某些游戏对信号通路和声像平移有非常特殊的要求,而 Wwise 中可能无法满足这些要求。解决此限制的一种方法是注册到“Speaker Matrix Callback”(扬声器矩阵回调)。当 voice(声部)或总线将混入到另一条总线时,将调用此回调。通过此回调,您可以更改全局的和声道专用的声部或总线电平,从而修改混音或声像平移。
下面示例显示您可以如何为声部注册到此回调。注册是在发送播放此声部的事件时完成的。
VoiceCallback 回调描述如何识别输出总线,更改声部混入输出总线时的基础音量,以及更改声像平移音量来模拟不同的入射角。AkSpeakerVolumeMatrixCallbackInfo::pContext 暴露出声部相关信息,而 AkSpeakerVolumeMatrixCallbackInfo::pMixerContext 暴露出声部混入的总线相关信息(干信号的输出总线或辅助发送)。
static void VoiceCallback(
)
{
AKASSERT( eventID == AK::EVENTS::PLAY_HELLO );
return;
if ( uNumPosition > 0 )
{
if (pBusObject)
{
listenerTop.
X = -listenerTop.
X;
listenerTop.
Y = -listenerTop.
Y;
listenerTop.
Z = -listenerTop.
Z;
posEmitter,
posListener,
);
}
}
}
以下示例显示如何注册到总线回调。在本例中,AkSpeakerVolumeMatrixCallbackInfo::pContext 暴露出总线相关信息,我们要将("My_Bus")注册到这条总线,而 AkSpeakerVolumeMatrixCallbackInfo::pMixerContext 也对总线的父总线(或信号链中的下一条混音总线)暴露出总线相关信息,该总线是要将信号混音进去的总线。
static void BusCallback(
)
{
cfgThreeStereo,
mxTransmix );
{
while ( uChanOut < uNumOutputChannelsToCopy )
{
vMixOut[uChanOut] = vTransmixOut[uChanOut];
++uChanOut;
}
while ( uChanOut < in_pCallbackInfo->outputConfig.uNumChannels )
{
vMixOut[uChanOut] = 0;
++uChanOut;
}
}
}
下一示例显示如何注册到总线以查询它的电平表数据。
static void MeterCallback(
)
{
AkReal32 fPower = in_pMetering->GetKWeightedPower();
{
AkReal32 fChannelPeak = vTruePeak[uChannel];
...
}
...
}
AK::IAkMixerInputContext * pContext
Context of the current voice/bus about to be mixed into the output bus with specified base volume and...
AkGameObjectID gameObjID
Game object ID
virtual AkReal32 GetSpread(AkUInt32 in_uIndex)=0
AkReal32 * pfBaseVolume
Base volume, common to all channels.
@ AK_EnableBusMeter_KPower
Enable computation of K-weighted power metering (used as a basis for computing loudness,...
AkChannelConfig outputConfig
Channel configuration of the output bus.
AKSOUNDENGINE_API AKRESULT RegisterBusVolumeCallback(AkUniqueID in_busID, AkBusCallbackFunc in_pfnCallback, void *in_pCookie=NULL)
AkUInt32 uNumChannels
Number of channels.
AkChannelConfig inputConfig
Channel configuration of the voice/bus.
AkUInt64 AkGameObjectID
Game object ID
AkUInt32 uChannelMask
Channel mask (configuration).
AkMeteringFlags
Metering flags. Used for specifying bus metering, through AK::SoundEngine::RegisterBusVolumeCallback(...
AkForceInline AkUInt32 GetRequiredSize(AkUInt32 in_uNumChannelsIn, AkUInt32 in_uNumChannelsOut)
Compute size (in bytes) required for given channel configurations.
AK::IAkMixerPluginContext * pMixerContext
Output mixing bus context. Use it to access a few useful panning and mixing services,...
AkCallbackType
Type of callback. Used as a bitfield in methods AK::SoundEngine::PostEvent() and AK::SoundEngine::Dyn...
float AkReal32
32-bit floating point
virtual AKRESULT GetGameObjectPosition(AkUInt32 in_uIndex, AkSoundPosition &out_position) const =0
AkUniqueID eventID
Unique ID of Event, passed to PostEvent()
virtual IAkVoicePluginInfo * GetVoiceInfo()=0
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
AkUInt32 AkUniqueID
Unique 32-bit ID
virtual AkReal32 GetFocus(AkUInt32 in_uIndex)=0
AkForceInline VectorPtr GetChannel(MatrixPtr in_pVolumeMx, AkUInt32 in_uIdxChannelIn, AkUInt32 in_uNumChannelsOut)
Get pointer to volume distribution for input channel in_uIdxChannelIn.
@ AK_EnableBusMeter_TruePeak
Enable computation of true peak metering (most CPU and memory intensive).
#define AK_SPEAKER_SETUP_3STEREO
3.0 setup channel mask
virtual AkUInt32 GetNum3DPositions()=0
#define AKASSERT(Condition)
AKSOUNDENGINE_API AKRESULT RegisterBusMeteringCallback(AkUniqueID in_busID, AkBusMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
AkReal32 * pfEmitterListenerVolume
Emitter-listener pair-specific gain. When there are multiple emitter-listener pairs,...
virtual AKRESULT Compute3DPositioning(AkReal32 in_fAngle, AkReal32 in_fElevation, AkReal32 in_fSpread, AkReal32 in_fFocus, AkChannelConfig in_inputConfig, AkChannelMask in_uInputChanSel, AkChannelConfig in_outputConfig, AkReal32 in_fCenterPerc, AK::SpeakerVolumes::MatrixPtr out_mxVolumes)=0
Struct containing metering information about a buffer. Depending on when this struct is generated,...
static const AkPlayingID AK_INVALID_PLAYING_ID
Invalid playing ID
virtual AKRESULT ComputeSpeakerVolumesDirect(AkChannelConfig in_inputConfig, AkChannelConfig in_outputConfig, AkReal32 in_fCenterPerc, AK::SpeakerVolumes::MatrixPtr out_mxVolumes)=0
AKSOUNDENGINE_API AkUInt32 GetIDFromString(const char *in_pszString)
virtual IAkGameObjectPluginInfo * GetGameObjectInfo()=0
AkForceInline void SetStandard(AkUInt32 in_uChannelMask)
Set channel config as a standard configuration specified with given channel mask.
AkReal32 * MatrixPtr
Volume matrix. Access each input channel vector with AK::SpeakerVolumes::Matrix::GetChannel().
virtual AkReal32 GetCenterPerc()=0
uint32_t AkUInt32
Unsigned 32-bit integer
Game object information available to plugins.
3D vector for some operations in 3D space. Typically intended only for localized calculations due to ...
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)
@ AK_SpeakerVolumeMatrix
Callback triggered at each frame, letting the client modify the speaker volume matrix....
AK::SpeakerVolumes::MatrixPtr pVolumes
Pointer to volume matrix describing the contribution of each source channel to destination channels....
AkUInt32 AkPlayingID
A unique identifier generated whenever a PostEvent is called (or when a Dynamic Sequence is created)....
AkPlayingID playingID
Playing ID of Event, returned by PostEvent()
const AkReal32 * ConstVectorPtr
Constant volume vector. Access each element with the standard bracket [] operator.
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