架构
{
"type": "object",
"properties": {
"event": {
"anyOf": [
{
"type": "string",
"pattern": "^[a-zA-Z_]+[a-zA-Z_0-9()]*$",
"description": "对象的名称。"
},
{
"type": "string",
"pattern": "^\\{[a-fA-F0-9]{8}-[a-fA-F0-9]{4}-[a-fA-F0-9]{4}-[a-fA-F0-9]{4}-[a-fA-F0-9]{12}\\}$",
"description": "以下形式的对象 GUID:{aabbcc00-1122-3344-5566-77889900aabb}。"
},
{
"type": "integer",
"description": "Wwise 对象的 Short ID。\\n 32 位无符号整数。",
"minimum": 0,
"maximum": 4294967295
}
],
"description": "Event 的 ID (GUID)、名称或 Short ID。"
},
"gameObject": {
"type": "integer",
"description": "关联游戏对象 ID;使用 <tt>AK_INVALID_GAME_OBJECT<\/tt> 来影响所有游戏对象。\\n 游戏对象 ID,64 位无符号整数。",
"minimum": 0,
"maximum": 18446744073709551615
},
"position": {
"type": "integer",
"description": "期望重新开始播放的位置(毫秒)。\\n 32 位整数。",
"minimum": -2147483648,
"maximum": 2147483647
},
"percent": {
"type": "number",
"description": "期望重新开始播放的位置,表示为文件总计时长的百分比(介于 0 ~ 1.f 之间)。参见上方有关无限循环声音的备注。"
},
"seekToNearestMarker": {
"type": "boolean",
"description": "若为 true,则最终寻址位置与最近的标记点保持一致。"
},
"playingId": {
"type": "integer",
"description": "指定要应用寻址的 Playing ID。这样可确保仅将寻址应用于 Playing ID 的活跃动作。若要对此 Event ID 的所有活跃动作进行寻址,可使用 \\c AK_INVALID_PLAYING_ID 或什么都不用。\\n 32 位无符号整数。",
"minimum": 0,
"maximum": 4294967295
}
},
"oneOf": [
{
"required": [
"event",
"gameObject",
"position",
"seekToNearestMarker",
"playingId"
]
},
{
"required": [
"event",
"gameObject",
"percent",
"seekToNearestMarker",
"playingId"
]
}
],
"additionalProperties": false
}