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Wwise SDK 2025.1.0
AkCmd_SetMultiplePositions Struct Reference

#include <AkCommandTypes.h>

Public Attributes

AkGameObjectID gameObjectID
 Game Object ID. More...
 
AkUInt32 flags
 See AkSetPositionFlags. More...
 
AkUInt32 multiPositionType
 See AkMultiPositionType. More...
 
AkUInt32 numPositions
 Number of game positions. More...
 

Detailed Description

Sets multiple positions to a single game object.

Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice. This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.

Note:
  • Using this command with only one position is the same as using AkCommand_SetPosition.
  • If a sound has diffraction enabled, it is treated as AkMultiPositionType_MultiDirections. AkMultiPositionType_MultiSources is not supported in this case.

The Sound Engine expects an array of AkChannelEmitter objects after the command. For example:

auto cmd = (AkCmd_SetMultiplePositions*)AK_CommandBuffer_Add(buffer, AkCommand_SetMultiplePositions);
// Fill out the command...
cmd->numPositions = myPositions.size();
AK_CommandBuffer_AddArray(buffer, sizeof(AkChannelEmitter), myPositions.size(), myPositions.data());

This command can fail for the following reasons:

  • AK_InvalidParameter: gameObjectID is outside the valid range, or flags are invalid, no positions were added after the command, or at least one position in the array is invalid
  • AK_IDNotFound: gameObjectID is not a registered game object ID.
See also

Definition at line 297 of file AkCommandTypes.h.


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