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Wwise SDK 2025.1.0
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AkSoundEngine.h
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121Â bool in_bBackgroundMusicMuted, ///< Flag indicating whether the busses tagged as "background music" in the project are muted or not.
125Â /// 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.
126Â /// AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
129Â 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.
130Â 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.
131Â 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.
134Â };
138Â // in_uExecutionTimeUsec is the number of microseconds that the function should execute for before terminating.
139Â // Note that the deadline is only checked after each individual job completes execution, so the function may run slightly
140Â // longer than intended. The "in_uExecutionTimeUsec" should be considered a suggestion or guideline, not a strict rule.
141Â // A value of 0 means that the function will run until there are no more jobs ready to be immediately executed.
150Â /// Callback function prototype definition used for handling requests from JobMgr for new workers to perform work.
152Â 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.
153Â AkJobType in_jobType, ///< The type of job worker that has been requested. This should be passed forward to in_fnJobWorker
158Â 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().
160Â AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]; ///< The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
162Â 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.
163Â AkUInt32 uMemorySlabSize; ///< Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
165Â void* pClientData; ///< Arbitrary data that will be passed back to the client when calling FuncRequestJobWorker
168Â /// 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)
169Â /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Timer was started in.
170Â /// 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.
176Â /// 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)
179Â ///< 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)
180Â /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Marker was posted in.
181Â /// 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.
198Â bool bEnableGameSyncPreparation; ///< Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
199Â 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.
200Â ///< 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.
201Â AkReal32 fStreamingLookAheadRatio; ///< Multiplication factor for all streaming look-ahead heuristic values, for music streams.
203Â AkUInt32 uNumSamplesPerFrame; ///< Number of samples per audio frame (256, 512, 1024, or 2048).
205Â AkUInt32 uMonitorQueuePoolSize; ///< Size of the monitoring queue, in bytes. This parameter is not used in Release build.
206Â AkUInt32 uCpuMonitorQueueMaxSize; ///< Maximum size of the CPU monitoring queue, per thread, in bytes. This parameter is not used in Release build.
209Â AkJobMgrSettings settingsJobManager; ///< Settings to configure the behavior of the Sound Engine's internal job manager
211Â 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)
213Â bool bUseSoundBankMgrThread; ///< Use a Wwise-owned thread for loading sound banks. If set to false, bank-loading will occur only inside a call to AK::SoundEngine::ProcessBanks(). \sa \ref goingfurther_bankmgrthread
214Â bool bUseLEngineThread; ///< Use a Wwise-owned thread for processing audio. If set to false, audio processing will occur only inside a call to AK::SoundEngine::RenderAudio(). \sa \ref goingfurther_eventmgrthread
216Â AkBackgroundMusicChangeCallbackFunc BGMCallback; ///< Application-defined audio source change event callback function.
217Â void* BGMCallbackCookie; ///< Application-defined user data for the audio source change event callback function.
218Â const AkOSChar * szPluginDLLPath; ///< When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the game executable.
220Â 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.
221Â ///< AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
224Â ///< 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.
225Â ///< This setting is also used to simulate real-world positioning of System Audio Objects, to improve the HRTF in some cases.
226Â ///< Note that for legacy reasons, this setting's name is misleading. Its value should represent the number of game units *per* meter.
227Â ///< For example, if your game engine sends positions in centimeters, the value of fGameUnitsToMeters should be 100.
229Â 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.
231Â 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.
233Â 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.
235Â bool bOfflineRendering; ///< Enables/disables offline rendering. \ref goingfurther_offlinerendering
237Â 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)
238Â 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)
239Â 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)
254Â AkUniqueID mediaID; ///< Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file)
256Â AkUInt32 samplePosition; ///< Position of the source (in samples) associated with that playing item
275Â /// \warning This function is not thread-safe. It should not be called at the same time as \c SoundEngine::Init() or \c SoundEngine::Term().
285Â /// \remark The initial settings should be initialized using <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
286Â /// and <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt> to fill the structures with their
287Â /// default settings. This is not mandatory, but it helps avoid backward compatibility problems.
291Â /// - \c AK_MemManagerNotInitialized if the memory manager is not available or not properly initialized
292Â /// - \c AK_StreamMgrNotInitialized if the stream manager is not available or not properly initialized
293Â /// - \c AK_SSEInstructionsNotSupported if the machine does not support SSE instruction (only on the PC)
294Â /// - \c AK_InsufficientMemory if there is not enough memory available to initialize the sound engine properly
296Â /// - \c AK_AlreadyInitialized if the sound engine is already initialized, or if the provided settings result in insufficient
306Â AkInitSettings * in_pSettings, ///< Initialization settings (can be NULL, to use the default values)
307Â AkPlatformInitSettings * in_pPlatformSettings ///< Platform-specific settings (can be NULL, to use the default values)
328Â AkPlatformInitSettings & out_platformSettings ///< Returned default platform-specific sound engine settings
335Â /// \warning Before calling Term, you must ensure that no other thread is accessing the sound engine.
354Â /// Call this function to get the speaker configuration of the output (which may not correspond
355Â /// to the physical output format of the platform, in the case of downmixing provided by the platform itself).
359Â /// If the speaker configuration of the output is object-based, the speaker configuration of the
360Â /// main mix is returned. To query more information on object-based output devices, see AK::SoundEngine::GetOutputDeviceConfiguration.
362Â /// It is recommended to call GetSpeakerConfiguration anytime after receiving a callback from RegisterAudioDeviceStatusCallback to know if the channel configuration has changed.
365Â /// 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.
367Â /// \return The output configuration. An empty AkChannelConfig not AkChannelConfig::IsValid() if device does not exist or if the Init.bnk was not loaded yet.
373Â 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
377Â /// Call this function to get the channel configuration of the output device as well as its 3D audio capabilities.
378Â /// If the configuration of the output device is object-based (io_channelConfig.eConfigType == AK_ChannelConfigType_Objects),
379Â /// io_capabilities can be inspected to determine the channel configuration of the main mix (Ak3DAudioSinkCapabilities::channelConfig),
380Â /// whether or not the output device uses a passthrough mix (Ak3DAudioSinkCapabilities::bPassthrough) and the maximum number of objects
381Â /// that can play simultaneously on this output device (Ak3DAudioSinkCapabilities::uMax3DAudioObjects). Note that if
382Â /// Ak3DAudioSinkCapabilities::bMultiChannelObjects is false, multi-channel objects will be split into multiple mono objects
385Â /// \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.
412Â AkPanningRule & out_ePanningRule, ///< Returned panning rule (AkPanningRule_Speakers or AkPanningRule_Headphone) for given output.
413Â 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
418Â /// \warning This function posts a message through the sound engine's internal message queue, whereas GetPanningRule() queries the current panning rule directly.
420Â /// The specified panning rule will only impact the sound if the processing format is downmixing to Stereo in the mixing process. It
425Â 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
428Â /// Gets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
430Â /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
431Â /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
433Â /// You may call this function with io_pfSpeakerAngles set to NULL to get the expected number of angle values in io_uNumAngles,
444Â /// - 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.
445Â /// - When panning to 5.1, the front speakers use angle[0], and the surround speakers use (angle[2] + angle[1]) / 2.
451Â 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.
452Â 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.
453Â AkReal32 & out_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
454Â 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
457Â /// Sets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
459Â /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180], for a 7.1 speaker configuration.
460Â /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
463Â /// - This function requires the minimum speaker angle between any pair of speakers to be at least 5 degrees.
464Â /// - 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.
470Â /// 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().
471Â /// \warning This function only applies to configurations (or subset of these configurations) that are standard and whose speakers are on the plane (2D).
476Â /// - \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.
479Â const AkReal32 * in_pfSpeakerAngles, ///< Array of loudspeaker pair angles, in degrees relative to azimuth ]0,180].
480Â 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()).
481Â 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.
482Â 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
485Â /// Allows the game to set the volume threshold to be used by the sound engine to determine if a voice must go virtual.
487Â /// If this function is not called, the used value will be the value specified in the platform specific project settings.
496Â /// Allows the game to set the maximum number of non virtual voices to be played simultaneously.
498Â /// If this function is not called, the used value will be the value specified in the platform specific project settings.
508Â /// This function may only be used if a worker function has been set via \ref AkJobMgrSettings.
510Â /// - \c AK_InvalidParameter in_jobType is not a valid jobtype, or in_uNewMaxActiveWorkers is not greater than 0
511Â /// - \c AK_NotInitialized JobMgr system was not already initialized with a function to request for workers
532Â 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.
548Â /// 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.
559Â /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
560Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
561Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
565Â AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
566Â AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
568Â AkCreateParamCallback in_pCreateParamFunc, ///< Pointer to the plug-in's parameter node creation function
569Â 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.
574Â /// 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.
577Â /// - \c AK_FileNotFound if the DLL is not found in the OS path or if it has extraneous dependencies not found.
578Â /// - \c AK_InsufficientMemory if the system ran out of resources while loading the dynamic library
579Â /// - \c AK_NotCompatible if the file was found but is not binary-compatible with the system's expected executable format
584Â const AkOSChar* in_DllPath = NULL ///< Optional path to the DLL. Will override szPluginDLLPath that was set in AkInitSettings.
591Â AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
592Â AkUInt32 in_ulPluginID ///< Plug-in identifier (as declared in the plug-in description XML file)
598Â /// 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.
608Â /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
609Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
610Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
613Â AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
615Â AkCreateFileSourceCallback in_pFileCreateFunc, ///< Pointer to the codec's file source node creation function
616Â AkCreateBankSourceCallback in_pBankCreateFunc ///< Pointer to the codec's bank source node creation function
619Â /// Registers a global callback function. This function will be called from the audio rendering thread, at the
620Â /// location specified by in_eLocation. This function will also be called from the thread calling
622Â /// For example, in order to be called at every audio rendering pass, and once during teardown for releasing resources, you would call
623Â /// RegisterGlobalCallback(myCallback, AkGlobalCallbackLocation_BeginRender | AkGlobalCallbackLocation_Term, myCookie, AkPluginTypeNone, 0, 0);
625Â /// A Plugin Type, Company ID and Plugin ID can be provided to this function to enable timing in the performance monitor.
626Â /// 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.
631Â /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
638Â AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender, ///< Callback location defined in AkGlobalCallbackLocation. Bitwise OR multiple locations if needed.
640Â AkPluginType in_eType = AkPluginTypeNone, ///< Plug-in type (for example, source or effect). AkPluginTypeNone for no timing.
641Â AkUInt32 in_ulCompanyID = 0, ///< Company identifier (as declared in the plug-in description XML file). 0 for no timing.
642Â AkUInt32 in_ulPluginID = 0 ///< Plug-in identifier (as declared in the plug-in description XML file). 0 for no timing.
645Â /// Unregisters a global callback function, previously registered using RegisterGlobalCallback.
647Â /// It is legal to call this function while already inside of a global callback, If it is unregistering itself and not
652Â /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
659Â AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender ///< Must match in_eLocation as passed to RegisterGlobalCallback for this callback.
662Â /// Registers a resource monitor callback function that gets all of the resource usage data contained in the
663Â /// AkResourceMonitorDataSummary structure. This includes general information about the system, such as CPU usage,
664Â /// active Voices, and Events. This function will be called from the audio rendering thread at the end of each frame.
666Â /// 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.
674Â AkResourceMonitorCallbackFunc in_pCallback ///< Function to register as a resource monitor callback.
677Â /// Unregisters a resource monitor callback function, previously registered using RegisterResourceMonitorCallback.
679Â /// It is legal to call this function while already inside of a resource monitor callback, If it is unregistering itself and not
686Â AkResourceMonitorCallbackFunc in_pCallback ///< Function to unregister as a resource monitor callback.
697Â /// Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatusCallback
707Â /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
710Â /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
726Â /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
729Â /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
751Â /// The callback function can be used to be notified when markers are reached or when the event is finished (see \ref AkCallbackType).
752Â /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
753Â /// \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.
755Â /// If used, the array of external sources should contain the information for each external source triggered by the
756Â /// event. When triggering an event with multiple external sources, you need to differentiate each source
757Â /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
758Â /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
759Â /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
762Â /// 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.
763Â /// If the Event is missing, it will be requested from Wwise Authoring directly, which might cause additional latency.
776Â void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
778Â AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
779Â 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.
785Â /// The callback function can be used to be notified when markers are reached or when the event is finished (see \ref AkCallbackType).
786Â /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
787Â /// \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.
789Â /// If used, the array of external sources should contain the information for each external source triggered by the
790Â /// event. When triggering an event with multiple external sources, you need to differentiate each source
791Â /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
792Â /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
793Â /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
796Â /// 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.
797Â /// If the Event is missing, it will be requested from Wwise Authoring directly, which might cause additional latency.
810Â void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
812Â AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
813Â 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.
819Â /// The callback function can be used to be notified when markers are reached or when the event is finished (see \ref AkCallbackType).
820Â /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
821Â /// \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.
823Â /// If used, the array of external sources should contain the information for each external source triggered by the
824Â /// event. When triggering an event with multiple external sources, you need to differentiate each source
825Â /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
826Â /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
827Â /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
830Â /// 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.
831Â /// If the Event is missing, it will be requested from Wwise Authoring directly, which might cause additional latency.
844Â void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
846Â AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
847Â 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.
856Â const AkActionOnEventType AkActionOnEventType_ReleaseEnvelope = AkActionOnEventType_ReleaseEnvelope;
859Â /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
867Â AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
870Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
875Â /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
883Â AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
886Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
891Â /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type Play.
899Â AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
902Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
907Â /// Executes a number of MIDI Events on all nodes that are referenced in the specified Event in an Action of type Play.
908Â /// The time at which a MIDI Event is posted is determined by in_bAbsoluteOffsets. If false, each MIDI event will be
909Â /// posted in AkMIDIPost::uOffset samples from the start of the current frame. If true, each MIDI event will be posted
912Â /// The duration of a sample can be determined from the sound engine's audio settings, via a call to AK::SoundEngine::GetAudioSettings.
913Â /// If a playing ID is specified then that playing ID must be active. Otherwise a new playing ID will be assigned.
914Â /// \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.
925Â bool in_bAbsoluteOffsets = false, ///< Set to true when AkMIDIPost::uOffset are absolute, false when relative to current frame
928Â void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
932Â /// Stops MIDI notes on all nodes that are referenced in the specified event in an action of type play,
933Â /// with the specified Game Object. Invalid parameters are interpreted as wildcards. For example, calling
934Â /// this function with in_eventID set to AK_INVALID_UNIQUE_ID will stop all MIDI notes for Game Object
949Â /// 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
950Â /// 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
952Â /// \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.
953Â /// \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.
954Â /// \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
955Â /// 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.
956Â /// \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
957Â /// will get cached with active priority, while all other files will get cached with inactive priority.
958Â /// \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
959Â /// 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.
975Â /// 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
976Â /// 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
978Â /// \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.
979Â /// \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.
980Â /// \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
981Â /// 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.
982Â /// \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
983Â /// will get cached with active priority, while all other files will get cached with inactive priority.
984Â /// \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
985Â /// 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.
1001Â /// 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
1002Â /// 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
1004Â /// \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.
1005Â /// \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.
1006Â /// \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
1007Â /// 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.
1008Â /// \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
1009Â /// will get cached with active priority, while all other files will get cached with inactive priority.
1010Â /// \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
1011Â /// 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.
1026Â /// 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
1027Â /// 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.
1039Â /// 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
1040Â /// 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.
1052Â /// 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
1053Â /// 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.
1064Â /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1065Â /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1066Â /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1067Â /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see \c AkDeviceSettings
1077Â AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1078Â bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1081Â /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1082Â /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1083Â /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1084Â /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1094Â AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1095Â bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1099Â /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1100Â /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1101Â /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1102Â /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1112Â AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1113Â bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1117Â /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1120Â /// - This works with all objects of the Containers hierarchy, including Music Segments and Music Switch Containers.
1121Â /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1122Â /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1123Â /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1128Â /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1129Â /// With objects of the Containers hierarchy, markers are embedded in wave files by an external wave editor.
1130Â /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1131Â /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1132Â /// to nearest marker. In the case of interactive music objects (Music Segments, Music Switch Containers, and Music Playlist Containers), user (wave) markers are ignored:
1133Â /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1134Â /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1138Â /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1140Â /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1142Â /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1144Â /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1145Â /// value that was passed to the method. Use <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt> to query
1147Â /// (so that it restarts precisely at the position that you specified). <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1152Â /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1153Â /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1154Â /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1155Â /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1167Â AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1169Â bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1170Â 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.
1174Â /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1177Â /// - This works with all objects of the Containers hierarchy, and also with Music Segments and Music Switch Containers.
1178Â /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1179Â /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1180Â /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1183Â /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1187Â /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1188Â /// With objects of the Containers hierarchy, markers are embedded in wave files by an external wave editor.
1189Â /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1190Â /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1191Â /// to nearest marker. In the case of interactive music objects (Music Segments, Music Switch Containers, and Music Playlist Containers), user (wave) markers are ignored:
1192Â /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1193Â /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1197Â /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1199Â /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1201Â /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1203Â /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1204Â /// value that was passed to the method. Use <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt> to query
1206Â /// (so that it restarts precisely at the position that you specified). <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1211Â /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1212Â /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1213Â /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1214Â /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1225Â AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1227Â bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1228Â 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.
1232Â /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1235Â /// - This works with all objects of the Containers hierarchy, and also with Music Segments and Music Switch Containers.
1236Â /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1237Â /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1238Â /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1241Â /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1245Â /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1246Â /// With objects of the Containers hierarchy, markers are embedded in wave files by an external wave editor.
1247Â /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1248Â /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1249Â /// to nearest marker. In the case of interactive music objects (Music Segments, Music Switch Containers, and Music Playlist Containers), user (wave) markers are ignored:
1250Â /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1251Â /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1255Â /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1257Â /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1259Â /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1261Â /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1262Â /// value that was passed to the method. Use <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt> to query
1264Â /// (so that it restarts precisely at the position that you specified). <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1269Â /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1270Â /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1271Â /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1272Â /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1284Â AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1286Â bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1287Â 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.
1290Â /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1291Â /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1294Â /// - This works with all objects of the Containers hierarchy, and also with Music Segments and Music Switch Containers.
1295Â /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1296Â /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1297Â /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1301Â /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1302Â /// With objects of the Containers hierarchy, markers are embedded in wave files by an external wave editor.
1303Â /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1304Â /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1305Â /// to nearest marker. In the case of interactive music objects (Music Segments, Music Switch Containers, and Music Playlist Containers), user (wave) markers are ignored:
1306Â /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1307Â /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1311Â /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1312Â /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1314Â /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1316Â /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1318Â /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1319Â /// value that was passed to the method. Use <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt> to query
1320Â /// the exact position of a segment. Also, the segment will be silent during the time that period
1321Â /// (so that it restarts precisely at the position that you specified). <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1326Â /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1327Â /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1328Â /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1329Â /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1338Â AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1339Â 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)
1340Â bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1341Â 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.
1345Â /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1346Â /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1349Â /// - This works with all objects of the Containers hierarchy, and also with Music Segments and Music Switch Containers.
1350Â /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1351Â /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1352Â /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1355Â /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1356Â /// With objects of the Containers hierarchy, markers are embedded in wave files by an external wave editor.
1357Â /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1358Â /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1359Â /// to nearest marker. In the case of interactive music objects (Music Segments, Music Switch Containers, and Music Playlist Containers), user (wave) markers are ignored:
1360Â /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1361Â /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1365Â /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1366Â /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1368Â /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1370Â /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1372Â /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1373Â /// value that was passed to the method. Use <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt> to query
1374Â /// the exact position of a segment. Also, the segment will be silent during the time that period
1375Â /// (so that it restarts precisely at the position that you specified). <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1380Â /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1381Â /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1382Â /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1383Â /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1392Â AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1393Â 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)
1394Â bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1395Â 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.
1399Â /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1400Â /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1403Â /// - This works with all objects of the Containers hierarchy, and also with Music Segments and Music Switch Containers.
1404Â /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1405Â /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1406Â /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1409Â /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1410Â /// With objects of the Containers hierarchy, markers are embedded in wave files by an external wave editor.
1411Â /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1412Â /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1413Â /// to nearest marker. In the case of interactive music objects (Music Segments, Music Switch Containers, and Music Playlist Containers), user (wave) markers are ignored:
1414Â /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1415Â /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1419Â /// - With Music Segments, in_fPercent is relative to the Entry Cue, and the segment's duration is the
1420Â /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1422Â /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1424Â /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1426Â /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1427Â /// value that was passed to the method. Use <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt> to query
1428Â /// the exact position of a segment. Also, the segment will be silent during the time that period
1429Â /// (so that it restarts precisely at the position that you specified). <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1434Â /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1435Â /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1436Â /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1437Â /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1446Â AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1447Â 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)
1448Â bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see notes above).
1449Â 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.
1473Â /// Gets the current position of the source associated with this playing ID, obtained from PostEvent(). If more than one source is playing,
1476Â /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1477Â /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1478Â /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1483Â /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1489Â AkTimeMs* out_puPosition, ///< Position of the source (in ms) associated with the specified playing ID
1490Â bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update.
1493Â /// Gets the current position of the sources associated with this playing ID, obtained from PostEvent().
1495Â /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1496Â /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1497Â /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1499Â /// - If 0 is passed in for the number of entries (*in_pcPositions == 0) then only the number of positions will be returned and the
1506Â /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1512Â AkSourcePosition* out_puPositions, ///< Audio Node IDs and positions of sources associated with the specified playing ID
1513Â 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
1514Â bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update
1517Â /// Query information on the active segment of a music object that is playing. Use the playing ID
1518Â /// that was returned from AK::SoundEngine::PostEvent(), provided that the event contained a play
1519Â /// action that was targeting a music object. For any interactive music object (Music Segments, Music Switch Containers, and Music Playlist Containers),
1521Â /// To be able to query segment information, you must pass the AK_EnableGetMusicPlayPosition flag
1522Â /// to the AK::SoundEngine::PostEvent() method. This informs the sound engine that the source associated
1523Â /// with this event should be given special consideration because GetPlayingSegmentInfo() can be called
1526Â /// - If the music object is a single segment, you will get negative values for AkSegmentInfo::iCurrentPosition
1529Â /// - The active segment during the pre-entry of the first segment of a Playlist Container or a Music Switch
1530Â /// Container is "nothing", as well as during the post-exit of the last segment of a Playlist (and beyond).
1532Â /// - If in_bExtrapolate is true (default), AkSegmentInfo::iCurrentPosition is corrected by the amount of time elapsed
1533Â /// since the beginning of the audio frame. It is thus possible that it slightly overshoots the total segment length.
1534Â /// \return AK_Success if there is a playing music structure associated with the specified playing ID.
1540Â AkSegmentInfo& out_segmentInfo, ///< Structure containing information about the active segment of the music structure that is playing.
1541Â bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update.
1544Â /// Gets the stream buffering of the sources associated with this playing ID, obtained from PostEvent().
1546Â /// - You need to pass AK_EnableGetSourceStreamBuffering to PostEvent() in order to use this function, otherwise
1548Â /// - The sources stream buffering is updated at every audio frame. If there are multiple sources associated with this playing ID,
1550Â /// - The returned buffering status out_bIsBuffering will be true If any of the sources associated with the playing ID are actively being buffered.
1551Â /// 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.
1552Â /// - Purely in-memory sources are excluded from this database. If all sources are in-memory, GetSourceStreamBuffering() will return AK_PlayingIDNotFound.
1553Â /// - 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.
1554Â /// 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.
1557Â /// - \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.
1562Â AkTimeMs & out_buffering, ///< Returned amount of buffering (in ms) of the source (or one of the sources) associated with that playing ID
1563Â bool & out_bIsBuffering ///< Returned buffering status of the source(s) associated with that playing ID
1569Â AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< (Optional)Specify a game object to stop only playback associated to the provided game object ID.
1574Â /// This function is deprecated. It is functionally identical to ExecuteActionOnPlayingID() using AkActionOnEventType_Stop.
1575Â /// API call in Wwise Capture Log will show ExecuteActionOnPlayingID when calling this function.
1583Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1593Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1610Â /// This function is provided to give the same behavior on platforms that don't have user-music support.
1623Â /// Sends custom game data to a plug-in that resides on a bus (insert Effect or mixer plug-in).
1627Â /// \aknote The plug-in type and ID are passed and matched with plugins set on the desired bus.
1628Â /// This means that you cannot send different data to various instances of a plug-in on the same bus.\endaknote
1632Â 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.
1634Â AkUInt32 in_uCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
1635Â AkUInt32 in_uPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
1648Â /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1649Â /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1656Â AkGameObjectID in_gameObjectID ///< ID of the game object to be registered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF].
1662Â /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1663Â /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1670Â AkGameObjectID in_gameObjectID, ///< ID of the game object to be registered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF].
1677Â /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1678Â /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1681Â /// For example, say a sound associated with this game object is a 3D moving sound. This sound will
1682Â /// stop moving when the game object is unregistered, and there will be no way to regain control over the game object.
1688Â AkGameObjectID in_gameObjectID ///< ID of the game object to be unregistered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF]. Use
1692Â /// Unregister all game objects, or all game objects with a particular matching set of property flags.
1696Â /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1721Â const AkSoundPosition & in_Position,///< Position to set; in_Position.Orientation must be normalized.
1722Â AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1726Â /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1727Â /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1729Â /// - Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt>
1730Â /// - If a sound has diffraction enabled, it is treated as <tt>AkMultiPositionType_MultiDirections</tt>. <tt>AkMultiPositionType_MultiSources</tt> is not supported in this case.
1734Â /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1747Â AkMultiPositionType in_eMultiPositionType = AkMultiPositionType_MultiDirections, ///< \ref AkMultiPositionType
1748Â AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1751Â /// Sets multiple positions to a single game object, with flexible assignment of input channels.
1752Â /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1753Â /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1754Â /// \aknote Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
1757Â /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1765Â const AkChannelEmitter * in_pPositions, ///< Array of positions to apply, each using its own channel mask.
1767Â AkMultiPositionType in_eMultiPositionType = AkMultiPositionType_MultiDirections, ///< \ref AkMultiPositionType
1768Â AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1772Â /// Modify the attenuation computations on this Game Object to simulate sounds with a larger or smaller area of effect.
1779Â AkReal32 in_fAttenuationScalingFactor ///< Scaling Factor, 1 means 100%, 0.5 means 50%, 2 means 200%, and so on.
1782Â /// Use the position of a separate game object for distance calculations for a specified listener.
1783Â /// When <tt>AK::SoundEngine::SetDistanceProbe()</tt> is called, Wwise calculates distance attenuation and filtering
1784Â /// based on the distance between the distance probe Game Object (\c in_distanceProbeGameObjectID) and the emitter Game Object's position.
1785Â /// In third-person perspective applications, the distance probe Game Object may be set to the player character's position,
1786Â /// and the listener Game Object's position to that of the camera. In this scenario, attenuation is based on
1787Â /// the distance between the character and the sound, whereas panning, spatialization, and spread and focus calculations are base on the camera.
1788Â /// Both Game Objects, \c in_listenerGameObjectID and \c in_distanceProbeGameObjectID must have been previously registered using <tt>AK::SoundEngine::RegisterGameObj</tt>.
1789Â /// This function is optional. if <tt>AK::SoundEngine::SetDistanceProbe()</tt> is never called, distance calculations are based on the listener Game Object position.
1790Â /// 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.
1791Â /// \aknote If the distance probe Game Object is assigned multiple positions, then the first position is used for distance calculations by the listener. \endaknote
1797Â AkGameObjectID in_listenerGameObjectID, ///< Game object identifier for the listener. Must have been previously registered via RegisterGameObj.
1798Â 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.
1808Â /// This function must be called periodically (once per game frame) when using asynchronous bank-loading functions.
1810Â /// When <tt>AkInitSettings::bUseSoundBankMgrThread</tt> is <tt>false</tt>, this function processes all pending operations immediately on the calling thread.
1813Â /// When <tt>AkInitSettings::bUseSoundBankMgrThread</tt> is <tt>false</tt>, this function is not thread-safe. There should be a dedicated thread to call
1814Â /// this function every game frame. In addition, synchronous Bank and Prepare calls implicitely call this function. Therefore, synchronous Bank and Prepare
1815Â /// calls should always be called from the same thread that is calling <tt>AK::SoundEngine::ProcessBanks</tt>.
1825Â /// It also internally calls ClearPreparedEvents() since at least one bank must have been loaded to allow preparing events.
1828Â /// - \c AK_NotInitialized if the sound engine was not correctly initialized or if there is not enough memory to handle the command
1846Â AkReal32 in_fThroughput, ///< Average throughput of bank data streaming (bytes/ms) (the default value is AK_DEFAULT_BANK_THROUGHPUT)
1847Â AkPriority in_priority ///< Priority of bank streaming (the default value is AK_DEFAULT_PRIORITY)
1863Â /// - \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.
1869Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure, check the debug console)
1877Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1878Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1879Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1881Â /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1882Â /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1883Â /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1884Â /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1886Â /// 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.
1887Â /// The Capture Log will still report the missing file. For example, this will be the case when SoundBanks were not generated.
1888Â /// If this option is selected, you can work without SoundBanks as long as Wwise Authoring is connected.
1925Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1933Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1934Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1935Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1937Â /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1938Â /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1939Â /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1940Â /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1942Â /// 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.
1943Â /// The Capture Log will still report the missing file. For example, this will be the case when SoundBanks were not generated.
1944Â /// If this option is selected, you can work without SoundBanks as long as Wwise Authoring is connected.
1963Â /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
1972Â /// - \c AK_BankReadError: I/O error. The bank is either shorter than expected or its data corrupted.
1977Â /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console or Wwise Profiler
1981Â /// - \c AK_Fail: Load or unload failed for any other reason. , check the debug console or Wwise Profiler
1989Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1990Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1991Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1994Â /// 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.
1995Â /// The Capture Log will still report the missing file. For example, this will be the case when SoundBanks were not generated.
1996Â /// If this option is selected, you can work without SoundBanks as long as Wwise Authoring is connected.
2012Â /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2013Â /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2017Â /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2034Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2042Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2043Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2044Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2046Â /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2047Â /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2048Â /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2056Â const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2063Â /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2064Â /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2068Â /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2084Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2092Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2093Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2094Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2096Â /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2097Â /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2098Â /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2106Â const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2114Â /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2118Â /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2120Â /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2138Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2146Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2147Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2148Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2157Â 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)
2164Â /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2168Â /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2170Â /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2187Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2195Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2196Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2197Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2206Â 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)
2212Â /// 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.
2214Â /// 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.
2216Â 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)
2218Â 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.
2241Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2242Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2243Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2245Â /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2246Â /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2247Â /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2248Â /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2249Â /// (<tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>) if you use the default Stream Manager's implementation.
2250Â /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2253Â /// 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.
2254Â /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2270Â 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)
2294Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2295Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2296Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2298Â /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2299Â /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2300Â /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2301Â /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2302Â /// (<tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>) if you use the default Stream Manager's implementation.
2303Â /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2306Â /// 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.
2307Â /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2323Â 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)
2329Â /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2347Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2348Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2349Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2351Â /// - The file path should be resolved in your implementation of the Stream Manager, or in the Low-Level I/O module if
2352Â /// 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.
2353Â /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2356Â /// 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.
2357Â /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2371Â 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)
2377Â /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2378Â /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2382Â /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2399Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2400Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2401Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2403Â /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2404Â /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2405Â /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2414Â const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2423Â /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2424Â /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2428Â /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2444Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2445Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2446Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2448Â /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2449Â /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2450Â /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2459Â const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2469Â /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2473Â /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2475Â /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2493Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2494Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2495Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2505Â 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)
2514Â /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2518Â /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2520Â /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2538Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2539Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2540Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2550Â 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)
2561Â /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2563Â /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2565Â /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2567Â /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2575Â 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.
2582Â /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2584Â /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2586Â /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2588Â /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2596Â 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.
2601Â /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2603Â /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2611Â 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.
2618Â /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2622Â /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2624Â /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2633Â 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.
2642Â /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2646Â /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2648Â /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2657Â 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.
2665Â /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2667Â /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2676Â 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.
2682Â /// Cancels all Event callbacks associated with a specific callback cookie specified while loading Banks of preparing Events.\n
2700Â Preparation_Load, ///< \c PrepareEvent() will load required information to play the specified event.
2701Â Preparation_Unload, ///< \c PrepareEvent() will unload required information to play the specified event.
2702Â Preparation_LoadAndDecode, ///< Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
2708Â /// 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.
2714Â 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.
2717Â };
2720Â /// 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
2721Â /// 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(),
2723Â /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2730Â /// 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
2731Â /// 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;
2732Â /// 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.
2734Â AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2736Â AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2741Â /// 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
2742Â /// 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(),
2744Â /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2751Â /// \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
2752Â /// 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;
2753Â /// 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.
2755Â AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2757Â AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2761Â /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2762Â /// 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
2763Â /// 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(),
2765Â /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2772Â /// \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
2773Â /// 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;
2774Â /// 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.
2776Â AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2778Â AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2783Â /// 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
2784Â /// 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(),
2786Â /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2793Â /// 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
2794Â /// 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;
2795Â /// 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.
2797Â AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2801Â AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2806Â /// 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
2807Â /// 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(),
2809Â /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2816Â /// 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
2817Â /// 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;
2818Â /// 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.
2820Â AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2824Â AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2828Â /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2829Â /// 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
2830Â /// 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(),
2832Â /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2839Â /// \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
2840Â /// 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;
2841Â /// 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.
2843Â AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2847Â AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2854Â /// - \c AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command.
2877Â /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2884Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2896Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2916Â /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2923Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2937Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2943Â /// The Events are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
2955Â /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2962Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2974Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2981Â /// The Events are identified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
2990Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3004Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3013Â /// The Events are identified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3022Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3036Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3044Â /// The Events are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3053Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3067Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3104Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3139Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3145Â /// The Busses are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3172Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3179Â /// The Busses are identified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3184Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3197Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3206Â /// The Busses are identified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3211Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3224Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3232Â /// The Busses are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3237Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3250Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3258Â /// The sources are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3259Â /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid or media sizes are 0.
3265Â /// Removes the specified source from the list of loaded media, only if this media is not already in use.
3266Â /// The sources are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3267Â /// \aknote Media that is still in use by the sound engine should not be unset. It is marked for removal to prevent additional use.
3268Â /// If this function returns AK_ResourceInUse, then the client must not release memory for this media.
3269Â /// Instead, the client should retry the TryUnsetMedia operation later with the same parameters and check for AK_Success.
3271Â /// 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.
3272Â /// out_pUnsetResults will be filled with either AK_Success or AK_ResourceInUse, indicating which media was still in use and not unset.
3274Â /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3275Â /// - \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.
3285Â /// The group and game syncs are specified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3294Â /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3301Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3303Â /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3304Â /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3314Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3317Â const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3323Â /// The group and game syncs are specified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3332Â /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3339Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3341Â /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3342Â /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3352Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3355Â const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3360Â /// The group and game syncs are specified by ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3369Â /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3376Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3378Â /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3379Â /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3389Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3392Â AkUInt32* in_paGameSyncID, ///< Array of ID of the game syncs to either support or not support.
3398Â /// The group and game syncs are specified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3404Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3407Â /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3408Â /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3419Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3422Â const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3430Â /// The group and game syncs are specified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3436Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3439Â /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3440Â /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3451Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3454Â const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3461Â /// The group and game syncs are specified by ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3467Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3470Â /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3471Â /// set to true. When set to false, the sound engine automatically prepares all Game Syncs when preparing Events,
3482Â PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3485Â AkUInt32* in_paGameSyncID, ///< Array of ID of the Game Syncs to either support or not support.
3499Â /// 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.
3500Â /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3503Â /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
3510Â AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3511Â const AkGameObjectID* in_pListenerGameObjs, ///< Array of listener game object IDs that will be activated for in_emitterGameObj.
3516Â /// 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.
3517Â /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3524Â AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3525Â AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be activated for in_emitterGameObj.
3529Â /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3537Â AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be deactivated for in_emitterGameObj. Game objects must have been previously registered.
3540Â /// 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
3541Â /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3542Â /// 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.
3547Â const AkGameObjectID* in_pListenerObjs, ///< Array of listener game object IDs that will be activated for subsequent registrations. Game objects must have been previously registered.
3551Â /// Add a single listener to the default set of listeners. Upon registration, all game objects reference the default listener set, until
3552Â /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3558Â AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be added to the default set of listeners.
3561Â /// Remove a single listener from the default set of listeners. Upon registration, all game objects reference the default listener set, until
3562Â /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3568Â AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be removed from the default set of listeners.
3571Â /// 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>.
3584Â /// If \c in_bSpatialized is false, only \c in_pVolumeOffsets is used for this listener (3D positions
3585Â /// have no effect on the speaker distribution). Otherwise, \c in_pVolumeOffsets is added to the speaker
3587Â /// Use helper functions of \c AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets.
3590Â /// - If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig,
3601Â bool in_bSpatialized, ///< Spatialization toggle (True : enable spatialization, False : disable spatialization)
3602Â AkChannelConfig in_channelConfig, ///< Channel configuration associated with volumes in_pVolumeOffsets. Ignored if in_pVolumeOffsets is NULL.
3603Â AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets = NULL ///< Per-speaker volume offset, in dB. See AkSpeakerVolumes.h for how to manipulate this vector.
3614Â /// With this function, you may set a game parameter value with global scope or with game object scope.
3615Â /// 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
3616Â /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3617Â /// To set a game parameter value with global scope, pass \c AK_INVALID_GAME_OBJECT as the game object.
3618Â /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3619Â /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3620Â /// according to the interpolation curve. If you call <tt>SetRTPCValue()</tt> with <tt>in_uValueChangeDuration = 0</tt> in the
3621Â /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3622Â /// function at every game frame, you should not use \c in_uValueChangeDuration, as it would have no effect and it is less efficient.
3636Â AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3637Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3638Â 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.
3643Â /// With this function, you may set a game parameter value to global scope or to game object scope.
3644Â /// 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
3645Â /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3646Â /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3647Â /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3648Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3649Â /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3650Â /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3651Â /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3665Â AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3666Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3667Â 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.
3672Â /// With this function, you may set a game parameter value with global scope or with game object scope.
3673Â /// 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
3674Â /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3675Â /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3676Â /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3677Â /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3678Â /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3679Â /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3680Â /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3694Â AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3695Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3696Â 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.
3702Â /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3703Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3704Â /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3705Â /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3706Â /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3720Â AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3721Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3722Â 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.
3729Â /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3730Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3731Â /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3732Â /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3733Â /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3747Â AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3748Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3749Â 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.
3756Â /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3757Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3758Â /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3759Â /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3760Â /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3774Â AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3775Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3776Â 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.
3779Â /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3780Â /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3781Â /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3783Â /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3784Â /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3785Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3786Â /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3800Â AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3801Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3802Â 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.
3806Â /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3807Â /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3808Â /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3810Â /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3811Â /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3812Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3813Â /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3827Â AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3828Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3829Â 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.
3833Â /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3834Â /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3835Â /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3837Â /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3838Â /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3839Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3840Â /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3854Â AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3855Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3856Â 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.
3859Â /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3860Â /// With this function, you may reset a game parameter to its default value on playing id scope.
3862Â /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3863Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3865Â /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3878Â AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3879Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3880Â 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.
3884Â /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3885Â /// With this function, you may reset a game parameter to its default value on playing id scope.
3887Â /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3888Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3890Â /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3896Â /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
3905Â AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3906Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3907Â 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.
3911Â /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3912Â /// With this function, you may reset a game parameter to its default value on playing id scope.
3914Â /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3915Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3917Â /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3923Â /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
3932Â AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3933Â AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3934Â 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.
4081Â /// Registers a callback to allow the game to modify or override the volume to be applied at the output of an audio bus.
4085Â /// \aknote The callback function will not be called for the Main Audio Bus, since the output of this bus is not a bus, but is instead an Audio Device.\endaknote
4103Â /// 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
4104Â /// 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.
4124Â /// 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
4125Â /// 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.
4138Â AkOutputDeviceID in_idOutput, ///< Output ID, as returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
4146Â /// 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
4147Â /// 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.
4158Â AkGameObjectID in_listenerObjID, ///< Associated listener game object ID. Pass AK_INVALID_GAME_OBJECT to set the Output Bus Volume for all connected listeners.
4169Â /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will
4176Â AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
4185Â /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4186Â /// Bus which does not have any Effects, or removing the last Effect on a currently playing bus.
4188Â /// \aknote This function will replace existing Effects on the node. If the target node is not at
4189Â /// the top of the hierarchy and is in the Containers hierarchy, the option "Override Parent" in
4190Â /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4200Â AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the Effect slot
4210Â /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4211Â /// bus which does not have any Effects, or removing the last Effect on a currently playing Bus.
4213Â /// \aknote This function will replace existing Effects on the node. If the target node is not at
4215Â /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4226Â AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
4236Â /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4237Â /// Bus which does not have any effects, or removing the last Effect on a currently playing bus.
4239Â /// \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
4240Â /// \aknote This function will replace existing Effects on the node. If the target node is not at
4242Â /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4253Â AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
4256Â /// Sets an audio device effect shareset on the specified output device and effect slot index.
4260Â /// \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
4261Â /// \aknote This function will replace existing effects of the audio device shareset. \endaknote
4262Â /// \aknote Audio device effects support is limited to one shareset per plug-in type at any time. \endaknote
4263Â /// \aknote Errors are reported in the Wwise Capture Log if the effect cannot be set on the output device. \endaknote
4267Â 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
4278Â AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4290Â AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4302Â AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4305Â /// Sets a game object's obstruction and occlusion levels. If SetMultiplePositions were used, values are set for all positions.
4306Â /// To assign a unique obstruction and occlusion value to each sound position, instead use AK::SoundEngine::SetMultipleObstructionAndOcclusion.
4319Â /// Sets a game object's obstruction and occlusion value for each position defined by AK::SoundEngine::SetMultiplePositions.
4320Â /// This function differs from AK::SoundEngine::SetObjectObstructionAndOcclusion as a list of obstruction/occlusion pair is provided
4321Â /// and each obstruction/occlusion pair will affect the corresponding position defined at the same index.
4322Â /// \aknote In the case the number of obstruction/occlusion pairs is smaller than the number of positions, remaining positions'
4326Â /// - \c AK_CommandTooLarge if the number of obstruction values is too large for the command queue.
4327Â /// - \c AK_InvalidParameter if one of the parameter is out of range (check the debug console)
4332Â /// \return AK_Success if occlusion/obstruction values are successfully stored for this emitter
4336Â AkObstructionOcclusionValues* in_fObstructionOcclusionValues, ///< Array of obstruction/occlusion pairs to apply
4339Â AkUInt32 in_uNumOcclusionObstruction ///< Number of obstruction/occlusion pairs specified in the provided array
4343Â /// This function will write history data for all currently loaded containers and instantiated game
4344Â /// objects (for example, current position in Sequence Containers and previously played elements in
4347Â /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4358Â /// This function will read history data from the passed-in stream reader interface, and apply it to all
4362Â /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4380Â /// If more than one device is active, the system will create multiple files in the same output
4383Â /// If no device is running yet, the system will return success AK_Success despite doing nothing.
4384Â /// Use RegisterAudioDeviceStatusCallback to get notified when devices are created/destructed.
4386Â /// \return AK_Success if successful, AK_Fail if there was a problem starting the output capture.
4388Â /// - The sound engine opens a stream for writing using <tt>AK::IAkStreamMgr::CreateStd()</tt>. If you are using the
4389Â /// default implementation of the Stream Manager, file opening is executed in your implementation of
4390Â /// the Low-Level IO interface <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>. The following
4391Â /// AkFileSystemFlags are passed: uCompanyID = AKCOMPANYID_AUDIOKINETIC and uCodecID = AKCODECID_PCM,
4392Â /// and the AkOpenMode is AK_OpenModeWriteOvrwr. See \ref streamingmanager_lowlevel_location for
4409Â /// \return AK_Success if successful, AK_Fail if there was a problem stopping the output capture.
4423Â AkUInt32 in_uSamplePos = AK_INVALID_SAMPLE_POS ///< Sample to attach the marker to. If set to AK_INVALID_SAMPLE_POS, marker is added at the current recording time.
4436Â AkUInt32 in_uSamplePos = AK_INVALID_SAMPLE_POS ///< Sample to attach the marker to. If set to AK_INVALID_SAMPLE_POS, marker is added at the current recording time.
4444Â /// The callback will be called from the audio thread during real-time rendering and from the main thread during offline rendering.
4456Â AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4457Â void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4472Â AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4473Â void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4476Â /// Starts recording the sound engine profiling information into a file. This file can be read
4477Â /// by Wwise Authoring. The file is created at the base path. If you have integrated Wwise I/O,
4478Â /// you can use <tt>CAkDefaultIOHookDeferred::SetBasePath()</tt> (or <tt>CAkDefaultIOHookDeferred::AddBasePath()</tt>)
4479Â /// to change the location where the file is saved. The profiling session records all data types possible.
4485Â const AkOSChar* in_CaptureFileName ///< Name of the output profiler file (.prof extension recommended)
4500Â /// 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.
4522Â /// Adds an output to the sound engine. Use this to add controller-attached headphones, controller speakers, DVR output, etc.
4523Â /// 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).
4525Â /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4526Â /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4535Â /// The following codes are returned directly from the function, as opposed to the AkDeviceStatusCallback
4537Â /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations (see parameter list below).
4538Â /// - \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.
4539Â /// - \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.
4540Â /// - \c AK_NotInitialized: If AK::SoundEngine::Init was not called or if the Init.bnk was not loaded before the call.
4545Â /// - \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.
4546Â /// - \c AK_PluginNotRegistered: The audioDeviceShareset exists but the plug-in it refers to is not installed or statically linked with the game.
4547Â /// - \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.
4548Â /// - \c AK_DeviceNotCompatible: The hardware does not support this type of output. Wwise will NOT fallback to any other type of output.
4549Â /// - \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.
4550Â /// - \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.
4552Â const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4553Â 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
4554Â const AkGameObjectID* in_pListenerIDs = NULL, ///< Specific listener(s) to attach to this device.
4555Â ///< If specified, only the sounds routed to game objects linked to those listeners will play in this device.
4556Â ///< It is necessary to have separate listeners if multiple devices of the same type can coexist (e.g. controller speakers)
4557Â ///< If not specified, sound routing simply obey the associations between Master Busses and Audio Devices setup in the Wwise Project.
4562Â /// If a listener was associated with the device, you should consider unregistering the listener prior to call RemoveOutput
4568Â AkOutputDeviceID in_idOutput ///< ID of the output to remove. Use the returned ID from AddOutput, GetOutputID, or ReplaceOutput
4571Â /// Replaces an output device previously created during engine initialization or from AddOutput, with a new output device.
4572Â /// 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
4573Â /// that the old output device was associated with, and preserve all listeners that were attached to the old output device.
4575Â /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4576Â /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4584Â /// - \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.
4585Â /// - \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.
4586Â /// - \c AK_DeviceNotFound: The in_outputDeviceId provided does not match with any of the output devices that the sound engine is currently using.
4587Â /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations on in_settings
4590Â const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4591Â 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()
4592Â 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.
4596Â /// 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.
4597Â /// Use 0 for in_idShareset & in_idDevice to get the Main Output ID (the one usually initialized during AK::SoundEngine::Init)
4600Â 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.
4601Â AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4606Â const char* in_szShareSet, ///< Audio Device ShareSet Name, as defined in the Wwise Project. If Null, will select the Default Output shareset (always available)
4607Â AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4613Â 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)
4614Â AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4619Â /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4620Â /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4621Â /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4622Â /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4624Â /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4625Â /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4631Â /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4632Â /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4633Â /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4634Â /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4636Â /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4637Â /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4644Â /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4645Â /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4646Â /// SetBusDevice must be preceded by a call to AddOutput for the new device shareset to be registered as an output.
4648Â /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4649Â /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4656Â /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4660Â /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4663Â /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4664Â /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4668Â /// - \c AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4673Â AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
4674Â AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
4675Â 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.
4679Â /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4683Â /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4684Â /// * 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.
4686Â /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4687Â /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4691Â /// AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4693Â AkUniqueID in_audioDeviceShareSetID, ///< In: The audio device shareset ID for which to list the sink plug-in devices.
4694Â 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.
4703Â AkOutputDeviceID in_idOutput, ///< Output ID to set the volume on. As returned from AddOutput or GetOutputID
4707Â /// 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).
4708Â /// 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
4709Â /// 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
4710Â /// 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.
4712Â /// AK_NotCompatible when the device ID provided does not support spatial audio, or the platform does not support spatial audio
4713Â /// AK_Fail when there is some other miscellaneous failure, or the device ID provided does not match a device that the system knows about
4716Â AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4723Â /// 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.
4724Â /// Call \c WakeupFromSuspend when your application receives the message from the OS that the process is back in foreground.
4725Â /// When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when \ref RenderAudio() is called.
4726Â /// It is recommended to match the <b>in_bRenderAnyway</b> parameter with the behavior of the rest of your game:
4727Â /// 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.
4728Â /// If you want to minimize CPU when in background, then don't allow rendering and never call RenderAudio from the game.
4730Â /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4734Â 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().
4735Â 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.
4738Â /// 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.
4740Â /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4744Â 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.
4747Â /// Obtains the current audio output buffer tick. This corresponds to the number of buffers produced by
AKSOUNDENGINE_API AKRESULT RegisterPluginDLL(const AkOSChar *in_DllName, const AkOSChar *in_DllPath=NULL)
AkUInt32 uMonitorQueuePoolSize
Size of the monitoring queue, in bytes. This parameter is not used in Release build.
Definition: AkSoundEngine.h:205
AKSOUNDENGINE_API AKRESULT GetPlayingSegmentInfo(AkPlayingID in_PlayingID, AkSegmentInfo &out_segmentInfo, bool in_bExtrapolate=true)
void(* AkBankCallbackFunc)(AkUInt32 in_bankID, const void *in_pInMemoryBankPtr, enum AKRESULT in_eLoadResult, void *in_pCookie)
Definition: AkCallbackTypes.h:388
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()
AKSOUNDENGINE_API void ProcessBanks()
void(* AkProfilerPostMarkerFunc)(AkPluginID in_uPluginID, const char *in_pszMarkerName)
Definition: AkSoundEngine.h:182
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)
AkBackgroundMusicChangeCallbackFunc BGMCallback
Application-defined audio source change event callback function.
Definition: AkSoundEngine.h:216
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkSoundEngineTypes.h:73
Definition: AkCommonDefs.h:287
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: AkSoundEngineTypes.h:66
const AkActionOnEventType AkActionOnEventType_ReleaseEnvelope
Definition: AkSoundEngine.h:856
AKSOUNDENGINE_API AKRESULT LoadBankMemoryView(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkBankID &out_bankID)
void(* AkCaptureCallbackFunc)(AkAudioBuffer &in_CaptureBuffer, AkOutputDeviceID in_idOutput, void *in_pCookie)
Definition: AkCallbackTypes.h:454
void(* AkBusMeteringCallbackFunc)(AkBusMeteringCallbackInfo *in_pCallbackInfo)
Definition: AkCallbackTypes.h:431
AKSOUNDENGINE_API AKRESULT AddOutputCaptureBinaryMarker(void *in_pMarkerData, AkUInt32 in_uMarkerDataSize, AkUInt32 in_uSamplePos=AK_INVALID_SAMPLE_POS)
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(* AkJobWorkerFunc)(AkJobType in_jobType, AkUInt32 in_uExecutionTimeUsec)
Definition: AkSoundEngine.h:142
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,...
Definition: AkSoundEngine.h:2714
AkMeteringFlags
Metering flags. Used for specifying bus metering, through AK::SoundEngine::RegisterBusVolumeCallback(...
Definition: AkEnums.h:265
AKSOUNDENGINE_API AKRESULT StartOutputCapture(const AkOSChar *in_CaptureFileName)
AkProfilerPopTimerFunc fnProfilerPopTimer
External (optional) function for tracking performance of the sound engine that is called when a timer...
Definition: AkSoundEngine.h:238
AKSOUNDENGINE_API AKRESULT SetMaxNumVoicesLimit(AkUInt16 in_maxNumberVoices)
AKSOUNDENGINE_API AKRESULT RegisterOutputDeviceMeteringCallback(AkOutputDeviceID in_idOutput, AkOutputDeviceMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
const AkActionOnEventType AkActionOnEventType_Break
Definition: AkSoundEngine.h:855
AkUInt32 uNumSamplesPerFrame
Number of samples per audio frame (256, 512, 1024, or 2048).
Definition: AkSoundEngine.h:203
Definition: AkAndroidSoundEngine.h:83
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)
@ AkFloorPlane_XY
The floor is oriented along the XY-plane. The front vector points towards +X, the up vector towards +...
Definition: AkSoundEngine.h:130
AkReal32 fDebugOutOfRangeLimit
Debug setting: Only used when bDebugOutOfRangeCheckEnabled is true. This defines the maximum values s...
Definition: AkSoundEngine.h:231
Definition: AkSpeakerConfig.h:436
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)
AkUInt32 updateBufferTick
Value of GetBufferTick() at the time the position was updated.
Definition: AkSoundEngine.h:257
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:1351
AKSOUNDENGINE_API AKRESULT RegisterGameObj(AkGameObjectID in_gameObjectID)
@ Preparation_LoadAndDecode
Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
Definition: AkSoundEngine.h:2702
AKSOUNDENGINE_API AKRESULT GetContainerHistory(AK::IWriteBytes *in_pBytes)
AKSOUNDENGINE_API AKRESULT LoadBank(const char *in_pszString, AkBankID &out_bankID, AkBankType in_bankType=AkBankType_User)
AKSOUNDENGINE_API AKRESULT SetState(AkStateGroupID in_stateGroup, AkStateID in_state)
Structure used to query info on active playing segments.
Definition: AkCallbackTypes.h:142
Platform-independent initialization settings of output devices.
Definition: AkSoundEngineTypes.h:185
AKSOUNDENGINE_API bool IsInitialized()
@ Preparation_Unload
PrepareEvent() will unload required information to play the specified event.
Definition: AkSoundEngine.h:2701
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
Definition: AkConstants.h:33
@ AkBankContent_All
Use AkBankContent_All to load both the media and structural content.
Definition: AkSoundEngine.h:2715
AKSOUNDENGINE_API AKRESULT SetOfflineRenderingFrameTime(AkReal32 in_fFrameTimeInSeconds)
AKSOUNDENGINE_API AKRESULT ClearBanks()
AKSOUNDENGINE_API AKRESULT UnregisterAudioDeviceStatusCallback()
Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatus...
Definition: IBytes.h:43
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.
Definition: AkSoundEngine.h:256
AKSOUNDENGINE_API AKRESULT SetOutputVolume(AkOutputDeviceID in_idOutput, AkReal32 in_fVolume)
AKSOUNDENGINE_API AKRESULT GetPanningRule(AkPanningRule &out_ePanningRule, AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API AKRESULT ResetRTPCValueByPlayingID(AkRtpcID in_rtpcID, AkPlayingID in_playingID, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AKSOUNDENGINE_API AKRESULT SetBankLoadIOSettings(AkReal32 in_fThroughput, AkPriority in_priority)
AKSOUNDENGINE_API AKRESULT RegisterAudioDeviceStatusCallback(AK::AkDeviceStatusCallbackFunc in_pCallback)
void(* AkResourceMonitorCallbackFunc)(const struct AkResourceMonitorDataSummary *in_pdataSummary)
Definition: AkCallbackTypes.h:409
AKSOUNDENGINE_API AKRESULT PostTrigger(AkTriggerID in_triggerID, AkGameObjectID in_gameObjectID)
const AkActionOnEventType AkActionOnEventType_Pause
Definition: AkSoundEngine.h:853
AKSOUNDENGINE_API AKRESULT PinEventInStreamCache(AkUniqueID in_eventID, AkPriority in_uActivePriority, AkPriority in_uInactivePriority)
AKSOUNDENGINE_API void CancelEventCallbackGameObject(AkGameObjectID in_gameObjectID)
AKSOUNDENGINE_API AKRESULT ReplaceOutput(const AkOutputSettings &in_Settings, AkOutputDeviceID in_outputDeviceId, AkOutputDeviceID *out_pOutputDeviceId=NULL)
AKSOUNDENGINE_API void GetDefaultInitSettings(AkInitSettings &out_settings)
AKSOUNDENGINE_API AKRESULT RegisterPlugin(AkPluginType in_eType, AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID, AkCreatePluginCallback in_pCreateFunc, AkCreateParamCallback in_pCreateParamFunc, AkGetDeviceListCallback in_pGetDeviceList=NULL)
FuncRequestJobWorker fnRequestJobWorker
Function called by the job manager when a new worker needs to be requested. When null,...
Definition: AkSoundEngine.h:158
AKSOUNDENGINE_API AKRESULT SetActorMixerEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
AKSOUNDENGINE_API AKRESULT RegisterCodec(AkUInt32 in_ulCompanyID, AkUInt32 in_ulCodecID, AkCreateFileSourceCallback in_pFileCreateFunc, AkCreateBankSourceCallback in_pBankCreateFunc)
bool bUseLEngineThread
Use a Wwise-owned thread for processing audio. If set to false, audio processing will occur only insi...
Definition: AkSoundEngine.h:214
void(* AkOutputDeviceMeteringCallbackFunc)(AkOutputDeviceMeteringCallbackInfo *in_pCallbackInfo)
Definition: AkCallbackTypes.h:441
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)
AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]
The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
Definition: AkSoundEngine.h:160
AKSOUNDENGINE_API AKRESULT DecodeBank(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkMemPoolId in_uPoolForDecodedBank, void *&out_pDecodedBankPtr, AkUInt32 &out_uDecodedBankSize)
Definition: AkSoundEngineTypes.h:94
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...
Definition: AkSoundEngine.h:177
@ AkFloorPlane_XZ
The floor is oriented along the ZX-plane. The front vector points towards +Z, the up vector towards +...
Definition: AkSoundEngine.h:129
AkUInt32 uContinuousPlaybackLookAhead
Default is 1 audio quantum, also known as an audio frame. Its size is equal to AkInitSettings::uNumSa...
Definition: AkSoundEngine.h:199
AKSOUNDENGINE_API AKRESULT RemoveOutput(AkOutputDeviceID in_idOutput)
bool bEnableGameSyncPreparation
Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
Definition: AkSoundEngine.h:198
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.
Definition: AkSoundEngine.h:165
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)
Definition: AkSoundEngine.h:194
Necessary settings for setting externally-loaded sources.
Definition: AkSoundEngine.h:244
AkUInt32 uMemorySlabSize
Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
Definition: AkSoundEngine.h:163
AKSOUNDENGINE_API AKRESULT SeekOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkTimeMs in_iPosition, bool in_bSeekToNearestMarker=false, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
const AkActionOnEventType AkActionOnEventType_Last
Definition: AkSoundEngine.h:857
AkUInt32 uMaxHardwareTimeoutMs
Amount of time to wait for HW devices to trigger an audio interrupt. If there is no interrupt after t...
Definition: AkSoundEngine.h:211
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.
Definition: AkSoundEngine.h:2700
AKSOUNDENGINE_API AKRESULT UnregisterGameObj(AkGameObjectID in_gameObjectID)
AKSOUNDENGINE_API AKRESULT SetJobMgrMaxActiveWorkers(AkJobType in_jobType, AkUInt32 in_uNewMaxActiveWorkers)
@ AkMultiPositionType_MultiDirections
Simulate one sound coming from multiple directions. Useful for repositionning sounds based on wall op...
Definition: AkEnums.h:318
AKSOUNDENGINE_API AKRESULT RenderAudio(bool in_bAllowSyncRender=true)
AkJobMgrSettings settingsJobManager
Settings to configure the behavior of the Sound Engine's internal job manager.
Definition: AkSoundEngine.h:209
Positioning information for a sound, with specified subset of its channels.
Definition: Ak3DObjects.h:390
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)
AKSOUNDENGINE_API AKRESULT SetMultiplePositions(AkGameObjectID in_GameObjectID, const AkSoundPosition *in_pPositions, AkUInt16 in_NumPositions, AkMultiPositionType in_eMultiPositionType=AkMultiPositionType_MultiDirections, AkSetPositionFlags in_eFlags=AkSetPositionFlags_Default)
Settings for the Sound Engine's internal job manager.
Definition: AkSoundEngine.h:149
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)
AKRESULT(* AkBackgroundMusicChangeCallbackFunc)(bool in_bBackgroundMusicMuted, void *in_pCookie)
Definition: AkSoundEngine.h:120
AKSOUNDENGINE_API AKRESULT UnregisterCaptureCallback(AkCaptureCallbackFunc in_pfnCallback, AkOutputDeviceID in_idOutput=AK_INVALID_OUTPUT_DEVICE_ID, void *in_pCookie=NULL)
AKSOUNDENGINE_API AkChannelConfig GetSpeakerConfiguration(AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API AKRESULT GetAudioSettings(AkAudioSettings &out_audioSettings)
AkUInt32 uMediaSize
Size, in bytes, of the data to be set for the source.
Definition: AkSoundEngine.h:247
AKSOUNDENGINE_API AKRESULT UnloadBank(const char *in_pszString, const void *in_pInMemoryBankPtr, AkBankType in_bankType=AkBankType_User)
AKSOUNDENGINE_API AKRESULT AddOutputCaptureMarker(const char *in_MarkerText, AkUInt32 in_uSamplePos=AK_INVALID_SAMPLE_POS)
AKSOUNDENGINE_API AKRESULT RegisterBusMeteringCallback(AkUniqueID in_busID, AkBusMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
AKSOUNDENGINE_API void SetRandomSeed(AkUInt32 in_uSeed)
const AkOSChar * szPluginDLLPath
When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the gam...
Definition: AkSoundEngine.h:218
Definition: IAkPlugin.h:1385
AkUInt32 uNumMemorySlabs
Number of memory slabs to pre-allocate for job manager memory. At least one slab per worker thread sh...
Definition: AkSoundEngine.h:162
AKSOUNDENGINE_API void GetDefaultPlatformInitSettings(AkPlatformInitSettings &out_platformSettings)
AKSOUNDENGINE_API AKRESULT TryUnsetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings, AKRESULT *out_pUnsetResults)
@ AkGlobalCallbackLocation_BeginRender
Start of frame rendering, after having processed game messages.
Definition: AkCallbackTypes.h:116
AKSOUNDENGINE_API AKRESULT GetSourcePlayPosition(AkPlayingID in_PlayingID, AkTimeMs *out_puPosition, bool in_bExtrapolate=true)
Definition: IBytes.h:111
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)
AKSOUNDENGINE_API AKRESULT SendPluginCustomGameData(AkUniqueID in_busID, AkGameObjectID in_busObjectID, AkPluginType in_eType, AkUInt32 in_uCompanyID, AkUInt32 in_uPluginID, const void *in_pData, AkUInt32 in_uSizeInBytes)
AKSOUNDENGINE_API AKRESULT SetBusEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
AKSOUNDENGINE_API void MuteBackgroundMusic(bool in_bMute)
AKSOUNDENGINE_API AKRESULT SetContainerHistory(AK::IReadBytes *in_pBytes)
void(* AkAssertHook)(const char *in_pszExpression, const char *in_pszFileName, int in_lineNumber)
Definition: AkSoundEngine.h:104
const AkActionOnEventType AkActionOnEventType_Stop
Definition: AkSoundEngine.h:852
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)
AkSetPositionFlags
Flags to independently set the position of the emitter or listener component on a game object.
Definition: AkEnums.h:326
AKSOUNDENGINE_API AKRESULT SetPanningRule(AkPanningRule in_ePanningRule, AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API AKRESULT AddDefaultListener(AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT SetGameObjectOutputBusVolume(AkGameObjectID in_emitterObjID, AkGameObjectID in_listenerObjID, AkReal32 in_fControlValue)
AKSOUNDENGINE_API AKRESULT AddOutput(const AkOutputSettings &in_Settings, AkOutputDeviceID *out_pDeviceID=NULL, const AkGameObjectID *in_pListenerIDs=NULL, AkUInt32 in_uNumListeners=0)
const AkActionOnEventType AkActionOnEventType_Resume
Definition: AkSoundEngine.h:854
AKSOUNDENGINE_API AKRESULT Suspend(bool in_bRenderAnyway=false, bool in_bFadeOut=true)
static const AkUInt32 AK_NUM_JOB_TYPES
Number of possible job types recognized by the Sound Engine.
Definition: AkConstants.h:70
Definition: AkSoundEngineTypes.h:57
void(* AkGlobalCallbackFunc)(AkGlobalPluginContextPtr in_pContext, enum AkGlobalCallbackLocation in_eLocation, void *in_pCookie)
Definition: AkCallbackTypes.h:402
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...
Definition: AkSoundEngine.h:206
AK::IAkPluginParam *(* AkCreateParamCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin parameter node creation function prototype.
Definition: IAkPlugin.h:1349
AKSOUNDENGINE_API AKRESULT ResetListenersToDefault(AkGameObjectID in_emitterGameObj)
AKSOUNDENGINE_API AKRESULT SetBusDevice(AkUniqueID in_idBus, AkUniqueID in_idNewDevice)
AKSOUNDENGINE_API AKRESULT ExecuteActionOnEvent(AkUniqueID in_eventID, AkActionOnEventType in_ActionType, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
bool bOfflineRendering
Enables/disables offline rendering. Offline Rendering with Wwise.
Definition: AkSoundEngine.h:235
AKSOUNDENGINE_API AKRESULT SetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings)
AKSOUNDENGINE_API void CancelBankCallbackCookie(void *in_pCookie)
@ AkFloorPlane_YZ
The floor is oriented along the YZ-plane. The front vector points towards +Y, the up vector towards +...
Definition: AkSoundEngine.h:131
AkTimeMs msTime
Position of the source (in ms) associated with that playing item.
Definition: AkSoundEngine.h:255
void * BGMCallbackCookie
Application-defined user data for the audio source change event callback function.
Definition: AkSoundEngine.h:217
void(* AkBusCallbackFunc)(struct AkSpeakerVolumeMatrixCallbackInfo *in_pCallbackInfo, void *in_pCookie)
Definition: AkCallbackTypes.h:357
@ AkSetPositionFlags_Default
Default: set both emitter and listener component positions.
Definition: AkEnums.h:330
AkUniqueID sourceID
Source ID (available in the SoundBank content files)
Definition: AkSoundEngine.h:245
bool bUseSoundBankMgrThread
Use a Wwise-owned thread for loading sound banks. If set to false, bank-loading will occur only insid...
Definition: AkSoundEngine.h:213
AkUniqueID mediaID
Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file...
Definition: AkSoundEngine.h:254
Definition: AkMidiTypes.h:235
bool bDebugOutOfRangeCheckEnabled
Debug setting: Enable checks for out-of-range (and NAN) floats in the processing code....
Definition: AkSoundEngine.h:233
Definition: AkSoundEngine.h:193
AKSOUNDENGINE_API AKRESULT UnpinEventInStreamCache(AkUniqueID in_eventID)
AKSOUNDENGINE_API AKRESULT SetRTPCValueByPlayingID(AkRtpcID in_rtpcID, AkRtpcValue in_value, AkPlayingID in_playingID, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AKSOUNDENGINE_API AKRESULT UnregisterResourceMonitorCallback(AkResourceMonitorCallbackFunc in_pCallback)
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 ...
Definition: AkSoundEngine.h:239
AKSOUNDENGINE_API AKRESULT ClearPreparedEvents()
AKSOUNDENGINE_API AKRESULT SetVolumeThreshold(AkReal32 in_fVolumeThresholdDB)
AKSOUNDENGINE_API AkPlayingID PostEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, AkUInt32 in_cExternals=0, AkExternalSourceInfo *in_pExternalSources=NULL, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AKSOUNDENGINE_API void Term()
AKSOUNDENGINE_API AKRESULT GetDeviceList(AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID, AkUInt32 &io_maxNumDevices, AkDeviceDescription *out_deviceDescriptions)
AKSOUNDENGINE_API void StopAll(AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
AK::IAkPlugin *(* AkCreatePluginCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin creation function prototype.
Definition: IAkPlugin.h:1347
AKSOUNDENGINE_API AKRESULT PrepareBus(PreparationType in_PreparationType, const char **in_ppszString, AkUInt32 in_uBusses)
AKSOUNDENGINE_API AkUInt64 GetSampleTick()
AKSOUNDENGINE_API AK::IAkGlobalPluginContext * GetGlobalPluginContext()
AkReal32 fStreamingLookAheadRatio
Multiplication factor for all streaming look-ahead heuristic values, for music streams.
Definition: AkSoundEngine.h:201
IAkSoftwareCodec *(* AkCreateBankSourceCallback)(void *in_pCtx)
Registered bank source node creation function prototype.
Definition: AkSoundEngineTypes.h:231
AKSOUNDENGINE_API AKRESULT SetBusConfig(AkUniqueID in_audioNodeID, AkChannelConfig in_channelConfig)
AKSOUNDENGINE_API bool GetBackgroundMusicMute()
AkUInt32 AkPlayingID
A unique identifier generated whenever a PostEvent is called (or when a Dynamic Sequence is created)....
Definition: AkTypedefs.h:42
void(* AkProfilerPushTimerFunc)(AkPluginID in_uPluginID, const char *in_pszZoneName)
Definition: AkSoundEngine.h:171
AkProfilerPushTimerFunc fnProfilerPushTimer
External (optional) function for tracking performance of the sound engine that is called when a timer...
Definition: AkSoundEngine.h:237
AKSOUNDENGINE_API void StopPlayingID(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
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...
Definition: AkSoundEngine.h:151
IAkSoftwareCodec *(* AkCreateFileSourceCallback)(void *in_pCtx)
Registered file source creation function prototype.
Definition: AkSoundEngineTypes.h:229
AkUInt32 uBankReadBufferSize
The number of bytes read by the BankReader when new data needs to be loaded from disk during serializ...
Definition: AkSoundEngine.h:229
AKSOUNDENGINE_API AKRESULT RemoveListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
void(* AkDeviceStatusCallbackFunc)(AkGlobalPluginContextPtr in_pContext, AkUniqueID in_idAudioDeviceShareset, AkUInt32 in_idDeviceID, enum AkAudioDeviceEvent in_idEvent, enum AKRESULT in_AkResult)
Definition: AkCallbackTypes.h:415
AKSOUNDENGINE_API AKRESULT GetBufferStatusForPinnedEvent(AkUniqueID in_eventID, AkReal32 &out_fPercentBuffered, bool &out_bCachePinnedMemoryFull)
AKSOUNDENGINE_API AKRESULT GetSpeakerAngles(AkReal32 *io_pfSpeakerAngles, AkUInt32 &io_uNumAngles, AkReal32 &out_fHeightAngle, AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API void CancelEventCallback(AkPlayingID in_playingID)
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