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Wwise SDK 2024.1.5
AkSoundEngine.h
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26 
27 // AkSoundEngine.h
28 
29 /// \file
30 /// The main sound engine interface.
31 
32 
33 #ifndef _AK_SOUNDENGINE_H_
34 #define _AK_SOUNDENGINE_H_
35 
40 
41 #if defined(AK_NULL_PLATFORM)
42 // null platform has no platform-specific soundengine
43 struct AkPlatformInitSettings { };
44 #elif defined(AK_WIN)
47 
48 #elif defined (AK_MAC_OS_X)
51 
52 #elif defined (AK_IOS)
55 
56 #elif defined(AK_XBOXGC) // Gaming.Xbox platform
59 
60 #elif defined( AK_ANDROID )
63 
64 #elif defined( AK_HARMONY )
67 
68 #elif defined (AK_PS4)
71 
72 #elif defined (AK_PS5)
75 
76 #elif defined( AK_LINUX_DESKTOP )
79 
80 #elif defined( AK_EMSCRIPTEN )
83 
84 #elif defined( AK_QNX )
85 #include <AK/SoundEngine/Platforms/QNX/AkQNXSoundEngine.h>
86 #include <AK/SoundEngine/Platforms/QNX/AkPlatformContext.h>
87 
88 #elif defined( AK_NX )
91 
92 #elif defined( AK_OUNCE )
95 
96 #else
97 #error AkSoundEngine.h: Undefined platform
98 #endif
99 
100 #ifndef AK_ASSERT_HOOK
101  /// Function called on assert handling, optional
102  /// \sa
103  /// - AkInitSettings
105  const char * in_pszExpression, ///< Expression
106  const char * in_pszFileName, ///< File Name
107  int in_lineNumber ///< Line Number
108  );
109  #define AK_ASSERT_HOOK
110 #endif
111 
112 /// Callback function prototype for User Music notifications
113 /// It is useful for reacting to user music playback.
114 ///
115 /// \sa
116 /// - \ref AkGlobalCallbackFunc
117 /// - \ref AkPlatformInitSettings
118 /// - \ref background_music_and_dvr
119 ///
121  bool in_bBackgroundMusicMuted, ///< Flag indicating whether the busses tagged as "background music" in the project are muted or not.
122  void* in_pCookie ///< User-provided data, e.g. a user structure.
123  );
124 
125 /// Platform-independent initialization settings of output devices.
127 {
130  idDevice(0),
132  channelConfig(){};
133 
134  AkOutputSettings(const char* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
135 
136 #ifdef AK_SUPPORT_WCHAR
137  AkOutputSettings(const wchar_t* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
138 #endif
139 
140  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.
141  ///< 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).
142  ///< Typical usage: AkInitSettings.eOutputSettings.audioDeviceShareset = AK::SoundEngine::GetIDFromString("InsertYourAudioDeviceSharesetNameHere");
143  /// \sa <tt>\ref AK::SoundEngine::GetIDFromString()</tt>
144  /// \sa \ref soundengine_plugins_audiodevices
145  /// \sa \ref integrating_secondary_outputs
146  /// \sa \ref default_audio_devices
147 
148  AkUInt32 idDevice; ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
149  /// \sa \ref obtaining_device_id
150 
151  AkPanningRule ePanningRule; ///< Rule for 3D panning of signals routed to a stereo bus. In AkPanningRule_Speakers mode, the angle of the front loudspeakers
152  ///< (uSpeakerAngles[0]) is used. In AkPanningRule_Headphones mode, the speaker angles are superseded by constant power panning
153  ///< between two virtual microphones spaced 180 degrees apart.
154 
155  AkChannelConfig channelConfig; ///< Channel configuration for this output. Call AkChannelConfig::Clear() to let the engine use the default output configuration.
156  ///< Hardware might not support the selected configuration.
157 };
158 
159 /// Define the orientation of the the floor plane with respect to the X,Y,Z axes, and which axes represent the side, front and up vectors as a basis for rotations in Wwise.
160 /// AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
162 {
163  AkFloorPlane_XZ = 0, ///< The floor is oriented along the ZX-plane. The front vector points towards +Z, the up vector towards +Y, and the side vector towards +X.
164  AkFloorPlane_XY, ///< The floor is oriented along the XY-plane. The front vector points towards +X, the up vector towards +Z, and the side vector towards +Y.
165  AkFloorPlane_YZ, ///< The floor is oriented along the YZ-plane. The front vector points towards +Y, the up vector towards +X, and the side vector towards +Z.
166  AkFloorPlane_Last, ///< End of enum, invalid value.
167  AkFloorPlane_Default = AkFloorPlane_XZ ///< The Wwise default floor plane is ZX.
168 };
169 
170 // Function that the host runtime must call to allow for jobs to execute.
171 // in_jobType is the type originally provided by AkJobMgrSettings::FuncRequestJobWorker.
172 // in_uExecutionTimeUsec is the number of microseconds that the function should execute for before terminating.
173 // Note that the deadline is only checked after each individual job completes execution, so the function may run slightly
174 // longer than intended. The "in_uExecutionTimeUsec" should be considered a suggestion or guideline, not a strict rule.
175 // A value of 0 means that the function will run until there are no more jobs ready to be immediately executed.
177  AkJobType in_jobType,
178  AkUInt32 in_uExecutionTimeUsec
179  );
180 
181 /// Settings for the Sound Engine's internal job manager
183 {
184  /// Callback function prototype definition used for handling requests from JobMgr for new workers to perform work.
186  AkJobWorkerFunc in_fnJobWorker, ///< Function passed to host runtime that should be executed. Note that the function provided will exist for as long as the soundengine code is loaded, and will always be the same.
187  AkJobType in_jobType, ///< The type of job worker that has been requested. This should be passed forward to in_fnJobWorker
188  AkUInt32 in_uNumWorkers, ///< Number of workers requested
189  void * in_pClientData ///< Data provided by client in AkJobMgrSettings
190  );
191 
192  FuncRequestJobWorker fnRequestJobWorker; ///< Function called by the job manager when a new worker needs to be requested. When null, all jobs will be executed on the same thread that calls RenderAudio().
193 
194  AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]; ///< The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
195 
196  AkUInt32 uNumMemorySlabs; ///< Number of memory slabs to pre-allocate for job manager memory. At least one slab per worker thread should be pre-allocated. Default is 1.
197  AkUInt32 uMemorySlabSize; ///< Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
198 
199  void* pClientData; ///< Arbitrary data that will be passed back to the client when calling FuncRequestJobWorker
200 };
201 
202 /// External (optional) callback for tracking performance of the sound engine that is called when a timer starts. (only called in Debug and Profile binaries; this is not called in Release)
203 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Timer was started in.
204 /// in_pszZoneName will point to a static string, so the pointer can be stored for later use, not just the contents of the string itself.
206  AkPluginID in_uPluginID,
207  const char* in_pszZoneName
208  );
209 
210 /// External (optional) function for tracking performance of the sound engine that is called when a timer stops. (only called in Debug and Profile binaries; this is not called in Release)
212 
213 ///< External (optional) function for tracking notable events in the sound engine, to act as a marker or bookmark. (only called in Debug and Profile binaries; this is not called in Release)
214 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Marker was posted in.
215 /// in_pszMarkerName will point to a static string, so the pointer can be stored for later use, not just the contents of the string itself.
217  AkPluginID in_uPluginID,
218  const char* in_pszMarkerName
219  );
220 
221 /// Platform-independent initialization settings of the sound engine
222 /// \sa
223 /// - <tt>AK::SoundEngine::Init()</tt>
224 /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
225 /// - \ref soundengine_integration_init_advanced
227 {
228  AkAssertHook pfnAssertHook; ///< External assertion handling function (optional)
229 
230  AkUInt32 uMaxNumPaths; ///< Maximum number of paths for positioning
231  AkUInt32 uCommandQueueSize; ///< Size of the command queue, in bytes
232  bool bEnableGameSyncPreparation; ///< Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
233  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.
234  ///< 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.
235 
236  AkUInt32 uNumSamplesPerFrame; ///< Number of samples per audio frame (256, 512, 1024, or 2048).
237 
238  AkUInt32 uMonitorQueuePoolSize; ///< Size of the monitoring queue, in bytes. This parameter is not used in Release build.
239  AkUInt32 uCpuMonitorQueueMaxSize; ///< Maximum size of the CPU monitoring queue, per thread, in bytes. This parameter is not used in Release build.
240 
241  AkOutputSettings settingsMainOutput; ///< Main output device settings.
242  AkJobMgrSettings settingsJobManager; ///< Settings to configure the behavior of the Sound Engine's internal job manager
243 
244  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)
245 
246  bool bUseSoundBankMgrThread; ///< Use a separate thread for loading sound banks. Allows asynchronous operations.
247  bool bUseLEngineThread; ///< Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAudio(). \ref goingfurther_eventmgrthread
248 
249  AkBackgroundMusicChangeCallbackFunc BGMCallback; ///< Application-defined audio source change event callback function.
250  void* BGMCallbackCookie; ///< Application-defined user data for the audio source change event callback function.
251  const AkOSChar * szPluginDLLPath; ///< When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the game executable.
252 
253  AkFloorPlane eFloorPlane; ///< Define the orientation of the the floor plane with respect to the X,Y,Z axes, and which axes represent the side, front and up vectors as a basis for rotations in Wwise.
254  ///< AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
255 
256  AkReal32 fGameUnitsToMeters; ///< The number of game units in a meter.
257  ///< This setting is used to adapt the size of elements in the Authoring's Game Object 3D Viewer and Audio Object 3D Viewer to meters.
258  ///< This setting is also used to simulate real-world positioning of System Audio Objects, to improve the HRTF in some cases.
259  ///< Note that for legacy reasons, this setting's name is misleading. Its value should represent the number of game units *per* meter.
260  ///< For example, if your game engine sends positions in centimeters, the value of fGameUnitsToMeters should be 100.
261 
262  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.
263 
264  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.
265 
266  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.
267 
268  bool bOfflineRendering; ///< Enables/disables offline rendering. \ref goingfurther_offlinerendering
269 
270  AkProfilerPushTimerFunc fnProfilerPushTimer; ///< External (optional) function for tracking performance of the sound engine that is called when a timer starts. (only called in Debug and Profile binaries; this is not called in Release)
271  AkProfilerPopTimerFunc fnProfilerPopTimer; ///< External (optional) function for tracking performance of the sound engine that is called when a timer stops. (only called in Debug and Profile binaries; this is not called in Release)
272  AkProfilerPostMarkerFunc fnProfilerPostMarker; ///< External (optional) function for tracking significant events in the sound engine, to act as a marker or bookmark. (only called in Debug and Profile binaries; this is not called in Release)
273 };
274 
275 /// Necessary settings for setting externally-loaded sources
277 {
278  AkUniqueID sourceID; ///< Source ID (available in the SoundBank content files)
279  AkUInt8* pMediaMemory; ///< Pointer to the data to be set for the source
280  AkUInt32 uMediaSize; ///< Size, in bytes, of the data to be set for the source
281 };
282 
283 /// Return values for GetSourcePlayPositions.
285 {
286  AkUniqueID audioNodeID; ///< Audio Node ID of playing item
287  AkUniqueID mediaID; ///< Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file)
288  AkTimeMs msTime; ///< Position of the source (in ms) associated with that playing item
289  AkUInt32 samplePosition; ///< Position of the source (in samples) associated with that playing item
290  AkUInt32 updateBufferTick; ///< Value of GetBufferTick() at the time the position was updated
291 };
292 
293 /// Audiokinetic namespace
294 namespace AK
295 {
296  class IReadBytes;
297  class IWriteBytes;
298 
299  /// Audiokinetic sound engine namespace
300  /// \remarks The functions in this namespace are thread-safe, unless stated otherwise.
301  namespace SoundEngine
302  {
303  ///////////////////////////////////////////////////////////////////////
304  /// @name Initialization
305  //@{
306 
307  /// Query whether or not the sound engine has been successfully initialized.
308  /// \warning This function is not thread-safe. It should not be called at the same time as \c SoundEngine::Init() or \c SoundEngine::Term().
309  /// \return \c True if the sound engine has been initialized, \c False otherwise.
310  /// \sa
311  /// - \ref soundengine_integration_init_advanced
312  /// - <tt>AK::SoundEngine::Init()</tt>
313  /// - <tt>AK::SoundEngine::Term()</tt>
315 
316  /// Initialize the sound engine.
317  /// \warning This function is not thread-safe.
318  /// \remark The initial settings should be initialized using <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
319  /// and <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt> to fill the structures with their
320  /// default settings. This is not mandatory, but it helps avoid backward compatibility problems.
321  ///
322  /// \return
323  /// - \c AK_Success if the initialization was successful
324  /// - \c AK_MemManagerNotInitialized if the memory manager is not available or not properly initialized
325  /// - \c AK_StreamMgrNotInitialized if the stream manager is not available or not properly initialized
326  /// - \c AK_SSEInstructionsNotSupported if the machine does not support SSE instruction (only on the PC)
327  /// - \c AK_InsufficientMemory if there is not enough memory available to initialize the sound engine properly
328  /// - \c AK_InvalidParameter if some parameters are invalid
329  /// - \c AK_AlreadyInitialized if the sound engine is already initialized, or if the provided settings result in insufficient
330  /// - \c AK_Fail for unknown errors, check with AK Support.
331  /// resources for the initialization.
332  /// \sa
333  /// - \ref soundengine_integration_init_advanced
334  /// - \ref workingwithsdks_initialization
335  /// - <tt>AK::SoundEngine::Term()</tt>
336  /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
337  /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
339  AkInitSettings * in_pSettings, ///< Initialization settings (can be NULL, to use the default values)
340  AkPlatformInitSettings * in_pPlatformSettings ///< Platform-specific settings (can be NULL, to use the default values)
341  );
342 
343  /// Gets the default values of the platform-independent initialization settings.
344  /// \warning This function is not thread-safe.
345  /// \sa
346  /// - \ref soundengine_integration_init_advanced
347  /// - <tt>AK::SoundEngine::Init()</tt>
348  /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
350  AkInitSettings & out_settings ///< Returned default platform-independent sound engine settings
351  );
352 
353  /// Gets the default values of the platform-specific initialization settings.
354  ///
355  /// \warning This function is not thread-safe.
356  /// \sa
357  /// - \ref soundengine_integration_init_advanced
358  /// - <tt>AK::SoundEngine::Init()</tt>
359  /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
361  AkPlatformInitSettings & out_platformSettings ///< Returned default platform-specific sound engine settings
362  );
363 
364  /// Terminates the sound engine.
365  /// If some sounds are still playing or events are still being processed when this function is
366  /// called, they will be stopped.
367  /// \warning This function is not thread-safe.
368  /// \warning Before calling Term, you must ensure that no other thread is accessing the sound engine.
369  /// \sa
370  /// - \ref soundengine_integration_init_advanced
371  /// - <tt>AK::SoundEngine::Init()</tt>
372  AK_EXTERNAPIFUNC( void, Term )();
373 
374  /// Gets the configured audio settings.
375  /// Call this function to get the configured audio settings.
376  ///
377  /// \warning This function is not thread-safe.
378  /// \warning Call this function only after the sound engine has been properly initialized.
379  /// \return
380  /// - \c AK_NotInitialized if <tt>AK::SoundEngine::Init()</tt> was not called
381  /// - \c AK_Success otherwise.
383  AkAudioSettings & out_audioSettings ///< Returned audio settings
384  );
385 
386  /// Gets the output speaker configuration of the specified output.
387  /// Call this function to get the speaker configuration of the output (which may not correspond
388  /// to the physical output format of the platform, in the case of downmixing provided by the platform itself).
389  /// You may initialize the sound engine with a user-specified configuration, but the resulting
390  /// configuration is determined by the sound engine, based on the platform, output type and
391  /// platform settings (for e.g. system menu or control panel option).
392  /// If the speaker configuration of the output is object-based, the speaker configuration of the
393  /// main mix is returned. To query more information on object-based output devices, see AK::SoundEngine::GetOutputDeviceConfiguration.
394  ///
395  /// It is recommended to call GetSpeakerConfiguration anytime after receiving a callback from RegisterAudioDeviceStatusCallback to know if the channel configuration has changed.
396  ///
397  /// \warning Call this function only after the sound engine has been properly initialized.
398  /// 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.
399  /// The Init.bnk must be loaded prior to this call.
400  /// \return The output configuration. An empty AkChannelConfig not AkChannelConfig::IsValid() if device does not exist or if the Init.bnk was not loaded yet.
401  /// \sa
402  /// - AkSpeakerConfig.h
403  /// - AkOutputSettings
404  /// - <tt>AK::SoundEngine::GetOutputDeviceConfiguration()</tt>
406  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
407  );
408 
409  /// Gets the configuration of the specified output device.
410  /// Call this function to get the channel configuration of the output device as well as its 3D audio capabilities.
411  /// If the configuration of the output device is object-based (io_channelConfig.eConfigType == AK_ChannelConfigType_Objects),
412  /// io_capabilities can be inspected to determine the channel configuration of the main mix (Ak3DAudioSinkCapabilities::channelConfig),
413  /// whether or not the output device uses a passthrough mix (Ak3DAudioSinkCapabilities::bPassthrough) and the maximum number of objects
414  /// that can play simultaneously on this output device (Ak3DAudioSinkCapabilities::uMax3DAudioObjects). Note that if
415  /// Ak3DAudioSinkCapabilities::bMultiChannelObjects is false, multi-channel objects will be split into multiple mono objects
416  /// before being sent to the output device.
417  ///
418  /// \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.
419  /// \return
420  /// - \c AK_Success if successful
421  /// - \c AK_IDNotFound is the output was not found in the system.
422  /// - \c AK_NotInitialized if the sound engine is not initialized
423  /// \sa
424  /// - AkSpeakerConfig.h
425  /// - AkOutputSettings
426  /// - <tt>AK::SoundEngine::GetSpeakerConfiguration()</tt>
428  AkOutputDeviceID in_idOutput,
429  AkChannelConfig& io_channelConfig,
430  Ak3DAudioSinkCapabilities& io_capabilities
431  );
432 
433  /// Gets the panning rule of the specified output.
434  /// \warning Call this function only after the sound engine has been properly initialized.
435  /// Returns the supported configuration in out_ePanningRule:
436  /// - AkPanningRule_Speakers
437  /// - AkPanningRule_Headphone
438  /// \return
439  /// - \c AK_Success if successful
440  /// - \c AK_IDNotFound is the output was not found in the system.
441  /// - \c AK_NotInitialized if the sound engine is not initialized
442  /// \sa
443  /// - AkSpeakerConfig.h
445  AkPanningRule & out_ePanningRule, ///< Returned panning rule (AkPanningRule_Speakers or AkPanningRule_Headphone) for given output.
446  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
447  );
448 
449  /// Sets the panning rule of the specified output.
450  /// This may be changed anytime once the sound engine is initialized.
451  /// \warning This function posts a message through the sound engine's internal message queue, whereas GetPanningRule() queries the current panning rule directly.
452  /// \aknote
453  /// The specified panning rule will only impact the sound if the processing format is downmixing to Stereo in the mixing process. It
454  /// will not impact the output if the audio stays in 5.1 until the end, for example.
455  /// \endaknote
457  AkPanningRule in_ePanningRule, ///< Panning rule.
458  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
459  );
460 
461  /// Gets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
462  /// Note that the current version of Wwise only supports positioning on the plane.
463  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
464  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
465  /// Angles must be set in ascending order.
466  /// You may call this function with io_pfSpeakerAngles set to NULL to get the expected number of angle values in io_uNumAngles,
467  /// in order to allocate your array correctly. You may also obtain this number by calling
468  /// AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ).
469  /// If io_pfSpeakerAngles is not NULL, the array is filled with up to io_uNumAngles.
470  /// Typical usage:
471  /// - AkUInt32 uNumAngles;
472  /// - GetSpeakerAngles( NULL, uNumAngles, AkOutput_Main );
473  /// - AkReal32 * pfSpeakerAngles = AkAlloca( uNumAngles * sizeof(AkReal32) );
474  /// - GetSpeakerAngles( pfSpeakerAngles, uNumAngles, AkOutput_Main );
475  /// \aknote
476  /// On most platforms, the angle set on the plane consists of 3 angles, to account for 7.1.
477  /// - 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.
478  /// - When panning to 5.1, the front speakers use angle[0], and the surround speakers use (angle[2] + angle[1]) / 2.
479  /// \endaknote
480  /// \warning Call this function only after the sound engine has been properly initialized.
481  /// \return AK_Success if device exists.
482  /// \sa SetSpeakerAngles()
484  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.
485  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.
486  AkReal32 & out_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
487  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
488  );
489 
490  /// Sets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
491  /// Note that the current version of Wwise only supports positioning on the plane.
492  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180], for a 7.1 speaker configuration.
493  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
494  /// Angles must be set in ascending order.
495  /// Note:
496  /// - This function requires the minimum speaker angle between any pair of speakers to be at least 5 degrees.
497  /// - When setting angles for a 5.1 speaker layout, we recommend that you select an angle for the SL and SR channels, then subtract 15 degrees for in_pfSpeakerAngles[1] and add 15 degrees for in_pfSpeakerAngles[2] to set the arc appropriately.
498  ///
499  /// Typical usage:
500  /// - Initialize the sound engine and/or add secondary output(s).
501  /// - Get number of speaker angles and their value into an array using GetSpeakerAngles().
502  /// - Modify the angles and call SetSpeakerAngles().
503  /// 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().
504  /// \warning This function only applies to configurations (or subset of these configurations) that are standard and whose speakers are on the plane (2D).
505  /// \return
506  /// - \c AK_Success if successful.
507  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
508  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
509  /// - \c AK_InvalidParameter one of the parameter is invalid, check the debug log. Speaker angles must be [0, 180] and height angle must be [-90, 90]. Height angle must not be 0, regardless if height channels are used.
510  /// \sa GetSpeakerAngles()
512  const AkReal32 * in_pfSpeakerAngles, ///< Array of loudspeaker pair angles, in degrees relative to azimuth ]0,180].
513  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()).
514  AkReal32 in_fHeightAngle = AK_DEFAULT_HEIGHT_ANGLE, ///< Elevation of the height layer, in degrees relative to the plane [-90,90], but it cannot be 0.
515  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
516  );
517 
518  /// Allows the game to set the volume threshold to be used by the sound engine to determine if a voice must go virtual.
519  /// This may be changed anytime once the sound engine was initialized.
520  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
521  /// \return
522  /// - \c AK_Success if successful
523  /// - \c AK_InvalidParameter if the threshold was not between 0 and -96.3 dB.
524  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
526  AkReal32 in_fVolumeThresholdDB ///< Volume Threshold, must be a value between 0 and -96.3 dB
527  );
528 
529  /// Allows the game to set the maximum number of non virtual voices to be played simultaneously.
530  /// This may be changed anytime once the sound engine was initialized.
531  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
532  /// \return
533  /// - \c AK_InvalidParameter if the threshold was not between 1 and MaxUInt16.
534  /// - \c AK_Success if successful
536  AkUInt16 in_maxNumberVoices ///< Maximum number of non-virtual voices.
537  );
538 
539  /// Allows the game to set new values for the maximum active workers for the job manager
540  /// This may be changed anytime once the sound engine was initialized.
541  /// This function may only be used if a worker function has been set via \ref AkJobMgrSettings.
542  /// \return
543  /// - \c AK_InvalidParameter in_jobType is not a valid jobtype, or in_uNewMaxActiveWorkers is not greater than 0
544  /// - \c AK_NotInitialized JobMgr system was not already initialized with a function to request for workers
545  /// - \c AK_Success if successful
547  AkJobType in_jobType, ///< JobType to set new uMaxActiveWorkers for
548  AkUInt32 in_uNewMaxActiveWorkers ///< New maximum number of active workers will request
549  );
550 
551  //@}
552 
553  ////////////////////////////////////////////////////////////////////////
554  /// @name Rendering Audio
555  //@{
556 
557  /// Processes all commands in the sound engine's command queue.
558  /// This method has to be called periodically (usually once per game frame).
559  /// \sa
560  /// - \ref concept_events
561  /// - \ref soundengine_events
562  /// - <tt>AK::SoundEngine::PostEvent()</tt>
563  /// \return Always returns AK_Success
565  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.
566  );
567 
568  //@}
569 
570  ////////////////////////////////////////////////////////////////////////
571  /// @name Component Registration
572  //@{
573 
574  /// Query interface to global plug-in context used for plug-in registration/initialization.
575  /// \return Global plug-in context.
577 
578  /// Registers a plug-in with the sound engine and sets the callback functions to create the
579  /// plug-in and its parameter node.
580  /// \aknote
581  /// 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.
582  /// \endaknote
583  /// \sa
584  /// - \ref register_effects
585  /// - \ref plugin_xml
586  /// \return
587  /// - \c AK_Success if successful
588  /// - \c AK_InvalidParameter if invalid parameters were provided
589  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
590  /// \remarks
591  /// Codecs and plug-ins must be registered before loading banks that use them.\n
592  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
593  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
594  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
595  /// posting the event will fail.
597  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
598  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
599  AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
600  AkCreatePluginCallback in_pCreateFunc, ///< Pointer to the plug-in's creation function
601  AkCreateParamCallback in_pCreateParamFunc, ///< Pointer to the plug-in's parameter node creation function
602  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.
603  );
604 
605  /// Loads a plug-in dynamic library and registers it with the sound engine.
606  /// With dynamic linking, all plugins are automatically registered.
607  /// 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.
608  /// \return
609  /// - \c AK_Success if successful.
610  /// - \c AK_FileNotFound if the DLL is not found in the OS path or if it has extraneous dependencies not found.
611  /// - \c AK_InsufficientMemory if the system ran out of resources while loading the dynamic library
612  /// - \c AK_NotCompatible if the file was found but is not binary-compatible with the system's expected executable format
613  /// - \c AK_InvalidFile if the symbol g_pAKPluginList is not exported by the dynamic library
614  /// - \c AK_Fail if an unexpected system error was encountered
616  const AkOSChar* in_DllName, ///< Name of the DLL to load, without "lib" prefix or extension.
617  const AkOSChar* in_DllPath = NULL ///< Optional path to the DLL. Will override szPluginDLLPath that was set in AkInitSettings.
618  );
619 
620  /// Query whether plug-in is registered with the sound engine.
621  /// \return true when plug-in is registered, false otherwise.
623  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
624  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
625  AkUInt32 in_ulPluginID ///< Plug-in identifier (as declared in the plug-in description XML file)
626  );
627 
628  /// Registers a codec type with the sound engine and set the callback functions to create the
629  /// codec's file source and bank source nodes.
630  /// \aknote
631  /// 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.
632  /// \endaknote
633  /// \sa
634  /// - \ref register_effects
635  /// \return
636  /// - \c AK_Success if successful
637  /// - \c AK_InvalidParameter if invalid parameters were provided
638  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
639  /// \remarks
640  /// Codecs and plug-ins must be registered before loading banks that use them.\n
641  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
642  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
643  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
644  /// posting the Event will fail.
646  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
647  AkUInt32 in_ulCodecID, ///< Codec identifier (as declared in the plug-in description XML file)
648  AkCreateFileSourceCallback in_pFileCreateFunc, ///< Pointer to the codec's file source node creation function
649  AkCreateBankSourceCallback in_pBankCreateFunc ///< Pointer to the codec's bank source node creation function
650  );
651 
652  /// Registers a global callback function. This function will be called from the audio rendering thread, at the
653  /// location specified by in_eLocation. This function will also be called from the thread calling
654  /// AK::SoundEngine::Term with in_eLocation set to AkGlobalCallbackLocation_Term.
655  /// For example, in order to be called at every audio rendering pass, and once during teardown for releasing resources, you would call
656  /// RegisterGlobalCallback(myCallback, AkGlobalCallbackLocation_BeginRender | AkGlobalCallbackLocation_Term, myCookie, AkPluginTypeNone, 0, 0);
657  /// \remarks
658  /// A Plugin Type, Company ID and Plugin ID can be provided to this function to enable timing in the performance monitor.
659  /// 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.
660  /// It is illegal to call this function while already inside of a global callback.
661  /// This function might stall for several milliseconds before returning.
662  /// \return
663  /// - \c AK_Success if successful
664  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
665  /// \sa
666  /// - <tt>AK::SoundEngine::UnregisterGlobalCallback()</tt>
667  /// - AkGlobalCallbackFunc
668  /// - AkGlobalCallbackLocation
670  AkGlobalCallbackFunc in_pCallback, ///< Function to register as a global callback.
671  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender, ///< Callback location defined in AkGlobalCallbackLocation. Bitwise OR multiple locations if needed.
672  void * in_pCookie = NULL, ///< User cookie.
673  AkPluginType in_eType = AkPluginTypeNone, ///< Plug-in type (for example, source or effect). AkPluginTypeNone for no timing.
674  AkUInt32 in_ulCompanyID = 0, ///< Company identifier (as declared in the plug-in description XML file). 0 for no timing.
675  AkUInt32 in_ulPluginID = 0 ///< Plug-in identifier (as declared in the plug-in description XML file). 0 for no timing.
676  );
677 
678  /// Unregisters a global callback function, previously registered using RegisterGlobalCallback.
679  /// \remarks
680  /// It is legal to call this function while already inside of a global callback, If it is unregistering itself and not
681  /// another callback.
682  /// This function might stall for several milliseconds before returning.
683  /// \return
684  /// - \c AK_Success if successful
685  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
686  /// \sa
687  /// - <tt>AK::SoundEngine::RegisterGlobalCallback()</tt>
688  /// - AkGlobalCallbackFunc
689  /// - AkGlobalCallbackLocation
691  AkGlobalCallbackFunc in_pCallback, ///< Function to unregister as a global callback.
692  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender ///< Must match in_eLocation as passed to RegisterGlobalCallback for this callback.
693  );
694 
695  /// Registers a resource monitor callback function that gets all of the resource usage data contained in the
696  /// AkResourceMonitorDataSummary structure. This includes general information about the system, such as CPU usage,
697  /// active Voices, and Events. This function will be called from the audio rendering thread at the end of each frame.
698  /// \remarks
699  /// 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.
700  /// It is illegal to call this function while already inside of a resource callback.
701  /// This function might stall for several milliseconds before returning.
702  /// This function will return AK_Fail in Release
703  /// \sa
704  /// - <tt>AK::SoundEngine::UnregisterResourceMonitorCallback()</tt>
705  /// - AkResourceMonitorCallbackFunc
707  AkResourceMonitorCallbackFunc in_pCallback ///< Function to register as a resource monitor callback.
708  );
709 
710  /// Unregisters a resource monitor callback function, previously registered using RegisterResourceMonitorCallback.
711  /// \remarks
712  /// It is legal to call this function while already inside of a resource monitor callback, If it is unregistering itself and not
713  /// another callback.
714  /// This function might stall for several milliseconds before returning.
715  /// \sa
716  /// - <tt>AK::SoundEngine::RegisterResourceMonitorCallback()</tt>
717  /// - AkResourceMonitorCallbackFunc
719  AkResourceMonitorCallbackFunc in_pCallback ///< Function to unregister as a resource monitor callback.
720  );
721 
722  /// Registers a callback for the Audio Device status changes.
723  /// The callback will be called from the audio thread
724  /// Can be called prior to AK::SoundEngine::Init
725  /// \sa AK::SoundEngine::AddOutput
727  AK::AkDeviceStatusCallbackFunc in_pCallback ///< Function to register as a status callback.
728  );
729 
730  /// Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatusCallback
732  //@}
733 
734 #ifdef AK_SUPPORT_WCHAR
735  ////////////////////////////////////////////////////////////////////////
736  /// @name Getting ID from strings
737  //@{
738 
739  /// Universal converter from Unicode string to ID for the sound engine.
740  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
741  /// Note:
742  /// This function does return a AkUInt32, which is totally compatible with:
743  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
744  /// \sa
745  /// - <tt>AK::SoundEngine::PostEvent</tt>
746  /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
747  /// - <tt>AK::SoundEngine::SetSwitch</tt>
748  /// - <tt>AK::SoundEngine::SetState</tt>
749  /// - <tt>AK::SoundEngine::PostTrigger</tt>
750  /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
751  /// - <tt>AK::SoundEngine::LoadBank</tt>
752  /// - <tt>AK::SoundEngine::UnloadBank</tt>
753  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
754  /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
755  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const wchar_t* in_pszString );
756 #endif //AK_SUPPORT_WCHAR
757 
758  /// Universal converter from string to ID for the sound engine.
759  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
760  /// Note:
761  /// This function does return a AkUInt32, which is totally compatible with:
762  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
763  /// \sa
764  /// - <tt>AK::SoundEngine::PostEvent</tt>
765  /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
766  /// - <tt>AK::SoundEngine::SetSwitch</tt>
767  /// - <tt>AK::SoundEngine::SetState</tt>
768  /// - <tt>AK::SoundEngine::PostTrigger</tt>
769  /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
770  /// - <tt>AK::SoundEngine::LoadBank</tt>
771  /// - <tt>AK::SoundEngine::UnloadBank</tt>
772  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
773  /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
774  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const char* in_pszString );
775 
776  //@}
777 
778  ////////////////////////////////////////////////////////////////////////
779  /// @name Event Management
780  //@{
781 
782  /// Asynchronously posts an Event to the sound engine (by event ID).\n
783  /// The Event must be loaded through a SoundBank before the call to PostEvent.
784  /// The callback function can be used to be notified when markers are reached or when the event is finished (see \ref AkCallbackType).
785  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
786  /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
787  /// \remarks
788  /// If used, the array of external sources should contain the information for each external source triggered by the
789  /// event. When triggering an event with multiple external sources, you need to differentiate each source
790  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
791  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
792  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
793  /// \endaknote
794  /// \aknote
795  /// If Wwise Authoring is connected to the game and "Profile And Edit (Sync All)" is used, the required Event doesn't have to be loaded before this function is called.
796  /// If the Event is missing, it will be requested from Wwise Authoring directly, which might cause additional latency.
797  /// \endaknote
798  /// \sa
799  /// - \ref concept_events
800  /// - \ref integrating_external_sources
801  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
802  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
803  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
805  AkUniqueID in_eventID, ///< Unique ID of the event
806  AkGameObjectID in_gameObjectID, ///< Associated game object ID
807  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
808  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
809  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
810  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
811  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
812  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.
813  );
814 
815 #ifdef AK_SUPPORT_WCHAR
816  /// Posts an Event to the sound engine (by Event name)\n
817  /// The Event must be loaded through a SoundBank before the call to PostEvent.
818  /// The callback function can be used to be notified when markers are reached or when the event is finished (see \ref AkCallbackType).
819  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
820  /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
821  /// \remarks
822  /// If used, the array of external sources should contain the information for each external source triggered by the
823  /// event. When triggering an event with multiple external sources, you need to differentiate each source
824  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
825  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
826  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
827  /// \endaknote
828  /// \aknote
829  /// If Wwise Authoring is connected to the game and "Profile And Edit (Sync All)" is used, the required Event doesn't have to be loaded before this function is called.
830  /// If the Event is missing, it will be requested from Wwise Authoring directly, which might cause additional latency.
831  /// \endaknote
832  /// \sa
833  /// - \ref concept_events
834  /// - \ref integrating_external_sources
835  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
836  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
837  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
839  const wchar_t* in_pszEventName, ///< Name of the event
840  AkGameObjectID in_gameObjectID, ///< Associated game object ID
841  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
842  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
843  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
844  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
845  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
846  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.
847  );
848 #endif //AK_SUPPORT_WCHAR
849 
850  /// Posts an Event to the sound engine (by Event name)\n
851  /// The Event must be loaded through a SoundBank before the call to PostEvent.
852  /// The callback function can be used to be notified when markers are reached or when the event is finished (see \ref AkCallbackType).
853  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
854  /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
855  /// \remarks
856  /// If used, the array of external sources should contain the information for each external source triggered by the
857  /// event. When triggering an event with multiple external sources, you need to differentiate each source
858  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
859  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
860  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
861  /// \endaknote
862  /// \aknote
863  /// If Wwise Authoring is connected to the game and "Profile And Edit (Sync All)" is used, the required Event doesn't have to be loaded before this function is called.
864  /// If the Event is missing, it will be requested from Wwise Authoring directly, which might cause additional latency.
865  /// \endaknote
866  /// \sa
867  /// - \ref concept_events
868  /// - \ref integrating_external_sources
869  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
870  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
871  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
873  const char* in_pszEventName, ///< Name of the event
874  AkGameObjectID in_gameObjectID, ///< Associated game object ID
875  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
876  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
877  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
878  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
879  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
880  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.
881  );
882 
883  // If you modify AkActionOnEventType, don't forget to modify the WAAPI validation schema accordingly.
884 
885  /// AkActionOnEventType
886  /// \sa
887  /// - <tt>AK::SoundEngine::ExecuteActionOnEvent()</tt>
889  {
890  AkActionOnEventType_Stop = 0, ///< Stop
891  AkActionOnEventType_Pause = 1, ///< Pause
892  AkActionOnEventType_Resume = 2, ///< Resume
893  AkActionOnEventType_Break = 3, ///< Break
894  AkActionOnEventType_ReleaseEnvelope = 4, ///< Release envelope
895  AkActionOnEventType_Last ///< End of enum, invalid value.
896  };
897 
898  /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
899  /// \return
900  /// - \c AK_Success if the action was successfully queued.
901  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
902  /// \sa
903  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
905  AkUniqueID in_eventID, ///< Unique ID of the event
906  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
907  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
908  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
909  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
910  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
911  );
912 
913 #ifdef AK_SUPPORT_WCHAR
914  /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
915  /// \return
916  /// - \c AK_Success if the action was successfully queued.
917  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
918  /// \sa
919  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
921  const wchar_t* in_pszEventName, ///< Name of the event
922  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
923  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
924  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
925  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
926  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
927  );
928 #endif //AK_SUPPORT_WCHAR
929 
930  /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type Play.
931  /// \return
932  /// - \c AK_Success if the action was successfully queued.
933  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
934  /// \sa
935  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
937  const char* in_pszEventName, ///< Name of the event
938  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
939  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
940  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
941  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
942  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
943  );
944 
945 
946  /// Executes a number of MIDI Events on all nodes that are referenced in the specified Event in an Action of type Play.
947  /// The time at which a MIDI Event is posted is determined by in_bAbsoluteOffsets. If false, each MIDI event will be
948  /// posted in AkMIDIPost::uOffset samples from the start of the current frame. If true, each MIDI event will be posted
949  /// at the absolute time AkMIDIPost::uOffset samples.
950  /// To obtain the current absolute time, see AK::SoundEngine::GetSampleTick.
951  /// The duration of a sample can be determined from the sound engine's audio settings, via a call to AK::SoundEngine::GetAudioSettings.
952  /// If a playing ID is specified then that playing ID must be active. Otherwise a new playing ID will be assigned.
953  /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
954  /// \sa
955  /// - <tt>AK::SoundEngine::GetAudioSettings</tt>
956  /// - <tt>AK::SoundEngine::GetSampleTick</tt>
957  /// - <tt>AK::SoundEngine::StopMIDIOnEvent</tt>
958  /// - \ref soundengine_midi_event_playing_id
960  AkUniqueID in_eventID, ///< Unique ID of the Event
961  AkGameObjectID in_gameObjectID, ///< Associated game object ID
962  AkMIDIPost* in_pPosts, ///< MIDI Events to post
963  AkUInt16 in_uNumPosts, ///< Number of MIDI Events to post
964  bool in_bAbsoluteOffsets = false, ///< Set to true when AkMIDIPost::uOffset are absolute, false when relative to current frame
965  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
966  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
967  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
968  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///< Target playing ID
969  );
970 
971  /// Stops MIDI notes on all nodes that are referenced in the specified event in an action of type play,
972  /// with the specified Game Object. Invalid parameters are interpreted as wildcards. For example, calling
973  /// this function with in_eventID set to AK_INVALID_UNIQUE_ID will stop all MIDI notes for Game Object
974  /// in_gameObjectID.
975  /// \return
976  /// - \c AK_Success if the stop command was queued
977  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
978  /// \sa
979  /// - <tt>AK::SoundEngine::PostMIDIOnEvent</tt>
980  /// - \ref soundengine_midi_event_playing_id
982  AkUniqueID in_eventID = AK_INVALID_UNIQUE_ID, ///< Unique ID of the Event
983  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
984  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///< Target playing ID
985  );
986 
987 
988  /// 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
989  /// 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
990  /// uMaxCachePinnedBytes is exceeded.
991  /// \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.
992  /// \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::IAkLowLevelIOHook::BatchOpen()</tt> and AkFileSystemFlags.
993  /// \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
994  /// 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.
995  /// \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
996  /// will get cached with active priority, while all other files will get cached with inactive priority.
997  /// \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
998  /// 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.
999  /// \return
1000  /// - \c AK_Success if command was queued
1001  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1002  /// \sa
1003  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1004  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1005  /// - <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen</tt>
1006  /// - AkFileSystemFlags
1008  AkUniqueID in_eventID, ///< Unique ID of the event
1009  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
1010  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
1011  );
1012 
1013 #ifdef AK_SUPPORT_WCHAR
1014  /// 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
1015  /// 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
1016  /// uMaxCachePinnedBytes is exceeded.
1017  /// \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.
1018  /// \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::IAkLowLevelIOHook::BatchOpen()</tt> and AkFileSystemFlags.
1019  /// \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
1020  /// 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.
1021  /// \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
1022  /// will get cached with active priority, while all other files will get cached with inactive priority.
1023  /// \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
1024  /// 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.
1025  /// \return
1026  /// - \c AK_Success if command was queued
1027  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1028  /// \sa
1029  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1030  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1031  /// - <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen</tt>
1032  /// - AkFileSystemFlags
1034  const wchar_t* in_pszEventName, ///< Name of the event
1035  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
1036  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
1037  );
1038 #endif //AK_SUPPORT_WCHAR
1039 
1040  /// 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
1041  /// 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
1042  /// uMaxCachePinnedBytes is exceeded.
1043  /// \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.
1044  /// \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::IAkLowLevelIOHook::BatchOpen()</tt> and AkFileSystemFlags.
1045  /// \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
1046  /// 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.
1047  /// \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
1048  /// will get cached with active priority, while all other files will get cached with inactive priority.
1049  /// \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
1050  /// 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.
1051  /// \return
1052  /// - \c AK_Success if command was queued
1053  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1054  /// \sa
1055  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1056  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1057  /// - <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen</tt>
1058  /// - AkFileSystemFlags
1060  const char* in_pszEventName, ///< Name of the event
1061  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
1062  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
1063  );
1064 
1065  /// 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
1066  /// 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.
1067  /// \return
1068  /// - \c AK_Success if command was queued
1069  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1070  /// \sa
1071  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1072  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1074  AkUniqueID in_eventID ///< Unique ID of the event
1075  );
1076 
1077 #ifdef AK_SUPPORT_WCHAR
1078  /// 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
1079  /// 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.
1080  /// \return
1081  /// - \c AK_Success if command was queued
1082  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1083  /// \sa
1084  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1085  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1087  const wchar_t* in_pszEventName ///< Name of the event
1088  );
1089 #endif //AK_SUPPORT_WCHAR
1090 
1091  /// 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
1092  /// 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.
1093  /// \return
1094  /// - \c AK_Success if command was queued
1095  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1096  /// \sa
1097  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1098  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1100  const char* in_pszEventName ///< Name of the event
1101  );
1102 
1103  /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1104  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1105  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1106  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see \c AkDeviceSettings
1107  /// \return
1108  /// - \c AK_Success if command was queued
1109  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1110  /// \sa
1111  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1112  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1113  /// - AkDeviceSettings
1115  AkUniqueID in_eventID, ///< Unique ID of the event
1116  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1117  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1118  );
1119 
1120  /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1121  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1122  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1123  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1124  /// \return
1125  /// - \c AK_Success if command was queued
1126  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1127  /// \sa
1128  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1129  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1130  /// - AkDeviceSettings
1132  const char* in_pszEventName, ///< Name of the event
1133  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1134  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1135  );
1136 
1137 #ifdef AK_SUPPORT_WCHAR
1138  /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1139  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1140  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1141  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1142  /// \return
1143  /// - \c AK_Success if command was queued
1144  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1145  /// \sa
1146  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1147  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1148  /// - AkDeviceSettings
1150  const wchar_t* in_pszEventName, ///< Name of the event
1151  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1152  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1153  );
1154 #endif
1155 
1156  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1157  ///
1158  /// Notes:
1159  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1160  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1161  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1162  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1163  /// the sound that is currently playing is the first sound of the sequence.
1164  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1165  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1166  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1167  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1168  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1169  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1170  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1171  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1172  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1173  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1174  /// the audio thread consumes it (after a call to RenderAudio()).
1175  ///
1176  /// Notes specific to Music Segments:
1177  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1178  /// value to seek within the Pre-Entry.
1179  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1180  /// in order to restart them if required.
1181  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1182  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1183  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1184  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1185  /// the exact position of a segment. Also, the segment will be silent during that time
1186  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1187  /// also informs you about the remaining look-ahead time.
1188  ///
1189  /// Notes specific to Music Switch Containers:
1190  /// - Seeking triggers a music transition towards the current (or target) segment.
1191  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1192  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1193  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1194  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1195  ///
1196  /// \return
1197  /// - \c AK_Success if command was queued
1198  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1199  /// \sa
1200  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1201  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1202  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1203  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1205  AkUniqueID in_eventID, ///< Unique ID of the event
1206  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1207  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1208  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1209  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.
1210  );
1211 
1212 #ifdef AK_SUPPORT_WCHAR
1213  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1214  ///
1215  /// Notes:
1216  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1217  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1218  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1219  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1220  /// the sound that is currently playing is the first sound of the sequence.
1221  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1222  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1223  /// value to seek within the Pre-Entry.
1224  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1225  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1226  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1227  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1228  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1229  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1230  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1231  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1232  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1233  /// the audio thread consumes it (after a call to RenderAudio()).
1234  ///
1235  /// Notes specific to Music Segments:
1236  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1237  /// value to seek within the Pre-Entry.
1238  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1239  /// in order to restart them if required.
1240  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1241  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1242  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1243  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1244  /// the exact position of a segment. Also, the segment will be silent during that time
1245  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1246  /// also informs you about the remaining look-ahead time.
1247  ///
1248  /// Notes specific to Music Switch Containers:
1249  /// - Seeking triggers a music transition towards the current (or target) segment.
1250  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1251  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1252  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1253  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1254  /// \return
1255  /// - \c AK_Success if command was queued
1256  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1257  /// \sa
1258  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1259  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1260  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1261  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1263  const wchar_t* in_pszEventName, ///< Name of the event
1264  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1265  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1266  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1267  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.
1268  );
1269 #endif //AK_SUPPORT_WCHAR
1270 
1271  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1272  ///
1273  /// Notes:
1274  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1275  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1276  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1277  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1278  /// the sound that is currently playing is the first sound of the sequence.
1279  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1280  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1281  /// value to seek within the Pre-Entry.
1282  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1283  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1284  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1285  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1286  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1287  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1288  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1289  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1290  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1291  /// the audio thread consumes it (after a call to RenderAudio()).
1292  ///
1293  /// Notes specific to Music Segments:
1294  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1295  /// value to seek within the Pre-Entry.
1296  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1297  /// in order to restart them if required.
1298  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1299  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1300  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1301  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1302  /// the exact position of a segment. Also, the segment will be silent during that time
1303  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1304  /// also informs you about the remaining look-ahead time.
1305  ///
1306  /// Notes specific to Music Switch Containers:
1307  /// - Seeking triggers a music transition towards the current (or target) segment.
1308  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1309  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1310  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1311  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1312  ///
1313  /// \return
1314  /// - \c AK_Success if command was queued
1315  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1316  /// \sa
1317  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1318  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1319  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1320  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1322  const char* in_pszEventName, ///< Name of the event
1323  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1324  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1325  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1326  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.
1327  );
1328 
1329  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1330  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1331  ///
1332  /// Notes:
1333  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1334  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1335  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1336  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1337  /// the sound that is currently playing is the first sound of the sequence.
1338  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1339  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1340  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1341  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1342  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1343  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1344  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1345  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1346  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1347  /// the audio thread consumes it (after a call to RenderAudio()).
1348  ///
1349  /// Notes specific to Music Segments:
1350  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1351  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1352  /// post-exit of a segment using this method. Use absolute values instead.
1353  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1354  /// in order to restart them if required.
1355  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1356  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1357  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1358  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1359  /// the exact position of a segment. Also, the segment will be silent during the time that period
1360  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1361  /// also informs you about the remaining look-ahead time.
1362  ///
1363  /// Notes specific to Music Switch Containers:
1364  /// - Seeking triggers a music transition towards the current (or target) segment.
1365  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1366  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1367  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1368  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1369  ///
1370  /// \sa
1371  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1372  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1373  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1374  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1376  AkUniqueID in_eventID, ///< Unique ID of the event
1377  AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1378  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)
1379  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1380  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.
1381  );
1382 
1383 #ifdef AK_SUPPORT_WCHAR
1384  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1385  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1386  ///
1387  /// Notes:
1388  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1389  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1390  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1391  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1392  /// the sound that is currently playing is the first sound of the sequence.
1393  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1394  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1395  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1396  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1397  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1398  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1399  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1400  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1401  /// the audio thread consumes it (after a call to RenderAudio()).
1402  ///
1403  /// Notes specific to Music Segments:
1404  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1405  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1406  /// post-exit of a segment using this method. Use absolute values instead.
1407  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1408  /// in order to restart them if required.
1409  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1410  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1411  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1412  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1413  /// the exact position of a segment. Also, the segment will be silent during the time that period
1414  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1415  /// also informs you about the remaining look-ahead time.
1416  ///
1417  /// Notes specific to Music Switch Containers:
1418  /// - Seeking triggers a music transition towards the current (or target) segment.
1419  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1420  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1421  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1422  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1423  ///
1424  /// \sa
1425  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1426  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1427  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1428  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1430  const wchar_t* in_pszEventName, ///< Name of the event
1431  AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1432  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)
1433  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1434  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.
1435  );
1436 #endif //AK_SUPPORT_WCHAR
1437 
1438  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1439  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1440  ///
1441  /// Notes:
1442  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1443  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1444  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1445  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1446  /// the sound that is currently playing is the first sound of the sequence.
1447  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1448  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1449  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1450  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1451  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1452  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1453  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1454  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1455  /// the audio thread consumes it (after a call to RenderAudio()).
1456  ///
1457  /// Notes specific to Music Segments:
1458  /// - With Music Segments, in_fPercent is relative to the Entry Cue, and the segment's duration is the
1459  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1460  /// post-exit of a segment using this method. Use absolute values instead.
1461  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1462  /// in order to restart them if required.
1463  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1464  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1465  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1466  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1467  /// the exact position of a segment. Also, the segment will be silent during the time that period
1468  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1469  /// also informs you about the remaining look-ahead time.
1470  ///
1471  /// Notes specific to Music Switch Containers:
1472  /// - Seeking triggers a music transition towards the current (or target) segment.
1473  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1474  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1475  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1476  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1477  ///
1478  /// \sa
1479  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1480  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1481  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1482  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1484  const char* in_pszEventName, ///< Name of the event
1485  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1486  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)
1487  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see notes above).
1488  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.
1489  );
1490 
1491  /// Cancels all Event callbacks associated with a specific callback cookie.\n
1492  /// \sa
1493  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1495  void * in_pCookie ///< Callback cookie to be cancelled
1496  );
1497 
1498  /// Cancels all Event callbacks associated with a specific game object.\n
1499  /// \sa
1500  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1502  AkGameObjectID in_gameObjectID ///< ID of the game object to be cancelled
1503  );
1504 
1505  /// Cancels all Event callbacks for a specific playing ID.
1506  /// \sa
1507  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1509  AkPlayingID in_playingID ///< Playing ID of the event that must not use callbacks
1510  );
1511 
1512  /// Gets the current position of the source associated with this playing ID, obtained from PostEvent(). If more than one source is playing,
1513  /// the first to play is returned.
1514  /// Notes:
1515  /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1516  /// it returns AK_Fail, even if the playing ID is valid.
1517  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1518  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1519  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1520  /// sound engine update and the source's playback rate.
1521  /// \return
1522  /// - \c AK_Success if successful.
1523  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1524  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1525  /// \sa
1526  /// - \ref soundengine_query_pos
1527  /// - \ref concept_events
1529  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1530  AkTimeMs* out_puPosition, ///< Position of the source (in ms) associated with the specified playing ID
1531  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update.
1532  );
1533 
1534  /// Gets the current position of the sources associated with this playing ID, obtained from PostEvent().
1535  /// Notes:
1536  /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1537  /// it returns AK_Fail, even if the playing ID is valid.
1538  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1539  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1540  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1541  /// sound engine update and the source's playback rate.
1542  /// - If 0 is passed in for the number of entries (*in_pcPositions == 0) then only the number of positions will be returned and the
1543  /// position array (out_puPositions) will not be updated.
1544  /// - The io_pcPositions pointer must be non-NULL.
1545  /// out_puPositions may be NULL if *io_pcPositions == 0, otherwise it must be non-NULL.
1546  /// \return
1547  /// - \c AK_Success if successful.
1548  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1549  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1550  /// \sa
1551  /// - \ref soundengine_query_pos
1552  /// - \ref concept_events
1554  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1555  AkSourcePosition* out_puPositions, ///< Audio Node IDs and positions of sources associated with the specified playing ID
1556  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
1557  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update
1558  );
1559 
1560  /// Gets the stream buffering of the sources associated with this playing ID, obtained from PostEvent().
1561  /// Notes:
1562  /// - You need to pass AK_EnableGetSourceStreamBuffering to PostEvent() in order to use this function, otherwise
1563  /// it returns AK_Fail, even if the playing ID is valid.
1564  /// - The sources stream buffering is updated at every audio frame. If there are multiple sources associated with this playing ID,
1565  /// the value returned corresponds to the least buffered source.
1566  /// - The returned buffering status out_bIsBuffering will be true If any of the sources associated with the playing ID are actively being buffered.
1567  /// 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.
1568  /// - Purely in-memory sources are excluded from this database. If all sources are in-memory, GetSourceStreamBuffering() will return AK_PlayingIDNotFound.
1569  /// - 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.
1570  /// 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.
1571  /// \return
1572  /// - \c AK_Success if successful.
1573  /// - \c AK_PlayingIDNotFound 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.
1574  /// \sa
1575  /// - \ref concept_events
1577  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1578  AkTimeMs & out_buffering, ///< Returned amount of buffering (in ms) of the source (or one of the sources) associated with that playing ID
1579  bool & out_bIsBuffering ///< Returned buffering status of the source(s) associated with that playing ID
1580  );
1581 
1582  /// Stops the current content playing associated to the specified game object ID.
1583  /// If no game object is specified, all sounds will be stopped.
1585  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< (Optional)Specify a game object to stop only playback associated to the provided game object ID.
1586  );
1587 
1588  /// Stop the current content playing associated to the specified playing ID.
1589  /// \aknote
1590  /// This function is deprecated. Please use ExecuteActionOnPlayingID() in its place.
1591  /// \endaknote
1592  /// \sa
1593  /// - <tt>AK::SoundEngine::ExecuteActionOnPlayingID()</tt>
1595  AkPlayingID in_playingID, ///< Playing ID to be stopped.
1596  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
1597  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1598  );
1599 
1600  /// Executes an Action on the content associated to the specified playing ID.
1601  /// \sa
1602  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
1604  AkActionOnEventType in_ActionType, ///< Action to execute on the specified playing ID.
1605  AkPlayingID in_playingID, ///< Playing ID on which to execute the action.
1606  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
1607  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1608  );
1609 
1610  /// Sets the random seed value. Can be used to synchronize randomness
1611  /// across instances of the Sound Engine.
1612  /// \remark This seeds the number generator used for all container randomization
1613  /// and the plug-in RNG; since it acts globally, this should be called right
1614  /// before any PostEvent call where randomness synchronization is required,
1615  /// and cannot guarantee similar results for continuous containers.
1616  /// \sa
1617  /// - <tt>AK::IAkPluginServiceRNG</tt>
1619  AkUInt32 in_uSeed ///< Random seed.
1620  );
1621 
1622  /// Mutes/Unmutes the busses tagged as background music.
1623  /// This is automatically called for platforms that have user-music support.
1624  /// This function is provided to give the same behavior on platforms that don't have user-music support.
1626  bool in_bMute ///< Sets true to mute, false to unmute.
1627  );
1628  //@}
1629 
1630  /// Gets the state of the Background Music busses. This state is either set directly
1631  /// with \c AK::SoundEngine::MuteBackgroundMusic or by the OS, if it has User Music services.
1632  /// \return true if the background music busses are muted, false if not.
1634  //@}
1635 
1636 
1637  /// Sends custom game data to a plug-in that resides on a bus (insert Effect or mixer plug-in).
1638  /// Data will be copied and stored into a separate list.
1639  /// Previous entry is deleted when a new one is sent.
1640  /// Sets the data pointer to NULL to clear item from the list.
1641  /// \aknote The plug-in type and ID are passed and matched with plugins set on the desired bus.
1642  /// This means that you cannot send different data to various instances of a plug-in on the same bus.\endaknote
1643  /// \return AK_Success if data was sent successfully.
1645  AkUniqueID in_busID, ///< Bus ID
1646  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.
1647  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
1648  AkUInt32 in_uCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
1649  AkUInt32 in_uPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
1650  const void* in_pData, ///< The data blob
1651  AkUInt32 in_uSizeInBytes ///< Size of data
1652  );
1653  //@}
1654 
1655  ////////////////////////////////////////////////////////////////////////
1656  /// @name Game Objects
1657  //@{
1658 
1659  /// Registers a game object.
1660  /// \return
1661  /// - \c AK_Success if successful
1662  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1663  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1664  /// matter how many times it has been registered.
1665  /// \sa
1666  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1667  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1668  /// - \ref concept_gameobjects
1670  AkGameObjectID in_gameObjectID ///< ID of the game object to be registered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF].
1671  );
1672 
1673  /// Registers a game object.
1674  /// \return
1675  /// - \c AK_Success if successful
1676  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1677  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1678  /// matter how many times it has been registered.
1679  /// \sa
1680  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1681  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1682  /// - \ref concept_gameobjects
1684  AkGameObjectID in_gameObjectID, ///< ID of the game object to be registered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF].
1685  const char * in_pszObjName ///< Name of the game object (for monitoring purpose)
1686  );
1687 
1688  /// Unregisters a game object.
1689  /// \return
1690  /// - \c AK_Success if successful
1691  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1692  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1693  /// matter how many times it has been registered. Unregistering a game object while it is
1694  /// in use is allowed, but the control over the parameters of this game object is lost.
1695  /// For example, say a sound associated with this game object is a 3D moving sound. This sound will
1696  /// stop moving when the game object is unregistered, and there will be no way to regain control over the game object.
1697  /// \sa
1698  /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
1699  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1700  /// - \ref concept_gameobjects
1702  AkGameObjectID in_gameObjectID ///< ID of the game object to be unregistered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF]. Use
1703  /// AK_INVALID_GAME_OBJECT to unregister all game objects.
1704  );
1705 
1706  /// Unregister all game objects, or all game objects with a particular matching set of property flags.
1707  /// This function to can be used to unregister all game objects.
1708  /// \return
1709  /// - \c AK_Success if successful
1710  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1711  /// matter how many times it has been registered. Unregistering a game object while it is
1712  /// in use is allowed, but the control over the parameters of this game object is lost.
1713  /// For example, if a sound associated with this game object is a 3D moving sound, it will
1714  /// stop moving once the game object is unregistered, and there will be no way to recover
1715  /// the control over this game object.
1716  /// \sa
1717  /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
1718  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1719  /// - \ref concept_gameobjects
1721  );
1722 
1723  /// Sets the position of a game object.
1724  /// \warning The object's orientation vector (in_Position.Orientation) must be normalized.
1725  /// \return
1726  /// - \c AK_Success when successful
1727  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1728  /// + in_Position makes an invalid transform
1729  /// + in_eFlags is not one of the valid enum values
1730  /// + the game object ID is in the reserved ID range.
1731  /// \sa
1732  /// - \ref soundengine_3dpositions
1734  AkGameObjectID in_GameObjectID, ///< Game Object identifier
1735  const AkSoundPosition & in_Position,///< Position to set; in_Position.Orientation must be normalized.
1736  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1737  );
1738 
1739  /// Sets multiple positions to a single game object.
1740  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1741  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1742  /// \aknote
1743  /// - Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt>
1744  /// - If a sound has diffraction enabled, it is treated as <tt>MultiPositionType_MultiDirections</tt>. <tt>MultiPositionType_MultiSources</tt> is not supported in this case.
1745  /// \endaknote
1746  /// \return
1747  /// - \c AK_Success when successful
1748  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1749  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1750  /// + in_Position makes an invalid transform
1751  /// + in_eFlags is not one of the valid enum values
1752  /// + the game object ID is in the reserved ID range.
1753  /// \sa
1754  /// - \ref soundengine_3dpositions
1755  /// - \ref soundengine_3dpositions_multiplepos
1756  /// - \ref AK::SoundEngine::MultiPositionType
1758  AkGameObjectID in_GameObjectID, ///< Game Object identifier.
1759  const AkSoundPosition * in_pPositions, ///< Array of positions to apply.
1760  AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array.
1761  MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///< \ref AK::SoundEngine::MultiPositionType
1762  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1763  );
1764 
1765  /// Sets multiple positions to a single game object, with flexible assignment of input channels.
1766  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1767  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1768  /// \aknote Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
1769  /// \return
1770  /// - \c AK_Success when successful
1771  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1772  /// - \c AK_InvalidParameter if parameters are not valid.
1773  /// \sa
1774  /// - \ref soundengine_3dpositions
1775  /// - \ref soundengine_3dpositions_multiplepos
1776  /// - \ref AK::SoundEngine::MultiPositionType
1778  AkGameObjectID in_GameObjectID, ///< Game Object identifier.
1779  const AkChannelEmitter * in_pPositions, ///< Array of positions to apply, each using its own channel mask.
1780  AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array.
1781  MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///< \ref AK::SoundEngine::MultiPositionType
1782  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1783  );
1784 
1785  /// Sets the scaling factor of a Game Object.
1786  /// Modify the attenuation computations on this Game Object to simulate sounds with a larger or smaller area of effect.
1787  /// \return
1788  /// - \c AK_Success when successful
1789  /// - \c AK_InvalidParameter if the scaling factor specified was 0 or negative.
1790  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
1792  AkGameObjectID in_GameObjectID, ///< Game object identifier
1793  AkReal32 in_fAttenuationScalingFactor ///< Scaling Factor, 1 means 100%, 0.5 means 50%, 2 means 200%, and so on.
1794  );
1795 
1796  /// Use the position of a separate game object for distance calculations for a specified listener.
1797  /// When <tt>AK::SoundEngine::SetDistanceProbe()</tt> is called, Wwise calculates distance attenuation and filtering
1798  /// based on the distance between the distance probe Game Object (\c in_distanceProbeGameObjectID) and the emitter Game Object's position.
1799  /// In third-person perspective applications, the distance probe Game Object may be set to the player character's position,
1800  /// and the listener Game Object's position to that of the camera. In this scenario, attenuation is based on
1801  /// the distance between the character and the sound, whereas panning, spatialization, and spread and focus calculations are base on the camera.
1802  /// Both Game Objects, \c in_listenerGameObjectID and \c in_distanceProbeGameObjectID must have been previously registered using <tt>AK::SoundEngine::RegisterGameObj</tt>.
1803  /// This function is optional. if <tt>AK::SoundEngine::SetDistanceProbe()</tt> is never called, distance calculations are based on the listener Game Object position.
1804  /// To clear the distance probe, and revert to using the listener position for distance calculations, pass \c AK_INVALID_GAME_OBJECT to \c in_distanceProbeGameObjectID.
1805  /// \aknote If the distance probe Game Object is assigned multiple positions, then the first position is used for distance calculations by the listener. \endaknote
1806  /// \return
1807  /// - \c AK_Success when successful
1808  /// \sa
1809  /// - <tt>AK::SoundEngine::SetPosition()</tt>
1811  AkGameObjectID in_listenerGameObjectID, ///< Game object identifier for the listener. Must have been previously registered via RegisterGameObj.
1812  AkGameObjectID in_distanceProbeGameObjectID ///< Game object identifier for the distance probe, or \c AK_INVALID_GAME_OBJECT to reset distance probe. If valid, must have been previously registered via RegisterGameObj.
1813  );
1814 
1815  //@}
1816 
1817  ////////////////////////////////////////////////////////////////////////
1818  /// @name Bank Management
1819  //@{
1820 
1821  /// Unload all currently loaded banks.
1822  /// It also internally calls ClearPreparedEvents() since at least one bank must have been loaded to allow preparing events.
1823  /// \return
1824  /// - \c AK_Success if successful
1825  /// - \c AK_NotInitialized if the sound engine was not correctly initialized or if there is not enough memory to handle the command
1826  /// \sa
1827  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1828  /// - <tt>AK::SoundEngine::LoadBank()</tt>
1829  /// - \ref soundengine_banks
1831 
1832  /// Sets the I/O settings of the bank load and prepare event processes.
1833  /// The sound engine uses default values unless explicitly set by calling this method.
1834  /// \warning This function must be called before loading banks.
1835  /// \return
1836  /// - \c AK_Success if successful
1837  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1838  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1839  /// \sa
1840  /// - \ref soundengine_banks
1841  /// - \ref streamingdevicemanager
1843  AkReal32 in_fThroughput, ///< Average throughput of bank data streaming (bytes/ms) (the default value is AK_DEFAULT_BANK_THROUGHPUT)
1844  AkPriority in_priority ///< Priority of bank streaming (the default value is AK_DEFAULT_PRIORITY)
1845  );
1846 
1847 #ifdef AK_SUPPORT_WCHAR
1848  /// Load a bank synchronously (by Unicode string).\n
1849  /// The bank name and type are passed to the Stream Manager.
1850  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1851  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1852  /// The function returns when the request has been completely processed.
1853  /// \return
1854  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1855  /// You may use this ID with UnloadBank().
1856  /// - \c AK_Success: Load or unload successful.
1857  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1858  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1859  /// - \c AK_BankReadError: I/O error.
1860  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that you used to generate the SoundBanks matches that of the SDK you are currently using.
1861  /// - \c AK_InvalidFile: File specified could not be opened.
1862  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
1863  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1864  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1865  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1866  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure, check the debug console)
1867  /// \remarks
1868  /// - The initialization bank (Init.bnk) must be loaded first.
1869  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1870  /// initialization bank. If you need to load SoundBanks from a different project, you
1871  /// must first unload ALL banks, including the initialization bank, then load the
1872  /// initialization bank from the other project, and finally load banks from that project.
1873  /// - Codecs and plug-ins must be registered before loading banks that use them.
1874  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1875  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1876  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1877  /// posting the event will fail.
1878  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1879  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1880  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1881  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1882  /// \aknote
1883  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will return AK_Success even if the file is not found.
1884  /// The Capture Log will still report the missing file. For example, this will be the case when SoundBanks were not generated.
1885  /// If this option is selected, you can work without SoundBanks as long as Wwise Authoring is connected.
1886  /// The Init.bnk is still required to initialize the sound engine properly.
1887  /// \endaknote
1888  /// \sa
1889  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1890  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1891  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
1892  /// - \ref soundengine_banks
1893  /// - \ref integrating_elements_plugins
1894  /// - \ref streamingdevicemanager
1895  /// - \ref streamingmanager_lowlevel
1896  /// - \ref sdk_bank_training
1898  const wchar_t* in_pszString, ///< Name of the bank to load
1899  AkBankID & out_bankID, ///< Returned bank ID
1900  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1901  );
1902 #endif //AK_SUPPORT_WCHAR
1903 
1904  /// Loads a bank synchronously.\n
1905  /// The bank name and type are passed to the Stream Manager.
1906  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1907  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1908  /// The function returns when the request has been completely processed.
1909  /// \return
1910  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1911  /// You may use this ID with UnloadBank().
1912  /// - \c AK_Success: Load or unload successful.
1913  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1914  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1915  /// - \c AK_BankReadError: I/O error.
1916  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1917  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1918  /// - \c AK_InvalidFile: File specified could not be opened.
1919  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1920  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1921  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1922  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1923  /// \remarks
1924  /// - The initialization bank (Init.bnk) must be loaded first.
1925  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1926  /// initialization bank. If you need to load SoundBanks from a different project, you
1927  /// must first unload ALL banks, including the initialization bank, then load the
1928  /// initialization bank from the other project, and finally load banks from that project.
1929  /// - Codecs and plug-ins must be registered before loading banks that use them.
1930  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1931  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1932  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1933  /// posting the event will fail.
1934  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1935  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1936  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1937  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1938  /// \aknote
1939  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will return AK_Success even if the file is not found.
1940  /// The Capture Log will still report the missing file. For example, this will be the case when SoundBanks were not generated.
1941  /// If this option is selected, you can work without SoundBanks as long as Wwise Authoring is connected.
1942  /// The Init.bnk is still required to initialize the sound engine properly.
1943  /// \endaknote
1944  /// \sa
1945  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1946  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1947  /// - <tt>AK::SoundEngine::GetIDFromString</tt>
1948  /// - \ref soundengine_banks
1949  /// - \ref integrating_elements_plugins
1950  /// - \ref streamingdevicemanager
1951  /// - \ref streamingmanager_lowlevel
1952  /// - \ref sdk_bank_training
1954  const char* in_pszString, ///< Name of the bank to load
1955  AkBankID & out_bankID, ///< Returned bank ID
1956  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1957  );
1958 
1959  /// Loads a bank synchronously (by ID).\n
1960  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
1961  /// The bank ID is passed to the Stream Manager.
1962  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1963  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1964  /// The function returns when the request has been completely processed.
1965  /// \return
1966  /// - \c AK_Success: Load or unload successful.
1967  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1968  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1969  /// - \c AK_BankReadError: I/O error. The bank is either shorter than expected or its data corrupted.
1970  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1971  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1972  /// - \c AK_InvalidFile: File specified could not be opened.
1973  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1974  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console or Wwise Profiler
1975  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1976  /// - \c AK_FileNotFound if the bank file was not found on disk.
1977  /// - \c AK_FilePermissionError if the file permissions are wrong for the file
1978  /// - \c AK_Fail: Load or unload failed for any other reason. , check the debug console or Wwise Profiler
1979  /// \remarks
1980  /// - The initialization bank (Init.bnk) must be loaded first.
1981  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1982  /// initialization bank. If you need to load SoundBanks from a different project, you
1983  /// must first unload ALL banks, including the initialization bank, then load the
1984  /// initialization bank from the other project, and finally load banks from that project.
1985  /// - Codecs and plug-ins must be registered before loading banks that use them.
1986  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1987  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1988  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1989  /// posting the event will fail.
1990  /// \aknote
1991  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will return AK_Success even if the file is not found.
1992  /// The Capture Log will still report the missing file. For example, this will be the case when SoundBanks were not generated.
1993  /// If this option is selected, you can work without SoundBanks as long as Wwise Authoring is connected.
1994  /// The Init.bnk is still required to initialize the sound engine properly.
1995  /// \endaknote
1996  /// \sa
1997  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1998  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1999  /// - \ref soundengine_banks
2000  /// - \ref integrating_elements_plugins
2001  /// - \ref sdk_bank_training
2003  AkBankID in_bankID, ///< Bank ID of the bank to load
2004  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2005  );
2006 
2007  /// Loads a bank synchronously (from in-memory data, in-place, user bank only).\n
2008  ///
2009  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2010  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2011  ///
2012  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2013  /// in a buffer and pass its address to the sound engine.
2014  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2015  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2016  /// The function returns when the request has been completely processed.
2017  /// \return
2018  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2019  /// ID with UnloadBank().
2020  /// - \c AK_Success: Load or unload successful.
2021  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2022  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2023  /// - \c AK_BankReadError: I/O error.
2024  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2025  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2026  /// - \c AK_InvalidFile: File specified could not be opened.
2027  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2028  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2029  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2030  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2031  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2032  /// \remarks
2033  /// - The initialization bank (Init.bnk) must be loaded first.
2034  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2035  /// initialization bank. If you need to load SoundBanks from a different project, you
2036  /// must first unload ALL banks, including the initialization bank, then load the
2037  /// initialization bank from the other project, and finally load banks from that project.
2038  /// - Codecs and plug-ins must be registered before loading banks that use them.
2039  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2040  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2041  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2042  /// posting the event will fail.
2043  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2044  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2045  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2046  /// \sa
2047  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2048  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2049  /// - \ref soundengine_banks
2050  /// - \ref integrating_elements_plugins
2051  /// - \ref sdk_bank_training
2053  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2054  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2055  AkBankID & out_bankID ///< Returned bank ID
2056  );
2057 
2058  /// Loads a bank synchronously (from in-memory data, in-place, any bank type).\n
2059  ///
2060  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2061  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2062  ///
2063  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2064  /// in a buffer and pass its address to the sound engine.
2065  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2066  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2067  /// The function returns when the request has been completely processed.
2068  /// \return
2069  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2070  /// ID with UnloadBank().
2071  /// - \c AK_Success: Load or unload successful.
2072  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2073  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2074  /// - \c AK_BankReadError: I/O error.
2075  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2076  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2077  /// - \c AK_InvalidFile: File specified could not be opened.
2078  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2079  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2080  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2081  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2082  /// \remarks
2083  /// - The initialization bank (Init.bnk) must be loaded first.
2084  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2085  /// initialization bank. If you need to load SoundBanks from a different project, you
2086  /// must first unload ALL banks, including the initialization bank, then load the
2087  /// initialization bank from the other project, and finally load banks from that project.
2088  /// - Codecs and plug-ins must be registered before loading banks that use them.
2089  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2090  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2091  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2092  /// posting the event will fail.
2093  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2094  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2095  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2096  /// \sa
2097  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2098  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2099  /// - \ref soundengine_banks
2100  /// - \ref integrating_elements_plugins
2101  /// - \ref sdk_bank_training
2103  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2104  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2105  AkBankID & out_bankID, ///< Returned bank ID
2106  AkBankType & out_bankType ///< Returned bank type
2107  );
2108 
2109  /// Loads a bank synchronously (from in-memory data, out-of-place, user bank only).\n
2110  ///
2111  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2112  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2113  ///
2114  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2115  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2116  /// allocated memory.
2117  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2118  /// over the in-place version is that there is no duplication of bank structures.
2119  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2120  /// The function returns when the request has been completely processed.
2121  /// \return
2122  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2123  /// ID with UnloadBank().
2124  /// - \c AK_Success: Load or unload successful.
2125  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2126  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2127  /// - \c AK_BankReadError: I/O error.
2128  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2129  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2130  /// - \c AK_InvalidFile: File specified could not be opened.
2131  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2132  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2133  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2134  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2135  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2136  /// \remarks
2137  /// - The initialization bank (Init.bnk) must be loaded first.
2138  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2139  /// initialization bank. If you need to load SoundBanks from a different project, you
2140  /// must first unload ALL banks, including the initialization bank, then load the
2141  /// initialization bank from the other project, and finally load banks from that project.
2142  /// - Codecs and plug-ins must be registered before loading banks that use them.
2143  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2144  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2145  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2146  /// posting the event will fail.
2147  /// \sa
2148  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2149  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2150  /// - \ref soundengine_banks
2151  /// - \ref integrating_elements_plugins
2152  /// - \ref sdk_bank_training
2154  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)
2155  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2156  AkBankID & out_bankID ///< Returned bank ID
2157  );
2158 
2159  /// Loads a bank synchronously (from in-memory data, out-of-place, any bank type).\n
2160  ///
2161  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2162  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2163  ///
2164  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2165  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2166  /// allocated memory.
2167  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2168  /// over the in-place version is that there is no duplication of bank structures.
2169  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2170  /// The function returns when the request has been completely processed.
2171  /// \return
2172  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2173  /// ID with UnloadBank().
2174  /// - \c AK_Success: Load or unload successful.
2175  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2176  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2177  /// - \c AK_BankReadError: I/O error.
2178  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2179  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2180  /// - \c AK_InvalidFile: File specified could not be opened.
2181  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2182  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2183  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2184  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2185  /// \remarks
2186  /// - The initialization bank (Init.bnk) must be loaded first.
2187  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2188  /// initialization bank. If you need to load SoundBanks from a different project, you
2189  /// must first unload ALL banks, including the initialization bank, then load the
2190  /// initialization bank from the other project, and finally load banks from that project.
2191  /// - Codecs and plug-ins must be registered before loading banks that use them.
2192  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2193  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2194  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2195  /// posting the event will fail.
2196  /// \sa
2197  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2198  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2199  /// - \ref soundengine_banks
2200  /// - \ref integrating_elements_plugins
2201  /// - \ref sdk_bank_training
2203  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)
2204  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2205  AkBankID & out_bankID, ///< Returned bank ID
2206  AkBankType & out_bankType ///< Returned bank type
2207  );
2208 
2209  /// 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.
2210  /// \n
2211  /// 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.
2213  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)
2214  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to decode
2215  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.
2216  void * & out_pDecodedBankPtr, ///< Decoded bank memory location.
2217  AkUInt32 & out_uDecodedBankSize ///< Decoded bank memory size.
2218  );
2219 
2220 #ifdef AK_SUPPORT_WCHAR
2221  /// Loads a bank asynchronously (by Unicode string).\n
2222  /// The bank name is passed to the Stream Manager.
2223  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2224  /// A bank load request will be posted to the Bank Manager consumer thread.
2225  /// The function returns immediately.
2226  /// \return
2227  /// AK_Success if the scheduling was successful, AK_Fail otherwise.
2228  /// Use a callback to be notified when completed, and get the status of the request.
2229  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2230  /// You may use this ID with UnloadBank().
2231  /// \remarks
2232  /// - The initialization bank (Init.bnk) must be loaded first.
2233  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2234  /// initialization bank. If you need to load SoundBanks from a different project, you
2235  /// must first unload ALL banks, including the initialization bank, then load the
2236  /// initialization bank from the other project, and finally load banks from that project.
2237  /// - Codecs and plug-ins must be registered before loading banks that use them.
2238  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2239  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2240  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2241  /// posting the event will fail.
2242  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2243  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2244  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2245  /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2246  /// (<tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>) if you use the default Stream Manager's implementation.
2247  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2248  /// as AkFileSystemFlags::pCustomParam.
2249  /// \aknote
2250  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will succeed even if the file is not found.
2251  /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2252  /// This allows working without sound banks, as long as the Wwise Authoring is connected.
2253  /// The Init.bnk is still required to initialize the sound engine properly though.
2254  /// \endaknote
2255  /// \sa
2256  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2257  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2258  /// - AkBankCallbackFunc
2259  /// - \ref soundengine_banks
2260  /// - \ref integrating_elements_plugins
2261  /// - \ref streamingdevicemanager
2262  /// - \ref streamingmanager_lowlevel
2263  /// - \ref sdk_bank_training
2265  const wchar_t* in_pszString, ///< Name/path of the bank to load
2266  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2267  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt> as AkFileSystemFlags::pCustomParam)
2268  AkBankID & out_bankID, ///< Returned bank ID
2269  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2270  );
2271 #endif //AK_SUPPORT_WCHAR
2272 
2273  /// Loads a bank asynchronously.\n
2274  /// The bank name is passed to the Stream Manager.
2275  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2276  /// A bank load request will be posted to the Bank Manager consumer thread.
2277  /// The function returns immediately.
2278  /// \return
2279  /// - \c AK_Success if the scheduling was successful,
2280  /// - \c AK_InvalidBankType if in_bankType was invalid
2281  /// Use a callback to be notified when completed, and get the status of the request.
2282  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2283  /// You may use this ID with UnloadBank().
2284  /// \remarks
2285  /// - The initialization bank (Init.bnk) must be loaded first.
2286  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2287  /// initialization bank. If you need to load SoundBanks from a different project, you
2288  /// must first unload ALL banks, including the initialization bank, then load the
2289  /// initialization bank from the other project, and finally load banks from that project.
2290  /// - Codecs and plug-ins must be registered before loading banks that use them.
2291  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2292  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2293  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2294  /// posting the Event will fail.
2295  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2296  /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2297  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2298  /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2299  /// (<tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>) if you use the default Stream Manager's implementation.
2300  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2301  /// as <tt>AkFileSystemFlags::pCustomParam</tt>.
2302  /// \aknote
2303  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will succeed even if the file is not found.
2304  /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2305  /// This allows working without sound banks, as long as Wwise Authoring is connected.
2306  /// The Init.bnk is still required to initialize the sound engine properly though.
2307  /// \endaknote
2308  /// \sa
2309  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2310  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2311  /// - AkBankCallbackFunc
2312  /// - \ref soundengine_banks
2313  /// - \ref integrating_elements_plugins
2314  /// - \ref streamingdevicemanager
2315  /// - \ref streamingmanager_lowlevel
2316  /// - \ref sdk_bank_training
2318  const char* in_pszString, ///< Name/path of the bank to load
2319  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2320  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt> as AkFileSystemFlags::pCustomParam)
2321  AkBankID & out_bankID, ///< Returned bank ID
2322  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2323  );
2324 
2325  /// Loads a bank asynchronously (by ID).\n
2326  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2327  /// The bank ID is passed to the Stream Manager.
2328  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2329  /// A bank load request will be posted to the Bank Manager consumer thread.
2330  /// The function returns immediately.
2331  /// \return
2332  /// - \c AK_Success if the scheduling was successful,
2333  /// - \c AK_InvalidBankType if in_bankType was invalid
2334  /// Use a callback to be notified when completed, and get the status of the request.
2335  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2336  /// You may use this ID with \c UnloadBank().
2337  /// \remarks
2338  /// - The initialization bank (Init.bnk) must be loaded first.
2339  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2340  /// initialization bank. If you need to load SoundBanks from a different project, you
2341  /// must first unload ALL banks, including the initialization bank, then load the
2342  /// initialization bank from the other project, and finally load banks from that project.
2343  /// - Codecs and plug-ins must be registered before loading banks that use them.
2344  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2345  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2346  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2347  /// posting the event will fail.
2348  /// - The file path should be resolved in your implementation of the Stream Manager, or in the Low-Level I/O module if
2349  /// you use the default Stream Manager's implementation. The ID overload of <tt>AK::IAkStreamMgr::CreateStd()</tt> and <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt> are called.
2350  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2351  /// as AkFileSystemFlags::pCustomParam.
2352  /// \aknote
2353  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will succeed even if the file is not found.
2354  /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2355  /// This allows working without sound banks, as long as Wwise Authoring is connected.
2356  /// The Init.bnk is still required to initialize the sound engine properly though.
2357  /// \endaknote
2358  /// \sa
2359  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2360  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2361  /// - AkBankCallbackFunc
2362  /// - \ref soundengine_banks
2363  /// - \ref integrating_elements_plugins
2364  /// - \ref sdk_bank_training
2366  AkBankID in_bankID, ///< Bank ID of the bank to load
2367  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2368  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt> as AkFileSystemFlags::pCustomParam)
2369  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2370  );
2371 
2372  /// Loads a bank asynchronously (from in-memory data, in-place, user bank only).\n
2373  ///
2374  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2375  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2376  ///
2377  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2378  /// in a buffer and pass its address to the sound engine.
2379  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2380  /// A bank load request will be posted to the Bank Manager consumer thread.
2381  /// The function returns immediately.
2382  /// \return
2383  /// - \c AK_Success if the scheduling was successful,
2384  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2385  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2386  /// Use a callback to be notified when completed, and get the status of the request.
2387  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2388  /// You may use this ID with UnloadBank().
2389  /// \remarks
2390  /// - The initialization bank (Init.bnk) must be loaded first.
2391  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2392  /// initialization bank. If you need to load SoundBanks from a different project, you
2393  /// must first unload ALL banks, including the initialization bank, then load the
2394  /// initialization bank from the other project, and finally load banks from that project.
2395  /// - Codecs and plug-ins must be registered before loading banks that use them.
2396  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2397  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2398  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2399  /// posting the event will fail.
2400  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2401  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2402  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2403  /// \sa
2404  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2405  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2406  /// - AkBankCallbackFunc
2407  /// - \ref soundengine_banks
2408  /// - \ref integrating_elements_plugins
2409  /// - \ref sdk_bank_training
2411  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2412  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2413  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2414  void * in_pCookie, ///< Callback cookie
2415  AkBankID & out_bankID ///< Returned bank ID
2416  );
2417 
2418  /// Loads a bank asynchronously (from in-memory data, in-place, any bank type).\n
2419  ///
2420  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2421  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2422  ///
2423  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2424  /// in a buffer and pass its address to the sound engine.
2425  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2426  /// A bank load request will be posted to the Bank Manager consumer thread.
2427  /// The function returns immediately.
2428  /// \return
2429  /// - \c AK_Success if the scheduling was successful,
2430  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2431  /// Use a callback to be notified when completed, and get the status of the request.
2432  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2433  /// You may use this ID with UnloadBank().
2434  /// \remarks
2435  /// - The initialization bank (Init.bnk) must be loaded first.
2436  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2437  /// initialization bank. If you need to load SoundBanks from a different project, you
2438  /// must first unload ALL banks, including the initialization bank, then load the
2439  /// initialization bank from the other project, and finally load banks from that project.
2440  /// - Codecs and plug-ins must be registered before loading banks that use them.
2441  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2442  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2443  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2444  /// posting the event will fail.
2445  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2446  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2447  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2448  /// \sa
2449  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2450  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2451  /// - AkBankCallbackFunc
2452  /// - \ref soundengine_banks
2453  /// - \ref integrating_elements_plugins
2454  /// - \ref sdk_bank_training
2456  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2457  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2458  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2459  void * in_pCookie, ///< Callback cookie
2460  AkBankID & out_bankID, ///< Returned bank ID
2461  AkBankType & out_bankType ///< Returned bank type
2462  );
2463 
2464  /// Loads a bank asynchronously (from in-memory data, out-of-place, user bank only).\n
2465  ///
2466  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2467  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2468  ///
2469  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2470  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2471  /// memory.
2472  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2473  /// over the in-place version is that there is no duplication of bank structures.
2474  /// A bank load request will be posted to the Bank Manager consumer thread.
2475  /// The function returns immediately.
2476  /// \return
2477  /// - \c AK_Success if the scheduling was successful,
2478  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2479  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2480  /// Use a callback to be notified when completed, and get the status of the request.
2481  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2482  /// You may use this ID with UnloadBank().
2483  /// \remarks
2484  /// - The initialization bank (Init.bnk) must be loaded first.
2485  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2486  /// initialization bank. If you need to load SoundBanks from a different project, you
2487  /// must first unload ALL banks, including the initialization bank, then load the
2488  /// initialization bank from the other project, and finally load banks from that project.
2489  /// - Codecs and plug-ins must be registered before loading banks that use them.
2490  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2491  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2492  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2493  /// posting the event will fail.
2494  /// \sa
2495  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2496  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2497  /// - AkBankCallbackFunc
2498  /// - \ref soundengine_banks
2499  /// - \ref integrating_elements_plugins
2500  /// - \ref sdk_bank_training
2502  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)
2503  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2504  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2505  void* in_pCookie, ///< Callback cookie
2506  AkBankID& out_bankID ///< Returned bank ID
2507  );
2508 
2509  /// Loads a bank asynchronously (from in-memory data, out-of-place, any bank type).\n
2510  ///
2511  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2512  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2513  ///
2514  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2515  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2516  /// memory.
2517  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2518  /// over the in-place version is that there is no duplication of bank structures.
2519  /// A bank load request will be posted to the Bank Manager consumer thread.
2520  /// The function returns immediately.
2521  /// \return
2522  /// - \c AK_Success if the scheduling was successful,
2523  /// - \c AK_InvalidBankType if in_bankType was invalid
2524  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2525  /// Use a callback to be notified when completed, and get the status of the request.
2526  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2527  /// You may use this ID with UnloadBank().
2528  /// \remarks
2529  /// - The initialization bank (Init.bnk) must be loaded first.
2530  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2531  /// initialization bank. If you need to load SoundBanks from a different project, you
2532  /// must first unload ALL banks, including the initialization bank, then load the
2533  /// initialization bank from the other project, and finally load banks from that project.
2534  /// - Codecs and plug-ins must be registered before loading banks that use them.
2535  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2536  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2537  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2538  /// posting the event will fail.
2539  /// \sa
2540  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2541  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2542  /// - AkBankCallbackFunc
2543  /// - \ref soundengine_banks
2544  /// - \ref integrating_elements_plugins
2545  /// - \ref sdk_bank_training
2547  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)
2548  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2549  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2550  void * in_pCookie, ///< Callback cookie
2551  AkBankID & out_bankID, ///< Returned bank ID
2552  AkBankType & out_bankType ///< Returned bank type
2553  );
2554 
2555 #ifdef AK_SUPPORT_WCHAR
2556  /// Unloads a bank synchronously (by Unicode string).\n
2557  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2558  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2559  /// \remarks
2560  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2561  /// then it calls the synchronous version of UnloadBank() by ID.
2562  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2563  /// not the name of the file (if you changed it), nor the full path of the file.
2564  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2565  /// This means that streamed sounds or generated sounds will not be stopped.
2566  /// \sa
2567  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2568  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2569  /// - \ref soundengine_banks
2571  const wchar_t* in_pszString, ///< Name of the bank to unload
2572  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 if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2573  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2574  );
2575 #endif //AK_SUPPORT_WCHAR
2576 
2577  /// Unloads a bank synchronously.\n
2578  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2579  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2580  /// \remarks
2581  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2582  /// then it calls the synchronous version of UnloadBank() by ID.
2583  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2584  /// not the name of the file (if you changed it), nor the full path of the file.
2585  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2586  /// This means that streamed sounds or generated sounds will not be stopped.
2587  /// \sa
2588  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2589  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2590  /// - \ref soundengine_banks
2592  const char* in_pszString, ///< Name of the bank to unload
2593  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 if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2594  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2595  );
2596 
2597  /// Unloads a bank synchronously (by ID and memory pointer).\n
2598  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2599  /// \remarks
2600  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2601  /// This means that streamed sounds or generated sounds will not be stopped.
2602  /// \sa
2603  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2604  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2605  /// - \ref soundengine_banks
2607  AkBankID in_bankID, ///< ID of the bank to unload
2608  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 if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2609  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2610  );
2611 
2612 #ifdef AK_SUPPORT_WCHAR
2613  /// Unloads a bank asynchronously (by Unicode string).\n
2614  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2615  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2616  /// \remarks
2617  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2618  /// then it calls the synchronous version of UnloadBank() by ID.
2619  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2620  /// not the name of the file (if you changed it), nor the full path of the file.
2621  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2622  /// This means that streamed sounds or generated sounds will not be stopped.
2623  /// \sa
2624  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2625  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2626  /// - AkBankCallbackFunc
2627  /// - \ref soundengine_banks
2629  const wchar_t* in_pszString, ///< Name of the bank to unload
2630  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 if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2631  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2632  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2633  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2634  );
2635 #endif //AK_SUPPORT_WCHAR
2636 
2637  /// Unloads a bank asynchronously.\n
2638  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2639  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2640  /// \remarks
2641  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2642  /// then it calls the synchronous version of UnloadBank() by ID.
2643  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2644  /// not the name of the file (if you changed it), nor the full path of the file.
2645  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2646  /// This means that streamed sounds or generated sounds will not be stopped.
2647  /// \sa
2648  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2649  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2650  /// - AkBankCallbackFunc
2651  /// - \ref soundengine_banks
2653  const char* in_pszString, ///< Name of the bank to unload
2654  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 if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2655  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2656  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2657  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2658  );
2659 
2660  /// Unloads a bank asynchronously (by ID and memory pointer).\n
2661  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2662  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2663  /// \remarks
2664  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2665  /// This means that streamed sounds or generated sounds will not be stopped.
2666  /// \sa
2667  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2668  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2669  /// - AkBankCallbackFunc
2670  /// - \ref soundengine_banks
2672  AkBankID in_bankID, ///< ID of the bank to unload
2673  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 if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2674  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2675  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2676  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2677  );
2678 
2679  /// Cancels all Event callbacks associated with a specific callback cookie specified while loading Banks of preparing Events.\n
2680  /// \sa
2681  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2682  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2683  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2684  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2685  /// - AkBankCallbackFunc
2687  void * in_pCookie ///< Callback cookie to be canceled
2688  );
2689 
2690  /// Preparation type.
2691  /// \sa
2692  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2693  /// - <tt>AK::SoundEngine::PrepareGameSyncs()</tt>
2694  /// - <tt>AK::SoundEngine::PrepareBank()</tt>
2696  {
2697  Preparation_Load, ///< \c PrepareEvent() will load required information to play the specified event.
2698  Preparation_Unload, ///< \c PrepareEvent() will unload required information to play the specified event.
2699  Preparation_LoadAndDecode, ///< Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
2700  Preparation_Last, ///< End of enum, invalid value.
2701  };
2702 
2703  /// Parameter to be passed to <tt>AK::SoundEngine::PrepareBank()</tt>.
2704  /// Use AkBankContent_All to load both the media and structural content from the bank.
2705  /// 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.
2706  /// \sa
2707  /// - <tt>AK::SoundEngine::PrepareBank()</tt>
2708  /// - \ref soundengine_banks_preparingbanks
2710  {
2711  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.
2712  AkBankContent_All, ///< Use AkBankContent_All to load both the media and structural content.
2713  AkBankContent_Last ///< End of enum, invalid value.
2714  };
2715 
2716 #ifdef AK_SUPPORT_WCHAR
2717  /// 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
2718  /// 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(),
2719  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2720  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2721  /// allowing using PrepareEvent() to load media on demand.
2722  /// \sa
2723  /// - \ref soundengine_banks_preparingbanks
2724  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2725  /// - <tt>AK::SoundEngine::PreparationType</tt>
2726  /// \remarks
2727  /// 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
2728  /// 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;
2729  /// 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.
2731  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2732  const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2733  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2734  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2735  );
2736 #endif //AK_SUPPORT_WCHAR
2737 
2738  /// 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
2739  /// 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(),
2740  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2741  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2742  /// allowing using PrepareEvent() to load media on demand.
2743  /// \sa
2744  /// - \ref soundengine_banks_preparingbanks
2745  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2746  /// - <tt>AK::SoundEngine::PreparationType</tt>
2747  /// \remarks
2748  /// \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
2749  /// 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;
2750  /// 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.
2752  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2753  const char* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2754  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2755  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2756  );
2757 
2758  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2759  /// 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
2760  /// 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(),
2761  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2762  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2763  /// allowing using PrepareEvent() to load media on demand.
2764  /// \sa
2765  /// - \ref soundengine_banks_preparingbanks
2766  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2767  /// - <tt>AK::SoundEngine::PreparationType</tt>
2768  /// \remarks
2769  /// \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
2770  /// 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;
2771  /// 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.
2773  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2774  AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare.
2775  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2776  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2777  );
2778 
2779 #ifdef AK_SUPPORT_WCHAR
2780  /// 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
2781  /// 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(),
2782  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2783  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2784  /// allowing using PrepareEvent() to load media on demand.
2785  /// \sa
2786  /// - \ref soundengine_banks_preparingbanks
2787  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2788  /// - <tt>AK::SoundEngine::PreparationType</tt>
2789  /// \remarks
2790  /// 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
2791  /// 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;
2792  /// 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.
2794  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2795  const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2796  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2797  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2798  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2799  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2800  );
2801 #endif //AK_SUPPORT_WCHAR
2802 
2803  /// 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
2804  /// 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(),
2805  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2806  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2807  /// allowing using PrepareEvent() to load media on demand.
2808  /// \sa
2809  /// - \ref soundengine_banks_preparingbanks
2810  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2811  /// - <tt>AK::SoundEngine::PreparationType()</tt>
2812  /// \remarks
2813  /// 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
2814  /// 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;
2815  /// 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.
2817  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2818  const char* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2819  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2820  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2821  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2822  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2823  );
2824 
2825  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2826  /// 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
2827  /// 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(),
2828  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2829  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2830  /// allowing using PrepareEvent() to load media on demand.
2831  /// \sa
2832  /// - \ref soundengine_banks_preparingbanks
2833  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2834  /// - <tt>AK::SoundEngine::PreparationType()</tt>
2835  /// \remarks
2836  /// \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
2837  /// 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;
2838  /// 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.
2840  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2841  AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare.
2842  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2843  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2844  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2845  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2846  );
2847 
2848  /// Clear all previously prepared events.\n
2849  /// \return
2850  /// - \c AK_Success if successful.
2851  /// - \c AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command.
2852  /// \remarks
2853  /// The function \c ClearBanks() also clears all prepared events.
2854  /// \sa
2855  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
2856  /// - \c <tt>AK::SoundEngine::ClearBanks()</tt>
2858 
2859 #ifdef AK_SUPPORT_WCHAR
2860  /// Prepares or unprepares Events synchronously (by Unicode string).\n
2861  /// The Events are identified by strings, and converted to IDs internally
2862  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2863  /// Before invoking \c PrepareEvent(), use \c LoadBank() to explicitly load the SoundBank(s)
2864  /// that contain the Events and structures. When a request is posted to the
2865  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2866  /// successfully post the specified Events and load the required loose media files.
2867  /// \aknote Before version 2015.1, the required media files could be included
2868  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2869  /// however,\c PrepareEvent() now only looks for loose media files.
2870  /// \endaknote
2871  /// The function returns when the request is completely processed.
2872  /// \return
2873  /// - \c AK_Success: Prepare/un-prepare successful.
2874  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2875  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2876  /// - \c AK_BankReadError: I/O error.
2877  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2878  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2879  /// - \c AK_InvalidFile: File specified could not be opened.
2880  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2881  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2882  /// \remarks
2883  /// Whenever at least one event fails to be resolved, the actions performed for all
2884  /// other events are cancelled.
2885  /// \sa
2886  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2887  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2888  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2889  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2890  /// - \ref soundengine_banks
2891  /// - \ref sdk_bank_training
2893  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2894  const wchar_t** in_ppszString, ///< Array of event names
2895  AkUInt32 in_uNumEvent ///< Number of events in the array
2896  );
2897 #endif //AK_SUPPORT_WCHAR
2898 
2899  /// Prepares or unprepares events synchronously.\n
2900  /// The Events are identified by strings and converted to IDs internally
2901  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2902  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2903  /// that contain the Events and structures. When a request is posted to the
2904  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2905  /// successfully post the specified Events and load the required loose media files.
2906  /// \aknote Before version 2015.1, the required media files could be included
2907  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2908  /// however, PrepareEvent() now only looks for loose media files.
2909  /// \endaknote
2910  /// The function returns when the request is completely processed.
2911  /// \return
2912  /// - \c AK_Success: Prepare/un-prepare successful.
2913  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2914  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2915  /// - \c AK_BankReadError: I/O error.
2916  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2917  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2918  /// - \c AK_InvalidFile: File specified could not be opened.
2919  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2920  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2921  /// \remarks
2922  /// Whenever at least one event fails to be resolved, the actions performed for all
2923  /// other events are cancelled.
2924  /// \aknote The use of PrepareEvent is incompatible with LoadBank, using in-memory data.
2925  /// \endaknote
2926  /// \sa
2927  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2928  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2929  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2930  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2931  /// - \ref soundengine_banks
2932  /// - \ref sdk_bank_training
2934  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2935  const char** in_ppszString, ///< Array of event names
2936  AkUInt32 in_uNumEvent ///< Number of events in the array
2937  );
2938 
2939  /// Prepares or unprepares events synchronously (by ID).
2940  /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2941  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2942  /// that contain the Events and structures. When a request is posted to the
2943  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2944  /// successfully post the specified Events and load the required loose media files.
2945  /// \aknote Before version 2015.1, the required media files could be included
2946  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2947  /// however, PrepareEvent() now only looks for loose media files.
2948  /// \endaknote
2949  /// The function returns when the request is completely processed.
2950  /// \return
2951  /// - \c AK_Success: Prepare/un-prepare successful.
2952  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2953  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2954  /// - \c AK_BankReadError: I/O error.
2955  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2956  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2957  /// - \c AK_InvalidFile: File specified could not be opened.
2958  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2959  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2960  /// \remarks
2961  /// Whenever at least one event fails to be resolved, the actions performed for all
2962  /// other events are cancelled.
2963  /// \sa
2964  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2965  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2966  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2967  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2968  /// - \ref soundengine_banks
2969  /// - \ref sdk_bank_training
2971  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2972  AkUniqueID* in_pEventID, ///< Array of event IDs
2973  AkUInt32 in_uNumEvent ///< Number of event IDs in the array
2974  );
2975 
2976 #ifdef AK_SUPPORT_WCHAR
2977  /// Prepares or unprepares an event asynchronously (by Unicode string).
2978  /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2979  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2980  /// that contain the Events and structures. When a request is posted to the
2981  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2982  /// successfully post the specified Events and load the required loose media files.
2983  /// \aknote Before version 2015.1, the required media files could be included
2984  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2985  /// however, \c PrepareEvent() now only looks for loose media files.
2986  /// \endaknote
2987  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2988  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
2989  /// \remarks
2990  /// Whenever at least one Event fails to be resolved, the actions performed for all
2991  /// other Events are cancelled.
2992  /// \sa
2993  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2994  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2995  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2996  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2997  /// - AkBankCallbackFunc
2998  /// - \ref soundengine_banks
2999  /// - \ref sdk_bank_training
3001  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3002  const wchar_t** in_ppszString, ///< Array of event names
3003  AkUInt32 in_uNumEvent, ///< Number of events in the array
3004  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3005  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3006  );
3007 #endif //AK_SUPPORT_WCHAR
3008 
3009  /// Prepares or unprepares an event asynchronously.
3010  /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3011  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
3012  /// that contain the Events and structures. When a request is posted to the
3013  /// Bank Manager consumer thread, it will resolve all dependencies needed to
3014  /// successfully post the specified Events and load the required loose media files.
3015  /// \aknote Before version 2015.1, the required media files could be included
3016  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
3017  /// however, PrepareEvent() now only looks for loose media files.
3018  /// \endaknote
3019  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3020  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3021  /// \remarks
3022  /// Whenever at least one event fails to be resolved, the actions performed for all
3023  /// other events are cancelled.
3024  /// \sa
3025  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3026  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
3027  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3028  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3029  /// - AkBankCallbackFunc
3030  /// - \ref soundengine_banks
3031  /// - \ref sdk_bank_training
3033  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3034  const char** in_ppszString, ///< Array of event names
3035  AkUInt32 in_uNumEvent, ///< Number of events in the array
3036  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3037  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3038  );
3039 
3040  /// Prepares or unprepares events asynchronously (by ID).\n
3041  /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3042  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
3043  /// that contain the Events and structures. When a request is posted to the
3044  /// Bank Manager consumer thread, it will resolve all dependencies needed to
3045  /// successfully post the specified Events and load the required loose media files.
3046  /// \aknote Before version 2015.1, the required media files could be included
3047  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
3048  /// however, PrepareEvent() now only looks for loose media files.
3049  /// \endaknote
3050  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3051  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3052  /// \remarks
3053  /// Whenever at least one event fails to be resolved, the actions performed for all
3054  /// other events are cancelled.
3055  /// \sa
3056  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3057  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
3058  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3059  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3060  /// - AkBankCallbackFunc
3061  /// - \ref soundengine_banks
3062  /// - \ref sdk_bank_training
3064  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3065  AkUniqueID* in_pEventID, ///< Array of event IDs
3066  AkUInt32 in_uNumEvent, ///< Number of event IDs in the array
3067  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3068  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3069  );
3070 
3071 #ifdef AK_SUPPORT_WCHAR
3072  /// Prepares or unprepares busses synchronously (by Unicode string).\n
3073  /// The Busses are identified by strings and converted to IDs internally
3074  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3075  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3076  /// that contain the Bus structures. When a request is posted to the
3077  /// Bank Manager consumer thread, it will load the required loose media files for effects
3078  /// placed on the specified busses.
3079  /// The function returns when the request is completely processed.
3080  /// \return
3081  /// - \c AK_Success: Prepare/un-prepare successful.
3082  /// - \c AK_IDNotFound: At least one of the bus IDs does not exist.
3083  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3084  /// - \c AK_BankReadError: I/O error.
3085  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3086  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3087  /// - \c AK_InvalidFile: File specified could not be opened.
3088  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3089  /// - \c AK_Fail: Load or unload failed for any other reason.
3090  /// \remarks
3091  /// Whenever at least one bus fails to be resolved, the actions performed for all
3092  /// other busses are cancelled.
3093  /// \sa
3094  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3095  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3096  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3097  /// - AkBankCallbackFunc
3098  /// - \ref soundengine_banks
3099  /// - \ref sdk_bank_training
3101  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3102  const wchar_t** in_ppszString, ///< Array of bus names
3103  AkUInt32 in_uBusses ///< Number of bus names in the array
3104  );
3105 #endif //AK_SUPPORT_WCHAR
3106 
3107  /// Prepares or unprepares busses synchronously.\n
3108  /// The Busses are identified by strings and converted to IDs internally
3109  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3110  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3111  /// that contain the Bus structures. When a request is posted to the
3112  /// Bank Manager consumer thread, it will load the required loose media files for effects
3113  /// placed on the specified busses.
3114  /// The function returns when the request is completely processed.
3115  /// \return
3116  /// - \c AK_Success: Prepare/un-prepare successful.
3117  /// - \c AK_IDNotFound: At least one of the bus IDs does not exist.
3118  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3119  /// - \c AK_BankReadError: I/O error.
3120  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3121  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3122  /// - \c AK_InvalidFile: File specified could not be opened.
3123  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3124  /// - \c AK_Fail: Load or unload failed for any other reason.
3125  /// \remarks
3126  /// Whenever at least one bus fails to be resolved, the actions performed for all
3127  /// other busses are cancelled.
3128  /// \sa
3129  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3130  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3131  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3132  /// - AkBankCallbackFunc
3133  /// - \ref soundengine_banks
3134  /// - \ref sdk_bank_training
3136  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3137  const char** in_ppszString, ///< Array of bus names
3138  AkUInt32 in_uBusses ///< Number of bus names in the array
3139  );
3140 
3141  /// Prepares or unprepares busses synchronously (by ID).\n
3142  /// The Busses are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3143  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3144  /// that contain the Bus structures. When a request is posted to the
3145  /// Bank Manager consumer thread, it will load the required loose media files for effects
3146  /// placed on the specified busses.
3147  /// The function returns when the request is completely processed.
3148  /// \return
3149  /// - \c AK_Success: Prepare/un-prepare successful.
3150  /// - \c AK_IDNotFound: At least one of the bus IDs does not exist.
3151  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3152  /// - \c AK_BankReadError: I/O error.
3153  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3154  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3155  /// - \c AK_InvalidFile: File specified could not be opened.
3156  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3157  /// - \c AK_Fail: Load or unload failed for any other reason.
3158  /// \remarks
3159  /// Whenever at least one bus fails to be resolved, the actions performed for all
3160  /// other busses are cancelled.
3161  /// \sa
3162  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3163  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3164  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3165  /// - AkBankCallbackFunc
3166  /// - \ref soundengine_banks
3167  /// - \ref sdk_bank_training
3169  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3170  AkUniqueID* in_pBusID, ///< Array of bus IDs
3171  AkUInt32 in_uBusses ///< Number of bus IDs in the array
3172  );
3173 
3174 #ifdef AK_SUPPORT_WCHAR
3175  /// Prepares or unprepares busses asynchronously (by Unicode string).\n
3176  /// The Busses are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3177  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3178  /// that contain the Bus structures. When a request is posted to the
3179  /// Bank Manager consumer thread, it will load the required loose media files for effects
3180  /// placed on the specified busses.
3181  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3182  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3183  /// \remarks
3184  /// Whenever at least one bus fails to be resolved, the actions performed for all
3185  /// other busses are cancelled.
3186  /// \sa
3187  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3188  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3189  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3190  /// - AkBankCallbackFunc
3191  /// - \ref soundengine_banks
3192  /// - \ref sdk_bank_training
3194  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3195  const wchar_t** in_ppszString, ///< Array of bus names
3196  AkUInt32 in_uBusses, ///< Number of bus names in the array
3197  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3198  void* in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3199  );
3200 #endif //AK_SUPPORT_WCHAR
3201 
3202  /// Prepares or unprepares busses asynchronously.\n
3203  /// The Busses are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3204  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3205  /// that contain the Bus structures. When a request is posted to the
3206  /// Bank Manager consumer thread, it will load the required loose media files for effects
3207  /// placed on the specified busses.
3208  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3209  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3210  /// \remarks
3211  /// Whenever at least one bus fails to be resolved, the actions performed for all
3212  /// other busses are cancelled.
3213  /// \sa
3214  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3215  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3216  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3217  /// - AkBankCallbackFunc
3218  /// - \ref soundengine_banks
3219  /// - \ref sdk_bank_training
3221  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3222  const char** in_ppszString, ///< Array of bus names
3223  AkUInt32 in_uBusses, ///< Number of bus names in the array
3224  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3225  void* in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3226  );
3227 
3228  /// Prepares or unprepares busses asynchronously (by ID).\n
3229  /// The Busses are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3230  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3231  /// that contain the Bus structures. When a request is posted to the
3232  /// Bank Manager consumer thread, it will load the required loose media files for effects
3233  /// placed on the specified busses.
3234  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3235  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3236  /// \remarks
3237  /// Whenever at least one bus fails to be resolved, the actions performed for all
3238  /// other busses are cancelled.
3239  /// \sa
3240  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3241  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3242  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3243  /// - AkBankCallbackFunc
3244  /// - \ref soundengine_banks
3245  /// - \ref sdk_bank_training
3247  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3248  AkUniqueID* in_pBusID, ///< Array of bus IDs
3249  AkUInt32 in_uBusses, ///< Number of bus IDs in the array
3250  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3251  void* in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3252  );
3253 
3254  /// Indicates the location of a specific Media ID in memory
3255  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3256  /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid or media sizes are 0.
3258  AkSourceSettings * in_pSourceSettings, ///< Array of Source Settings
3259  AkUInt32 in_uNumSourceSettings ///< Number of Source Settings in the array
3260  );
3261 
3262  /// Removes the specified source from the list of loaded media, only if this media is not already in use.
3263  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3264  /// \aknote Media that is still in use by the sound engine should not be unset. It is marked for removal to prevent additional use.
3265  /// If this function returns AK_ResourceInUse, then the client must not release memory for this media.
3266  /// Instead, the client should retry the TryUnsetMedia operation later with the same parameters and check for AK_Success.
3267  /// \endaknote
3268  /// 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.
3269  /// out_pUnsetResults will be filled with either AK_Success or AK_ResourceInUse, indicating which media was still in use and not unset.
3270  /// \return
3271  /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3272  /// - \c 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.
3273  /// - \c AK_InvalidParameter: in_pSourceSettings is invalid
3275  AkSourceSettings* in_pSourceSettings, ///< Array of Source Settings
3276  AkUInt32 in_uNumSourceSettings, ///< Number of Source Settings in the array
3277  AKRESULT* out_pUnsetResults ///< (optional, can be null) Array of result codes
3278  );
3279 
3280 #ifdef AK_SUPPORT_WCHAR
3281  /// Prepares or unprepares game syncs synchronously (by Unicode string).\n
3282  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3283  /// The game syncs definitions must already exist in the sound engine by having
3284  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3285  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3286  /// dependencies needed to successfully set this game sync group to one of the
3287  /// game sync values specified, and load the required banks, if applicable.
3288  /// The function returns when the request has been completely processed.
3289  /// \return
3290  /// - \c AK_Success: Prepare/un-prepare successful.
3291  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3292  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3293  /// - \c AK_BankReadError: I/O error.
3294  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3295  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3296  /// - \c AK_InvalidFile: File specified could not be opened.
3297  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3298  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3299  /// \remarks
3300  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3301  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3302  /// so you never need to call this function.
3303  /// \sa
3304  /// - \c <tt>AK::SoundEngine::GetIDFromString()</tt>
3305  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
3306  /// - \c <tt>AK::SoundEngine::LoadBank()</tt>
3307  /// - \c AkInitSettings
3308  /// - \ref soundengine_banks
3309  /// - \ref sdk_bank_training
3311  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3312  AkGroupType in_eGameSyncType, ///< The type of game sync.
3313  const wchar_t* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3314  const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3315  AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array.
3316  );
3317 #endif //AK_SUPPORT_WCHAR
3318 
3319  /// Prepares or unprepares game syncs synchronously.\n
3320  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3321  /// The game syncs definitions must already exist in the sound engine by having
3322  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3323  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3324  /// dependencies needed to successfully set this game sync group to one of the
3325  /// game sync values specified, and load the required banks, if applicable.
3326  /// The function returns when the request has been completely processed.
3327  /// \return
3328  /// - \c AK_Success: Prepare/un-prepare successful.
3329  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3330  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3331  /// - \c AK_BankReadError: I/O error.
3332  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3333  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3334  /// - \c AK_InvalidFile: File specified could not be opened.
3335  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3336  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3337  /// \remarks
3338  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3339  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3340  /// so you never need to call this function.
3341  /// \sa
3342  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3343  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3344  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3345  /// - AkInitSettings
3346  /// - \ref soundengine_banks
3347  /// - \ref sdk_bank_training
3349  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3350  AkGroupType in_eGameSyncType, ///< The type of game sync.
3351  const char* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3352  const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3353  AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array.
3354  );
3355 
3356  /// Prepares or unprepares game syncs synchronously (by ID).\n
3357  /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3358  /// The game syncs definitions must already exist in the sound engine by having
3359  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3360  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3361  /// dependencies needed to successfully set this game sync group to one of the
3362  /// game sync values specified, and load the required banks, if applicable.
3363  /// The function returns when the request has been completely processed.
3364  /// \return
3365  /// - \c AK_Success: Prepare/un-prepare successful.
3366  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3367  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3368  /// - \c AK_BankReadError: I/O error.
3369  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3370  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3371  /// - \c AK_InvalidFile: File specified could not be opened.
3372  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3373  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3374  /// \remarks
3375  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3376  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3377  /// so you never need to call this function.
3378  /// \sa
3379  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3380  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3381  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3382  /// - AkInitSettings
3383  /// - \ref soundengine_banks
3384  /// - \ref sdk_bank_training
3386  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3387  AkGroupType in_eGameSyncType, ///< The type of game sync.
3388  AkUInt32 in_GroupID, ///< The State Group ID or the Switch Group ID.
3389  AkUInt32* in_paGameSyncID, ///< Array of ID of the game syncs to either support or not support.
3390  AkUInt32 in_uNumGameSyncs ///< The number of game sync ID in the array.
3391  );
3392 
3393 #ifdef AK_SUPPORT_WCHAR
3394  /// Prepares or unprepares game syncs asynchronously (by Unicode string).\n
3395  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3396  /// The game syncs definitions must already exist in the sound engine by having
3397  /// explicitly loaded the bank(s) that contain them (with <tt>LoadBank()</tt>).
3398  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3399  /// dependencies needed to successfully set this game sync group to one of the
3400  /// game sync values specified, and load the required banks, if applicable.
3401  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3402  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3403  /// \remarks
3404  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3405  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3406  /// so you never need to call this function.
3407  /// \sa
3408  /// - \c <tt>AK::SoundEngine::GetIDFromString()</tt>
3409  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
3410  /// - \c <tt>AK::SoundEngine::LoadBank()</tt>
3411  /// - \c AkInitSettings
3412  /// - \c AkBankCallbackFunc
3413  /// - \ref soundengine_banks
3414  /// - \ref sdk_bank_training
3416  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3417  AkGroupType in_eGameSyncType, ///< The type of game sync.
3418  const wchar_t* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3419  const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3420  AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array.
3421  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3422  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3423  );
3424 #endif //AK_SUPPORT_WCHAR
3425 
3426  /// Prepares or unprepares game syncs asynchronously.\n
3427  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3428  /// The game syncs definitions must already exist in the sound engine by having
3429  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3430  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3431  /// dependencies needed to successfully set this game sync group to one of the
3432  /// game sync values specified, and load the required banks, if applicable.
3433  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3434  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3435  /// \remarks
3436  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3437  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3438  /// so you never need to call this function.
3439  /// \sa
3440  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3441  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3442  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3443  /// - AkInitSettings
3444  /// - AkBankCallbackFunc
3445  /// - \ref soundengine_banks
3446  /// - \ref sdk_bank_training
3448  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3449  AkGroupType in_eGameSyncType, ///< The type of game sync.
3450  const char* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3451  const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3452  AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array.
3453  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3454  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3455  );
3456 
3457  /// Prepares or un-prepare game syncs asynchronously (by ID).\n
3458  /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3459  /// The game syncs definitions must already exist in the sound engine by having
3460  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3461  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3462  /// dependencies needed to successfully set this game sync group to one of the
3463  /// game sync values specified, and load the required banks, if applicable.
3464  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3465  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3466  /// \remarks
3467  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3468  /// set to true. When set to false, the sound engine automatically prepares all Game Syncs when preparing Events,
3469  /// so you never need to call this function.
3470  /// \sa
3471  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3472  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3473  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3474  /// - AkInitSettings
3475  /// - AkBankCallbackFunc
3476  /// - \ref soundengine_banks
3477  /// - \ref sdk_bank_training
3479  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3480  AkGroupType in_eGameSyncType, ///< The type of game sync.
3481  AkUInt32 in_GroupID, ///< The State Group ID or the Switch Group ID.
3482  AkUInt32* in_paGameSyncID, ///< Array of ID of the Game Syncs to either support or not support.
3483  AkUInt32 in_uNumGameSyncs, ///< The number of game sync ID in the array.
3484  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3485  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3486  );
3487 
3488  //@}
3489 
3490 
3491  ////////////////////////////////////////////////////////////////////////
3492  /// @name Listeners
3493  //@{
3494 
3495  /// Sets a game object's associated listeners.
3496  /// 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.
3497  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3498  /// \return
3499  /// - \c AK_Success if successful
3500  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
3501  /// \sa
3502  /// - <tt>AK::SoundEngine::AddListener</tt>
3503  /// - <tt>AK::SoundEngine::RemoveListener</tt>
3504  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3505  /// - \ref soundengine_listeners
3507  AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3508  const AkGameObjectID* in_pListenerGameObjs, ///< Array of listener game object IDs that will be activated for in_emitterGameObj.
3509  AkUInt32 in_uNumListeners ///< Length of array
3510  );
3511 
3512  /// Add a single listener to a game object's set of associated listeners.
3513  /// 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.
3514  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3515  /// \sa
3516  /// - <tt>AK::SoundEngine::SetListeners</tt>
3517  /// - <tt>AK::SoundEngine::RemoveListener</tt>
3518  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3519  /// - \ref soundengine_listeners
3521  AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3522  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be activated for in_emitterGameObj.
3523  );
3524 
3525  /// Remove a single listener from a game object's set of active listeners.
3526  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3527  /// \sa
3528  /// - <tt>AK::SoundEngine::SetListeners</tt>
3529  /// - <tt>AK::SoundEngine::AddListener</tt>
3530  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3531  /// - \ref soundengine_listeners
3533  AkGameObjectID in_emitterGameObj, ///< Emitter game object.
3534  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be deactivated for in_emitterGameObj. Game objects must have been previously registered.
3535  );
3536 
3537  /// 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
3538  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3539  /// 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.
3540  /// \return Always returns AK_Success
3541  /// \sa
3542  /// - \ref soundengine_listeners
3544  const AkGameObjectID* in_pListenerObjs, ///< Array of listener game object IDs that will be activated for subsequent registrations. Game objects must have been previously registered.
3545  AkUInt32 in_uNumListeners ///< Length of array
3546  );
3547 
3548  /// Add a single listener to the default set of listeners. Upon registration, all game objects reference the default listener set, until
3549  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3550  /// \sa
3551  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3552  /// - <tt>AK::SoundEngine::RemoveDefaultListener</tt>
3553  /// - \ref soundengine_listeners
3555  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be added to the default set of listeners.
3556  );
3557 
3558  /// Remove a single listener from the default set of listeners. Upon registration, all game objects reference the default listener set, until
3559  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3560  /// \sa
3561  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3562  /// - <tt>AK::SoundEngine::AddDefaultListener</tt>
3563  /// - \ref soundengine_listeners
3565  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be removed from the default set of listeners.
3566  );
3567 
3568  /// 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>.
3569  /// \return Always returns AK_Success
3570  /// \sa
3571  /// - <tt>AK::SoundEngine::SetListeners</tt>
3572  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3573  /// - <tt>AK::SoundEngine::SetGameObjectOutputBusVolume</tt>
3574  /// - \ref soundengine_listeners
3576  AkGameObjectID in_emitterGameObj ///< Emitter game object.
3577  );
3578 
3579  /// Sets a listener's spatialization parameters. This lets you define listener-specific
3580  /// volume offsets for each audio channel.
3581  /// If \c in_bSpatialized is false, only \c in_pVolumeOffsets is used for this listener (3D positions
3582  /// have no effect on the speaker distribution). Otherwise, \c in_pVolumeOffsets is added to the speaker
3583  /// distribution computed for this listener.
3584  /// Use helper functions of \c AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets.
3585  ///
3586  /// \remarks
3587  /// - If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig,
3588  /// standard up/downmix rules apply.
3589  /// - Sounds with 3D Spatialization set to None will not be affected by these parameters.
3590  /// \return
3591  /// - \c AK_Success if message was successfully posted to sound engine queue
3592  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3593  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
3594  /// \sa
3595  /// - \ref soundengine_listeners_spatial
3597  AkGameObjectID in_uListenerID, ///< Listener game object ID
3598  bool in_bSpatialized, ///< Spatialization toggle (True : enable spatialization, False : disable spatialization)
3599  AkChannelConfig in_channelConfig, ///< Channel configuration associated with volumes in_pVolumeOffsets. Ignored if in_pVolumeOffsets is NULL.
3600  AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets = NULL ///< Per-speaker volume offset, in dB. See AkSpeakerVolumes.h for how to manipulate this vector.
3601  );
3602 
3603  //@}
3604 
3605 
3606  ////////////////////////////////////////////////////////////////////////
3607  /// @name Game Syncs
3608  //@{
3609 
3610  /// Sets the value of a real-time parameter control (by ID).
3611  /// With this function, you may set a game parameter value with global scope or with game object scope.
3612  /// 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
3613  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3614  /// To set a game parameter value with global scope, pass \c AK_INVALID_GAME_OBJECT as the game object.
3615  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3616  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3617  /// according to the interpolation curve. If you call \c <tt><tt>SetRTPCValue()</tt></tt> with <tt>in_uValueChangeDuration = 0</tt> in the
3618  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3619  /// function at every game frame, you should not use \c in_uValueChangeDuration, as it would have no effect and it is less efficient.
3620  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3621  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3622  /// \return
3623  /// - \c AK_Success if the value was successfully set
3624  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3625  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3626  /// \sa
3627  /// - \ref soundengine_rtpc
3628  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3630  AkRtpcID in_rtpcID, ///< ID of the game parameter
3631  AkRtpcValue in_value, ///< Value to set
3632  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3633  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3634  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3635  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.
3636  );
3637 
3638 #ifdef AK_SUPPORT_WCHAR
3639  /// Sets the value of a real-time parameter control (by Unicode string name).
3640  /// With this function, you may set a game parameter value to global scope or to game object scope.
3641  /// 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
3642  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3643  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3644  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3645  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3646  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3647  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3648  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3649  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3650  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3651  /// \return
3652  /// - \c AK_Success if the value was successfully set
3653  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3654  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3655  /// \aknote Strings are case-insensitive. \endaknote
3656  /// \sa
3657  /// - \ref soundengine_rtpc
3659  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3660  AkRtpcValue in_value, ///< Value to set
3661  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3662  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3663  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3664  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.
3665  );
3666 #endif //AK_SUPPORT_WCHAR
3667 
3668  /// Sets the value of a real-time parameter control.
3669  /// With this function, you may set a game parameter value with global scope or with game object scope.
3670  /// 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
3671  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3672  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3673  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3674  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3675  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3676  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3677  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3678  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3679  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3680  /// \return
3681  /// - \c AK_Success if the value was successfully set
3682  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3683  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3684  /// \aknote Strings are case-insensitive. \endaknote
3685  /// \sa
3686  /// - \ref soundengine_rtpc
3688  const char* in_pszRtpcName, ///< Name of the game parameter
3689  AkRtpcValue in_value, ///< Value to set
3690  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3691  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3692  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3693  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.
3694  );
3695 
3696  /// Sets the value of a real-time parameter control (by ID).
3697  /// With this function, you may set a game parameter value on playing id scope.
3698  /// Playing id scope supersedes both game object scope and global scope.
3699  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3700  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3701  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3702  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3703  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3704  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3705  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3706  /// - \c AK_Success if successful
3707  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3708  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3709  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3710  /// \sa
3711  /// - \ref soundengine_rtpc
3712  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3714  AkRtpcID in_rtpcID, ///< ID of the game parameter
3715  AkRtpcValue in_value, ///< Value to set
3716  AkPlayingID in_playingID, ///< Associated playing ID
3717  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3718  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3719  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.
3720  );
3721 
3722 #ifdef AK_SUPPORT_WCHAR
3723  /// Sets the value of a real-time parameter control (by Unicode string name).
3724  /// With this function, you may set a game parameter value on playing ID scope.
3725  /// Playing id scope supersedes both game object scope and global scope.
3726  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3727  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3728  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3729  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3730  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3731  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3732  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3733  /// - \c AK_Success if successful
3734  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3735  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3736  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3737  /// \sa
3738  /// - \ref soundengine_rtpc
3739  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3741  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3742  AkRtpcValue in_value, ///< Value to set
3743  AkPlayingID in_playingID, ///< Associated playing ID
3744  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3745  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3746  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.
3747  );
3748 #endif //AK_SUPPORT_WCHAR
3749 
3750  /// Sets the value of a real-time parameter control (by string name).
3751  /// With this function, you may set a game parameter value on playing id scope.
3752  /// Playing id scope supersedes both game object scope and global scope.
3753  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3754  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3755  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3756  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3757  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3758  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3759  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3760  /// - \c AK_Success if successful
3761  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3762  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3763  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3764  /// \sa
3765  /// - \ref soundengine_rtpc
3766  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3768  const char* in_pszRtpcName, ///< Name of the game parameter
3769  AkRtpcValue in_value, ///< Value to set
3770  AkPlayingID in_playingID, ///< Associated playing ID
3771  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3772  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3773  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.
3774  );
3775 
3776  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3777  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3778  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3779  /// game objects that were not overridden with a value with game object scope.
3780  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3781  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3782  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3783  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3784  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3785  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3786  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3787  /// \return
3788  /// - \c AK_Success when successful
3789  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3790  /// \sa
3791  /// - \ref soundengine_rtpc
3792  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3793  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3795  AkRtpcID in_rtpcID, ///< ID of the game parameter
3796  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3797  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3798  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3799  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.
3800  );
3801 
3802 #ifdef AK_SUPPORT_WCHAR
3803  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3804  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3805  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3806  /// game objects that were not overridden with a value with game object scope.
3807  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3808  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3809  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3810  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3811  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3812  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3813  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3814  /// \return
3815  /// - \c AK_Success if successful
3816  /// - \c AK_InvalidID if in_pszParamName is NULL.
3817  /// \aknote Strings are case-insensitive. \endaknote
3818  /// \sa
3819  /// - \ref soundengine_rtpc
3820  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3822  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3823  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3824  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3825  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3826  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.
3827  );
3828 #endif //AK_SUPPORT_WCHAR
3829 
3830  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3831  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3832  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3833  /// game objects that were not overridden with a value with game object scope.
3834  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3835  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3836  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3837  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3838  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3839  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3840  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3841  /// \return
3842  /// - \c AK_Success if successful
3843  /// - \c AK_InvalidID if in_pszParamName is NULL.
3844  /// \aknote Strings are case-insensitive. \endaknote
3845  /// \sa
3846  /// - \ref soundengine_rtpc
3847  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3849  const char* in_pszRtpcName, ///< Name of the game parameter
3850  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3851  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3852  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3853  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.
3854  );
3855 
3856  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3857  /// With this function, you may reset a game parameter to its default value on playing id scope.
3858  /// Playing id scope supersedes both game object scope and global scope.
3859  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3860  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3861  /// according to the interpolation curve.
3862  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3863  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3864  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3865  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3866  /// \return
3867  /// - \c AK_Success when successful
3868  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0)
3869  /// \sa
3870  /// - \ref soundengine_rtpc
3871  /// - <tt>AK::SoundEngine::SetRTPCValueByPlayingID()</tt>
3873  AkRtpcID in_rtpcID, ///< ID of the game parameter
3874  AkPlayingID in_playingID, ///< Associated playing ID
3875  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3876  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3877  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.
3878  );
3879 
3880 #ifdef AK_SUPPORT_WCHAR
3881  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3882  /// With this function, you may reset a game parameter to its default value on playing id scope.
3883  /// Playing id scope supersedes both game object scope and global scope.
3884  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3885  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3886  /// according to the interpolation curve.
3887  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3888  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3889  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3890  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3891  /// \return
3892  /// - \c AK_Success when successful
3893  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
3894  /// \aknote Strings are case-insensitive. \endaknote
3895  /// \sa
3896  /// - \ref soundengine_rtpc
3897  /// - <tt>AK::SoundEngine::SetRTPCValueByPlayingID()</tt>
3898  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3900  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3901  AkPlayingID in_playingID, ///< Associated playing ID
3902  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3903  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3904  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.
3905  );
3906 #endif //AK_SUPPORT_WCHAR
3907 
3908  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3909  /// With this function, you may reset a game parameter to its default value on playing id scope.
3910  /// Playing id scope supersedes both game object scope and global scope.
3911  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3912  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3913  /// according to the interpolation curve.
3914  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3915  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3916  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3917  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3918  /// \return
3919  /// - \c AK_Success when successful
3920  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
3921  /// \aknote Strings are case-insensitive. \endaknote
3922  /// \sa
3923  /// - \ref soundengine_rtpc
3924  /// - <tt>AK::SoundEngine::SetRTPCValueByPlayingID()</tt>
3925  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3927  const char* in_pszRtpcName, ///< Name of the game parameter
3928  AkPlayingID in_playingID, ///< Associated playing ID
3929  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3930  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3931  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.
3932  );
3933 
3934  /// Sets the State of a Switch Group (by IDs).
3935  /// \return Always returns AK_Success
3936  /// \sa
3937  /// - \ref soundengine_switch
3938  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3940  AkSwitchGroupID in_switchGroup, ///< ID of the Switch Group
3941  AkSwitchStateID in_switchState, ///< ID of the Switch
3942  AkGameObjectID in_gameObjectID ///< Associated game object ID
3943  );
3944 
3945 #ifdef AK_SUPPORT_WCHAR
3946  /// Sets the State of a Switch Group (by Unicode string names).
3947  /// \return
3948  /// - \c AK_Success if successful
3949  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3950  /// Make sure that the banks were generated with the "include string" option.
3951  /// \aknote Strings are case-insensitive. \endaknote
3952  /// \sa
3953  /// - \ref soundengine_switch
3955  const wchar_t* in_pszSwitchGroup, ///< Name of the Switch Group
3956  const wchar_t* in_pszSwitchState, ///< Name of the Switch
3957  AkGameObjectID in_gameObjectID ///< Associated game object ID
3958  );
3959 #endif //AK_SUPPORT_WCHAR
3960 
3961  /// Sets the state of a Switch Group.
3962  /// \return
3963  /// - \c AK_Success if successful
3964  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3965  /// Make sure that the banks were generated with the "include string" option.
3966  /// \aknote Strings are case-insensitive. \endaknote
3967  /// \sa
3968  /// - \ref soundengine_switch
3970  const char* in_pszSwitchGroup, ///< Name of the Switch Group
3971  const char* in_pszSwitchState, ///< Name of the Switch
3972  AkGameObjectID in_gameObjectID ///< Associated game object ID
3973  );
3974 
3975  /// Post the specified trigger (by IDs).
3976  /// \return Always returns AK_Success
3977  /// \sa
3978  /// - \ref soundengine_triggers
3979  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3981  AkTriggerID in_triggerID, ///< ID of the trigger
3982  AkGameObjectID in_gameObjectID ///< Associated game object ID
3983  );
3984 
3985 #ifdef AK_SUPPORT_WCHAR
3986  /// Posts the specified trigger (by Unicode string name).
3987  /// \return
3988  /// - \c AK_Success if successful
3989  /// - \c AK_InvalidID if the trigger name was null
3990  /// Make sure that the banks were generated with the "include string" option.
3991  /// \aknote Strings are case-insensitive. \endaknote
3992  /// \sa
3993  /// - \ref soundengine_triggers
3995  const wchar_t* in_pszTrigger, ///< Name of the trigger
3996  AkGameObjectID in_gameObjectID ///< Associated game object ID
3997  );
3998 #endif //AK_SUPPORT_WCHAR
3999 
4000  /// Posts the specified trigger.
4001  /// \return
4002  /// - \c AK_Success if successful
4003  /// - \c AK_InvalidID if the trigger name was null
4004  /// Make sure that the banks were generated with the "include string" option.
4005  /// \aknote Strings are case-insensitive. \endaknote
4006  /// \sa
4007  /// - \ref soundengine_triggers
4009  const char* in_pszTrigger, ///< Name of the trigger
4010  AkGameObjectID in_gameObjectID ///< Associated game object ID
4011  );
4012 
4013  /// Sets the state of a State Group (by IDs).
4014  /// \return Always returns AK_Success
4015  /// \sa
4016  /// - \ref soundengine_states
4017  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
4019  AkStateGroupID in_stateGroup, ///< ID of the State Group
4020  AkStateID in_state ///< ID of the state
4021  );
4022 
4023 #ifdef AK_SUPPORT_WCHAR
4024  /// Sets the state of a State Group (by Unicode string names).
4025  /// \return
4026  /// - \c AK_Success if successful
4027  /// - \c AK_InvalidID if the state or State Group name was null
4028  /// Make sure that the banks were generated with the "include string" option.
4029  /// \aknote Strings are case-insensitive. \endaknote
4030  /// \sa
4031  /// - \ref soundengine_states
4032  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
4034  const wchar_t* in_pszStateGroup, ///< Name of the State Group
4035  const wchar_t* in_pszState ///< Name of the state
4036  );
4037 #endif //AK_SUPPORT_WCHAR
4038 
4039  /// Sets the state of a State Group.
4040  /// \return
4041  /// - \c AK_Success if successful
4042  /// - \c AK_InvalidID if the state or State Group name was null
4043  /// Make sure that the banks were generated with the "include string" option.
4044  /// \aknote Strings are case-insensitive. \endaknote
4045  /// \sa
4046  /// - \ref soundengine_states
4047  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
4049  const char* in_pszStateGroup, ///< Name of the State Group
4050  const char* in_pszState ///< Name of the state
4051  );
4052 
4053  //@}
4054 
4055  ////////////////////////////////////////////////////////////////////////
4056  /// @name Environments
4057  //@{
4058 
4059  /// Sets the Auxiliary Busses to route the specified game object
4060  /// To clear the game object's auxiliary sends, \c in_uNumSendValues must be 0.
4061  /// \sa
4062  /// - \ref soundengine_environments
4063  /// - \ref soundengine_environments_dynamic_aux_bus_routing
4064  /// - \ref soundengine_environments_id_vs_string
4065  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
4066  /// \return
4067  /// - \c AK_Success if successful
4068  /// - \c AK_InvalidParameter if a duplicated environment is found in the array
4069  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4071  AkGameObjectID in_gameObjectID, ///< Associated game object ID
4072  AkAuxSendValue* in_aAuxSendValues, ///< Variable-size array of AkAuxSendValue structures
4073  ///< (it may be NULL if no environment must be set)
4074  AkUInt32 in_uNumSendValues ///< The number of auxiliary busses at the pointer's address
4075  ///< (it must be 0 if no environment is set)
4076  );
4077 
4078  /// Registers a callback to allow the game to modify or override the volume to be applied at the output of an audio bus.
4079  /// The callback must be registered once per bus ID.
4080  /// Call with <tt>in_pfnCallback = NULL</tt> to unregister.
4081  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
4082  /// \aknote The callback function will not be called for the Master Audio Bus, since the output of this bus is not a bus, but is instead an Audio Device.\endaknote
4083  /// \sa
4084  /// - \ref goingfurther_speakermatrixcallback
4085  /// - \ref soundengine_environments
4086  /// - AkSpeakerVolumeMatrixCallbackInfo
4087  /// - <tt>AK::IAkMixerInputContext</tt>
4088  /// - <tt>AK::IAkMixerPluginContext</tt>
4089  /// \return
4090  /// - \c AK_Success if successful
4091  /// - \c AK_IDNotFound if the bus is not found
4092  /// - \c AK_NotInitialized if the sound engine is not initialized
4093  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
4095  AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ).
4096  AkBusCallbackFunc in_pfnCallback, ///< Callback function.
4097  void* in_pCookie = NULL ///< User cookie.
4098  );
4099 
4100  /// 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
4101  /// by accessing the peak, RMS, True Peak and K-weighted power (according to loudness standard ITU BS.1770). See \ref goingfurther_speakermatrixcallback for an example.
4102  /// The callback must be registered once per bus ID.
4103  /// Call with in_pfnCallback = NULL or in_eMeteringFlags = AK_NoMetering to unregister.
4104  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
4105  /// \sa
4106  /// - \ref goingfurther_speakermatrixcallback
4107  /// - AkBusMeteringCallbackFunc
4108  /// - <tt>AK::AkMetering</tt>
4109  /// \return
4110  /// - \c AK_Success if successful
4111  /// - \c AK_IDNotFound if the bus is not found
4112  /// - \c AK_NotInitialized if the sound engine is not initialized
4113  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
4115  AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ).
4116  AkBusMeteringCallbackFunc in_pfnCallback, ///< Callback function.
4117  AkMeteringFlags in_eMeteringFlags, ///< Metering flags.
4118  void* in_pCookie = NULL ///< User cookie.
4119  );
4120 
4121  /// Registers a callback to be called to allow the game to access metering data from any output device. You may use this to monitor loudness as sound leaves the Wwise sound engine
4122  /// by accessing the peak, RMS, True Peak and K-weighted power (according to loudness standard ITU BS.1770). See \ref goingfurther_speakermatrixcallback for an example.
4123  /// The callback must be registered once per device shareset ID.
4124  /// Call with in_pfnCallback = NULL or in_eMeteringFlags = AK_NoMetering to unregister.
4125  /// \sa
4126  /// - \ref goingfurther_speakermatrixcallback
4127  /// - AkOutputDeviceMeteringCallbackFunc
4128  /// - <tt>AK::AkMetering</tt>
4129  /// \return
4130  /// - \c AK_Success if successful
4131  /// - \c AK_DeviceNotFound if the device is not found
4132  /// - \c AK_NotInitialized if the sound engine is not initialized
4133  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
4135  AkOutputDeviceID in_idOutput, ///< Output ID, as returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
4136  AkOutputDeviceMeteringCallbackFunc in_pfnCallback, ///< Callback function.
4137  AkMeteringFlags in_eMeteringFlags, ///< Metering flags.
4138  void* in_pCookie = NULL ///< User cookie.
4139  );
4140 
4141  /// Sets the Output Bus Volume (direct) to be used for the specified game object.
4142  /// The control value is a number ranging from 0.0f to 1.0f.
4143  /// 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
4144  /// 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.
4145  /// \sa
4146  /// - \ref AK::SoundEngine::ResetListenersToDefault
4147  /// - \ref soundengine_environments
4148  /// - \ref soundengine_environments_setting_dry_environment
4149  /// - \ref soundengine_environments_id_vs_string
4150  /// \return
4151  /// - \c AK_Success when successful
4152  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4154  AkGameObjectID in_emitterObjID, ///< Associated emitter game object ID
4155  AkGameObjectID in_listenerObjID, ///< Associated listener game object ID. Pass AK_INVALID_GAME_OBJECT to set the Output Bus Volume for all connected listeners.
4156  AkReal32 in_fControlValue ///< A multiplier in the range [0.0f:16.0f] ( -∞ dB to +24 dB).
4157  ///< A value greater than 1.0f will amplify the sound.
4158  );
4159 
4160  /// Sets an Effect ShareSet at the specified audio node and Effect slot index.
4161  /// \aknote
4162  /// Replacing effects is preferably done through a Set Effect Event Action.
4163  /// \endaknote
4164  /// The target node cannot be a Bus, to set effects on a bus, use SetBusEffect() instead.
4165  /// \aknote The option "Override Parent" in
4166  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will
4167  /// still be the one in use and the call to SetActorMixerEffect will have no impact.
4168  /// \endaknote
4169  /// \return Always returns AK_Success
4171  AkUniqueID in_audioNodeID, ///< Can be a member of the Actor-Mixer or Interactive Music Hierarchy (not a bus).
4172  AkUInt32 in_uFXIndex, ///< Effect slot index (0-254)
4173  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
4174  );
4175 
4176  /// Sets an Effect ShareSet at the specified bus and Effect slot index.
4177  /// \aknote
4178  /// Replacing effects is preferably done through a Set Effect Event Action.
4179  /// \endaknote
4180  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
4181  /// This adds a reference on the audio node to an existing ShareSet.
4182  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4183  /// Bus which does not have any Effects, or removing the last Effect on a currently playing bus.
4184  /// \endaknote
4185  /// \aknote This function will replace existing Effects on the node. If the target node is not at
4186  /// the top of the hierarchy and is in the actor-mixer hierarchy, the option "Override Parent" in
4187  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4188  /// still be the one in use and the call to SetBusEffect will have no impact.
4189  /// \endaknote
4190  /// \return
4191  /// - \c AK_Success when successfully posted.
4192  /// - \c AK_IDNotFound if the Bus isn't found by in_audioNodeID
4193  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
4195  AkUniqueID in_audioNodeID, ///< Bus Short ID.
4196  AkUInt32 in_uFXIndex, ///< Effect slot index (0-254)
4197  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the Effect slot
4198  );
4199 
4200 #ifdef AK_SUPPORT_WCHAR
4201  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
4202  /// \aknote
4203  /// Replacing effects is preferably done through a Set Effect Event Action.
4204  /// \endaknote
4205  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
4206  /// This adds a reference on the audio node to an existing ShareSet.
4207  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4208  /// bus which does not have any Effects, or removing the last Effect on a currently playing Bus.
4209  /// \endaknote
4210  /// \aknote This function will replace existing Effects on the node. If the target node is not at
4211  /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
4212  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4213  /// still be the one in use and the call to \c SetBusEffect will have no impact.
4214  /// \endaknote
4215  /// \returns
4216  /// - \c AK_Success when successfully posted.
4217  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
4218  /// - \c AK_InvalidID if in_pszBusName is null
4219  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range or in_pszBusName is null
4221  const wchar_t* in_pszBusName, ///< Bus name
4222  AkUInt32 in_uFXIndex, ///< Effect slot index (0-254)
4223  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
4224  );
4225 #endif //AK_SUPPORT_WCHAR
4226 
4227  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
4228  /// \aknote
4229  /// Replacing effects is preferably done through a Set Effect Event Action.
4230  /// \endaknote
4231  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
4232  /// This adds a reference on the audio node to an existing ShareSet.
4233  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4234  /// Bus which does not have any effects, or removing the last Effect on a currently playing bus.
4235  /// \endaknote
4236  /// \aknote Make sure the new effect shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
4237  /// \aknote This function will replace existing Effects on the node. If the target node is not at
4238  /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
4239  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4240  /// still be the one in use and the call to SetBusEffect will have no impact.
4241  /// \endaknote
4242  /// \returns
4243  /// - \c AK_Success when successfully posted.
4244  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
4245  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
4246  /// - \c AK_InvalidID if in_pszBusName is null
4248  const char* in_pszBusName, ///< Bus name
4249  AkUInt32 in_uFXIndex, ///< Effect slot index (0-254)
4250  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
4251  );
4252 
4253  /// Sets an audio device effect shareset on the specified output device and effect slot index.
4254  /// \aknote
4255  /// Replacing effects is preferably done through a Set Effect Event Action.
4256  /// \endaknote
4257  /// \aknote Make sure the new effect shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
4258  /// \aknote This function will replace existing effects of the audio device shareset. \endaknote
4259  /// \aknote Audio device effects support is limited to one shareset per plug-in type at any time. \endaknote
4260  /// \aknote Errors are reported in the Wwise Capture Log if the effect cannot be set on the output device. \endaknote
4261 
4262  /// \returns Always returns AK_Success
4264  AkOutputDeviceID in_outputDeviceID, ///< Output ID, as returned from AddOutput or GetOutputID. Most of the time this should be 0 to designate the main (default) output
4265  AkUInt32 in_uFXIndex, ///< Effect slot index (0-254)
4266  AkUniqueID in_FXShareSetID ///< Effect ShareSet ID
4267  );
4268 
4269  /// Forces channel configuration for the specified bus.
4270  /// \aknote You cannot change the configuration of the master bus.\endaknote
4271  ///
4272  /// \return Always returns AK_Success
4274  AkUniqueID in_audioNodeID, ///< Bus Short ID.
4275  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4276  );
4277 
4278 #ifdef AK_SUPPORT_WCHAR
4279  /// Forces channel configuration for the specified bus.
4280  /// \aknote You cannot change the configuration of the master bus.\endaknote
4281  ///
4282  /// \returns
4283  /// - \c AK_Success when successful
4284  /// - \c AK_InvalidID if in_pszBusName is null
4286  const wchar_t* in_pszBusName, ///< Bus name
4287  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4288  );
4289 #endif //AK_SUPPORT_WCHAR
4290 
4291  /// Forces channel configuration for the specified bus.
4292  /// \aknote You cannot change the configuration of the master bus.\endaknote
4293  ///
4294  /// \returns
4295  /// - \c AK_Success when successful
4296  /// - \c AK_InvalidID if in_pszBusName is null
4298  const char* in_pszBusName, ///< Bus name
4299  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4300  );
4301 
4302  /// Sets a game object's obstruction and occlusion levels. If SetMultiplePositions were used, values are set for all positions.
4303  /// To assign a unique obstruction and occlusion value to each sound position, instead use AK::SoundEngine::SetMultipleObstructionAndOcclusion.
4304  /// This function is used to affect how an object should be heard by a specific listener.
4305  /// \sa
4306  /// - \ref soundengine_obsocc
4307  /// - \ref soundengine_environments
4308  /// \return Always returns AK_Success
4310  AkGameObjectID in_EmitterID, ///< Emitter game object ID
4311  AkGameObjectID in_ListenerID, ///< Listener game object ID
4312  AkReal32 in_fObstructionLevel, ///< ObstructionLevel: [0.0f..1.0f]
4313  AkReal32 in_fOcclusionLevel ///< OcclusionLevel: [0.0f..1.0f]
4314  );
4315 
4316  /// Sets a game object's obstruction and occlusion value for each position defined by AK::SoundEngine::SetMultiplePositions.
4317  /// This function differs from AK::SoundEngine::SetObjectObstructionAndOcclusion as a list of obstruction/occlusion pair is provided
4318  /// and each obstruction/occlusion pair will affect the corresponding position defined at the same index.
4319  /// \aknote In the case the number of obstruction/occlusion pairs is smaller than the number of positions, remaining positions'
4320  /// obstruction/occlusion values are set to 0.0. \endaknote
4321  /// \return
4322  /// - \c AK_Success if successful
4323  /// - \c AK_CommandTooLarge if the number of obstruction values is too large for the command queue.
4324  /// - \c AK_InvalidParameter if one of the parameter is out of range (check the debug console)
4325  /// - \c AK_InvalidFloatValue if one of the occlusion/obstruction values is NaN or Inf.
4326  /// \sa
4327  /// - \ref soundengine_obsocc
4328  /// - \ref soundengine_environments
4329  /// \return AK_Success if occlusion/obstruction values are successfully stored for this emitter
4331  AkGameObjectID in_EmitterID, ///< Emitter game object ID
4332  AkGameObjectID in_uListenerID, ///< Listener game object ID
4333  AkObstructionOcclusionValues* in_fObstructionOcclusionValues, ///< Array of obstruction/occlusion pairs to apply
4334  ///< ObstructionLevel: [0.0f..1.0f]
4335  ///< OcclusionLevel: [0.0f..1.0f]
4336  AkUInt32 in_uNumOcclusionObstruction ///< Number of obstruction/occlusion pairs specified in the provided array
4337  );
4338 
4339  /// Saves the playback history of container structures.
4340  /// This function will write history data for all currently loaded containers and instantiated game
4341  /// objects (for example, current position in Sequence Containers and previously played elements in
4342  /// Random Containers).
4343  /// \remarks
4344  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4345  /// \return
4346  /// - \c AK_Success when successful
4347  /// - \c AK_Fail is in_pBytes could not be parsed (corruption or data is truncated)
4348  /// \sa
4349  /// - <tt>AK::SoundEngine::SetContainerHistory()</tt>
4351  AK::IWriteBytes * in_pBytes ///< Pointer to IWriteBytes interface used to save the history.
4352  );
4353 
4354  /// Restores the playback history of container structures.
4355  /// This function will read history data from the passed-in stream reader interface, and apply it to all
4356  /// currently loaded containers and instantiated game objects. Game objects are matched by
4357  /// ID. History for unloaded structures and unknown game objects will be skipped.
4358  /// \remarks
4359  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4360  /// \return
4361  /// - \c AK_Success if successful
4362  /// - \c AK_InsufficientMemory if not enough memory is available for IReadBytes operation
4363  /// \sa
4364  /// - <tt>AK::SoundEngine::GetContainerHistory()</tt>
4366  AK::IReadBytes * in_pBytes ///< Pointer to IReadBytes interface used to load the history.
4367  );
4368 
4369  //@}
4370 
4371  ////////////////////////////////////////////////////////////////////////
4372  /// @name Capture
4373  //@{
4374 
4375  /// Starts recording the sound engine audio output.
4376  /// StartOutputCapture outputs a wav file per current output device of the sound engine.
4377  /// If more than one device is active, the system will create multiple files in the same output
4378  /// directory and will append numbers at the end of the provided filename.
4379  ///
4380  /// If no device is running yet, the system will return success AK_Success despite doing nothing.
4381  /// Use RegisterAudioDeviceStatusCallback to get notified when devices are created/destructed.
4382  ///
4383  /// \return AK_Success if successful, AK_Fail if there was a problem starting the output capture.
4384  /// \remark
4385  /// - The sound engine opens a stream for writing using <tt>AK::IAkStreamMgr::CreateStd()</tt>. If you are using the
4386  /// default implementation of the Stream Manager, file opening is executed in your implementation of
4387  /// the Low-Level IO interface <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>. The following
4388  /// AkFileSystemFlags are passed: uCompanyID = AKCOMPANYID_AUDIOKINETIC and uCodecID = AKCODECID_PCM,
4389  /// and the AkOpenMode is AK_OpenModeWriteOvrwr. Refer to \ref streamingmanager_lowlevel_location for
4390  /// more details on managing the deployment of your Wwise generated data.
4391  /// \return
4392  /// - \c AK_Success when successful
4393  /// - \c AK_InvalidParameter if in_CaptureFileName is null.
4394  /// - \c AK_InsufficientMemory if not enough memory is available.
4395  /// \sa
4396  /// - <tt>AK::SoundEngine::StopOutputCapture()</tt>
4397  /// - <tt>AK::StreamMgr::SetFileLocationResolver()</tt>
4398  /// - \ref streamingdevicemanager
4399  /// - \ref streamingmanager_lowlevel_location
4400  /// - RegisterAudioDeviceStatusCallback
4402  const AkOSChar* in_CaptureFileName ///< Name of the output capture file
4403  );
4404 
4405  /// Stops recording the sound engine audio output.
4406  /// \return AK_Success if successful, AK_Fail if there was a problem stopping the output capture.
4407  /// \sa
4408  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4410 
4411  /// Adds text marker in audio output file.
4412  /// \return
4413  /// - \c AK_Success when successful
4414  /// - \c AK_InvalidParameter if in_MarkerText is null.
4415  /// - \c AK_InsufficientMemory if not enough memory is available.
4416  /// \sa
4417  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4419  const char* in_MarkerText ///< Text of the marker
4420  );
4421 
4422  /// Adds binary data to a marker in audio output file.
4423  /// \return
4424  /// - \c AK_Success when successful
4425  /// - \c AK_InvalidParameter if in_pMarkerData is null or in_uMarkerDataSize is zero.
4426  /// - \c AK_InsufficientMemory if not enough memory is available.
4427  /// \sa
4428  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4430  void* in_pMarkerData, ///< Marker data
4431  AkUInt32 in_uMarkerDataSize ///< Size of the marker data
4432  );
4433 
4434  /// Gets the system sample rate.
4435  /// \return The sample rate.
4437 
4438  /// Registers a callback used for retrieving audio samples.
4439  /// The callback will be called from the audio thread during real-time rendering and from the main thread during offline rendering.
4440  /// \return
4441  /// - \c AK_Success when successful
4442  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4443  /// - \c AK_InvalidParameter when in_pfnCallback is null
4444  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4445  /// \sa
4446  /// - <tt>AK::SoundEngine::AddOutput()</tt>
4447  /// - <tt>AK::SoundEngine::GetOutputID()</tt>
4448  /// - <tt>AK::SoundEngine::UnregisterCaptureCallback()</tt>
4450  AkCaptureCallbackFunc in_pfnCallback, ///< Capture callback function to register.
4451  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4452  void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4453  );
4454 
4455  /// Unregisters a callback used for retrieving audio samples.
4456  /// \return
4457  /// - \c AK_Success when successful
4458  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4459  /// - \c AK_InvalidParameter when in_pfnCallback is null
4460  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4461  /// \sa
4462  /// - <tt>AK::SoundEngine::AddOutput()</tt>
4463  /// - <tt>AK::SoundEngine::GetOutputID()</tt>
4464  /// - <tt>AK::SoundEngine::RegisterCaptureCallback()</tt>
4466  AkCaptureCallbackFunc in_pfnCallback, ///< Capture callback function to unregister.
4467  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4468  void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4469  );
4470 
4471  /// Starts recording the sound engine profiling information into a file. This file can be read
4472  /// by Wwise Authoring. The file is created at the base path. If you have integrated Wwise I/O,
4473  /// you can use <tt>CAkDefaultIOHookDeferred::SetBasePath()</tt> (or <tt>CAkDefaultIOHookDeferred::AddBasePath()</tt>)
4474  /// to change the location where the file is saved. The profiling session records all data types possible.
4475  /// Note that this call captures peak metering for all the busses loaded and mixing
4476  /// while this call is invoked.
4477  /// \remark This function is provided as a utility tool only. It does nothing if it is
4478  /// called in the release configuration and returns AK_NotCompatible.
4480  const AkOSChar* in_CaptureFileName ///< Name of the output profiler file (.prof extension recommended)
4481  );
4482 
4483  /// Stops recording the sound engine profiling information.
4484  /// \remark This function is provided as a utility tool only. It does nothing if it is
4485  /// called in the release configuration and returns AK_NotCompatible.
4487 
4488  //@}
4489 
4490  ////////////////////////////////////////////////////////////////////////
4491  /// @name Offline Rendering
4492  //@{
4493 
4494  /// Sets the offline rendering frame time in seconds.
4495  /// When offline rendering is enabled, every call to \ref RenderAudio() will generate sample data as if this much time has elapsed. If the frame time argument is less than or equal to zero, every call to RenderAudio() will generate one audio buffer.
4496  ///
4497  /// \sa \ref goingfurther_offlinerendering
4498  /// \return Always returns AK_Success
4500  AkReal32 in_fFrameTimeInSeconds ///< frame time in seconds used during offline rendering
4501  );
4502 
4503  /// Enables/disables offline rendering.
4504  ///
4505  /// \sa \ref goingfurther_offlinerendering
4506  /// \return Always returns AK_Success
4508  bool in_bEnableOfflineRendering ///< enables/disables offline rendering
4509  );
4510 
4511  //@}
4512 
4513  ////////////////////////////////////////////////////////////////////////
4514  /// @name Secondary Outputs
4515  //@{
4516 
4517  /// Adds an output to the sound engine. Use this to add controller-attached headphones, controller speakers, DVR output, etc.
4518  /// 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).
4519  ///
4520  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4521  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4522  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4523  ///
4524  /// \sa AkOutputSettings for more details.
4525  /// \sa \ref integrating_secondary_outputs
4526  /// \sa \ref default_audio_devices
4527  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4528  /// \sa AK::AkDeviceStatusCallbackFunc
4529  /// \return
4530  /// The following codes are returned directly from the function, as opposed to the AkDeviceStatusCallback
4531  /// - \c AK_NotImplemented: Feature not supported, some platforms don't have other outputs.
4532  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations (see parameter list below).
4533  /// - \c 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.
4534  /// - \c 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.
4535  /// - \c AK_NotInitialized: If AK::SoundEngine::Init was not called or if the Init.bnk was not loaded before the call.
4536  /// - \c AK_Success: Parameters are valid.
4537  ///
4538  /// The following codes are returned from the callback.
4539  /// - \c AK_InsufficientMemory : Not enough memory to complete the operation.
4540  /// - \c 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.
4541  /// - \c AK_PluginNotRegistered: The audioDeviceShareset exists but the plug-in it refers to is not installed or statically linked with the game.
4542  /// - \c 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.
4543  /// - \c AK_DeviceNotCompatible: The hardware does not support this type of output. Wwise will NOT fallback to any other type of output.
4544  /// - \c 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.
4545  /// - \c 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.
4547  const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4548  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
4549  const AkGameObjectID* in_pListenerIDs = NULL, ///< Specific listener(s) to attach to this device.
4550  ///< If specified, only the sounds routed to game objects linked to those listeners will play in this device.
4551  ///< It is necessary to have separate listeners if multiple devices of the same type can coexist (e.g. controller speakers)
4552  ///< If not specified, sound routing simply obey the associations between Master Busses and Audio Devices setup in the Wwise Project.
4553  AkUInt32 in_uNumListeners = 0 ///< The number of elements in the in_pListenerIDs array.
4554  );
4555 
4556  /// Removes one output added through AK::SoundEngine::AddOutput
4557  /// If a listener was associated with the device, you should consider unregistering the listener prior to call RemoveOutput
4558  /// so that Game Object/Listener routing is properly updated according to your game scenario.
4559  /// \sa \ref integrating_secondary_outputs
4560  /// \sa AK::SoundEngine::AddOutput
4561  /// \return AK_Success: Parameters are valid.
4563  AkOutputDeviceID in_idOutput ///< ID of the output to remove. Use the returned ID from AddOutput, GetOutputID, or ReplaceOutput
4564  );
4565 
4566  /// Replaces an output device previously created during engine initialization or from AddOutput, with a new output device.
4567  /// 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
4568  /// that the old output device was associated with, and preserve all listeners that were attached to the old output device.
4569  ///
4570  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4571  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4572  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4573  ///
4574  /// \sa AK::SoundEngine::AddOutput
4575  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4576  /// \sa AK::AkDeviceStatusCallbackFunc
4577  /// \return
4578  /// - \c AK_InvalidID: The audioDeviceShareset on in_settings was not valid.
4579  /// - \c 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.
4580  /// - \c 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.
4581  /// - \c AK_DeviceNotFound: The in_outputDeviceId provided does not match with any of the output devices that the sound engine is currently using.
4582  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations on in_settings
4583  /// - \c AK_Success: parameters were valid, and the remove and add will occur.
4585  const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4586  AkOutputDeviceID in_outputDeviceId, ///< AkOutputDeviceID of the output to replace. Use 0 to target the current main output, regardless of its id. Otherwise, use the AkOutputDeviceID returned from AddOutput() or ReplaceOutput(), or generated by GetOutputID()
4587  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.
4588  );
4589 
4590  /// Gets the compounded output ID from shareset and device id.
4591  /// 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.
4592  /// Use 0 for in_idShareset & in_idDevice to get the Main Output ID (the one usually initialized during AK::SoundEngine::Init)
4593  /// \return The id of the output
4595  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.
4596  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4597  /// \sa \ref obtaining_device_id
4598  );
4599 
4601  const char* in_szShareSet, ///< Audio Device ShareSet Name, as defined in the Wwise Project. If Null, will select the Default Output shareset (always available)
4602  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4603  /// \sa \ref obtaining_device_id
4604  );
4605 
4606  #ifdef AK_SUPPORT_WCHAR
4608  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)
4609  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4610  /// \sa \ref obtaining_device_id
4611  );
4612  #endif
4613 
4614  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4615  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4616  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4617  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4618  /// \return
4619  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4620  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4622  AkUniqueID in_idBus, ///< Id of the master bus
4623  AkUniqueID in_idNewDevice ///< New device shareset to replace with.
4624  );
4625 
4626  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4627  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4628  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4629  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4630  /// \return
4631  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4632  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4634  const char* in_BusName, ///< Name of the master bus
4635  const char* in_DeviceName ///< New device shareset to replace with.
4636  );
4637 
4638  #ifdef AK_SUPPORT_WCHAR
4639  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4640  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4641  /// SetBusDevice must be preceded by a call to AddOutput for the new device shareset to be registered as an output.
4642  /// \return
4643  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4644  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4646  const wchar_t* in_BusName, ///< Name of the master bus
4647  const wchar_t* in_DeviceName ///< New device shareset to replace with.
4648  );
4649  #endif
4650 
4651  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4652  /// \remarks
4653  /// This call is only valid for sink plug-ins that support device enumeration.
4654  /// Prerequisites:
4655  /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4656  /// * A physical device recognized by this plug-in must exist in the system.
4657  ///
4658  /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4659  /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4660  /// Note that it is optional to implement device enumeration on custom sink plug-ins.
4661  /// \return
4662  /// - \c AK_NotImplemented if the sink plug-in does not implement device enumeration
4663  /// - \c AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4664  /// - \c AK_NotCompatible if no device of this type are supported on the current platform
4665  /// - \c AK_Fail in case of system device manager failure (OS related)
4666  ///
4668  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
4669  AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
4670  AkUInt32& io_maxNumDevices, ///< In: The length of the out_deviceDescriptions array. Out: If out_deviceDescriptions is not-null, this will be set to the number of entries in out_deviceDescriptions that was populated. If out_deviceDescriptions is null, this will be set to the number of devices that may be available.
4671  AkDeviceDescription* out_deviceDescriptions ///< The output array of device descriptions.
4672  );
4673 
4674  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4675  /// \remarks
4676  /// This call is only valid for sink plug-ins that support device enumeration.
4677  /// Prerequisites:
4678  /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4679  /// * The audio device shareset must have been loaded from a soundbank, and a physical device recognized by this plug-in must exist in the system.
4680  ///
4681  /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4682  /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4683  /// Note that it is optional to implement device enumeration on custom sink plug-ins.
4684  /// \return
4685  /// AK_NotImplemented if the sink plug-in does not implement device enumeration
4686  /// AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4688  AkUniqueID in_audioDeviceShareSetID, ///< In: The audio device shareset ID for which to list the sink plug-in devices.
4689  AkUInt32& io_maxNumDevices, ///< In: The length of the out_deviceDescriptions array. Out: If out_deviceDescriptions is not-null, this will be set to the number of entries in out_deviceDescriptions that was populated. If out_deviceDescriptions is null, this will be set to the number of devices that may be available.
4690  AkDeviceDescription* out_deviceDescriptions ///< The output array of device descriptions.
4691  );
4692 
4693  /// Sets the volume of a output device.
4694  /// \return
4695  /// - \c AK_Success if successful
4696  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4698  AkOutputDeviceID in_idOutput, ///< Output ID to set the volume on. As returned from AddOutput or GetOutputID
4699  AkReal32 in_fVolume ///< Volume (0.0 = Muted, 1.0 = Volume max)
4700  );
4701 
4702  /// 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).
4703  /// 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
4704  /// 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
4705  /// 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.
4706  /// \return
4707  /// AK_NotCompatible when the device ID provided does not support spatial audio, or the platform does not support spatial audio
4708  /// AK_Fail when there is some other miscellaneous failure, or the device ID provided does not match a device that the system knows about
4709  /// AK_Success when the device ID provided does support spatial audio
4711  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4712  /// \sa \ref obtaining_device_id
4713  );
4714 
4715 
4716  //@}
4717 
4718  /// 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.
4719  /// Call \c WakeupFromSuspend when your application receives the message from the OS that the process is back in foreground.
4720  /// When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when \ref RenderAudio() is called.
4721  /// It is recommended to match the <b>in_bRenderAnyway</b> parameter with the behavior of the rest of your game:
4722  /// 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.
4723  /// If you want to minimize CPU when in background, then don't allow rendering and never call RenderAudio from the game.
4724  ///
4725  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4726  /// \sa WakeupFromSuspend
4727  /// \sa \ref workingwithsdks_system_calls
4729  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().
4730  bool in_bFadeOut = true ///< Delay the suspend by one audio frame in order to fade-out. When false, the suspend takes effect immediately but audio may glitch.
4731  );
4732 
4733  /// 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.
4734  ///
4735  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4736  /// \sa Suspend
4737  /// \sa \ref workingwithsdks_system_calls
4739  AkUInt32 in_uDelayMs = 0 /// Delay (in milliseconds) before the wake up occurs. Rounded up to audio frame granularity. Adding a delay is useful if there is a possibility that another OS event may override the wake-up in the near future.
4740  );
4741 
4742  /// Obtains the current audio output buffer tick. This corresponds to the number of buffers produced by
4743  /// the sound engine since initialization.
4744  /// \return Tick count.
4746 
4747  /// Obtains the current audio output sample tick. This corresponds to the number of samples produced by
4748  /// the sound engine since initialization.
4749  /// \return Sample count.
4751  }
4752 }
4753 
4754 #endif // _AK_SOUNDENGINE_H_
AkOutputSettings settingsMainOutput
Main output device settings.
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.
AkUInt32 AkStateGroupID
State group ID.
Definition: AkTypes.h:54
AKSOUNDENGINE_API AKRESULT RemoveDefaultListener(AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT PrepareEvent(PreparationType in_PreparationType, const char **in_ppszString, AkUInt32 in_uNumEvent)
AKSOUNDENGINE_API AkUInt32 GetSampleRate()
void(* AkProfilerPostMarkerFunc)(AkPluginID in_uPluginID, const char *in_pszMarkerName)
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 SetOutputDeviceEffect(AkOutputDeviceID in_outputDeviceID, AkUInt32 in_uFXIndex, AkUniqueID in_FXShareSetID)
uint16_t AkUInt16
Unsigned 16-bit integer.
#define AK_DEFAULT_HEIGHT_ANGLE
Definition of data structures for AkAudioObject.
AkInt32 AkTimeMs
Time in ms.
Definition: AkTypes.h:56
AkBackgroundMusicChangeCallbackFunc BGMCallback
Application-defined audio source change event callback function.
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkTypes.h:885
AKSOUNDENGINE_API void ExecuteActionOnPlayingID(AkActionOnEventType in_ActionType, AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
Obstruction/occlusion pair for a position.
Definition: AkTypes.h:724
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.
AkPanningRule ePanningRule
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)
AKSOUNDENGINE_API bool IsPluginRegistered(AkPluginType in_eType, AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID)
void(* AkResourceMonitorCallbackFunc)(const AkResourceMonitorDataSummary *in_pdataSummary)
Definition: AkCallback.h:385
void(* AkJobWorkerFunc)(AkJobType in_jobType, AkUInt32 in_uExecutionTimeUsec)
AKSOUNDENGINE_API AKRESULT StopMIDIOnEvent(AkUniqueID in_eventID=AK_INVALID_UNIQUE_ID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkPlayingID in_playingID=AK_INVALID_PLAYING_ID)
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,...
IAkSoftwareCodec *(* AkCreateFileSourceCallback)(void *in_pCtx)
Registered file source creation function prototype.
Definition: AkTypes.h:1064
@ AkSetPositionFlags_Default
Definition: AkTypes.h:1146
AKSOUNDENGINE_API AKRESULT StartOutputCapture(const AkOSChar *in_CaptureFileName)
AkUInt32 AkRtpcID
Real time parameter control ID.
Definition: AkTypes.h:73
AkProfilerPopTimerFunc fnProfilerPopTimer
External (optional) function for tracking performance of the sound engine that is called when a timer...
AKSOUNDENGINE_API AKRESULT SetMaxNumVoicesLimit(AkUInt16 in_maxNumberVoices)
AKSOUNDENGINE_API AKRESULT RegisterOutputDeviceMeteringCallback(AkOutputDeviceID in_idOutput, AkOutputDeviceMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
AkUInt32 uNumSamplesPerFrame
Number of samples per audio frame (256, 512, 1024, or 2048).
@ AkFloorPlane_Default
The Wwise default floor plane is ZX.
AKSOUNDENGINE_API AKRESULT SetDefaultListeners(const AkGameObjectID *in_pListenerObjs, AkUInt32 in_uNumListeners)
AKSOUNDENGINE_API AKRESULT RegisterBusVolumeCallback(AkUniqueID in_busID, AkBusCallbackFunc in_pfnCallback, void *in_pCookie=NULL)
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)
AkUInt64 AkGameObjectID
Game object ID.
Definition: AkTypes.h:60
AkUInt32 AkBankID
Run time bank ID.
Definition: AkTypes.h:75
#define AK_EXTERNAPIFUNC(_type, _name)
@ AkFloorPlane_XY
The floor is oriented along the XY-plane. The front vector points towards +X, the up vector towards +...
AkReal32 fDebugOutOfRangeLimit
Debug setting: Only used when bDebugOutOfRangeCheckEnabled is true. This defines the maximum values s...
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)
AKSOUNDENGINE_API void CancelEventCallbackCookie(void *in_pCookie)
AKRESULT
Standard function call result.
Definition: AkTypes.h:134
AkUInt32 updateBufferTick
Value of GetBufferTick() at the time the position was updated.
AKRESULT(* AkGetDeviceListCallback)(AkUInt32 &io_maxNumDevices, AkDeviceDescription *out_deviceDescriptions)
Registered plugin device enumeration function prototype, used for providing lists of devices by plug-...
Definition: IAkPlugin.h:1333
AKSOUNDENGINE_API AKRESULT RegisterGameObj(AkGameObjectID in_gameObjectID)
void(* AkGlobalCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkGlobalCallbackLocation in_eLocation, void *in_pCookie)
Definition: AkCallback.h:378
@ Preparation_LoadAndDecode
Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
AkMeteringFlags
Metering flags. Used for specifying bus metering, through AK::SoundEngine::RegisterBusVolumeCallback(...
Definition: AkTypes.h:1171
AKSOUNDENGINE_API AKRESULT GetContainerHistory(AK::IWriteBytes *in_pBytes)
AKSOUNDENGINE_API AKRESULT LoadBank(const char *in_pszString, AkBankID &out_bankID, AkBankType in_bankType=AkBankType_User)
AkInt32 AkMemPoolId
Memory pool ID.
Definition: AkTypes.h:62
AKSOUNDENGINE_API AKRESULT SetState(AkStateGroupID in_stateGroup, AkStateID in_state)
Platform-independent initialization settings of output devices.
AKSOUNDENGINE_API bool IsInitialized()
@ Preparation_Unload
PrepareEvent() will unload required information to play the specified event.
@ AkBankContent_All
Use AkBankContent_All to load both the media and structural content.
void(* AkBusMeteringCallbackFunc)(AkBusMeteringCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:292
AKSOUNDENGINE_API AKRESULT SetOfflineRenderingFrameTime(AkReal32 in_fFrameTimeInSeconds)
char AkOSChar
Generic character string.
Definition: AkTypes.h:60
uint8_t AkUInt8
Unsigned 8-bit integer.
AKSOUNDENGINE_API AKRESULT ClearBanks()
AKSOUNDENGINE_API AKRESULT UnregisterAudioDeviceStatusCallback()
Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatus...
AkUInt32 uMaxNumPaths
Maximum number of paths for positioning.
AKSOUNDENGINE_API AKRESULT WakeupFromSuspend(AkUInt32 in_uDelayMs=0)
AKSOUNDENGINE_API AKRESULT SetMultipleObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_uListenerID, AkObstructionOcclusionValues *in_fObstructionOcclusionValues, AkUInt32 in_uNumOcclusionObstruction)
AkUInt32 samplePosition
Position of the source (in samples) associated with that playing item.
AKSOUNDENGINE_API AKRESULT SetOutputVolume(AkOutputDeviceID in_idOutput, AkReal32 in_fVolume)
AKSOUNDENGINE_API AKRESULT GetPanningRule(AkPanningRule &out_ePanningRule, AkOutputDeviceID in_idOutput=0)
@ AkActionOnEventType_Last
End of enum, invalid value.
void(* AkOutputDeviceMeteringCallbackFunc)(AkOutputDeviceMeteringCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:302
AKSOUNDENGINE_API AKRESULT ResetRTPCValueByPlayingID(AkRtpcID in_rtpcID, AkPlayingID in_playingID, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AkFloorPlane eFloorPlane
AKSOUNDENGINE_API AKRESULT SetBankLoadIOSettings(AkReal32 in_fThroughput, AkPriority in_priority)
#define NULL
Definition: AkTypes.h:46
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)
float AkReal32
32-bit floating point
AKSOUNDENGINE_API AKRESULT PinEventInStreamCache(AkUniqueID in_eventID, AkPriority in_uActivePriority, AkPriority in_uInactivePriority)
AKSOUNDENGINE_API void CancelEventCallbackGameObject(AkGameObjectID in_gameObjectID)
Position and orientation of game objects in the world (i.e. supports 64-bit-precision position)
Definition: AkTypes.h:429
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)
FuncRequestJobWorker fnRequestJobWorker
Function called by the job manager when a new worker needs to be requested. When null,...
AKSOUNDENGINE_API AKRESULT SetActorMixerEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
AkSetPositionFlags
Flags to independently set the position of the emitter or listener component on a game object.
Definition: AkTypes.h:1142
AKSOUNDENGINE_API AKRESULT RegisterCodec(AkUInt32 in_ulCompanyID, AkUInt32 in_ulCodecID, AkCreateFileSourceCallback in_pFileCreateFunc, AkCreateBankSourceCallback in_pBankCreateFunc)
@ MultiPositionType_MultiDirections
Simulate one sound coming from multiple directions. Useful for repositionning sounds based on wall op...
Definition: AkTypes.h:1114
bool bUseLEngineThread
Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAud...
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)
AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]
The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
AKSOUNDENGINE_API AKRESULT DecodeBank(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkMemPoolId in_uPoolForDecodedBank, void *&out_pDecodedBankPtr, AkUInt32 &out_uDecodedBankSize)
AkUInt32 AkUniqueID
Unique 32-bit ID.
Definition: AkTypes.h:52
AKSOUNDENGINE_API AKRESULT StartProfilerCapture(const AkOSChar *in_CaptureFileName)
void(* AkProfilerPopTimerFunc)()
External (optional) function for tracking performance of the sound engine that is called when a timer...
Configured audio settings.
Definition: AkTypes.h:226
@ AkFloorPlane_XZ
The floor is oriented along the ZX-plane. The front vector points towards +Z, the up vector towards +...
AkUInt32 uContinuousPlaybackLookAhead
Default is 1 audio quantum, also known as an audio frame. Its size is equal to AkInitSettings::uNumSa...
AKSOUNDENGINE_API AKRESULT RemoveOutput(AkOutputDeviceID in_idOutput)
@ AkFloorPlane_Last
End of enum, invalid value.
bool bEnableGameSyncPreparation
Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
AkUInt32 AkPluginID
Source or effect plug-in ID.
Definition: AkTypes.h:63
AKSOUNDENGINE_API AkUInt32 GetBufferTick()
AKSOUNDENGINE_API AKRESULT RegisterResourceMonitorCallback(AkResourceMonitorCallbackFunc in_pCallback)
void * pClientData
Arbitrary data that will be passed back to the client when calling FuncRequestJobWorker.
AKSOUNDENGINE_API AKRESULT GetOutputDeviceConfiguration(AkOutputDeviceID in_idOutput, AkChannelConfig &io_channelConfig, Ak3DAudioSinkCapabilities &io_capabilities)
AKSOUNDENGINE_API AKRESULT GetDeviceSpatialAudioSupport(AkUInt32 in_idDevice)
AKSOUNDENGINE_API AKRESULT AddListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
AkAssertHook pfnAssertHook
External assertion handling function (optional)
Necessary settings for setting externally-loaded sources.
AkUInt32 uMemorySlabSize
Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
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...
AKSOUNDENGINE_API AKRESULT SetScalingFactor(AkGameObjectID in_GameObjectID, AkReal32 in_fAttenuationScalingFactor)
AKSOUNDENGINE_API AKRESULT RegisterCaptureCallback(AkCaptureCallbackFunc in_pfnCallback, AkOutputDeviceID in_idOutput=AK_INVALID_OUTPUT_DEVICE_ID, void *in_pCookie=NULL)
@ Preparation_Load
PrepareEvent() will load required information to play the specified event.
AKSOUNDENGINE_API AKRESULT UnregisterGameObj(AkGameObjectID in_gameObjectID)
AKSOUNDENGINE_API AKRESULT SetJobMgrMaxActiveWorkers(AkJobType in_jobType, AkUInt32 in_uNewMaxActiveWorkers)
AKSOUNDENGINE_API AKRESULT RenderAudio(bool in_bAllowSyncRender=true)
AkJobMgrSettings settingsJobManager
Settings to configure the behavior of the Sound Engine's internal job manager.
void(* AkCaptureCallbackFunc)(AkAudioBuffer &in_CaptureBuffer, AkOutputDeviceID in_idOutput, void *in_pCookie)
Definition: AkCallback.h:419
Positioning information for a sound, with specified subset of its channels.
Definition: AkTypes.h:731
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)
AkInt8 AkPriority
Priority.
Definition: AkTypes.h:67
AkGroupType
Game sync group type.
Definition: AkTypes.h:218
Settings for the Sound Engine's internal job manager.
AKSOUNDENGINE_API AkPlayingID PostMIDIOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkMIDIPost *in_pPosts, AkUInt16 in_uNumPosts, bool in_bAbsoluteOffsets=false, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, AkPlayingID in_playingID=AK_INVALID_PLAYING_ID)
static const AkUInt32 AK_NUM_JOB_TYPES
Number of possible job types recognized by the Sound Engine.
Definition: AkTypes.h:130
@ AkBankContent_Last
End of enum, invalid value.
void(* AkCallbackFunc)(AkCallbackType in_eType, AkCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:272
AKRESULT(* AkBackgroundMusicChangeCallbackFunc)(bool in_bBackgroundMusicMuted, void *in_pCookie)
AKSOUNDENGINE_API AKRESULT UnregisterCaptureCallback(AkCaptureCallbackFunc in_pfnCallback, AkOutputDeviceID in_idOutput=AK_INVALID_OUTPUT_DEVICE_ID, void *in_pCookie=NULL)
AKSOUNDENGINE_API AKRESULT AddOutputCaptureBinaryMarker(void *in_pMarkerData, AkUInt32 in_uMarkerDataSize)
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.
AKSOUNDENGINE_API AKRESULT UnloadBank(const char *in_pszString, const void *in_pInMemoryBankPtr, AkBankType in_bankType=AkBankType_User)
@ Preparation_Last
End of enum, invalid value.
AkReal32 fGameUnitsToMeters
AKSOUNDENGINE_API AKRESULT RegisterBusMeteringCallback(AkUniqueID in_busID, AkBusMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
static const AkUInt32 AK_INVALID_OUTPUT_DEVICE_ID
Invalid Device ID.
Definition: AkTypes.h:110
AkCurveInterpolation
Curve interpolation types.
Definition: AkTypes.h:860
AKSOUNDENGINE_API void SetRandomSeed(AkUInt32 in_uSeed)
#define AK_CALLBACK(_type, _name)
AkPanningRule
Headphone / speakers panning rules.
Definition: AkTypes.h:1151
const AkOSChar * szPluginDLLPath
When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the gam...
void(* AkBusCallbackFunc)(AkSpeakerVolumeMatrixCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:282
AkUInt32 uNumMemorySlabs
Number of memory slabs to pre-allocate for job manager memory. At least one slab per worker thread sh...
AKSOUNDENGINE_API void GetDefaultPlatformInitSettings(AkPlatformInitSettings &out_platformSettings)
AKSOUNDENGINE_API AKRESULT TryUnsetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings, AKRESULT *out_pUnsetResults)
AKSOUNDENGINE_API AKRESULT SetMultiplePositions(AkGameObjectID in_GameObjectID, const AkSoundPosition *in_pPositions, AkUInt16 in_NumPositions, MultiPositionType in_eMultiPositionType=MultiPositionType_MultiDirections, AkSetPositionFlags in_eFlags=AkSetPositionFlags_Default)
AKSOUNDENGINE_API AKRESULT GetSourcePlayPosition(AkPlayingID in_PlayingID, AkTimeMs *out_puPosition, bool in_bExtrapolate=true)
AKSOUNDENGINE_API AKRESULT SetDistanceProbe(AkGameObjectID in_listenerGameObjectID, AkGameObjectID in_distanceProbeGameObjectID)
AKSOUNDENGINE_API AKRESULT SetListeners(AkGameObjectID in_emitterGameObj, const AkGameObjectID *in_pListenerGameObjs, AkUInt32 in_uNumListeners)
AKSOUNDENGINE_API AKRESULT SetPosition(AkGameObjectID in_GameObjectID, const AkSoundPosition &in_Position, AkSetPositionFlags in_eFlags=AkSetPositionFlags_Default)
static const AkUniqueID AK_INVALID_UNIQUE_ID
Invalid unique 32-bit ID.
Definition: AkTypes.h:97
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)
AkUInt32 AkStateID
State ID.
Definition: AkTypes.h:53
AkPluginType
Definition: AkTypes.h:1186
@ AkPanningRule_Speakers
Left and right positioned 60 degrees apart (by default - see AK::SoundEngine::GetSpeakerAngles()).
Definition: AkTypes.h:1152
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:332
AKSOUNDENGINE_API void MuteBackgroundMusic(bool in_bMute)
@ AkCurveInterpolation_Linear
Linear (Default)
Definition: AkTypes.h:867
AKSOUNDENGINE_API AKRESULT SetContainerHistory(AK::IReadBytes *in_pBytes)
void(* AkAssertHook)(const char *in_pszExpression, const char *in_pszFileName, int in_lineNumber)
static const AkPlayingID AK_INVALID_PLAYING_ID
Invalid playing ID.
Definition: AkTypes.h:99
AKSOUNDENGINE_API AkUInt32 GetIDFromString(const char *in_pszString)
AKSOUNDENGINE_API AKRESULT PrepareBank(AK::SoundEngine::PreparationType in_PreparationType, const char *in_pszString, AK::SoundEngine::AkBankContent in_uFlags=AkBankContent_All, AkBankType in_bankType=AkBankType_User)
AKSOUNDENGINE_API AKRESULT SetOfflineRendering(bool in_bEnableOfflineRendering)
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)
uint64_t AkUInt64
Unsigned 64-bit integer.
AKSOUNDENGINE_API AKRESULT AddDefaultListener(AkGameObjectID in_listenerGameObj)
AkUInt32 AkSwitchStateID
Switch ID.
Definition: AkTypes.h:72
@ AkActionOnEventType_Resume
Resume.
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)
AKSOUNDENGINE_API AKRESULT Suspend(bool in_bRenderAnyway=false, bool in_bFadeOut=true)
AKSOUNDENGINE_API AKRESULT StopOutputCapture()
AKSOUNDENGINE_API AKRESULT SetSpeakerAngles(const AkReal32 *in_pfSpeakerAngles, AkUInt32 in_uNumAngles, AkReal32 in_fHeightAngle=AK_DEFAULT_HEIGHT_ANGLE, AkOutputDeviceID in_idOutput=0)
AkUInt32 uCpuMonitorQueueMaxSize
Maximum size of the CPU monitoring queue, per thread, in bytes. This parameter is not used in Release...
AK::IAkPluginParam *(* AkCreateParamCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin parameter node creation function prototype.
Definition: IAkPlugin.h:1331
AKSOUNDENGINE_API AKRESULT ResetListenersToDefault(AkGameObjectID in_emitterGameObj)
@ AkActionOnEventType_Break
Break.
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)
bool bOfflineRendering
Enables/disables offline rendering. Offline Rendering with Wwise.
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:96
AkUniqueID audioDeviceShareset
@ AkFloorPlane_YZ
The floor is oriented along the YZ-plane. The front vector points towards +Y, the up vector towards +...
AkTimeMs msTime
Position of the source (in ms) associated with that playing item.
@ AkActionOnEventType_Stop
Stop.
void * BGMCallbackCookie
Application-defined user data for the audio source change event callback function.
AkUniqueID sourceID
Source ID (available in the SoundBank content files)
uint32_t AkUInt32
Unsigned 32-bit integer.
AkChannelConfig channelConfig
bool bUseSoundBankMgrThread
Use a separate thread for loading sound banks. Allows asynchronous operations.
void(* AkDeviceStatusCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkUniqueID in_idAudioDeviceShareset, AkUInt32 in_idDeviceID, AkAudioDeviceEvent in_idEvent, AKRESULT in_AkResult)
Definition: AkCallback.h:401
AkUniqueID mediaID
Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file...
@ AkPluginTypeNone
Unknown/invalid plug-in type.
Definition: AkTypes.h:1187
Definition: AkMidiTypes.h:237
AkUInt64 AkOutputDeviceID
Audio Output device ID.
Definition: AkTypes.h:85
bool bDebugOutOfRangeCheckEnabled
Debug setting: Enable checks for out-of-range (and NAN) floats in the processing code....
AkUniqueID audioNodeID
Audio Node ID of playing item.
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)
@ AkBankType_User
User-defined bank.
Definition: AkTypes.h:1087
AkReal32 AkRtpcValue
Real time parameter control value.
Definition: AkTypes.h:74
AKSOUNDENGINE_API AKRESULT UnregisterResourceMonitorCallback(AkResourceMonitorCallbackFunc in_pCallback)
AKSOUNDENGINE_API AKRESULT UnregisterGlobalCallback(AkGlobalCallbackFunc in_pCallback, AkUInt32 in_eLocation=AkGlobalCallbackLocation_BeginRender)
AkProfilerPostMarkerFunc fnProfilerPostMarker
External (optional) function for tracking significant events in the sound engine, to act as a marker ...
AkUInt32 AkSwitchGroupID
Switch group ID.
Definition: AkTypes.h:71
AKSOUNDENGINE_API AKRESULT ClearPreparedEvents()
Return values for GetSourcePlayPositions.
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()
AkUInt32 uCommandQueueSize
Size of the command queue, in bytes.
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:1329
IAkSoftwareCodec *(* AkCreateBankSourceCallback)(void *in_pCtx)
Registered bank source node creation function prototype.
Definition: AkTypes.h:1066
AKSOUNDENGINE_API AKRESULT PrepareBus(PreparationType in_PreparationType, const char **in_ppszString, AkUInt32 in_uBusses)
AKSOUNDENGINE_API AkUInt64 GetSampleTick()
AKSOUNDENGINE_API AK::IAkGlobalPluginContext * GetGlobalPluginContext()
AkUInt32 AkBankType
Run time bank type.
Definition: AkTypes.h:76
@ AkActionOnEventType_ReleaseEnvelope
Release envelope.
AkFloorPlane
AKSOUNDENGINE_API AKRESULT SetBusConfig(AkUniqueID in_audioNodeID, AkChannelConfig in_channelConfig)
AkUInt32 AkJobType
Job type identifier.
Definition: AkTypes.h:89
AkUInt32 AkPlayingID
Playing ID.
Definition: AkTypes.h:55
AKSOUNDENGINE_API bool GetBackgroundMusicMute()
@ AkActionOnEventType_Pause
Pause.
void(* AkProfilerPushTimerFunc)(AkPluginID in_uPluginID, const char *in_pszZoneName)
AkProfilerPushTimerFunc fnProfilerPushTimer
External (optional) function for tracking performance of the sound engine that is called when a timer...
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:348
void(* FuncRequestJobWorker)(AkJobWorkerFunc in_fnJobWorker, AkJobType in_jobType, AkUInt32 in_uNumWorkers, void *in_pClientData)
Callback function prototype definition used for handling requests from JobMgr for new workers to perf...
AkUInt32 uBankReadBufferSize
The number of bytes read by the BankReader when new data needs to be loaded from disk during serializ...
AKSOUNDENGINE_API AKRESULT RemoveListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT GetBufferStatusForPinnedEvent(AkUniqueID in_eventID, AkReal32 &out_fPercentBuffered, bool &out_bCachePinnedMemoryFull)
AkUInt32 AkTriggerID
Trigger ID.
Definition: AkTypes.h:79
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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