Wwise SDK 2025.1.0
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#include <AkCommandTypes.h>
Public Attributes | |
AkUniqueID | eventID |
Unique ID of the event. More... | |
union { | |
AkTimeMs absolute | |
Desired position where playback should restart, in milliseconds. More... | |
AkReal32 relative | |
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) More... | |
} | position |
AkGameObjectID | gameObjectID |
(optional) Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects More... | |
AkPlayingID | playingID |
(optional) 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 to seek on all active actions of this event ID. More... | |
AkUInt8 | isPositionRelative |
Determines whether the position should be interpreted as absolute (milliseconds) or relative (%). More... | |
AkUInt8 | seekToNearestMarker |
If non-zero, the final seeking position will be made equal to the nearest marker (see note above) More... | |
Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
Notes:
position
is greater than their duration.position
is clamped internally to the beginning of the sound/segment.Notes specific to Music Segments:
position
is relative to the Entry Cue, in milliseconds. Use a negative value to seek within the Pre-Entry.AK::MusicEngine::GetPlayingSegmentInfo()
to query the exact position of a segment. Also, the segment will be silent during that time (so that it restarts precisely at the position that you specified). AK::MusicEngine::GetPlayingSegmentInfo()
also informs you about the remaining look-ahead time. Notes specific to Music Switch Containers:
This command can fail for the following reasons:
eventID
is invalid.gameObjectID
is specified but not a registered game object.Definition at line 641 of file AkCommandTypes.h.
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