as a list of obstruction/occlusion pair is provided
3548Â /// and each obstruction/occlusion pair will affect the corresponding position defined at the same index.
3549Â /// \aknote In the case the number of obstruction/occlusion pairs is smaller than the number of positions, remaining positions'
3554Â /// \return AK_Success if occlusion/obstruction values are successfully stored for this emitter
3558Â AkObstructionOcclusionValues* in_fObstructionOcclusionValues, ///< Array of obstruction/occlusion pairs to apply
3561Â AkUInt32 in_uNumOcclusionObstruction ///< Number of obstruction/occlusion pairs specified in the provided array
3565Â /// This function will write history data for all currently loaded containers and instantiated game
3566Â /// objects (for example, current position in Sequence Containers and previously played elements in
3569Â /// This function acquires the main audio lock, and may block the caller for several milliseconds.
3577Â /// This function will read history data from the passed-in stream reader interface, and apply it to all
3581Â /// This function acquires the main audio lock, and may block the caller for several milliseconds.
3596Â /// If more than one device is active, the system will create multiple files in the same output
3599Â /// If no device is running yet, the system will return success AK_Success despite doing nothing.
3600Â /// Use RegisterAudioDeviceStatusCallback to get notified when devices are created/destructed.
3602Â /// \return AK_Success if successful, AK_Fail if there was a problem starting the output capture.
3604Â /// - The sound engine opens a stream for writing using <tt>AK::IAkStreamMgr::CreateStd()</tt>. If you are using the
3605Â /// default implementation of the Stream Manager, file opening is executed in your implementation of
3606Â /// the Low-Level IO interface <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>. The following
3607Â /// AkFileSystemFlags are passed: uCompanyID = AKCOMPANYID_AUDIOKINETIC and uCodecID = AKCODECID_PCM,
3608Â /// and the AkOpenMode is AK_OpenModeWriteOvrwr. Refer to \ref streamingmanager_lowlevel_location for
3621Â /// \return AK_Success if successful, AK_Fail if there was a problem stopping the output capture.
3627Â /// \return AK_Success if successful, AK_Fail if there was a problem adding the output marker.
3634Â /// Starts recording the sound engine profiling information into a file. This file can be read
3639Â const AkOSChar* in_CaptureFileName ///< Name of the output profiler file (.prof extension recommended)
3653Â /// Adds an output to the sound engine. Use this to add controller-attached headphones, controller speakers, DVR output, etc.
3654Â /// The in_Settings parameter contains an Audio Device shareset to specify the output plugin to use and a device ID to specify the instance, if necessary (e.g. which game controller).
3656Â /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
3657Â /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
3666Â /// The following codes are returned directly from the function, as opposed to the AkDeviceStatusCallback
3668Â /// - AK_InvalidParameter: Out of range parameters or unsupported parameter combinations (see parameter list below).
3669Â /// - AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
3670Â /// - AK_DeviceNotReady: The idDevice on in_settings doesn't match with a valid hardware device. Either the device doesn't exist or is disabled. Disconnected devices (headphones) are not considered "not ready" therefore won't cause this error.
3675Â /// - AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
3676Â /// - AK_PluginNotRegistered: The audioDeviceShareset exists but the plug-in it refers to is not installed or statically linked with the game.
3677Â /// - AK_NotCompatible: The hardware does not support this type of output. Wwise will try to use the System output instead, and a separate callback will fire when that completes.
3678Â /// - AK_DeviceNotCompatible: The hardware does not support this type of output. Wwise will NOT fallback to any other type of output.
3679Â /// - AK_Fail: Generic code for any non-permanent conditions (e.g. disconnection) that prevent the use of the output. Wwise has created the output and sounds will be routed to it, but this output is currently silent until the temporary condition resolves.
3680Â /// - AK_NoDistinctListener: Outputs of the same type (same ShareSet, like controller speakers) must have distinct Listeners to make a proper routing. This doesn't happen if there is only one output of that type.
3682Â const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
3683Â AkOutputDeviceID *out_pDeviceID = NULL, ///< (Optional) Output ID to use with all other Output management functions. Leave to NULL if not required. \ref AK::SoundEngine::GetOutputID
3684Â const AkGameObjectID* in_pListenerIDs = NULL, ///< Specific listener(s) to attach to this device.
3685Â ///< If specified, only the sounds routed to game objects linked to those listeners will play in this device.
3686Â ///< It is necessary to have separate listeners if multiple devices of the same type can coexist (e.g. controller speakers)
3687Â ///< If not specified, sound routing simply obey the associations between Master Busses and Audio Devices setup in the Wwise Project.
3692Â /// If a listener was associated with the device, you should consider unregistering the listener prior to call RemoveOutput
3698Â AkOutputDeviceID in_idOutput ///< ID of the output to remove. Use the returned ID from AddOutput, GetOutputID, or ReplaceOutput
3701Â /// Replaces an output device previously created during engine initialization or from AddOutput, with a new output device.
3702Â /// In addition to simply removing one output device and adding a new one, the new output device will also be used on all of the master buses
3703Â /// that the old output device was associated with, and preserve all listeners that were attached to the old output device.
3705Â /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
3706Â /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
3714Â /// - AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
3715Â /// - AK_DeviceNotReady: The idDevice on in_settings doesn't match with a valid hardware device. Either the device doesn't exist or is disabled. Disconnected devices (headphones) are not considered "not ready" therefore won't cause this error.
3716Â /// - AK_DeviceNotFound: The in_outputDeviceId provided does not match with any of the output devices that the sound engine is currently using.
3717Â /// - AK_InvalidParameter: Out of range parameters or unsupported parameter combinations on in_settings
3720Â const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
3721Â AkOutputDeviceID in_outputDeviceId, ///< AkOutputDeviceID of the output to replace. Use 0 to target the current main output, regardless of its id. Otherwise, use the AkOuptutDeviceID returned from AddOutput() or ReplaceOutput(), or generated by GetOutputID()
3722Â AkOutputDeviceID *out_pOutputDeviceId = NULL ///< (Optional) Pointer into which the method writes the AkOutputDeviceID of the new output device. If the call fails, the value pointed to will not be modified.
3726Â /// Outputs are defined by their type (Audio Device shareset) and their specific system ID. A system ID could be reused for other device types on some OS or platforms, hence the compounded ID.
3727Â /// Use 0 for in_idShareset & in_idDevice to get the Main Output ID (the one usually initialized during AK::SoundEngine::Init)
3730Â AkUniqueID in_idShareset, ///< Audio Device ShareSet ID, as defined in the Wwise Project. If needed, use AK::SoundEngine::GetIDFromString() to convert from a string. Set to AK_INVALID_UNIQUE_ID to use the default.
3731Â AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
3733Â ///< - XBoxOne Controller-Headphones: Use the AK::GetDeviceID function to get the ID from an IMMDevice. Find the player's device with the WASAPI API (IMMDeviceEnumerator, see Microsoft documentation) or use AK::GetDeviceIDFromName.
3739Â const char* in_szShareSet, ///< Audio Device ShareSet Name, as defined in the Wwise Project. If Null, will select the Default Output shareset (always available)
3740Â AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
3742Â ///< - XBoxOne Controller-Headphones: Use the AK::GetDeviceID function to get the ID from an IMMDevice. Find the player's device with the WASAPI API (IMMDeviceEnumerator, see Microsoft documentation) or use AK::GetDeviceIDFromName.
3749Â const wchar_t* in_szShareSet, ///< Audio Device ShareSet Name, as defined in the Wwise Project. If Null, will select the Default Output shareset (always available)
3750Â AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
3752Â ///< - XBoxOne Controller-Headphones: Use the AK::GetDeviceID function to get the ID from an IMMDevice. Find the player's device with the WASAPI API (IMMDeviceEnumerator, see Microsoft documentation) or use AK::GetDeviceIDFromName.
3758Â /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
3759Â /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
3760Â /// SetBusDevice must be preceded by a call to AddOutput for the new device shareset to be registered as an output.
3762Â /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
3763Â /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
3769Â /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
3770Â /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
3771Â /// SetBusDevice must be preceded by a call to AddOutput for the new device shareset to be registered as an output.
3773Â /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
3774Â /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
3781Â /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
3782Â /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
3783Â /// SetBusDevice must be preceded by a call to AddOutput for the new device shareset to be registered as an output.
3785Â /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
3786Â /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
3793Â /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
3795Â /// Prerequisites: the plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
3798Â /// AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
3800Â AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
3801Â AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
3802Â AkUInt32& io_maxNumDevices, ///< In: The maximum number of devices to write to out_deviceDescriptions. Out: Returns the number of devices that were written to out_deviceDescriptions, or if out_deviceDescriptions is NULL, how many devices would have been written.
3803Â AkDeviceDescription* out_deviceDescriptions ///< The output array of device descriptions. If NULL, no devices will be written out.
3806Â /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
3809Â /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
3810Â /// * The audio device shareset must have been loaded from a soundbank and a device with this shareset must exist in the pipeline.
3813Â /// AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
3815Â AkUniqueID in_audioDeviceShareSetID, ///< In: The audio device shareset ID for which to list the sink plug-in devices.
3816Â AkUInt32& io_maxNumDevices, ///< In: The maximum number of devices to write to out_deviceDescriptions. Out: Returns the number of devices that were written to out_deviceDescriptions, or if out_deviceDescriptions is NULL, how many devices would have been written.
3817Â AkDeviceDescription* out_deviceDescriptions ///< The output array of device descriptions. If NULL, no devices will be written out.
3825Â AkOutputDeviceID in_idOutput, ///< Output ID to set the volume on. As returned from AddOutput or GetOutputID
3829Â /// Returns whether or not the audio device matching the device ID provided supports spatial audio (i.e. the functionality is enabled, and more than 0 dynamic objects are supported).
3830Â /// If Spatial Audio is supported, then you can call Init, AddOutput, or ReplaceOutput with an Audio Device Shareset corresponding to the respective platform-specific plug-in that
3831Â /// provides spatial audio, such as the Microsoft Spatial Sound Platform for Windows. Note that on Xbox One, you need to call EnableSpatialAudio() before the sound engine is
3832Â /// initialized, or initialize the sound engine with AkPlatformInitSettings::bEnableSpatialAudio set to true if you want spatial audio support; otherwise this will always return AK_NotCompatible.
3834Â /// AK_NotCompatible when the device ID provided does not support spatial audio, or the platform does not support spatial audio
3835Â /// AK_Fail when there is some other miscellaneous failure, or the device ID provided does not match a device that the system knows about
3838Â AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
3840Â ///< - XBoxOne Controller-Headphones: Use the AK::GetDeviceID function to get the ID from an IMMDevice. Find the player's device with the WASAPI API (IMMDeviceEnumerator, see Microsoft documentation) or use AK::GetDeviceIDFromName.
3848Â /// This function should be called to put the sound engine in background mode, where audio isn't processed anymore. This needs to be called if the console has a background mode or some suspended state.
3849Â /// Call \c WakeupFromSuspend when your application receives the message from the OS that the process is back in foreground.
3850Â /// When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when \ref RenderAudio() is called.
3851Â /// It is recommended to match the <b>in_bRenderAnyway</b> parameter with the behavior of the rest of your game:
3852Â /// if your game still runs in background and you must keep some kind of coherent state between the audio engine and game, then allow rendering.
3853Â /// If you want to minimize CPU when in background, then don't allow rendering and never call RenderAudio from the game.
3855Â /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
3859Â bool in_bRenderAnyway = false /// If set to true, audio processing will still occur, but not outputted. When set to false, no audio will be processed at all, even upon reception of RenderAudio().
3862Â /// This function should be called to wake up the sound engine and start processing audio again. This needs to be called if the console has a background mode or some suspended state.
3864Â /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
AKSOUNDENGINE_API AKRESULT RegisterPluginDLL(const AkOSChar *in_DllName, const AkOSChar *in_DllPath=NULL)
AkUInt32 uMonitorQueuePoolSize
Size of the monitoring queue, in bytes. This parameter is not used in Release build.
Definition: AkSoundEngine.h:217
AKSOUNDENGINE_API AKRESULT RemoveDefaultListener(AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT PrepareEvent(PreparationType in_PreparationType, const char **in_ppszString, AkUInt32 in_uNumEvent)
AKSOUNDENGINE_API AKRESULT SetRTPCValue(AkRtpcID in_rtpcID, AkRtpcValue in_value, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AKSOUNDENGINE_API AKRESULT SetSpeakerAngles(const AkReal32 *in_pfSpeakerAngles, AkUInt32 in_uNumAngles, AkReal32 in_fHeightAngle, AkOutputDeviceID in_idOutput=0)
AkBackgroundMusicChangeCallbackFunc BGMCallback
Application-defined audio source change event callback function.
Definition: AkSoundEngine.h:225
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkTypes.h:587
AKSOUNDENGINE_API void ExecuteActionOnPlayingID(AkActionOnEventType in_ActionType, AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
AKSOUNDENGINE_API AKRESULT LoadBankMemoryView(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkBankID &out_bankID)
AkUInt8 * pMediaMemory
Pointer to the data to be set for the source.
Definition: AkSoundEngine.h:242
AKSOUNDENGINE_API AKRESULT PrepareGameSyncs(PreparationType in_PreparationType, AkGroupType in_eGameSyncType, const char *in_pszGroupName, const char **in_ppszGameSyncName, AkUInt32 in_uNumGameSyncs)
AKSOUNDENGINE_API AKRESULT GetSourcePlayPositions(AkPlayingID in_PlayingID, AkSourcePosition *out_puPositions, AkUInt32 *io_pcPositions, bool in_bExtrapolate=true)
AKSOUNDENGINE_API AKRESULT Init(AkInitSettings *in_pSettings, AkPlatformInitSettings *in_pPlatformSettings)
AKSOUNDENGINE_API AKRESULT SetSwitch(AkSwitchGroupID in_switchGroup, AkSwitchStateID in_switchState, AkGameObjectID in_gameObjectID)
void(* AkResourceMonitorCallbackFunc)(const AkResourceMonitorDataSummary *in_pdataSummary)
Definition: AkCallback.h:345
AKSOUNDENGINE_API AKRESULT GetSourceStreamBuffering(AkPlayingID in_PlayingID, AkTimeMs &out_buffering, bool &out_bIsBuffering)
@ AkBankContent_StructureOnly
Use AkBankContent_StructureOnly to load only the structural content, including Events,...
Definition: AkSoundEngine.h:2231
IAkSoftwareCodec *(* AkCreateFileSourceCallback)(void *in_pCtx)
Registered file source creation function prototype.
Definition: AkTypes.h:701
AKSOUNDENGINE_API AKRESULT StartOutputCapture(const AkOSChar *in_CaptureFileName)
AKSOUNDENGINE_API AKRESULT SetMaxNumVoicesLimit(AkUInt16 in_maxNumberVoices)
AkUInt32 uNumSamplesPerFrame
Number of samples per audio frame (256, 512, 1024, or 2048).
Definition: AkSoundEngine.h:215
Definition: AkPlatformInitSettings.h:36
AKSOUNDENGINE_API AKRESULT SetDefaultListeners(const AkGameObjectID *in_pListenerObjs, AkUInt32 in_uNumListeners)
AKSOUNDENGINE_API AKRESULT UnregisterAllGameObj()
AKSOUNDENGINE_API AKRESULT ResetRTPCValue(AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AkReal32 fDebugOutOfRangeLimit
Debug setting: Only used when bDebugOutOfRangeCheckEnabled is true. This defines the maximum values s...
Definition: AkSoundEngine.h:234
Definition: AkSpeakerConfig.h:505
AKSOUNDENGINE_API AKRESULT RegisterGlobalCallback(AkGlobalCallbackFunc in_pCallback, AkUInt32 in_eLocation=AkGlobalCallbackLocation_BeginRender, void *in_pCookie=NULL, AkPluginType in_eType=AkPluginTypeNone, AkUInt32 in_ulCompanyID=0, AkUInt32 in_ulPluginID=0)
@ MultiPositionType_MultiDirections
Simulate one sound coming from multiple directions. Useful for repositionning sounds based on wall op...
Definition: AkTypes.h:736
AKSOUNDENGINE_API void CancelEventCallbackCookie(void *in_pCookie)
AKRESULT(* AkGetDeviceListCallback)(AkUInt32 &io_maxNumDevices, AkDeviceDescription *out_deviceDescriptions)
Registered plugin device enumeration function prototype.
Definition: IAkPlugin.h:1126
AKSOUNDENGINE_API AKRESULT RegisterGameObj(AkGameObjectID in_gameObjectID)
@ AkPanningRule_Speakers
Left and right positioned 60 degrees apart (by default - see AK::SoundEngine::GetSpeakerAngles()).
Definition: AkTypes.h:761
void(* AkGlobalCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkGlobalCallbackLocation in_eLocation, void *in_pCookie)
Definition: AkCallback.h:338
@ Preparation_LoadAndDecode
Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
Definition: AkSoundEngine.h:2220
AkTaskSchedulerDesc taskSchedulerDesc
The defined client task scheduler that AkSoundEngine will use to schedule internal tasks.
Definition: AkSoundEngine.h:230
AKSOUNDENGINE_API AKRESULT GetContainerHistory(AK::IWriteBytes *in_pBytes)
AKSOUNDENGINE_API AKRESULT SetState(AkStateGroupID in_stateGroup, AkStateID in_state)
Platform-independent initialization settings of output devices.
Definition: AkSoundEngine.h:129
AKSOUNDENGINE_API bool IsInitialized()
@ Preparation_Unload
PrepareEvent() will unload required information to play the specified event.
Definition: AkSoundEngine.h:2219
@ AkBankContent_All
Use AkBankContent_All to load both the media and structural content.
Definition: AkSoundEngine.h:2232
AKSOUNDENGINE_API AKRESULT ClearBanks()
AKSOUNDENGINE_API AKRESULT UnregisterAudioDeviceStatusCallback()
Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatus...
Definition: IBytes.h:44
AKSOUNDENGINE_API AKRESULT SetMultipleObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_uListenerID, AkObstructionOcclusionValues *in_fObstructionOcclusionValues, AkUInt32 in_uNumOcclusionObstruction)
AKSOUNDENGINE_API AKRESULT SetOutputVolume(AkOutputDeviceID in_idOutput, AkReal32 in_fVolume)
AKSOUNDENGINE_API AKRESULT GetPanningRule(AkPanningRule &out_ePanningRule, AkOutputDeviceID in_idOutput=0)
AkFloorPlane eFloorPlane
Floor plane axis for 3D game object viewing.
Definition: AkSoundEngine.h:229
AKSOUNDENGINE_API AKRESULT SetBankLoadIOSettings(AkReal32 in_fThroughput, AkPriority in_priority)
AKSOUNDENGINE_API AKRESULT AddOutputCaptureMarker(const char *in_MarkerText)
AKSOUNDENGINE_API AKRESULT RegisterAudioDeviceStatusCallback(AK::AkDeviceStatusCallbackFunc in_pCallback)
AKSOUNDENGINE_API AKRESULT PostTrigger(AkTriggerID in_triggerID, AkGameObjectID in_gameObjectID)
AKSOUNDENGINE_API AKRESULT PinEventInStreamCache(AkUniqueID in_eventID, AkPriority in_uActivePriority, AkPriority in_uInactivePriority)
AKSOUNDENGINE_API void CancelEventCallbackGameObject(AkGameObjectID in_gameObjectID)
AKSOUNDENGINE_API AKRESULT ReplaceOutput(const AkOutputSettings &in_Settings, AkOutputDeviceID in_outputDeviceId, AkOutputDeviceID *out_pOutputDeviceId=NULL)
AKSOUNDENGINE_API void GetDefaultInitSettings(AkInitSettings &out_settings)
AKSOUNDENGINE_API AKRESULT RegisterPlugin(AkPluginType in_eType, AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID, AkCreatePluginCallback in_pCreateFunc, AkCreateParamCallback in_pCreateParamFunc, AkGetDeviceListCallback in_pGetDeviceList=NULL)
AKSOUNDENGINE_API AKRESULT SetActorMixerEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
AKSOUNDENGINE_API AKRESULT RegisterCodec(AkUInt32 in_ulCompanyID, AkUInt32 in_ulCodecID, AkCreateFileSourceCallback in_pFileCreateFunc, AkCreateBankSourceCallback in_pBankCreateFunc)
AKSOUNDENGINE_API AKRESULT RegisterBusMeteringCallback(AkUniqueID in_busID, AkBusMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags)
bool bUseLEngineThread
Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAud...
Definition: AkSoundEngine.h:223
AKSOUNDENGINE_API AKRESULT StopProfilerCapture()
AKSOUNDENGINE_API AKRESULT SetObjectObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 in_fObstructionLevel, AkReal32 in_fOcclusionLevel)
AKSOUNDENGINE_API AkOutputDeviceID GetOutputID(AkUniqueID in_idShareset, AkUInt32 in_idDevice)
AkOutputSettings(const char *in_szDeviceShareSet, AkUniqueID in_idDevice=AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig=AkChannelConfig(), AkPanningRule in_ePanning=AkPanningRule_Speakers)
AKSOUNDENGINE_API AKRESULT LoadBank(const char *in_pszString, AkBankID &out_bankID)
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
Definition: AkSpeakerVolumes.h:49
AKSOUNDENGINE_API AKRESULT DecodeBank(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkMemPoolId in_uPoolForDecodedBank, void *&out_pDecodedBankPtr, AkUInt32 &out_uDecodedBankSize)
Definition: AkTypes.h:232
AKSOUNDENGINE_API AKRESULT StartProfilerCapture(const AkOSChar *in_CaptureFileName)
AkUInt32 uContinuousPlaybackLookAhead
Default is 1 audio quantum, also known as an audio frame. Its size is equal to AkInitSettings::uNumSa...
Definition: AkSoundEngine.h:212
AKSOUNDENGINE_API AKRESULT RemoveOutput(AkOutputDeviceID in_idOutput)
bool bEnableGameSyncPreparation
Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
Definition: AkSoundEngine.h:211
AKSOUNDENGINE_API AkUInt32 GetBufferTick()
AKSOUNDENGINE_API AKRESULT RegisterResourceMonitorCallback(AkResourceMonitorCallbackFunc in_pCallback)
AkOSChar * szPluginDLLPath
When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the gam...
Definition: AkSoundEngine.h:227
AkUInt32 uIdxThread
The current thread index [0, AkTaskSchedulerDesc::uNumSchedulerWorkerThreads[.
Definition: AkSoundEngine.h:176
AKSOUNDENGINE_API AKRESULT GetDeviceSpatialAudioSupport(AkUInt32 in_idDevice)
AKSOUNDENGINE_API AKRESULT AddListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
AkAssertHook pfnAssertHook
External assertion handling function (optional)
Definition: AkSoundEngine.h:207
Necessary settings for setting externally-loaded sources.
Definition: AkSoundEngine.h:240
AKSOUNDENGINE_API AKRESULT SeekOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkTimeMs in_iPosition, bool in_bSeekToNearestMarker=false, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AkUInt32 uMaxHardwareTimeoutMs
Amount of time to wait for HW devices to trigger an audio interrupt. If there is no interrupt after t...
Definition: AkSoundEngine.h:220
AKSOUNDENGINE_API AKRESULT SetScalingFactor(AkGameObjectID in_GameObjectID, AkReal32 in_fAttenuationScalingFactor)
@ Preparation_Load
PrepareEvent() will load required information to play the specified event.
Definition: AkSoundEngine.h:2218
AKSOUNDENGINE_API AKRESULT UnregisterGameObj(AkGameObjectID in_gameObjectID)
AkMeteringFlags
Metering flags. Used for specifying bus metering, through AK::SoundEngine::RegisterBusVolumeCallback(...
Definition: AkTypes.h:786
AKSOUNDENGINE_API AKRESULT RenderAudio(bool in_bAllowSyncRender=true)
AKSOUNDENGINE_API AKRESULT PostMIDIOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkMIDIPost *in_pPosts, AkUInt16 in_uNumPosts)
Positioning information for a sound, with specified subset of its channels.
Definition: AkTypes.h:458
AKSOUNDENGINE_API AKRESULT SetListenerSpatialization(AkGameObjectID in_uListenerID, bool in_bSpatialized, AkChannelConfig in_channelConfig, AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets=NULL)
AKSOUNDENGINE_API AKRESULT SetGameObjectAuxSendValues(AkGameObjectID in_gameObjectID, AkAuxSendValue *in_aAuxSendValues, AkUInt32 in_uNumSendValues)
void(* AkCallbackFunc)(AkCallbackType in_eType, AkCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:245
AKRESULT(* AkBackgroundMusicChangeCallbackFunc)(bool in_bBackgroundMusicMuted, void *in_pCookie)
Definition: AkSoundEngine.h:122
AKSOUNDENGINE_API AkChannelConfig GetSpeakerConfiguration(AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API AKRESULT GetAudioSettings(AkAudioSettings &out_audioSettings)
AkUInt32 uMediaSize
Size, in bytes, of the data to be set for the source.
Definition: AkSoundEngine.h:243
AKSOUNDENGINE_API void SetRandomSeed(AkUInt32 in_uSeed)
Definition: IAkPlugin.h:1139
void(* AkBusCallbackFunc)(AkSpeakerVolumeMatrixCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:255
AKSOUNDENGINE_API void GetDefaultPlatformInitSettings(AkPlatformInitSettings &out_platformSettings)
AKSOUNDENGINE_API AKRESULT TryUnsetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings, AKRESULT *out_pUnsetResults)
AKSOUNDENGINE_API AKRESULT Suspend(bool in_bRenderAnyway=false)
AKSOUNDENGINE_API AKRESULT GetSourcePlayPosition(AkPlayingID in_PlayingID, AkTimeMs *out_puPosition, bool in_bExtrapolate=true)
Definition: IBytes.h:153
AKSOUNDENGINE_API AKRESULT SetListeners(AkGameObjectID in_emitterGameObj, const AkGameObjectID *in_pListenerGameObjs, AkUInt32 in_uNumListeners)
AKSOUNDENGINE_API AKRESULT SendPluginCustomGameData(AkUniqueID in_busID, AkGameObjectID in_busObjectID, AkPluginType in_eType, AkUInt32 in_uCompanyID, AkUInt32 in_uPluginID, const void *in_pData, AkUInt32 in_uSizeInBytes)
AKSOUNDENGINE_API AKRESULT SetBusEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
void(* AkBankCallbackFunc)(AkUInt32 in_bankID, const void *in_pInMemoryBankPtr, AKRESULT in_eLoadResult, void *in_pCookie)
Definition: AkCallback.h:296
AKSOUNDENGINE_API void MuteBackgroundMusic(bool in_bMute)
AKSOUNDENGINE_API AKRESULT SetContainerHistory(AK::IReadBytes *in_pBytes)
void(* AkAssertHook)(const char *in_pszExpression, const char *in_pszFileName, int in_lineNumber)
Definition: AkSoundEngine.h:106
AKSOUNDENGINE_API AKRESULT SetMixer(AkUniqueID in_audioNodeID, AkUniqueID in_shareSetID)
AKSOUNDENGINE_API AkUInt32 GetIDFromString(const char *in_pszString)
AKSOUNDENGINE_API AKRESULT LoadBankMemoryCopy(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkBankID &out_bankID)
AKSOUNDENGINE_API AKRESULT SetPanningRule(AkPanningRule in_ePanningRule, AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API AKRESULT AddDefaultListener(AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT SetGameObjectOutputBusVolume(AkGameObjectID in_emitterObjID, AkGameObjectID in_listenerObjID, AkReal32 in_fControlValue)
AKSOUNDENGINE_API AKRESULT AddOutput(const AkOutputSettings &in_Settings, AkOutputDeviceID *out_pDeviceID=NULL, const AkGameObjectID *in_pListenerIDs=NULL, AkUInt32 in_uNumListeners=0)
AkUInt32 uNumSchedulerWorkerThreads
The number of worker threads in the schduler.
Definition: AkSoundEngine.h:197
Definition: AkTypes.h:219
AKSOUNDENGINE_API AKRESULT StopOutputCapture()
AKSOUNDENGINE_API AKRESULT StopMIDIOnEvent(AkUniqueID in_eventID=AK_INVALID_UNIQUE_ID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
AK::IAkPluginParam *(* AkCreateParamCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin parameter node creation function prototype.
Definition: IAkPlugin.h:1124
AKSOUNDENGINE_API AKRESULT ResetListenersToDefault(AkGameObjectID in_emitterGameObj)
AKSOUNDENGINE_API AKRESULT SetBusDevice(AkUniqueID in_idBus, AkUniqueID in_idNewDevice)
AKSOUNDENGINE_API AKRESULT ExecuteActionOnEvent(AkUniqueID in_eventID, AkActionOnEventType in_ActionType, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
void(* AkParallelForFunc)(void *in_pData, AkUInt32 in_uIdxBegin, AkUInt32 in_uIdxEnd, AkTaskContext in_ctx, void *in_pUserData)
Task function: process the [in_uIdxBegin,in_uIdxEnd[ range of items in the in_pData array.
Definition: AkSoundEngine.h:180
AKSOUNDENGINE_API AKRESULT SetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings)
AKSOUNDENGINE_API void CancelBankCallbackCookie(void *in_pCookie)
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
Definition: AkTypes.h:93
AkUniqueID audioDeviceShareset
Definition: AkSoundEngine.h:142
AKSOUNDENGINE_API AKRESULT WakeupFromSuspend()
AkTimeMs msTime
Position of the source (in ms) associated with that playing item.
Definition: AkSoundEngine.h:251
void(* AkBusMeteringCallbackFunc)(AK::IAkMetering *in_pMetering, AkChannelConfig in_channelConfig, AkMeteringFlags in_eMeteringFlags)
Definition: AkCallback.h:264
void * BGMCallbackCookie
Application-defined user data for the audio source change event callback function.
Definition: AkSoundEngine.h:226
AkUniqueID sourceID
Source ID (available in the SoundBank content files)
Definition: AkSoundEngine.h:241
bool bUseSoundBankMgrThread
Use a separate thread for loading sound banks. Allows asynchronous operations.
Definition: AkSoundEngine.h:222
void(* AkDeviceStatusCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkUniqueID in_idAudioDeviceShareset, AkUInt32 in_idDeviceID, AkAudioDeviceEvent in_idEvent, AKRESULT in_AkResult)
Definition: AkCallback.h:360
AkUniqueID mediaID
Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file...
Definition: AkSoundEngine.h:250
Definition: AkMidiTypes.h:229
bool bDebugOutOfRangeCheckEnabled
Debug setting: Enable checks for out-of-range (and NAN) floats in the processing code....
Definition: AkSoundEngine.h:235
Definition: AkSoundEngine.h:206
AKSOUNDENGINE_API AKRESULT UnpinEventInStreamCache(AkUniqueID in_eventID)
AKSOUNDENGINE_API AKRESULT SetRTPCValueByPlayingID(AkRtpcID in_rtpcID, AkRtpcValue in_value, AkPlayingID in_playingID, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AKSOUNDENGINE_API AKRESULT UnregisterResourceMonitorCallback(AkResourceMonitorCallbackFunc in_pCallback)
void(* ParallelForFunc)(void *in_pData, AkUInt32 in_uIdxBegin, AkUInt32 in_uIdxEnd, AkUInt32 in_uTileSize, AkParallelForFunc in_func, void *in_pUserData, const char *in_szDebugName)
Debug name for the workload.
Definition: AkSoundEngine.h:187
AKSOUNDENGINE_API AKRESULT UnregisterGlobalCallback(AkGlobalCallbackFunc in_pCallback, AkUInt32 in_eLocation=AkGlobalCallbackLocation_BeginRender)
AKSOUNDENGINE_API AKRESULT SetMultiplePositions(AkGameObjectID in_GameObjectID, const AkSoundPosition *in_pPositions, AkUInt16 in_NumPositions, MultiPositionType in_eMultiPositionType=MultiPositionType_MultiDirections)
AKSOUNDENGINE_API AKRESULT ClearPreparedEvents()
AKSOUNDENGINE_API AKRESULT SetVolumeThreshold(AkReal32 in_fVolumeThresholdDB)
AKSOUNDENGINE_API AkPlayingID PostEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, AkUInt32 in_cExternals=0, AkExternalSourceInfo *in_pExternalSources=NULL, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AKSOUNDENGINE_API void Term()
AKSOUNDENGINE_API AKRESULT GetDeviceList(AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID, AkUInt32 &io_maxNumDevices, AkDeviceDescription *out_deviceDescriptions)
AKSOUNDENGINE_API void StopAll(AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
AK::IAkPlugin *(* AkCreatePluginCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin creation function prototype.
Definition: IAkPlugin.h:1122
IAkSoftwareCodec *(* AkCreateBankSourceCallback)(void *in_pCtx)
Registered bank source node creation function prototype.
Definition: AkTypes.h:703
AKSOUNDENGINE_API AK::IAkGlobalPluginContext * GetGlobalPluginContext()
AKSOUNDENGINE_API AKRESULT SetPosition(AkGameObjectID in_GameObjectID, const AkSoundPosition &in_Position)
AKSOUNDENGINE_API AKRESULT UnsetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings)
AkFloorPlane
Possible values for the floor plane axis used in the Game Object 3D Viewer in Wwise.
Definition: AkSoundEngine.h:166
AKSOUNDENGINE_API AKRESULT SetBusConfig(AkUniqueID in_audioNodeID, AkChannelConfig in_channelConfig)
AKSOUNDENGINE_API bool GetBackgroundMusicMute()
AKSOUNDENGINE_API AKRESULT PrepareBank(AK::SoundEngine::PreparationType in_PreparationType, const char *in_pszString, AK::SoundEngine::AkBankContent in_uFlags=AkBankContent_All)
AKSOUNDENGINE_API void StopPlayingID(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
@ AkGlobalCallbackLocation_BeginRender
Start of frame rendering, after having processed game messages.
Definition: AkCallback.h:312
AKSOUNDENGINE_API AKRESULT RegisterBusVolumeCallback(AkUniqueID in_busID, AkBusCallbackFunc in_pfnCallback)
AKSOUNDENGINE_API AKRESULT UnloadBank(const char *in_pszString, const void *in_pInMemoryBankPtr)
AkUInt32 uBankReadBufferSize
The number of bytes read by the BankReader when new data needs to be loaded from disk during serializ...
Definition: AkSoundEngine.h:232
AKSOUNDENGINE_API AKRESULT RemoveListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT GetBufferStatusForPinnedEvent(AkUniqueID in_eventID, AkReal32 &out_fPercentBuffered, bool &out_bCachePinnedMemoryFull)
AKSOUNDENGINE_API AKRESULT GetSpeakerAngles(AkReal32 *io_pfSpeakerAngles, AkUInt32 &io_uNumAngles, AkReal32 &out_fHeightAngle, AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API void CancelEventCallback(AkPlayingID in_playingID)
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