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Wwise SDK 2025.1.0
AkSoundEngine.h
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2 The content of this file includes portions of the AUDIOKINETIC Wwise Technology
3 released in source code form as part of the SDK installer package.
4 
5 Commercial License Usage
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14 Alternatively, this file may be used under the Apache License, Version 2.0 (the
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26 
27 // AkSoundEngine.h
28 
29 /// \file
30 /// The main sound engine interface.
31 
32 
33 #ifndef _AK_SOUNDENGINE_H_
34 #define _AK_SOUNDENGINE_H_
35 
40 
41 #if defined(AK_NULL_PLATFORM)
42 // null platform has no platform-specific soundengine
43 struct AkPlatformInitSettings { };
44 #elif defined(AK_WIN)
47 
48 #elif defined (AK_MAC_OS_X)
51 
52 #elif defined (AK_IOS)
55 
56 #elif defined(AK_XBOXGC) // Gaming.Xbox platform
59 
60 #elif defined( AK_ANDROID )
63 
64 #elif defined( AK_HARMONY )
67 
68 #elif defined (AK_PS4)
71 
72 #elif defined (AK_PS5)
75 
76 #elif defined( AK_LINUX_DESKTOP )
79 
80 #elif defined( AK_EMSCRIPTEN )
83 
84 #elif defined( AK_QNX )
85 #include <AK/SoundEngine/Platforms/QNX/AkQNXSoundEngine.h>
86 #include <AK/SoundEngine/Platforms/QNX/AkPlatformContext.h>
87 
88 #elif defined( AK_NX )
91 
92 #elif defined( AK_OUNCE )
95 
96 #else
97 #error AkSoundEngine.h: Undefined platform
98 #endif
99 
100 #ifndef AK_ASSERT_HOOK
101  /// Function called on assert handling, optional
102  /// \sa
103  /// - AkInitSettings
105  const char * in_pszExpression, ///< Expression
106  const char * in_pszFileName, ///< File Name
107  int in_lineNumber ///< Line Number
108  );
109  #define AK_ASSERT_HOOK
110 #endif
111 
112 /// Callback function prototype for User Music notifications
113 /// It is useful for reacting to user music playback.
114 ///
115 /// \sa
116 /// - \ref AkGlobalCallbackFunc
117 /// - \ref AkPlatformInitSettings
118 /// - \ref background_music_and_dvr
119 ///
121  bool in_bBackgroundMusicMuted, ///< Flag indicating whether the busses tagged as "background music" in the project are muted or not.
122  void* in_pCookie ///< User-provided data, e.g. a user structure.
123  );
124 
125 /// 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.
126 /// AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
128 {
129  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.
130  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.
131  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.
132  AkFloorPlane_Last, ///< End of enum, invalid value.
133  AkFloorPlane_Default = AkFloorPlane_XZ ///< The Wwise default floor plane is ZX.
134 };
135 
136 // Function that the host runtime must call to allow for jobs to execute.
137 // in_jobType is the type originally provided by AkJobMgrSettings::FuncRequestJobWorker.
138 // in_uExecutionTimeUsec is the number of microseconds that the function should execute for before terminating.
139 // Note that the deadline is only checked after each individual job completes execution, so the function may run slightly
140 // longer than intended. The "in_uExecutionTimeUsec" should be considered a suggestion or guideline, not a strict rule.
141 // A value of 0 means that the function will run until there are no more jobs ready to be immediately executed.
143  AkJobType in_jobType,
144  AkUInt32 in_uExecutionTimeUsec
145  );
146 
147 /// Settings for the Sound Engine's internal job manager
149 {
150  /// Callback function prototype definition used for handling requests from JobMgr for new workers to perform work.
152  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.
153  AkJobType in_jobType, ///< The type of job worker that has been requested. This should be passed forward to in_fnJobWorker
154  AkUInt32 in_uNumWorkers, ///< Number of workers requested
155  void * in_pClientData ///< Data provided by client in AkJobMgrSettings
156  );
157 
158  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().
159 
160  AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]; ///< The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
161 
162  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.
163  AkUInt32 uMemorySlabSize; ///< Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
164 
165  void* pClientData; ///< Arbitrary data that will be passed back to the client when calling FuncRequestJobWorker
166 };
167 
168 /// 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)
169 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Timer was started in.
170 /// 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.
172  AkPluginID in_uPluginID,
173  const char* in_pszZoneName
174  );
175 
176 /// 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)
178 
179 ///< 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)
180 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Marker was posted in.
181 /// 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.
183  AkPluginID in_uPluginID,
184  const char* in_pszMarkerName
185  );
186 
187 /// Platform-independent initialization settings of the sound engine
188 /// \sa
189 /// - <tt>AK::SoundEngine::Init()</tt>
190 /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
191 /// - \ref soundengine_integration_init_advanced
193 {
194  AkAssertHook pfnAssertHook; ///< External assertion handling function (optional)
195 
196  AkUInt32 uMaxNumPaths; ///< Maximum number of paths for positioning
197  AkUInt32 uCommandQueueSize; ///< Size of the command queue, in bytes
198  bool bEnableGameSyncPreparation; ///< Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
199  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.
200  ///< 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.
201  AkReal32 fStreamingLookAheadRatio; ///< Multiplication factor for all streaming look-ahead heuristic values, for music streams.
202 
203  AkUInt32 uNumSamplesPerFrame; ///< Number of samples per audio frame (256, 512, 1024, or 2048).
204 
205  AkUInt32 uMonitorQueuePoolSize; ///< Size of the monitoring queue, in bytes. This parameter is not used in Release build.
206  AkUInt32 uCpuMonitorQueueMaxSize; ///< Maximum size of the CPU monitoring queue, per thread, in bytes. This parameter is not used in Release build.
207 
208  AkOutputSettings settingsMainOutput; ///< Main output device settings.
209  AkJobMgrSettings settingsJobManager; ///< Settings to configure the behavior of the Sound Engine's internal job manager
210 
211  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)
212 
213  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
214  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
215 
216  AkBackgroundMusicChangeCallbackFunc BGMCallback; ///< Application-defined audio source change event callback function.
217  void* BGMCallbackCookie; ///< Application-defined user data for the audio source change event callback function.
218  const AkOSChar * szPluginDLLPath; ///< When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the game executable.
219 
220  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.
221  ///< AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
222 
223  AkReal32 fGameUnitsToMeters; ///< The number of game units in a meter.
224  ///< 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.
225  ///< This setting is also used to simulate real-world positioning of System Audio Objects, to improve the HRTF in some cases.
226  ///< Note that for legacy reasons, this setting's name is misleading. Its value should represent the number of game units *per* meter.
227  ///< For example, if your game engine sends positions in centimeters, the value of fGameUnitsToMeters should be 100.
228 
229  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.
230 
231  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.
232 
233  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.
234 
235  bool bOfflineRendering; ///< Enables/disables offline rendering. \ref goingfurther_offlinerendering
236 
237  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)
238  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)
239  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)
240 };
241 
242 /// Necessary settings for setting externally-loaded sources
244 {
245  AkUniqueID sourceID; ///< Source ID (available in the SoundBank content files)
246  AkUInt8* pMediaMemory; ///< Pointer to the data to be set for the source
247  AkUInt32 uMediaSize; ///< Size, in bytes, of the data to be set for the source
248 };
249 
250 /// Return values for GetSourcePlayPositions.
252 {
253  AkUniqueID audioNodeID; ///< Audio Node ID of playing item
254  AkUniqueID mediaID; ///< Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file)
255  AkTimeMs msTime; ///< Position of the source (in ms) associated with that playing item
256  AkUInt32 samplePosition; ///< Position of the source (in samples) associated with that playing item
257  AkUInt32 updateBufferTick; ///< Value of GetBufferTick() at the time the position was updated
258 };
259 
260 /// Audiokinetic namespace
261 namespace AK
262 {
263  class IReadBytes;
264  class IWriteBytes;
265 
266  /// Audiokinetic sound engine namespace
267  /// \remarks The functions in this namespace are thread-safe, unless stated otherwise.
268  namespace SoundEngine
269  {
270  ///////////////////////////////////////////////////////////////////////
271  /// @name Initialization
272  //@{
273 
274  /// Query whether or not the sound engine has been successfully initialized.
275  /// \warning This function is not thread-safe. It should not be called at the same time as \c SoundEngine::Init() or \c SoundEngine::Term().
276  /// \return \c True if the sound engine has been initialized, \c False otherwise.
277  /// \sa
278  /// - \ref soundengine_integration_init_advanced
279  /// - <tt>AK::SoundEngine::Init()</tt>
280  /// - <tt>AK::SoundEngine::Term()</tt>
282 
283  /// Initialize the sound engine.
284  /// \warning This function is not thread-safe.
285  /// \remark The initial settings should be initialized using <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
286  /// and <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt> to fill the structures with their
287  /// default settings. This is not mandatory, but it helps avoid backward compatibility problems.
288  ///
289  /// \return
290  /// - \c AK_Success if the initialization was successful
291  /// - \c AK_MemManagerNotInitialized if the memory manager is not available or not properly initialized
292  /// - \c AK_StreamMgrNotInitialized if the stream manager is not available or not properly initialized
293  /// - \c AK_SSEInstructionsNotSupported if the machine does not support SSE instruction (only on the PC)
294  /// - \c AK_InsufficientMemory if there is not enough memory available to initialize the sound engine properly
295  /// - \c AK_InvalidParameter if some parameters are invalid
296  /// - \c AK_AlreadyInitialized if the sound engine is already initialized, or if the provided settings result in insufficient
297  /// - \c AK_Fail for unknown errors, check with AK Support.
298  /// resources for the initialization.
299  /// \sa
300  /// - \ref soundengine_integration_init_advanced
301  /// - \ref workingwithsdks_initialization
302  /// - <tt>AK::SoundEngine::Term()</tt>
303  /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
304  /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
306  AkInitSettings * in_pSettings, ///< Initialization settings (can be NULL, to use the default values)
307  AkPlatformInitSettings * in_pPlatformSettings ///< Platform-specific settings (can be NULL, to use the default values)
308  );
309 
310  /// Gets the default values of the platform-independent initialization settings.
311  /// \warning This function is not thread-safe.
312  /// \sa
313  /// - \ref soundengine_integration_init_advanced
314  /// - <tt>AK::SoundEngine::Init()</tt>
315  /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
317  AkInitSettings & out_settings ///< Returned default platform-independent sound engine settings
318  );
319 
320  /// Gets the default values of the platform-specific initialization settings.
321  ///
322  /// \warning This function is not thread-safe.
323  /// \sa
324  /// - \ref soundengine_integration_init_advanced
325  /// - <tt>AK::SoundEngine::Init()</tt>
326  /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
328  AkPlatformInitSettings & out_platformSettings ///< Returned default platform-specific sound engine settings
329  );
330 
331  /// Terminates the sound engine.
332  /// If some sounds are still playing or events are still being processed when this function is
333  /// called, they will be stopped.
334  /// \warning This function is not thread-safe.
335  /// \warning Before calling Term, you must ensure that no other thread is accessing the sound engine.
336  /// \sa
337  /// - \ref soundengine_integration_init_advanced
338  /// - <tt>AK::SoundEngine::Init()</tt>
339  AK_EXTERNAPIFUNC( void, Term )();
340 
341  /// Gets the configured audio settings.
342  /// Call this function to get the configured audio settings.
343  ///
344  /// \warning This function is not thread-safe.
345  /// \warning Call this function only after the sound engine has been properly initialized.
346  /// \return
347  /// - \c AK_NotInitialized if <tt>AK::SoundEngine::Init()</tt> was not called
348  /// - \c AK_Success otherwise.
350  AkAudioSettings & out_audioSettings ///< Returned audio settings
351  );
352 
353  /// Gets the output speaker configuration of the specified output.
354  /// Call this function to get the speaker configuration of the output (which may not correspond
355  /// to the physical output format of the platform, in the case of downmixing provided by the platform itself).
356  /// You may initialize the sound engine with a user-specified configuration, but the resulting
357  /// configuration is determined by the sound engine, based on the platform, output type and
358  /// platform settings (for e.g. system menu or control panel option).
359  /// If the speaker configuration of the output is object-based, the speaker configuration of the
360  /// main mix is returned. To query more information on object-based output devices, see AK::SoundEngine::GetOutputDeviceConfiguration.
361  ///
362  /// It is recommended to call GetSpeakerConfiguration anytime after receiving a callback from RegisterAudioDeviceStatusCallback to know if the channel configuration has changed.
363  ///
364  /// \warning Call this function only after the sound engine has been properly initialized.
365  /// 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.
366  /// The Init.bnk must be loaded prior to this call.
367  /// \return The output configuration. An empty AkChannelConfig not AkChannelConfig::IsValid() if device does not exist or if the Init.bnk was not loaded yet.
368  /// \sa
369  /// - AkSpeakerConfig.h
370  /// - AkOutputSettings
371  /// - <tt>AK::SoundEngine::GetOutputDeviceConfiguration()</tt>
373  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
374  );
375 
376  /// Gets the configuration of the specified output device.
377  /// Call this function to get the channel configuration of the output device as well as its 3D audio capabilities.
378  /// If the configuration of the output device is object-based (io_channelConfig.eConfigType == AK_ChannelConfigType_Objects),
379  /// io_capabilities can be inspected to determine the channel configuration of the main mix (Ak3DAudioSinkCapabilities::channelConfig),
380  /// whether or not the output device uses a passthrough mix (Ak3DAudioSinkCapabilities::bPassthrough) and the maximum number of objects
381  /// that can play simultaneously on this output device (Ak3DAudioSinkCapabilities::uMax3DAudioObjects). Note that if
382  /// Ak3DAudioSinkCapabilities::bMultiChannelObjects is false, multi-channel objects will be split into multiple mono objects
383  /// before being sent to the output device.
384  ///
385  /// \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.
386  /// \return
387  /// - \c AK_Success if successful
388  /// - \c AK_IDNotFound is the output was not found in the system.
389  /// - \c AK_NotInitialized if the sound engine is not initialized
390  /// \sa
391  /// - AkSpeakerConfig.h
392  /// - AkOutputSettings
393  /// - <tt>AK::SoundEngine::GetSpeakerConfiguration()</tt>
395  AkOutputDeviceID in_idOutput,
396  AkChannelConfig& io_channelConfig,
397  Ak3DAudioSinkCapabilities& io_capabilities
398  );
399 
400  /// Gets the panning rule of the specified output.
401  /// \warning Call this function only after the sound engine has been properly initialized.
402  /// Returns the supported configuration in out_ePanningRule:
403  /// - AkPanningRule_Speakers
404  /// - AkPanningRule_Headphone
405  /// \return
406  /// - \c AK_Success if successful
407  /// - \c AK_IDNotFound is the output was not found in the system.
408  /// - \c AK_NotInitialized if the sound engine is not initialized
409  /// \sa
410  /// - AkSpeakerConfig.h
412  AkPanningRule & out_ePanningRule, ///< Returned panning rule (AkPanningRule_Speakers or AkPanningRule_Headphone) for given output.
413  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
414  );
415 
416  /// Sets the panning rule of the specified output.
417  /// This may be changed anytime once the sound engine is initialized.
418  /// \warning This function posts a message through the sound engine's internal message queue, whereas GetPanningRule() queries the current panning rule directly.
419  /// \aknote
420  /// The specified panning rule will only impact the sound if the processing format is downmixing to Stereo in the mixing process. It
421  /// will not impact the output if the audio stays in 5.1 until the end, for example.
422  /// \endaknote
424  AkPanningRule in_ePanningRule, ///< Panning rule.
425  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
426  );
427 
428  /// Gets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
429  /// Note that the current version of Wwise only supports positioning on the plane.
430  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
431  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
432  /// Angles must be set in ascending order.
433  /// You may call this function with io_pfSpeakerAngles set to NULL to get the expected number of angle values in io_uNumAngles,
434  /// in order to allocate your array correctly. You may also obtain this number by calling
435  /// AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ).
436  /// If io_pfSpeakerAngles is not NULL, the array is filled with up to io_uNumAngles.
437  /// Typical usage:
438  /// - AkUInt32 uNumAngles;
439  /// - GetSpeakerAngles( NULL, uNumAngles, AkOutput_Main );
440  /// - AkReal32 * pfSpeakerAngles = AkAlloca( uNumAngles * sizeof(AkReal32) );
441  /// - GetSpeakerAngles( pfSpeakerAngles, uNumAngles, AkOutput_Main );
442  /// \aknote
443  /// On most platforms, the angle set on the plane consists of 3 angles, to account for 7.1.
444  /// - 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.
445  /// - When panning to 5.1, the front speakers use angle[0], and the surround speakers use (angle[2] + angle[1]) / 2.
446  /// \endaknote
447  /// \warning Call this function only after the sound engine has been properly initialized.
448  /// \return AK_Success if device exists.
449  /// \sa SetSpeakerAngles()
451  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.
452  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.
453  AkReal32 & out_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
454  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
455  );
456 
457  /// Sets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
458  /// Note that the current version of Wwise only supports positioning on the plane.
459  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180], for a 7.1 speaker configuration.
460  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
461  /// Angles must be set in ascending order.
462  /// Note:
463  /// - This function requires the minimum speaker angle between any pair of speakers to be at least 5 degrees.
464  /// - 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.
465  ///
466  /// Typical usage:
467  /// - Initialize the sound engine and/or add secondary output(s).
468  /// - Get number of speaker angles and their value into an array using GetSpeakerAngles().
469  /// - Modify the angles and call SetSpeakerAngles().
470  /// 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().
471  /// \warning This function only applies to configurations (or subset of these configurations) that are standard and whose speakers are on the plane (2D).
472  /// \return
473  /// - \c AK_Success if successful.
474  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
475  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
476  /// - \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.
477  /// \sa GetSpeakerAngles()
479  const AkReal32 * in_pfSpeakerAngles, ///< Array of loudspeaker pair angles, in degrees relative to azimuth ]0,180].
480  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()).
481  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.
482  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
483  );
484 
485  /// Allows the game to set the volume threshold to be used by the sound engine to determine if a voice must go virtual.
486  /// This may be changed anytime once the sound engine was initialized.
487  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
488  /// \return
489  /// - \c AK_Success if successful
490  /// - \c AK_InvalidParameter if the threshold was not between 0 and -96.3 dB.
491  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
493  AkReal32 in_fVolumeThresholdDB ///< Volume Threshold, must be a value between 0 and -96.3 dB
494  );
495 
496  /// Allows the game to set the maximum number of non virtual voices to be played simultaneously.
497  /// This may be changed anytime once the sound engine was initialized.
498  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
499  /// \return
500  /// - \c AK_InvalidParameter if the threshold was not between 1 and MaxUInt16.
501  /// - \c AK_Success if successful
503  AkUInt16 in_maxNumberVoices ///< Maximum number of non-virtual voices.
504  );
505 
506  /// Allows the game to set new values for the maximum active workers for the job manager
507  /// This may be changed anytime once the sound engine was initialized.
508  /// This function may only be used if a worker function has been set via \ref AkJobMgrSettings.
509  /// \return
510  /// - \c AK_InvalidParameter in_jobType is not a valid jobtype, or in_uNewMaxActiveWorkers is not greater than 0
511  /// - \c AK_NotInitialized JobMgr system was not already initialized with a function to request for workers
512  /// - \c AK_Success if successful
514  AkJobType in_jobType, ///< JobType to set new uMaxActiveWorkers for
515  AkUInt32 in_uNewMaxActiveWorkers ///< New maximum number of active workers will request
516  );
517 
518  //@}
519 
520  ////////////////////////////////////////////////////////////////////////
521  /// @name Rendering Audio
522  //@{
523 
524  /// Processes all commands in the sound engine's command queue.
525  /// This method has to be called periodically (once per game frame).
526  /// \sa
527  /// - \ref concept_events
528  /// - \ref soundengine_events
529  /// - <tt>AK::SoundEngine::PostEvent()</tt>
530  /// \return Always returns AK_Success
532  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.
533  );
534 
535  //@}
536 
537  ////////////////////////////////////////////////////////////////////////
538  /// @name Component Registration
539  //@{
540 
541  /// Query interface to global plug-in context used for plug-in registration/initialization.
542  /// \return Global plug-in context.
544 
545  /// Registers a plug-in with the sound engine and sets the callback functions to create the
546  /// plug-in and its parameter node.
547  /// \aknote
548  /// 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.
549  /// \endaknote
550  /// \sa
551  /// - \ref register_effects
552  /// - \ref plugin_xml
553  /// \return
554  /// - \c AK_Success if successful
555  /// - \c AK_InvalidParameter if invalid parameters were provided
556  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
557  /// \remarks
558  /// Codecs and plug-ins must be registered before loading banks that use them.\n
559  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
560  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
561  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
562  /// posting the event will fail.
564  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
565  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
566  AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
567  AkCreatePluginCallback in_pCreateFunc, ///< Pointer to the plug-in's creation function
568  AkCreateParamCallback in_pCreateParamFunc, ///< Pointer to the plug-in's parameter node creation function
569  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.
570  );
571 
572  /// Loads a plug-in dynamic library and registers it with the sound engine.
573  /// With dynamic linking, all plugins are automatically registered.
574  /// 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.
575  /// \return
576  /// - \c AK_Success if successful.
577  /// - \c AK_FileNotFound if the DLL is not found in the OS path or if it has extraneous dependencies not found.
578  /// - \c AK_InsufficientMemory if the system ran out of resources while loading the dynamic library
579  /// - \c AK_NotCompatible if the file was found but is not binary-compatible with the system's expected executable format
580  /// - \c AK_InvalidFile if the symbol g_pAKPluginList is not exported by the dynamic library
581  /// - \c AK_Fail if an unexpected system error was encountered
583  const AkOSChar* in_DllName, ///< Name of the DLL to load, without "lib" prefix or extension.
584  const AkOSChar* in_DllPath = NULL ///< Optional path to the DLL. Will override szPluginDLLPath that was set in AkInitSettings.
585  );
586 
587  /// Query whether plug-in is registered with the sound engine.
588  /// \return true when plug-in is registered, false otherwise.
590  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
591  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
592  AkUInt32 in_ulPluginID ///< Plug-in identifier (as declared in the plug-in description XML file)
593  );
594 
595  /// Registers a codec type with the sound engine and set the callback functions to create the
596  /// codec's file source and bank source nodes.
597  /// \aknote
598  /// 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.
599  /// \endaknote
600  /// \sa
601  /// - \ref register_effects
602  /// \return
603  /// - \c AK_Success if successful
604  /// - \c AK_InvalidParameter if invalid parameters were provided
605  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
606  /// \remarks
607  /// Codecs and plug-ins must be registered before loading banks that use them.\n
608  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
609  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
610  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
611  /// posting the Event will fail.
613  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
614  AkUInt32 in_ulCodecID, ///< Codec identifier (as declared in the plug-in description XML file)
615  AkCreateFileSourceCallback in_pFileCreateFunc, ///< Pointer to the codec's file source node creation function
616  AkCreateBankSourceCallback in_pBankCreateFunc ///< Pointer to the codec's bank source node creation function
617  );
618 
619  /// Registers a global callback function. This function will be called from the audio rendering thread, at the
620  /// location specified by in_eLocation. This function will also be called from the thread calling
621  /// AK::SoundEngine::Term with in_eLocation set to AkGlobalCallbackLocation_Term.
622  /// For example, in order to be called at every audio rendering pass, and once during teardown for releasing resources, you would call
623  /// RegisterGlobalCallback(myCallback, AkGlobalCallbackLocation_BeginRender | AkGlobalCallbackLocation_Term, myCookie, AkPluginTypeNone, 0, 0);
624  /// \remarks
625  /// A Plugin Type, Company ID and Plugin ID can be provided to this function to enable timing in the performance monitor.
626  /// 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.
627  /// It is illegal to call this function while already inside of a global callback.
628  /// This function might stall for several milliseconds before returning.
629  /// \return
630  /// - \c AK_Success if successful
631  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
632  /// \sa
633  /// - <tt>AK::SoundEngine::UnregisterGlobalCallback()</tt>
634  /// - AkGlobalCallbackFunc
635  /// - AkGlobalCallbackLocation
637  AkGlobalCallbackFunc in_pCallback, ///< Function to register as a global callback.
638  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender, ///< Callback location defined in AkGlobalCallbackLocation. Bitwise OR multiple locations if needed.
639  void * in_pCookie = NULL, ///< User cookie.
640  AkPluginType in_eType = AkPluginTypeNone, ///< Plug-in type (for example, source or effect). AkPluginTypeNone for no timing.
641  AkUInt32 in_ulCompanyID = 0, ///< Company identifier (as declared in the plug-in description XML file). 0 for no timing.
642  AkUInt32 in_ulPluginID = 0 ///< Plug-in identifier (as declared in the plug-in description XML file). 0 for no timing.
643  );
644 
645  /// Unregisters a global callback function, previously registered using RegisterGlobalCallback.
646  /// \remarks
647  /// It is legal to call this function while already inside of a global callback, If it is unregistering itself and not
648  /// another callback.
649  /// This function might stall for several milliseconds before returning.
650  /// \return
651  /// - \c AK_Success if successful
652  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
653  /// \sa
654  /// - <tt>AK::SoundEngine::RegisterGlobalCallback()</tt>
655  /// - AkGlobalCallbackFunc
656  /// - AkGlobalCallbackLocation
658  AkGlobalCallbackFunc in_pCallback, ///< Function to unregister as a global callback.
659  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender ///< Must match in_eLocation as passed to RegisterGlobalCallback for this callback.
660  );
661 
662  /// Registers a resource monitor callback function that gets all of the resource usage data contained in the
663  /// AkResourceMonitorDataSummary structure. This includes general information about the system, such as CPU usage,
664  /// active Voices, and Events. This function will be called from the audio rendering thread at the end of each frame.
665  /// \remarks
666  /// 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.
667  /// It is illegal to call this function while already inside of a resource callback.
668  /// This function might stall for several milliseconds before returning.
669  /// This function will return AK_Fail in Release
670  /// \sa
671  /// - <tt>AK::SoundEngine::UnregisterResourceMonitorCallback()</tt>
672  /// - AkResourceMonitorCallbackFunc
674  AkResourceMonitorCallbackFunc in_pCallback ///< Function to register as a resource monitor callback.
675  );
676 
677  /// Unregisters a resource monitor callback function, previously registered using RegisterResourceMonitorCallback.
678  /// \remarks
679  /// It is legal to call this function while already inside of a resource monitor callback, If it is unregistering itself and not
680  /// another callback.
681  /// This function might stall for several milliseconds before returning.
682  /// \sa
683  /// - <tt>AK::SoundEngine::RegisterResourceMonitorCallback()</tt>
684  /// - AkResourceMonitorCallbackFunc
686  AkResourceMonitorCallbackFunc in_pCallback ///< Function to unregister as a resource monitor callback.
687  );
688 
689  /// Registers a callback for the Audio Device status changes.
690  /// The callback will be called from the audio thread
691  /// Can be called prior to AK::SoundEngine::Init
692  /// \sa AK::SoundEngine::AddOutput
694  AK::AkDeviceStatusCallbackFunc in_pCallback ///< Function to register as a status callback.
695  );
696 
697  /// Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatusCallback
699  //@}
700 
701 #ifdef AK_SUPPORT_WCHAR
702  ////////////////////////////////////////////////////////////////////////
703  /// @name Getting ID from strings
704  //@{
705 
706  /// Universal converter from Unicode string to ID for the sound engine.
707  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
708  /// Note:
709  /// This function does return a AkUInt32, which is totally compatible with:
710  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
711  /// \sa
712  /// - <tt>AK::SoundEngine::PostEvent</tt>
713  /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
714  /// - <tt>AK::SoundEngine::SetSwitch</tt>
715  /// - <tt>AK::SoundEngine::SetState</tt>
716  /// - <tt>AK::SoundEngine::PostTrigger</tt>
717  /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
718  /// - <tt>AK::SoundEngine::LoadBank</tt>
719  /// - <tt>AK::SoundEngine::UnloadBank</tt>
720  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
721  /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
722  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const wchar_t* in_pszString );
723 #endif //AK_SUPPORT_WCHAR
724 
725  /// Universal converter from string to ID for the sound engine.
726  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
727  /// Note:
728  /// This function does return a AkUInt32, which is totally compatible with:
729  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
730  /// \sa
731  /// - <tt>AK::SoundEngine::PostEvent</tt>
732  /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
733  /// - <tt>AK::SoundEngine::SetSwitch</tt>
734  /// - <tt>AK::SoundEngine::SetState</tt>
735  /// - <tt>AK::SoundEngine::PostTrigger</tt>
736  /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
737  /// - <tt>AK::SoundEngine::LoadBank</tt>
738  /// - <tt>AK::SoundEngine::UnloadBank</tt>
739  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
740  /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
741  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const char* in_pszString );
742 
743  //@}
744 
745  ////////////////////////////////////////////////////////////////////////
746  /// @name Event Management
747  //@{
748 
749  /// Asynchronously posts an Event to the sound engine (by event ID).\n
750  /// The Event must be loaded through a SoundBank before the call to PostEvent.
751  /// The callback function can be used to be notified when markers are reached or when the event is finished (see \ref AkCallbackType).
752  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
753  /// \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.
754  /// \remarks
755  /// If used, the array of external sources should contain the information for each external source triggered by the
756  /// event. When triggering an event with multiple external sources, you need to differentiate each source
757  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
758  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
759  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
760  /// \endaknote
761  /// \aknote
762  /// 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.
763  /// If the Event is missing, it will be requested from Wwise Authoring directly, which might cause additional latency.
764  /// \endaknote
765  /// \sa
766  /// - \ref concept_events
767  /// - \ref integrating_external_sources
768  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
769  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
770  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
772  AkUniqueID in_eventID, ///< Unique ID of the event
773  AkGameObjectID in_gameObjectID, ///< Associated game object ID
774  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
775  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
776  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
777  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
778  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
779  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.
780  );
781 
782 #ifdef AK_SUPPORT_WCHAR
783  /// Posts an Event to the sound engine (by Event name)\n
784  /// The Event must be loaded through a SoundBank before the call to PostEvent.
785  /// The callback function can be used to be notified when markers are reached or when the event is finished (see \ref AkCallbackType).
786  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
787  /// \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.
788  /// \remarks
789  /// If used, the array of external sources should contain the information for each external source triggered by the
790  /// event. When triggering an event with multiple external sources, you need to differentiate each source
791  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
792  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
793  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
794  /// \endaknote
795  /// \aknote
796  /// 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.
797  /// If the Event is missing, it will be requested from Wwise Authoring directly, which might cause additional latency.
798  /// \endaknote
799  /// \sa
800  /// - \ref concept_events
801  /// - \ref integrating_external_sources
802  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
803  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
804  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
806  const wchar_t* in_pszEventName, ///< Name of the event
807  AkGameObjectID in_gameObjectID, ///< Associated game object ID
808  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
809  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
810  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
811  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
812  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
813  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.
814  );
815 #endif //AK_SUPPORT_WCHAR
816 
817  /// Posts an Event to the sound engine (by Event name)\n
818  /// The Event must be loaded through a SoundBank before the call to PostEvent.
819  /// The callback function can be used to be notified when markers are reached or when the event is finished (see \ref AkCallbackType).
820  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
821  /// \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.
822  /// \remarks
823  /// If used, the array of external sources should contain the information for each external source triggered by the
824  /// event. When triggering an event with multiple external sources, you need to differentiate each source
825  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
826  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
827  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
828  /// \endaknote
829  /// \aknote
830  /// 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.
831  /// If the Event is missing, it will be requested from Wwise Authoring directly, which might cause additional latency.
832  /// \endaknote
833  /// \sa
834  /// - \ref concept_events
835  /// - \ref integrating_external_sources
836  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
837  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
838  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
840  const char* in_pszEventName, ///< Name of the event
841  AkGameObjectID in_gameObjectID, ///< Associated game object ID
842  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
843  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
844  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
845  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
846  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
847  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.
848  );
849 
850  // \deprecated Use AkActionOnEventType in the global scope.
858 
859  /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
860  /// \return
861  /// - \c AK_Success if the action was successfully queued.
862  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
863  /// \sa
864  /// - <tt>AkActionOnEventType</tt>
866  AkUniqueID in_eventID, ///< Unique ID of the event
867  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
868  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
869  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
870  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
871  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
872  );
873 
874 #ifdef AK_SUPPORT_WCHAR
875  /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
876  /// \return
877  /// - \c AK_Success if the action was successfully queued.
878  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
879  /// \sa
880  /// - <tt>AkActionOnEventType</tt>
882  const wchar_t* in_pszEventName, ///< Name of the event
883  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
884  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
885  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
886  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
887  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
888  );
889 #endif //AK_SUPPORT_WCHAR
890 
891  /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type Play.
892  /// \return
893  /// - \c AK_Success if the action was successfully queued.
894  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
895  /// \sa
896  /// - <tt>AkActionOnEventType</tt>
898  const char* in_pszEventName, ///< Name of the event
899  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
900  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
901  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
902  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
903  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
904  );
905 
906 
907  /// Executes a number of MIDI Events on all nodes that are referenced in the specified Event in an Action of type Play.
908  /// The time at which a MIDI Event is posted is determined by in_bAbsoluteOffsets. If false, each MIDI event will be
909  /// posted in AkMIDIPost::uOffset samples from the start of the current frame. If true, each MIDI event will be posted
910  /// at the absolute time AkMIDIPost::uOffset samples.
911  /// To obtain the current absolute time, see AK::SoundEngine::GetSampleTick.
912  /// The duration of a sample can be determined from the sound engine's audio settings, via a call to AK::SoundEngine::GetAudioSettings.
913  /// If a playing ID is specified then that playing ID must be active. Otherwise a new playing ID will be assigned.
914  /// \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.
915  /// \sa
916  /// - <tt>AK::SoundEngine::GetAudioSettings</tt>
917  /// - <tt>AK::SoundEngine::GetSampleTick</tt>
918  /// - <tt>AK::SoundEngine::StopMIDIOnEvent</tt>
919  /// - \ref soundengine_midi_event_playing_id
921  AkUniqueID in_eventID, ///< Unique ID of the Event
922  AkGameObjectID in_gameObjectID, ///< Associated game object ID
923  AkMIDIPost* in_pPosts, ///< MIDI Events to post
924  AkUInt16 in_uNumPosts, ///< Number of MIDI Events to post
925  bool in_bAbsoluteOffsets = false, ///< Set to true when AkMIDIPost::uOffset are absolute, false when relative to current frame
926  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
927  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
928  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
929  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///< Target playing ID
930  );
931 
932  /// Stops MIDI notes on all nodes that are referenced in the specified event in an action of type play,
933  /// with the specified Game Object. Invalid parameters are interpreted as wildcards. For example, calling
934  /// this function with in_eventID set to AK_INVALID_UNIQUE_ID will stop all MIDI notes for Game Object
935  /// in_gameObjectID.
936  /// \return
937  /// - \c AK_Success if the stop command was queued
938  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
939  /// \sa
940  /// - <tt>AK::SoundEngine::PostMIDIOnEvent</tt>
941  /// - \ref soundengine_midi_event_playing_id
943  AkUniqueID in_eventID = AK_INVALID_UNIQUE_ID, ///< Unique ID of the Event
944  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
945  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///< Target playing ID
946  );
947 
948 
949  /// 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
950  /// 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
951  /// uMaxCachePinnedBytes is exceeded.
952  /// \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.
953  /// \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.
954  /// \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
955  /// 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.
956  /// \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
957  /// will get cached with active priority, while all other files will get cached with inactive priority.
958  /// \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
959  /// 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.
960  /// \return
961  /// - \c AK_Success if command was queued
962  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
963  /// \sa
964  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
965  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
966  /// - <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen</tt>
967  /// - AkFileSystemFlags
969  AkUniqueID in_eventID, ///< Unique ID of the event
970  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
971  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
972  );
973 
974 #ifdef AK_SUPPORT_WCHAR
975  /// 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
976  /// 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
977  /// uMaxCachePinnedBytes is exceeded.
978  /// \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.
979  /// \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.
980  /// \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
981  /// 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.
982  /// \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
983  /// will get cached with active priority, while all other files will get cached with inactive priority.
984  /// \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
985  /// 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.
986  /// \return
987  /// - \c AK_Success if command was queued
988  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
989  /// \sa
990  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
991  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
992  /// - <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen</tt>
993  /// - AkFileSystemFlags
995  const wchar_t* in_pszEventName, ///< Name of the event
996  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
997  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
998  );
999 #endif //AK_SUPPORT_WCHAR
1000 
1001  /// 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
1002  /// 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
1003  /// uMaxCachePinnedBytes is exceeded.
1004  /// \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.
1005  /// \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.
1006  /// \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
1007  /// 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.
1008  /// \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
1009  /// will get cached with active priority, while all other files will get cached with inactive priority.
1010  /// \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
1011  /// 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.
1012  /// \return
1013  /// - \c AK_Success if command was queued
1014  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1015  /// \sa
1016  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1017  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1018  /// - <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen</tt>
1019  /// - AkFileSystemFlags
1021  const char* in_pszEventName, ///< Name of the event
1022  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
1023  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
1024  );
1025 
1026  /// 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
1027  /// 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.
1028  /// \return
1029  /// - \c AK_Success if command was queued
1030  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1031  /// \sa
1032  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1033  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1035  AkUniqueID in_eventID ///< Unique ID of the event
1036  );
1037 
1038 #ifdef AK_SUPPORT_WCHAR
1039  /// 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
1040  /// 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.
1041  /// \return
1042  /// - \c AK_Success if command was queued
1043  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1044  /// \sa
1045  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1046  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1048  const wchar_t* in_pszEventName ///< Name of the event
1049  );
1050 #endif //AK_SUPPORT_WCHAR
1051 
1052  /// 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
1053  /// 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.
1054  /// \return
1055  /// - \c AK_Success if command was queued
1056  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1057  /// \sa
1058  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1059  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1061  const char* in_pszEventName ///< Name of the event
1062  );
1063 
1064  /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1065  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1066  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1067  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see \c AkDeviceSettings
1068  /// \return
1069  /// - \c AK_Success if command was queued
1070  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1071  /// \sa
1072  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1073  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1074  /// - AkDeviceSettings
1076  AkUniqueID in_eventID, ///< Unique ID of the event
1077  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1078  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1079  );
1080 
1081  /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1082  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1083  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1084  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1085  /// \return
1086  /// - \c AK_Success if command was queued
1087  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1088  /// \sa
1089  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1090  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1091  /// - AkDeviceSettings
1093  const char* in_pszEventName, ///< Name of the event
1094  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1095  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1096  );
1097 
1098 #ifdef AK_SUPPORT_WCHAR
1099  /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1100  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1101  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1102  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1103  /// \return
1104  /// - \c AK_Success if command was queued
1105  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1106  /// \sa
1107  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1108  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1109  /// - AkDeviceSettings
1111  const wchar_t* in_pszEventName, ///< Name of the event
1112  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1113  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1114  );
1115 #endif
1116 
1117  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1118  ///
1119  /// Notes:
1120  /// - This works with all objects of the Containers hierarchy, including Music Segments and Music Switch Containers.
1121  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1122  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1123  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1124  /// the sound that is currently playing is the first sound of the sequence.
1125  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1126  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1127  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1128  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1129  /// With objects of the Containers hierarchy, markers are embedded in wave files by an external wave editor.
1130  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1131  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1132  /// to nearest marker. In the case of interactive music objects (Music Segments, Music Switch Containers, and Music Playlist Containers), user (wave) markers are ignored:
1133  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1134  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1135  /// the audio thread consumes it (after a call to RenderAudio()).
1136  ///
1137  /// Notes specific to Music Segments:
1138  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1139  /// value to seek within the Pre-Entry.
1140  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1141  /// in order to restart them if required.
1142  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1143  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1144  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1145  /// value that was passed to the method. Use <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt> to query
1146  /// the exact position of a segment. Also, the segment will be silent during that time
1147  /// (so that it restarts precisely at the position that you specified). <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1148  /// also informs you about the remaining look-ahead time.
1149  ///
1150  /// Notes specific to Music Switch Containers:
1151  /// - Seeking triggers a music transition towards the current (or target) segment.
1152  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1153  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1154  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1155  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1156  ///
1157  /// \return
1158  /// - \c AK_Success if command was queued
1159  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1160  /// \sa
1161  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1162  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1163  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1164  /// - <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1166  AkUniqueID in_eventID, ///< Unique ID of the event
1167  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1168  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1169  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1170  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.
1171  );
1172 
1173 #ifdef AK_SUPPORT_WCHAR
1174  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1175  ///
1176  /// Notes:
1177  /// - This works with all objects of the Containers hierarchy, and also with Music Segments and Music Switch Containers.
1178  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1179  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1180  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1181  /// the sound that is currently playing is the first sound of the sequence.
1182  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1183  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1184  /// value to seek within the Pre-Entry.
1185  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1186  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1187  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1188  /// With objects of the Containers hierarchy, markers are embedded in wave files by an external wave editor.
1189  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1190  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1191  /// to nearest marker. In the case of interactive music objects (Music Segments, Music Switch Containers, and Music Playlist Containers), user (wave) markers are ignored:
1192  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1193  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1194  /// the audio thread consumes it (after a call to RenderAudio()).
1195  ///
1196  /// Notes specific to Music Segments:
1197  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1198  /// value to seek within the Pre-Entry.
1199  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1200  /// in order to restart them if required.
1201  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1202  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1203  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1204  /// value that was passed to the method. Use <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt> to query
1205  /// the exact position of a segment. Also, the segment will be silent during that time
1206  /// (so that it restarts precisely at the position that you specified). <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1207  /// also informs you about the remaining look-ahead time.
1208  ///
1209  /// Notes specific to Music Switch Containers:
1210  /// - Seeking triggers a music transition towards the current (or target) segment.
1211  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1212  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1213  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1214  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1215  /// \return
1216  /// - \c AK_Success if command was queued
1217  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1218  /// \sa
1219  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1220  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1221  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1222  /// - <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1224  const wchar_t* in_pszEventName, ///< Name of the event
1225  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1226  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1227  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1228  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.
1229  );
1230 #endif //AK_SUPPORT_WCHAR
1231 
1232  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1233  ///
1234  /// Notes:
1235  /// - This works with all objects of the Containers hierarchy, and also with Music Segments and Music Switch Containers.
1236  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1237  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1238  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1239  /// the sound that is currently playing is the first sound of the sequence.
1240  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1241  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1242  /// value to seek within the Pre-Entry.
1243  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1244  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1245  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1246  /// With objects of the Containers hierarchy, markers are embedded in wave files by an external wave editor.
1247  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1248  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1249  /// to nearest marker. In the case of interactive music objects (Music Segments, Music Switch Containers, and Music Playlist Containers), user (wave) markers are ignored:
1250  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1251  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1252  /// the audio thread consumes it (after a call to RenderAudio()).
1253  ///
1254  /// Notes specific to Music Segments:
1255  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1256  /// value to seek within the Pre-Entry.
1257  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1258  /// in order to restart them if required.
1259  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1260  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1261  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1262  /// value that was passed to the method. Use <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt> to query
1263  /// the exact position of a segment. Also, the segment will be silent during that time
1264  /// (so that it restarts precisely at the position that you specified). <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1265  /// also informs you about the remaining look-ahead time.
1266  ///
1267  /// Notes specific to Music Switch Containers:
1268  /// - Seeking triggers a music transition towards the current (or target) segment.
1269  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1270  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1271  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1272  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1273  ///
1274  /// \return
1275  /// - \c AK_Success if command was queued
1276  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1277  /// \sa
1278  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1279  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1280  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1281  /// - <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1283  const char* in_pszEventName, ///< Name of the event
1284  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1285  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1286  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1287  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.
1288  );
1289 
1290  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1291  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1292  ///
1293  /// Notes:
1294  /// - This works with all objects of the Containers hierarchy, and also with Music Segments and Music Switch Containers.
1295  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1296  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1297  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1298  /// the sound that is currently playing is the first sound of the sequence.
1299  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1300  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1301  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1302  /// With objects of the Containers hierarchy, markers are embedded in wave files by an external wave editor.
1303  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1304  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1305  /// to nearest marker. In the case of interactive music objects (Music Segments, Music Switch Containers, and Music Playlist Containers), user (wave) markers are ignored:
1306  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1307  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1308  /// the audio thread consumes it (after a call to RenderAudio()).
1309  ///
1310  /// Notes specific to Music Segments:
1311  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1312  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1313  /// post-exit of a segment using this method. Use absolute values instead.
1314  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1315  /// in order to restart them if required.
1316  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1317  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1318  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1319  /// value that was passed to the method. Use <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt> to query
1320  /// the exact position of a segment. Also, the segment will be silent during the time that period
1321  /// (so that it restarts precisely at the position that you specified). <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1322  /// also informs you about the remaining look-ahead time.
1323  ///
1324  /// Notes specific to Music Switch Containers:
1325  /// - Seeking triggers a music transition towards the current (or target) segment.
1326  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1327  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1328  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1329  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1330  ///
1331  /// \sa
1332  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1333  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1334  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1335  /// - <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1337  AkUniqueID in_eventID, ///< Unique ID of the event
1338  AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1339  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)
1340  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1341  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.
1342  );
1343 
1344 #ifdef AK_SUPPORT_WCHAR
1345  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1346  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1347  ///
1348  /// Notes:
1349  /// - This works with all objects of the Containers hierarchy, and also with Music Segments and Music Switch Containers.
1350  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1351  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1352  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1353  /// the sound that is currently playing is the first sound of the sequence.
1354  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1355  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1356  /// With objects of the Containers hierarchy, markers are embedded in wave files by an external wave editor.
1357  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1358  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1359  /// to nearest marker. In the case of interactive music objects (Music Segments, Music Switch Containers, and Music Playlist Containers), user (wave) markers are ignored:
1360  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1361  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1362  /// the audio thread consumes it (after a call to RenderAudio()).
1363  ///
1364  /// Notes specific to Music Segments:
1365  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1366  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1367  /// post-exit of a segment using this method. Use absolute values instead.
1368  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1369  /// in order to restart them if required.
1370  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1371  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1372  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1373  /// value that was passed to the method. Use <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt> to query
1374  /// the exact position of a segment. Also, the segment will be silent during the time that period
1375  /// (so that it restarts precisely at the position that you specified). <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1376  /// also informs you about the remaining look-ahead time.
1377  ///
1378  /// Notes specific to Music Switch Containers:
1379  /// - Seeking triggers a music transition towards the current (or target) segment.
1380  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1381  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1382  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1383  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1384  ///
1385  /// \sa
1386  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1387  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1388  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1389  /// - <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1391  const wchar_t* in_pszEventName, ///< Name of the event
1392  AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1393  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)
1394  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1395  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.
1396  );
1397 #endif //AK_SUPPORT_WCHAR
1398 
1399  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1400  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1401  ///
1402  /// Notes:
1403  /// - This works with all objects of the Containers hierarchy, and also with Music Segments and Music Switch Containers.
1404  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1405  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1406  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1407  /// the sound that is currently playing is the first sound of the sequence.
1408  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1409  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1410  /// With objects of the Containers hierarchy, markers are embedded in wave files by an external wave editor.
1411  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1412  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1413  /// to nearest marker. In the case of interactive music objects (Music Segments, Music Switch Containers, and Music Playlist Containers), user (wave) markers are ignored:
1414  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1415  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1416  /// the audio thread consumes it (after a call to RenderAudio()).
1417  ///
1418  /// Notes specific to Music Segments:
1419  /// - With Music Segments, in_fPercent is relative to the Entry Cue, and the segment's duration is the
1420  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1421  /// post-exit of a segment using this method. Use absolute values instead.
1422  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1423  /// in order to restart them if required.
1424  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1425  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1426  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1427  /// value that was passed to the method. Use <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt> to query
1428  /// the exact position of a segment. Also, the segment will be silent during the time that period
1429  /// (so that it restarts precisely at the position that you specified). <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1430  /// also informs you about the remaining look-ahead time.
1431  ///
1432  /// Notes specific to Music Switch Containers:
1433  /// - Seeking triggers a music transition towards the current (or target) segment.
1434  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1435  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1436  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1437  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1438  ///
1439  /// \sa
1440  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1441  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1442  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1443  /// - <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1445  const char* in_pszEventName, ///< Name of the event
1446  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1447  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)
1448  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see notes above).
1449  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.
1450  );
1451 
1452  /// Cancels all Event callbacks associated with a specific callback cookie.\n
1453  /// \sa
1454  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1456  void * in_pCookie ///< Callback cookie to be cancelled
1457  );
1458 
1459  /// Cancels all Event callbacks associated with a specific game object.\n
1460  /// \sa
1461  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1463  AkGameObjectID in_gameObjectID ///< ID of the game object to be cancelled
1464  );
1465 
1466  /// Cancels all Event callbacks for a specific playing ID.
1467  /// \sa
1468  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1470  AkPlayingID in_playingID ///< Playing ID of the event that must not use callbacks
1471  );
1472 
1473  /// Gets the current position of the source associated with this playing ID, obtained from PostEvent(). If more than one source is playing,
1474  /// the first to play is returned.
1475  /// Notes:
1476  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1477  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1478  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1479  /// sound engine update and the source's playback rate.
1480  /// \return
1481  /// - \c AK_Success if successful.
1482  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1483  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1484  /// \sa
1485  /// - \ref soundengine_query_pos
1486  /// - \ref concept_events
1488  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1489  AkTimeMs* out_puPosition, ///< Position of the source (in ms) associated with the specified playing ID
1490  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update.
1491  );
1492 
1493  /// Gets the current position of the sources associated with this playing ID, obtained from PostEvent().
1494  /// Notes:
1495  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1496  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1497  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1498  /// sound engine update and the source's playback rate.
1499  /// - If 0 is passed in for the number of entries (*in_pcPositions == 0) then only the number of positions will be returned and the
1500  /// position array (out_puPositions) will not be updated.
1501  /// - The io_pcPositions pointer must be non-NULL.
1502  /// out_puPositions may be NULL if *io_pcPositions == 0, otherwise it must be non-NULL.
1503  /// \return
1504  /// - \c AK_Success if successful.
1505  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1506  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1507  /// \sa
1508  /// - \ref soundengine_query_pos
1509  /// - \ref concept_events
1511  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1512  AkSourcePosition* out_puPositions, ///< Audio Node IDs and positions of sources associated with the specified playing ID
1513  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
1514  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update
1515  );
1516 
1517  /// Query information on the active segment of a music object that is playing. Use the playing ID
1518  /// that was returned from AK::SoundEngine::PostEvent(), provided that the event contained a play
1519  /// action that was targeting a music object. For any interactive music object (Music Segments, Music Switch Containers, and Music Playlist Containers),
1520  /// there is only one segment that is active at a time.
1521  /// To be able to query segment information, you must pass the AK_EnableGetMusicPlayPosition flag
1522  /// to the AK::SoundEngine::PostEvent() method. This informs the sound engine that the source associated
1523  /// with this event should be given special consideration because GetPlayingSegmentInfo() can be called
1524  /// at any time for this AkPlayingID.
1525  /// Notes:
1526  /// - If the music object is a single segment, you will get negative values for AkSegmentInfo::iCurrentPosition
1527  /// during the pre-entry. This will never occur with other types of music objects because the
1528  /// pre-entry of a segment always overlaps another active segment.
1529  /// - The active segment during the pre-entry of the first segment of a Playlist Container or a Music Switch
1530  /// Container is "nothing", as well as during the post-exit of the last segment of a Playlist (and beyond).
1531  /// - When the active segment is "nothing", out_uSegmentInfo is filled with zeros.
1532  /// - If in_bExtrapolate is true (default), AkSegmentInfo::iCurrentPosition is corrected by the amount of time elapsed
1533  /// since the beginning of the audio frame. It is thus possible that it slightly overshoots the total segment length.
1534  /// \return AK_Success if there is a playing music structure associated with the specified playing ID.
1535  /// \sa
1536  /// - AK::SoundEngine::PostEvent
1537  /// - AkSegmentInfo
1539  AkPlayingID in_PlayingID, ///< Playing ID returned by AK::SoundEngine::PostEvent().
1540  AkSegmentInfo& out_segmentInfo, ///< Structure containing information about the active segment of the music structure that is playing.
1541  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update.
1542  );
1543 
1544  /// Gets the stream buffering of the sources associated with this playing ID, obtained from PostEvent().
1545  /// Notes:
1546  /// - You need to pass AK_EnableGetSourceStreamBuffering to PostEvent() in order to use this function, otherwise
1547  /// it returns AK_Fail, even if the playing ID is valid.
1548  /// - The sources stream buffering is updated at every audio frame. If there are multiple sources associated with this playing ID,
1549  /// the value returned corresponds to the least buffered source.
1550  /// - The returned buffering status out_bIsBuffering will be true If any of the sources associated with the playing ID are actively being buffered.
1551  /// 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.
1552  /// - Purely in-memory sources are excluded from this database. If all sources are in-memory, GetSourceStreamBuffering() will return AK_PlayingIDNotFound.
1553  /// - 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.
1554  /// 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.
1555  /// \return
1556  /// - \c AK_Success if successful.
1557  /// - \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.
1558  /// \sa
1559  /// - \ref concept_events
1561  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1562  AkTimeMs & out_buffering, ///< Returned amount of buffering (in ms) of the source (or one of the sources) associated with that playing ID
1563  bool & out_bIsBuffering ///< Returned buffering status of the source(s) associated with that playing ID
1564  );
1565 
1566  /// Stops the current content playing associated to the specified game object ID.
1567  /// If no game object is specified, all sounds will be stopped.
1569  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< (Optional)Specify a game object to stop only playback associated to the provided game object ID.
1570  );
1571 
1572  /// Stop the current content playing associated to the specified playing ID.
1573  /// \aknote
1574  /// This function is deprecated. It is functionally identical to ExecuteActionOnPlayingID() using AkActionOnEventType_Stop.
1575  /// API call in Wwise Capture Log will show ExecuteActionOnPlayingID when calling this function.
1576  /// Use ExecuteActionOnPlayingID() instead.
1577  /// \endaknote
1578  /// \sa
1579  /// - <tt>AK::SoundEngine::ExecuteActionOnPlayingID()</tt>
1581  AkPlayingID in_playingID, ///< Playing ID to be stopped.
1582  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
1583  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1584  );
1585 
1586  /// Executes an Action on the content associated to the specified playing ID.
1587  /// \sa
1588  /// - <tt>AkActionOnEventType</tt>
1590  AkActionOnEventType in_ActionType, ///< Action to execute on the specified playing ID.
1591  AkPlayingID in_playingID, ///< Playing ID on which to execute the action.
1592  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
1593  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1594  );
1595 
1596  /// Sets the random seed value. Can be used to synchronize randomness
1597  /// across instances of the Sound Engine.
1598  /// \remark This seeds the number generator used for all container randomization
1599  /// and the plug-in RNG; since it acts globally, this should be called right
1600  /// before any PostEvent call where randomness synchronization is required,
1601  /// and cannot guarantee similar results for continuous containers.
1602  /// \sa
1603  /// - <tt>AK::IAkPluginServiceRNG</tt>
1605  AkUInt32 in_uSeed ///< Random seed.
1606  );
1607 
1608  /// Mutes/Unmutes the busses tagged as background music.
1609  /// This is automatically called for platforms that have user-music support.
1610  /// This function is provided to give the same behavior on platforms that don't have user-music support.
1612  bool in_bMute ///< Sets true to mute, false to unmute.
1613  );
1614  //@}
1615 
1616  /// Gets the state of the Background Music busses. This state is either set directly
1617  /// with \c AK::SoundEngine::MuteBackgroundMusic or by the OS, if it has User Music services.
1618  /// \return true if the background music busses are muted, false if not.
1620  //@}
1621 
1622 
1623  /// Sends custom game data to a plug-in that resides on a bus (insert Effect or mixer plug-in).
1624  /// Data will be copied and stored into a separate list.
1625  /// Previous entry is deleted when a new one is sent.
1626  /// Sets the data pointer to NULL to clear item from the list.
1627  /// \aknote The plug-in type and ID are passed and matched with plugins set on the desired bus.
1628  /// This means that you cannot send different data to various instances of a plug-in on the same bus.\endaknote
1629  /// \return AK_Success if data was sent successfully.
1631  AkUniqueID in_busID, ///< Bus ID
1632  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.
1633  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
1634  AkUInt32 in_uCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
1635  AkUInt32 in_uPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
1636  const void* in_pData, ///< The data blob
1637  AkUInt32 in_uSizeInBytes ///< Size of data
1638  );
1639  //@}
1640 
1641  ////////////////////////////////////////////////////////////////////////
1642  /// @name Game Objects
1643  //@{
1644 
1645  /// Registers a game object.
1646  /// \return
1647  /// - \c AK_Success if successful
1648  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1649  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1650  /// matter how many times it has been registered.
1651  /// \sa
1652  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1653  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1654  /// - \ref concept_gameobjects
1656  AkGameObjectID in_gameObjectID ///< ID of the game object to be registered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF].
1657  );
1658 
1659  /// Registers a game object.
1660  /// \return
1661  /// - \c AK_Success if successful
1662  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1663  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1664  /// matter how many times it has been registered.
1665  /// \sa
1666  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1667  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1668  /// - \ref concept_gameobjects
1670  AkGameObjectID in_gameObjectID, ///< ID of the game object to be registered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF].
1671  const char * in_pszObjName ///< Name of the game object (for monitoring purpose)
1672  );
1673 
1674  /// Unregisters a game object.
1675  /// \return
1676  /// - \c AK_Success if successful
1677  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1678  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1679  /// matter how many times it has been registered. Unregistering a game object while it is
1680  /// in use is allowed, but the control over the parameters of this game object is lost.
1681  /// For example, say a sound associated with this game object is a 3D moving sound. This sound will
1682  /// stop moving when the game object is unregistered, and there will be no way to regain control over the game object.
1683  /// \sa
1684  /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
1685  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1686  /// - \ref concept_gameobjects
1688  AkGameObjectID in_gameObjectID ///< ID of the game object to be unregistered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF]. Use
1689  ///< AK_INVALID_GAME_OBJECT to unregister all game objects.
1690  );
1691 
1692  /// Unregister all game objects, or all game objects with a particular matching set of property flags.
1693  /// This function to can be used to unregister all game objects.
1694  /// \return
1695  /// - \c AK_Success if successful
1696  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1697  /// matter how many times it has been registered. Unregistering a game object while it is
1698  /// in use is allowed, but the control over the parameters of this game object is lost.
1699  /// For example, if a sound associated with this game object is a 3D moving sound, it will
1700  /// stop moving once the game object is unregistered, and there will be no way to recover
1701  /// the control over this game object.
1702  /// \sa
1703  /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
1704  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1705  /// - \ref concept_gameobjects
1707  );
1708 
1709  /// Sets the position of a game object.
1710  /// \warning The object's orientation vector (in_Position.Orientation) must be normalized.
1711  /// \return
1712  /// - \c AK_Success when successful
1713  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1714  /// + in_Position makes an invalid transform
1715  /// + in_eFlags is not one of the valid enum values
1716  /// + the game object ID is in the reserved ID range.
1717  /// \sa
1718  /// - \ref soundengine_3dpositions
1720  AkGameObjectID in_GameObjectID, ///< Game Object identifier
1721  const AkSoundPosition & in_Position,///< Position to set; in_Position.Orientation must be normalized.
1722  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1723  );
1724 
1725  /// Sets multiple positions to a single game object.
1726  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1727  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1728  /// \aknote
1729  /// - Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt>
1730  /// - If a sound has diffraction enabled, it is treated as <tt>AkMultiPositionType_MultiDirections</tt>. <tt>AkMultiPositionType_MultiSources</tt> is not supported in this case.
1731  /// \endaknote
1732  /// \return
1733  /// - \c AK_Success when successful
1734  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1735  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1736  /// + in_Position makes an invalid transform
1737  /// + in_eFlags is not one of the valid enum values
1738  /// + the game object ID is in the reserved ID range.
1739  /// \sa
1740  /// - \ref soundengine_3dpositions
1741  /// - \ref soundengine_3dpositions_multiplepos
1742  /// - \ref AkMultiPositionType
1744  AkGameObjectID in_GameObjectID, ///< Game Object identifier.
1745  const AkSoundPosition * in_pPositions, ///< Array of positions to apply.
1746  AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array.
1747  AkMultiPositionType in_eMultiPositionType = AkMultiPositionType_MultiDirections, ///< \ref AkMultiPositionType
1748  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1749  );
1750 
1751  /// Sets multiple positions to a single game object, with flexible assignment of input channels.
1752  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1753  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1754  /// \aknote Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
1755  /// \return
1756  /// - \c AK_Success when successful
1757  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1758  /// - \c AK_InvalidParameter if parameters are not valid.
1759  /// \sa
1760  /// - \ref soundengine_3dpositions
1761  /// - \ref soundengine_3dpositions_multiplepos
1762  /// - \ref AkMultiPositionType
1764  AkGameObjectID in_GameObjectID, ///< Game Object identifier.
1765  const AkChannelEmitter * in_pPositions, ///< Array of positions to apply, each using its own channel mask.
1766  AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array.
1767  AkMultiPositionType in_eMultiPositionType = AkMultiPositionType_MultiDirections, ///< \ref AkMultiPositionType
1768  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1769  );
1770 
1771  /// Sets the scaling factor of a Game Object.
1772  /// Modify the attenuation computations on this Game Object to simulate sounds with a larger or smaller area of effect.
1773  /// \return
1774  /// - \c AK_Success when successful
1775  /// - \c AK_InvalidParameter if the scaling factor specified was 0 or negative.
1776  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
1778  AkGameObjectID in_GameObjectID, ///< Game object identifier
1779  AkReal32 in_fAttenuationScalingFactor ///< Scaling Factor, 1 means 100%, 0.5 means 50%, 2 means 200%, and so on.
1780  );
1781 
1782  /// Use the position of a separate game object for distance calculations for a specified listener.
1783  /// When <tt>AK::SoundEngine::SetDistanceProbe()</tt> is called, Wwise calculates distance attenuation and filtering
1784  /// based on the distance between the distance probe Game Object (\c in_distanceProbeGameObjectID) and the emitter Game Object's position.
1785  /// In third-person perspective applications, the distance probe Game Object may be set to the player character's position,
1786  /// and the listener Game Object's position to that of the camera. In this scenario, attenuation is based on
1787  /// the distance between the character and the sound, whereas panning, spatialization, and spread and focus calculations are base on the camera.
1788  /// Both Game Objects, \c in_listenerGameObjectID and \c in_distanceProbeGameObjectID must have been previously registered using <tt>AK::SoundEngine::RegisterGameObj</tt>.
1789  /// This function is optional. if <tt>AK::SoundEngine::SetDistanceProbe()</tt> is never called, distance calculations are based on the listener Game Object position.
1790  /// 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.
1791  /// \aknote If the distance probe Game Object is assigned multiple positions, then the first position is used for distance calculations by the listener. \endaknote
1792  /// \return
1793  /// - \c AK_Success when successful
1794  /// \sa
1795  /// - <tt>AK::SoundEngine::SetPosition()</tt>
1797  AkGameObjectID in_listenerGameObjectID, ///< Game object identifier for the listener. Must have been previously registered via RegisterGameObj.
1798  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.
1799  );
1800 
1801  //@}
1802 
1803  ////////////////////////////////////////////////////////////////////////
1804  /// @name Bank Management
1805  //@{
1806 
1807  /// Processes all pending asynchronous bank operations.
1808  /// This function must be called periodically (once per game frame) when using asynchronous bank-loading functions.
1809  ///
1810  /// When <tt>AkInitSettings::bUseSoundBankMgrThread</tt> is <tt>false</tt>, this function processes all pending operations immediately on the calling thread.
1811  ///
1812  /// \akcaution
1813  /// When <tt>AkInitSettings::bUseSoundBankMgrThread</tt> is <tt>false</tt>, this function is not thread-safe. There should be a dedicated thread to call
1814  /// this function every game frame. In addition, synchronous Bank and Prepare calls implicitely call this function. Therefore, synchronous Bank and Prepare
1815  /// calls should always be called from the same thread that is calling <tt>AK::SoundEngine::ProcessBanks</tt>.
1816  /// \endakcaution
1817  ///
1818  /// \sa
1819  /// - <tt>AK::SoundEngine::LoadBank</tt>
1820  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
1821  /// - \ref goingfurther_eventmgrthread
1823 
1824  /// Unload all currently loaded banks.
1825  /// It also internally calls ClearPreparedEvents() since at least one bank must have been loaded to allow preparing events.
1826  /// \return
1827  /// - \c AK_Success if successful
1828  /// - \c AK_NotInitialized if the sound engine was not correctly initialized or if there is not enough memory to handle the command
1829  /// \sa
1830  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1831  /// - <tt>AK::SoundEngine::LoadBank()</tt>
1832  /// - \ref soundengine_banks
1834 
1835  /// Sets the I/O settings of the bank load and prepare event processes.
1836  /// The sound engine uses default values unless explicitly set by calling this method.
1837  /// \warning This function must be called before loading banks.
1838  /// \return
1839  /// - \c AK_Success if successful
1840  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1841  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1842  /// \sa
1843  /// - \ref soundengine_banks
1844  /// - \ref streamingdevicemanager
1846  AkReal32 in_fThroughput, ///< Average throughput of bank data streaming (bytes/ms) (the default value is AK_DEFAULT_BANK_THROUGHPUT)
1847  AkPriority in_priority ///< Priority of bank streaming (the default value is AK_DEFAULT_PRIORITY)
1848  );
1849 
1850 #ifdef AK_SUPPORT_WCHAR
1851  /// Load a bank synchronously (by Unicode string).\n
1852  /// The bank name and type are passed to the Stream Manager.
1853  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
1854  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1855  /// The function returns when the request has been completely processed.
1856  /// \return
1857  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1858  /// You may use this ID with UnloadBank().
1859  /// - \c AK_Success: Load or unload successful.
1860  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1861  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1862  /// - \c AK_BankReadError: I/O error.
1863  /// - \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.
1864  /// - \c AK_InvalidFile: File specified could not be opened.
1865  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
1866  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1867  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1868  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1869  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure, check the debug console)
1870  /// \remarks
1871  /// - The initialization bank (Init.bnk) must be loaded first.
1872  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1873  /// initialization bank. If you need to load SoundBanks from a different project, you
1874  /// must first unload ALL banks, including the initialization bank, then load the
1875  /// initialization bank from the other project, and finally load banks from that project.
1876  /// - Codecs and plug-ins must be registered before loading banks that use them.
1877  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1878  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1879  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1880  /// posting the event will fail.
1881  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1882  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1883  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1884  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1885  /// \aknote
1886  /// 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.
1887  /// The Capture Log will still report the missing file. For example, this will be the case when SoundBanks were not generated.
1888  /// If this option is selected, you can work without SoundBanks as long as Wwise Authoring is connected.
1889  /// The Init.bnk is still required to initialize the sound engine properly.
1890  /// \endaknote
1891  /// \sa
1892  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1893  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1894  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
1895  /// - \ref soundengine_banks
1896  /// - \ref integrating_elements_plugins
1897  /// - \ref streamingdevicemanager
1898  /// - \ref streamingmanager_lowlevel
1899  /// - \ref sdk_bank_training
1901  const wchar_t* in_pszString, ///< Name of the bank to load
1902  AkBankID & out_bankID, ///< Returned bank ID
1903  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1904  );
1905 #endif //AK_SUPPORT_WCHAR
1906 
1907  /// Loads a bank synchronously.\n
1908  /// The bank name and type are passed to the Stream Manager.
1909  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
1910  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1911  /// The function returns when the request has been completely processed.
1912  /// \return
1913  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1914  /// You may use this ID with UnloadBank().
1915  /// - \c AK_Success: Load or unload successful.
1916  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1917  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1918  /// - \c AK_BankReadError: I/O error.
1919  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1920  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1921  /// - \c AK_InvalidFile: File specified could not be opened.
1922  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1923  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1924  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1925  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1926  /// \remarks
1927  /// - The initialization bank (Init.bnk) must be loaded first.
1928  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1929  /// initialization bank. If you need to load SoundBanks from a different project, you
1930  /// must first unload ALL banks, including the initialization bank, then load the
1931  /// initialization bank from the other project, and finally load banks from that project.
1932  /// - Codecs and plug-ins must be registered before loading banks that use them.
1933  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1934  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1935  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1936  /// posting the event will fail.
1937  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1938  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1939  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1940  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1941  /// \aknote
1942  /// 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.
1943  /// The Capture Log will still report the missing file. For example, this will be the case when SoundBanks were not generated.
1944  /// If this option is selected, you can work without SoundBanks as long as Wwise Authoring is connected.
1945  /// The Init.bnk is still required to initialize the sound engine properly.
1946  /// \endaknote
1947  /// \sa
1948  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1949  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1950  /// - <tt>AK::SoundEngine::GetIDFromString</tt>
1951  /// - \ref soundengine_banks
1952  /// - \ref integrating_elements_plugins
1953  /// - \ref streamingdevicemanager
1954  /// - \ref streamingmanager_lowlevel
1955  /// - \ref sdk_bank_training
1957  const char* in_pszString, ///< Name of the bank to load
1958  AkBankID & out_bankID, ///< Returned bank ID
1959  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1960  );
1961 
1962  /// Loads a bank synchronously (by ID).\n
1963  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
1964  /// The bank ID is passed to the Stream Manager.
1965  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
1966  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1967  /// The function returns when the request has been completely processed.
1968  /// \return
1969  /// - \c AK_Success: Load or unload successful.
1970  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1971  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1972  /// - \c AK_BankReadError: I/O error. The bank is either shorter than expected or its data corrupted.
1973  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1974  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1975  /// - \c AK_InvalidFile: File specified could not be opened.
1976  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1977  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console or Wwise Profiler
1978  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1979  /// - \c AK_FileNotFound if the bank file was not found on disk.
1980  /// - \c AK_FilePermissionError if the file permissions are wrong for the file
1981  /// - \c AK_Fail: Load or unload failed for any other reason. , check the debug console or Wwise Profiler
1982  /// \remarks
1983  /// - The initialization bank (Init.bnk) must be loaded first.
1984  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1985  /// initialization bank. If you need to load SoundBanks from a different project, you
1986  /// must first unload ALL banks, including the initialization bank, then load the
1987  /// initialization bank from the other project, and finally load banks from that project.
1988  /// - Codecs and plug-ins must be registered before loading banks that use them.
1989  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1990  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1991  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1992  /// posting the event will fail.
1993  /// \aknote
1994  /// 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.
1995  /// The Capture Log will still report the missing file. For example, this will be the case when SoundBanks were not generated.
1996  /// If this option is selected, you can work without SoundBanks as long as Wwise Authoring is connected.
1997  /// The Init.bnk is still required to initialize the sound engine properly.
1998  /// \endaknote
1999  /// \sa
2000  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2001  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2002  /// - \ref soundengine_banks
2003  /// - \ref integrating_elements_plugins
2004  /// - \ref sdk_bank_training
2006  AkBankID in_bankID, ///< Bank ID of the bank to load
2007  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2008  );
2009 
2010  /// Loads a bank synchronously (from in-memory data, in-place, user bank only).\n
2011  ///
2012  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2013  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2014  ///
2015  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2016  /// in a buffer and pass its address to the sound engine.
2017  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2018  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2019  /// The function returns when the request has been completely processed.
2020  /// \return
2021  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2022  /// ID with UnloadBank().
2023  /// - \c AK_Success: Load or unload successful.
2024  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2025  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2026  /// - \c AK_BankReadError: I/O error.
2027  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2028  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2029  /// - \c AK_InvalidFile: File specified could not be opened.
2030  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2031  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2032  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2033  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2034  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2035  /// \remarks
2036  /// - The initialization bank (Init.bnk) must be loaded first.
2037  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2038  /// initialization bank. If you need to load SoundBanks from a different project, you
2039  /// must first unload ALL banks, including the initialization bank, then load the
2040  /// initialization bank from the other project, and finally load banks from that project.
2041  /// - Codecs and plug-ins must be registered before loading banks that use them.
2042  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2043  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2044  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2045  /// posting the event will fail.
2046  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2047  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2048  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2049  /// \sa
2050  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2051  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2052  /// - \ref soundengine_banks
2053  /// - \ref integrating_elements_plugins
2054  /// - \ref sdk_bank_training
2056  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2057  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2058  AkBankID & out_bankID ///< Returned bank ID
2059  );
2060 
2061  /// Loads a bank synchronously (from in-memory data, in-place, any bank type).\n
2062  ///
2063  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2064  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2065  ///
2066  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2067  /// in a buffer and pass its address to the sound engine.
2068  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2069  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2070  /// The function returns when the request has been completely processed.
2071  /// \return
2072  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2073  /// ID with UnloadBank().
2074  /// - \c AK_Success: Load or unload successful.
2075  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2076  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2077  /// - \c AK_BankReadError: I/O error.
2078  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2079  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2080  /// - \c AK_InvalidFile: File specified could not be opened.
2081  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2082  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2083  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2084  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2085  /// \remarks
2086  /// - The initialization bank (Init.bnk) must be loaded first.
2087  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2088  /// initialization bank. If you need to load SoundBanks from a different project, you
2089  /// must first unload ALL banks, including the initialization bank, then load the
2090  /// initialization bank from the other project, and finally load banks from that project.
2091  /// - Codecs and plug-ins must be registered before loading banks that use them.
2092  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2093  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2094  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2095  /// posting the event will fail.
2096  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2097  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2098  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2099  /// \sa
2100  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2101  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2102  /// - \ref soundengine_banks
2103  /// - \ref integrating_elements_plugins
2104  /// - \ref sdk_bank_training
2106  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2107  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2108  AkBankID & out_bankID, ///< Returned bank ID
2109  AkBankType & out_bankType ///< Returned bank type
2110  );
2111 
2112  /// Loads a bank synchronously (from in-memory data, out-of-place, user bank only).\n
2113  ///
2114  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2115  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2116  ///
2117  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2118  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2119  /// allocated memory.
2120  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2121  /// over the in-place version is that there is no duplication of bank structures.
2122  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2123  /// The function returns when the request has been completely processed.
2124  /// \return
2125  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2126  /// ID with UnloadBank().
2127  /// - \c AK_Success: Load or unload successful.
2128  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2129  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2130  /// - \c AK_BankReadError: I/O error.
2131  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2132  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2133  /// - \c AK_InvalidFile: File specified could not be opened.
2134  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2135  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2136  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2137  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2138  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2139  /// \remarks
2140  /// - The initialization bank (Init.bnk) must be loaded first.
2141  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2142  /// initialization bank. If you need to load SoundBanks from a different project, you
2143  /// must first unload ALL banks, including the initialization bank, then load the
2144  /// initialization bank from the other project, and finally load banks from that project.
2145  /// - Codecs and plug-ins must be registered before loading banks that use them.
2146  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2147  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2148  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2149  /// posting the event will fail.
2150  /// \sa
2151  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2152  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2153  /// - \ref soundengine_banks
2154  /// - \ref integrating_elements_plugins
2155  /// - \ref sdk_bank_training
2157  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)
2158  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2159  AkBankID & out_bankID ///< Returned bank ID
2160  );
2161 
2162  /// Loads a bank synchronously (from in-memory data, out-of-place, any bank type).\n
2163  ///
2164  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2165  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2166  ///
2167  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2168  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2169  /// allocated memory.
2170  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2171  /// over the in-place version is that there is no duplication of bank structures.
2172  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2173  /// The function returns when the request has been completely processed.
2174  /// \return
2175  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2176  /// ID with UnloadBank().
2177  /// - \c AK_Success: Load or unload successful.
2178  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2179  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2180  /// - \c AK_BankReadError: I/O error.
2181  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2182  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2183  /// - \c AK_InvalidFile: File specified could not be opened.
2184  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2185  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2186  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2187  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2188  /// \remarks
2189  /// - The initialization bank (Init.bnk) must be loaded first.
2190  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2191  /// initialization bank. If you need to load SoundBanks from a different project, you
2192  /// must first unload ALL banks, including the initialization bank, then load the
2193  /// initialization bank from the other project, and finally load banks from that project.
2194  /// - Codecs and plug-ins must be registered before loading banks that use them.
2195  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2196  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2197  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2198  /// posting the event will fail.
2199  /// \sa
2200  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2201  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2202  /// - \ref soundengine_banks
2203  /// - \ref integrating_elements_plugins
2204  /// - \ref sdk_bank_training
2206  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)
2207  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2208  AkBankID & out_bankID, ///< Returned bank ID
2209  AkBankType & out_bankType ///< Returned bank type
2210  );
2211 
2212  /// 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.
2213  /// \n
2214  /// 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.
2216  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)
2217  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to decode
2218  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.
2219  void * & out_pDecodedBankPtr, ///< Decoded bank memory location.
2220  AkUInt32 & out_uDecodedBankSize ///< Decoded bank memory size.
2221  );
2222 
2223 #ifdef AK_SUPPORT_WCHAR
2224  /// Loads a bank asynchronously (by Unicode string).\n
2225  /// The bank name is passed to the Stream Manager.
2226  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2227  /// A bank load request will be posted to the Bank Manager consumer thread.
2228  /// The function returns immediately.
2229  /// \return
2230  /// AK_Success if the scheduling was successful, AK_Fail otherwise.
2231  /// Use a callback to be notified when completed, and get the status of the request.
2232  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2233  /// You may use this ID with UnloadBank().
2234  /// \remarks
2235  /// - The initialization bank (Init.bnk) must be loaded first.
2236  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2237  /// initialization bank. If you need to load SoundBanks from a different project, you
2238  /// must first unload ALL banks, including the initialization bank, then load the
2239  /// initialization bank from the other project, and finally load banks from that project.
2240  /// - Codecs and plug-ins must be registered before loading banks that use them.
2241  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2242  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2243  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2244  /// posting the event will fail.
2245  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2246  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2247  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2248  /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2249  /// (<tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>) if you use the default Stream Manager's implementation.
2250  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2251  /// as AkFileSystemFlags::pCustomParam.
2252  /// \aknote
2253  /// 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.
2254  /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2255  /// This allows working without sound banks, as long as the Wwise Authoring is connected.
2256  /// The Init.bnk is still required to initialize the sound engine properly though.
2257  /// \endaknote
2258  /// \sa
2259  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2260  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2261  /// - AkBankCallbackFunc
2262  /// - \ref soundengine_banks
2263  /// - \ref integrating_elements_plugins
2264  /// - \ref streamingdevicemanager
2265  /// - \ref streamingmanager_lowlevel
2266  /// - \ref sdk_bank_training
2268  const wchar_t* in_pszString, ///< Name/path of the bank to load
2269  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2270  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)
2271  AkBankID & out_bankID, ///< Returned bank ID
2272  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2273  );
2274 #endif //AK_SUPPORT_WCHAR
2275 
2276  /// Loads a bank asynchronously.\n
2277  /// The bank name is passed to the Stream Manager.
2278  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2279  /// A bank load request will be posted to the Bank Manager consumer thread.
2280  /// The function returns immediately.
2281  /// \return
2282  /// - \c AK_Success if the scheduling was successful,
2283  /// - \c AK_InvalidBankType if in_bankType was invalid
2284  /// Use a callback to be notified when completed, and get the status of the request.
2285  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2286  /// You may use this ID with UnloadBank().
2287  /// \remarks
2288  /// - The initialization bank (Init.bnk) must be loaded first.
2289  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2290  /// initialization bank. If you need to load SoundBanks from a different project, you
2291  /// must first unload ALL banks, including the initialization bank, then load the
2292  /// initialization bank from the other project, and finally load banks from that project.
2293  /// - Codecs and plug-ins must be registered before loading banks that use them.
2294  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2295  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2296  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2297  /// posting the Event will fail.
2298  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2299  /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2300  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2301  /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2302  /// (<tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>) if you use the default Stream Manager's implementation.
2303  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2304  /// as <tt>AkFileSystemFlags::pCustomParam</tt>.
2305  /// \aknote
2306  /// 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.
2307  /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2308  /// This allows working without sound banks, as long as Wwise Authoring is connected.
2309  /// The Init.bnk is still required to initialize the sound engine properly though.
2310  /// \endaknote
2311  /// \sa
2312  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2313  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2314  /// - AkBankCallbackFunc
2315  /// - \ref soundengine_banks
2316  /// - \ref integrating_elements_plugins
2317  /// - \ref streamingdevicemanager
2318  /// - \ref streamingmanager_lowlevel
2319  /// - \ref sdk_bank_training
2321  const char* in_pszString, ///< Name/path of the bank to load
2322  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2323  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)
2324  AkBankID & out_bankID, ///< Returned bank ID
2325  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2326  );
2327 
2328  /// Loads a bank asynchronously (by ID).\n
2329  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2330  /// The bank ID is passed to the Stream Manager.
2331  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2332  /// A bank load request will be posted to the Bank Manager consumer thread.
2333  /// The function returns immediately.
2334  /// \return
2335  /// - \c AK_Success if the scheduling was successful,
2336  /// - \c AK_InvalidBankType if in_bankType was invalid
2337  /// Use a callback to be notified when completed, and get the status of the request.
2338  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2339  /// You may use this ID with \c UnloadBank().
2340  /// \remarks
2341  /// - The initialization bank (Init.bnk) must be loaded first.
2342  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2343  /// initialization bank. If you need to load SoundBanks from a different project, you
2344  /// must first unload ALL banks, including the initialization bank, then load the
2345  /// initialization bank from the other project, and finally load banks from that project.
2346  /// - Codecs and plug-ins must be registered before loading banks that use them.
2347  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2348  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2349  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2350  /// posting the event will fail.
2351  /// - The file path should be resolved in your implementation of the Stream Manager, or in the Low-Level I/O module if
2352  /// 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.
2353  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2354  /// as AkFileSystemFlags::pCustomParam.
2355  /// \aknote
2356  /// 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.
2357  /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2358  /// This allows working without sound banks, as long as Wwise Authoring is connected.
2359  /// The Init.bnk is still required to initialize the sound engine properly though.
2360  /// \endaknote
2361  /// \sa
2362  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2363  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2364  /// - AkBankCallbackFunc
2365  /// - \ref soundengine_banks
2366  /// - \ref integrating_elements_plugins
2367  /// - \ref sdk_bank_training
2369  AkBankID in_bankID, ///< Bank ID of the bank to load
2370  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2371  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)
2372  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2373  );
2374 
2375  /// Loads a bank asynchronously (from in-memory data, in-place, user bank only).\n
2376  ///
2377  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2378  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2379  ///
2380  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2381  /// in a buffer and pass its address to the sound engine.
2382  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2383  /// A bank load request will be posted to the Bank Manager consumer thread.
2384  /// The function returns immediately.
2385  /// \return
2386  /// - \c AK_Success if the scheduling was successful,
2387  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2388  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2389  /// Use a callback to be notified when completed, and get the status of the request.
2390  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2391  /// You may use this ID with UnloadBank().
2392  /// \remarks
2393  /// - The initialization bank (Init.bnk) must be loaded first.
2394  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2395  /// initialization bank. If you need to load SoundBanks from a different project, you
2396  /// must first unload ALL banks, including the initialization bank, then load the
2397  /// initialization bank from the other project, and finally load banks from that project.
2398  /// - Codecs and plug-ins must be registered before loading banks that use them.
2399  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2400  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2401  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2402  /// posting the event will fail.
2403  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2404  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2405  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2406  /// \sa
2407  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2408  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2409  /// - AkBankCallbackFunc
2410  /// - \ref soundengine_banks
2411  /// - \ref integrating_elements_plugins
2412  /// - \ref sdk_bank_training
2414  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2415  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2416  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2417  void * in_pCookie, ///< Callback cookie
2418  AkBankID & out_bankID ///< Returned bank ID
2419  );
2420 
2421  /// Loads a bank asynchronously (from in-memory data, in-place, any bank type).\n
2422  ///
2423  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2424  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2425  ///
2426  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2427  /// in a buffer and pass its address to the sound engine.
2428  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2429  /// A bank load request will be posted to the Bank Manager consumer thread.
2430  /// The function returns immediately.
2431  /// \return
2432  /// - \c AK_Success if the scheduling was successful,
2433  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2434  /// Use a callback to be notified when completed, and get the status of the request.
2435  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2436  /// You may use this ID with UnloadBank().
2437  /// \remarks
2438  /// - The initialization bank (Init.bnk) must be loaded first.
2439  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2440  /// initialization bank. If you need to load SoundBanks from a different project, you
2441  /// must first unload ALL banks, including the initialization bank, then load the
2442  /// initialization bank from the other project, and finally load banks from that project.
2443  /// - Codecs and plug-ins must be registered before loading banks that use them.
2444  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2445  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2446  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2447  /// posting the event will fail.
2448  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2449  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2450  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2451  /// \sa
2452  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2453  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2454  /// - AkBankCallbackFunc
2455  /// - \ref soundengine_banks
2456  /// - \ref integrating_elements_plugins
2457  /// - \ref sdk_bank_training
2459  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2460  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2461  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2462  void * in_pCookie, ///< Callback cookie
2463  AkBankID & out_bankID, ///< Returned bank ID
2464  AkBankType & out_bankType ///< Returned bank type
2465  );
2466 
2467  /// Loads a bank asynchronously (from in-memory data, out-of-place, user bank only).\n
2468  ///
2469  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2470  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2471  ///
2472  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2473  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2474  /// memory.
2475  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2476  /// over the in-place version is that there is no duplication of bank structures.
2477  /// A bank load request will be posted to the Bank Manager consumer thread.
2478  /// The function returns immediately.
2479  /// \return
2480  /// - \c AK_Success if the scheduling was successful,
2481  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2482  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2483  /// Use a callback to be notified when completed, and get the status of the request.
2484  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2485  /// You may use this ID with UnloadBank().
2486  /// \remarks
2487  /// - The initialization bank (Init.bnk) must be loaded first.
2488  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2489  /// initialization bank. If you need to load SoundBanks from a different project, you
2490  /// must first unload ALL banks, including the initialization bank, then load the
2491  /// initialization bank from the other project, and finally load banks from that project.
2492  /// - Codecs and plug-ins must be registered before loading banks that use them.
2493  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2494  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2495  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2496  /// posting the event will fail.
2497  /// \sa
2498  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2499  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2500  /// - AkBankCallbackFunc
2501  /// - \ref soundengine_banks
2502  /// - \ref integrating_elements_plugins
2503  /// - \ref sdk_bank_training
2505  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)
2506  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2507  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2508  void* in_pCookie, ///< Callback cookie
2509  AkBankID& out_bankID ///< Returned bank ID
2510  );
2511 
2512  /// Loads a bank asynchronously (from in-memory data, out-of-place, any bank type).\n
2513  ///
2514  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2515  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2516  ///
2517  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2518  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2519  /// memory.
2520  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2521  /// over the in-place version is that there is no duplication of bank structures.
2522  /// A bank load request will be posted to the Bank Manager consumer thread.
2523  /// The function returns immediately.
2524  /// \return
2525  /// - \c AK_Success if the scheduling was successful,
2526  /// - \c AK_InvalidBankType if in_bankType was invalid
2527  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2528  /// Use a callback to be notified when completed, and get the status of the request.
2529  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2530  /// You may use this ID with UnloadBank().
2531  /// \remarks
2532  /// - The initialization bank (Init.bnk) must be loaded first.
2533  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2534  /// initialization bank. If you need to load SoundBanks from a different project, you
2535  /// must first unload ALL banks, including the initialization bank, then load the
2536  /// initialization bank from the other project, and finally load banks from that project.
2537  /// - Codecs and plug-ins must be registered before loading banks that use them.
2538  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2539  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2540  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2541  /// posting the event will fail.
2542  /// \sa
2543  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2544  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2545  /// - AkBankCallbackFunc
2546  /// - \ref soundengine_banks
2547  /// - \ref integrating_elements_plugins
2548  /// - \ref sdk_bank_training
2550  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)
2551  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2552  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2553  void * in_pCookie, ///< Callback cookie
2554  AkBankID & out_bankID, ///< Returned bank ID
2555  AkBankType & out_bankType ///< Returned bank type
2556  );
2557 
2558 #ifdef AK_SUPPORT_WCHAR
2559  /// Unloads a bank synchronously (by Unicode string).\n
2560  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2561  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2562  /// \remarks
2563  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2564  /// then it calls the synchronous version of UnloadBank() by ID.
2565  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2566  /// not the name of the file (if you changed it), nor the full path of the file.
2567  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2568  /// This means that streamed sounds or generated sounds will not be stopped.
2569  /// \sa
2570  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2571  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2572  /// - \ref soundengine_banks
2574  const wchar_t* in_pszString, ///< Name of the bank to unload
2575  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.
2576  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2577  );
2578 #endif //AK_SUPPORT_WCHAR
2579 
2580  /// Unloads a bank synchronously.\n
2581  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2582  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2583  /// \remarks
2584  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2585  /// then it calls the synchronous version of UnloadBank() by ID.
2586  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2587  /// not the name of the file (if you changed it), nor the full path of the file.
2588  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2589  /// This means that streamed sounds or generated sounds will not be stopped.
2590  /// \sa
2591  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2592  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2593  /// - \ref soundengine_banks
2595  const char* in_pszString, ///< Name of the bank to unload
2596  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.
2597  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2598  );
2599 
2600  /// Unloads a bank synchronously (by ID and memory pointer).\n
2601  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2602  /// \remarks
2603  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2604  /// This means that streamed sounds or generated sounds will not be stopped.
2605  /// \sa
2606  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2607  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2608  /// - \ref soundengine_banks
2610  AkBankID in_bankID, ///< ID of the bank to unload
2611  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.
2612  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2613  );
2614 
2615 #ifdef AK_SUPPORT_WCHAR
2616  /// Unloads a bank asynchronously (by Unicode string).\n
2617  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2618  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2619  /// \remarks
2620  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2621  /// then it calls the synchronous version of UnloadBank() by ID.
2622  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2623  /// not the name of the file (if you changed it), nor the full path of the file.
2624  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2625  /// This means that streamed sounds or generated sounds will not be stopped.
2626  /// \sa
2627  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2628  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2629  /// - AkBankCallbackFunc
2630  /// - \ref soundengine_banks
2632  const wchar_t* in_pszString, ///< Name of the bank to unload
2633  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.
2634  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2635  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2636  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2637  );
2638 #endif //AK_SUPPORT_WCHAR
2639 
2640  /// Unloads a bank asynchronously.\n
2641  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2642  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2643  /// \remarks
2644  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2645  /// then it calls the synchronous version of UnloadBank() by ID.
2646  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2647  /// not the name of the file (if you changed it), nor the full path of the file.
2648  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2649  /// This means that streamed sounds or generated sounds will not be stopped.
2650  /// \sa
2651  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2652  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2653  /// - AkBankCallbackFunc
2654  /// - \ref soundengine_banks
2656  const char* in_pszString, ///< Name of the bank to unload
2657  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.
2658  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2659  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2660  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2661  );
2662 
2663  /// Unloads a bank asynchronously (by ID and memory pointer).\n
2664  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2665  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2666  /// \remarks
2667  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2668  /// This means that streamed sounds or generated sounds will not be stopped.
2669  /// \sa
2670  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2671  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2672  /// - AkBankCallbackFunc
2673  /// - \ref soundengine_banks
2675  AkBankID in_bankID, ///< ID of the bank to unload
2676  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.
2677  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2678  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2679  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2680  );
2681 
2682  /// Cancels all Event callbacks associated with a specific callback cookie specified while loading Banks of preparing Events.\n
2683  /// \sa
2684  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2685  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2686  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2687  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2688  /// - AkBankCallbackFunc
2690  void * in_pCookie ///< Callback cookie to be canceled
2691  );
2692 
2693  /// Preparation type.
2694  /// \sa
2695  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2696  /// - <tt>AK::SoundEngine::PrepareGameSyncs()</tt>
2697  /// - <tt>AK::SoundEngine::PrepareBank()</tt>
2699  {
2700  Preparation_Load, ///< \c PrepareEvent() will load required information to play the specified event.
2701  Preparation_Unload, ///< \c PrepareEvent() will unload required information to play the specified event.
2702  Preparation_LoadAndDecode, ///< Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
2703  Preparation_Last, ///< End of enum, invalid value.
2704  };
2705 
2706  /// Parameter to be passed to <tt>AK::SoundEngine::PrepareBank()</tt>.
2707  /// Use AkBankContent_All to load both the media and structural content from the bank.
2708  /// 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.
2709  /// \sa
2710  /// - <tt>AK::SoundEngine::PrepareBank()</tt>
2711  /// - \ref soundengine_banks_preparingbanks
2713  {
2714  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.
2715  AkBankContent_All, ///< Use AkBankContent_All to load both the media and structural content.
2716  AkBankContent_Last ///< End of enum, invalid value.
2717  };
2718 
2719 #ifdef AK_SUPPORT_WCHAR
2720  /// 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
2721  /// 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(),
2722  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2723  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2724  /// allowing using PrepareEvent() to load media on demand.
2725  /// \sa
2726  /// - \ref soundengine_banks_preparingbanks
2727  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2728  /// - <tt>AK::SoundEngine::PreparationType</tt>
2729  /// \remarks
2730  /// 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
2731  /// 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;
2732  /// 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.
2734  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2735  const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2736  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2737  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2738  );
2739 #endif //AK_SUPPORT_WCHAR
2740 
2741  /// 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
2742  /// 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(),
2743  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2744  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2745  /// allowing using PrepareEvent() to load media on demand.
2746  /// \sa
2747  /// - \ref soundengine_banks_preparingbanks
2748  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2749  /// - <tt>AK::SoundEngine::PreparationType</tt>
2750  /// \remarks
2751  /// \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
2752  /// 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;
2753  /// 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.
2755  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2756  const char* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2757  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2758  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2759  );
2760 
2761  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2762  /// 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
2763  /// 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(),
2764  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2765  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2766  /// allowing using PrepareEvent() to load media on demand.
2767  /// \sa
2768  /// - \ref soundengine_banks_preparingbanks
2769  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2770  /// - <tt>AK::SoundEngine::PreparationType</tt>
2771  /// \remarks
2772  /// \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
2773  /// 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;
2774  /// 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.
2776  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2777  AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare.
2778  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2779  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2780  );
2781 
2782 #ifdef AK_SUPPORT_WCHAR
2783  /// 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
2784  /// 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(),
2785  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2786  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2787  /// allowing using PrepareEvent() to load media on demand.
2788  /// \sa
2789  /// - \ref soundengine_banks_preparingbanks
2790  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2791  /// - <tt>AK::SoundEngine::PreparationType</tt>
2792  /// \remarks
2793  /// 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
2794  /// 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;
2795  /// 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.
2797  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2798  const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2799  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2800  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2801  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2802  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2803  );
2804 #endif //AK_SUPPORT_WCHAR
2805 
2806  /// 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
2807  /// 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(),
2808  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2809  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2810  /// allowing using PrepareEvent() to load media on demand.
2811  /// \sa
2812  /// - \ref soundengine_banks_preparingbanks
2813  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2814  /// - <tt>AK::SoundEngine::PreparationType()</tt>
2815  /// \remarks
2816  /// 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
2817  /// 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;
2818  /// 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.
2820  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2821  const char* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2822  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2823  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2824  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2825  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2826  );
2827 
2828  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2829  /// 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
2830  /// 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(),
2831  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2832  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2833  /// allowing using PrepareEvent() to load media on demand.
2834  /// \sa
2835  /// - \ref soundengine_banks_preparingbanks
2836  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2837  /// - <tt>AK::SoundEngine::PreparationType()</tt>
2838  /// \remarks
2839  /// \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
2840  /// 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;
2841  /// 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.
2843  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2844  AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare.
2845  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2846  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2847  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2848  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2849  );
2850 
2851  /// Clear all previously prepared events.\n
2852  /// \return
2853  /// - \c AK_Success if successful.
2854  /// - \c AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command.
2855  /// \remarks
2856  /// The function \c ClearBanks() also clears all prepared events.
2857  /// \sa
2858  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2859  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2861 
2862 #ifdef AK_SUPPORT_WCHAR
2863  /// Prepares or unprepares Events synchronously (by Unicode string).\n
2864  /// The Events are identified by strings, and converted to IDs internally
2865  /// (see \ref soundengine_banks_general for a discussion on using strings and IDs).
2866  /// Before invoking \c PrepareEvent(), use \c LoadBank() to explicitly load the SoundBank(s)
2867  /// that contain the Events and structures. When a request is posted to the
2868  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2869  /// successfully post the specified Events and load the required loose media files.
2870  /// \aknote Before version 2015.1, the required media files could be included
2871  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2872  /// however,\c PrepareEvent() now only looks for loose media files.
2873  /// \endaknote
2874  /// The function returns when the request is completely processed.
2875  /// \return
2876  /// - \c AK_Success: Prepare/un-prepare successful.
2877  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2878  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2879  /// - \c AK_BankReadError: I/O error.
2880  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2881  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2882  /// - \c AK_InvalidFile: File specified could not be opened.
2883  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2884  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2885  /// \remarks
2886  /// Whenever at least one event fails to be resolved, the actions performed for all
2887  /// other events are cancelled.
2888  /// \sa
2889  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2890  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2891  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2892  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2893  /// - \ref soundengine_banks
2894  /// - \ref sdk_bank_training
2896  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2897  const wchar_t** in_ppszString, ///< Array of event names
2898  AkUInt32 in_uNumEvent ///< Number of events in the array
2899  );
2900 #endif //AK_SUPPORT_WCHAR
2901 
2902  /// Prepares or unprepares events synchronously.\n
2903  /// The Events are identified by strings and converted to IDs internally
2904  /// (see \ref soundengine_banks_general for a discussion on using strings and IDs).
2905  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2906  /// that contain the Events and structures. When a request is posted to the
2907  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2908  /// successfully post the specified Events and load the required loose media files.
2909  /// \aknote Before version 2015.1, the required media files could be included
2910  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2911  /// however, PrepareEvent() now only looks for loose media files.
2912  /// \endaknote
2913  /// The function returns when the request is completely processed.
2914  /// \return
2915  /// - \c AK_Success: Prepare/un-prepare successful.
2916  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2917  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2918  /// - \c AK_BankReadError: I/O error.
2919  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2920  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2921  /// - \c AK_InvalidFile: File specified could not be opened.
2922  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2923  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2924  /// \remarks
2925  /// Whenever at least one event fails to be resolved, the actions performed for all
2926  /// other events are cancelled.
2927  /// \aknote The use of PrepareEvent is incompatible with LoadBank, using in-memory data.
2928  /// \endaknote
2929  /// \sa
2930  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2931  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2932  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2933  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2934  /// - \ref soundengine_banks
2935  /// - \ref sdk_bank_training
2937  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2938  const char** in_ppszString, ///< Array of event names
2939  AkUInt32 in_uNumEvent ///< Number of events in the array
2940  );
2941 
2942  /// Prepares or unprepares events synchronously (by ID).
2943  /// The Events are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
2944  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2945  /// that contain the Events and structures. When a request is posted to the
2946  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2947  /// successfully post the specified Events and load the required loose media files.
2948  /// \aknote Before version 2015.1, the required media files could be included
2949  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2950  /// however, PrepareEvent() now only looks for loose media files.
2951  /// \endaknote
2952  /// The function returns when the request is completely processed.
2953  /// \return
2954  /// - \c AK_Success: Prepare/un-prepare successful.
2955  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2956  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2957  /// - \c AK_BankReadError: I/O error.
2958  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2959  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2960  /// - \c AK_InvalidFile: File specified could not be opened.
2961  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2962  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2963  /// \remarks
2964  /// Whenever at least one event fails to be resolved, the actions performed for all
2965  /// other events are cancelled.
2966  /// \sa
2967  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2968  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2969  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2970  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2971  /// - \ref soundengine_banks
2972  /// - \ref sdk_bank_training
2974  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2975  AkUniqueID* in_pEventID, ///< Array of event IDs
2976  AkUInt32 in_uNumEvent ///< Number of event IDs in the array
2977  );
2978 
2979 #ifdef AK_SUPPORT_WCHAR
2980  /// Prepares or unprepares an event asynchronously (by Unicode string).
2981  /// The Events are identified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
2982  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2983  /// that contain the Events and structures. When a request is posted to the
2984  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2985  /// successfully post the specified Events and load the required loose media files.
2986  /// \aknote Before version 2015.1, the required media files could be included
2987  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2988  /// however, \c PrepareEvent() now only looks for loose media files.
2989  /// \endaknote
2990  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2991  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
2992  /// \remarks
2993  /// Whenever at least one Event fails to be resolved, the actions performed for all
2994  /// other Events are cancelled.
2995  /// \sa
2996  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2997  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2998  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2999  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3000  /// - AkBankCallbackFunc
3001  /// - \ref soundengine_banks
3002  /// - \ref sdk_bank_training
3004  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3005  const wchar_t** in_ppszString, ///< Array of event names
3006  AkUInt32 in_uNumEvent, ///< Number of events in the array
3007  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3008  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3009  );
3010 #endif //AK_SUPPORT_WCHAR
3011 
3012  /// Prepares or unprepares an event asynchronously.
3013  /// The Events are identified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3014  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
3015  /// that contain the Events and structures. When a request is posted to the
3016  /// Bank Manager consumer thread, it will resolve all dependencies needed to
3017  /// successfully post the specified Events and load the required loose media files.
3018  /// \aknote Before version 2015.1, the required media files could be included
3019  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
3020  /// however, PrepareEvent() now only looks for loose media files.
3021  /// \endaknote
3022  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3023  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3024  /// \remarks
3025  /// Whenever at least one event fails to be resolved, the actions performed for all
3026  /// other events are cancelled.
3027  /// \sa
3028  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3029  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
3030  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3031  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3032  /// - AkBankCallbackFunc
3033  /// - \ref soundengine_banks
3034  /// - \ref sdk_bank_training
3036  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3037  const char** in_ppszString, ///< Array of event names
3038  AkUInt32 in_uNumEvent, ///< Number of events in the array
3039  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3040  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3041  );
3042 
3043  /// Prepares or unprepares events asynchronously (by ID).\n
3044  /// The Events are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3045  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
3046  /// that contain the Events and structures. When a request is posted to the
3047  /// Bank Manager consumer thread, it will resolve all dependencies needed to
3048  /// successfully post the specified Events and load the required loose media files.
3049  /// \aknote Before version 2015.1, the required media files could be included
3050  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
3051  /// however, PrepareEvent() now only looks for loose media files.
3052  /// \endaknote
3053  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3054  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3055  /// \remarks
3056  /// Whenever at least one event fails to be resolved, the actions performed for all
3057  /// other events are cancelled.
3058  /// \sa
3059  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3060  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
3061  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3062  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3063  /// - AkBankCallbackFunc
3064  /// - \ref soundengine_banks
3065  /// - \ref sdk_bank_training
3067  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3068  AkUniqueID* in_pEventID, ///< Array of event IDs
3069  AkUInt32 in_uNumEvent, ///< Number of event IDs in the array
3070  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3071  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3072  );
3073 
3074 #ifdef AK_SUPPORT_WCHAR
3075  /// Prepares or unprepares busses synchronously (by Unicode string).\n
3076  /// The Busses are identified by strings and converted to IDs internally
3077  /// (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3078  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3079  /// that contain the Bus structures. When a request is posted to the
3080  /// Bank Manager consumer thread, it will load the required loose media files for effects
3081  /// placed on the specified busses.
3082  /// The function returns when the request is completely processed.
3083  /// \return
3084  /// - \c AK_Success: Prepare/un-prepare successful.
3085  /// - \c AK_IDNotFound: At least one of the bus IDs does not exist.
3086  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3087  /// - \c AK_BankReadError: I/O error.
3088  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3089  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3090  /// - \c AK_InvalidFile: File specified could not be opened.
3091  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3092  /// - \c AK_Fail: Load or unload failed for any other reason.
3093  /// \remarks
3094  /// Whenever at least one bus fails to be resolved, the actions performed for all
3095  /// other busses are cancelled.
3096  /// \sa
3097  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3098  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3099  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3100  /// - AkBankCallbackFunc
3101  /// - \ref soundengine_banks
3102  /// - \ref sdk_bank_training
3104  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3105  const wchar_t** in_ppszString, ///< Array of bus names
3106  AkUInt32 in_uBusses ///< Number of bus names in the array
3107  );
3108 #endif //AK_SUPPORT_WCHAR
3109 
3110  /// Prepares or unprepares busses synchronously.\n
3111  /// The Busses are identified by strings and converted to IDs internally
3112  /// (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3113  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3114  /// that contain the Bus structures. When a request is posted to the
3115  /// Bank Manager consumer thread, it will load the required loose media files for effects
3116  /// placed on the specified busses.
3117  /// The function returns when the request is completely processed.
3118  /// \return
3119  /// - \c AK_Success: Prepare/un-prepare successful.
3120  /// - \c AK_IDNotFound: At least one of the bus IDs does not exist.
3121  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3122  /// - \c AK_BankReadError: I/O error.
3123  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3124  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3125  /// - \c AK_InvalidFile: File specified could not be opened.
3126  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3127  /// - \c AK_Fail: Load or unload failed for any other reason.
3128  /// \remarks
3129  /// Whenever at least one bus fails to be resolved, the actions performed for all
3130  /// other busses are cancelled.
3131  /// \sa
3132  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3133  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3134  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3135  /// - AkBankCallbackFunc
3136  /// - \ref soundengine_banks
3137  /// - \ref sdk_bank_training
3139  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3140  const char** in_ppszString, ///< Array of bus names
3141  AkUInt32 in_uBusses ///< Number of bus names in the array
3142  );
3143 
3144  /// Prepares or unprepares busses synchronously (by ID).\n
3145  /// The Busses are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3146  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3147  /// that contain the Bus structures. When a request is posted to the
3148  /// Bank Manager consumer thread, it will load the required loose media files for effects
3149  /// placed on the specified busses.
3150  /// The function returns when the request is completely processed.
3151  /// \return
3152  /// - \c AK_Success: Prepare/un-prepare successful.
3153  /// - \c AK_IDNotFound: At least one of the bus IDs does not exist.
3154  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3155  /// - \c AK_BankReadError: I/O error.
3156  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3157  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3158  /// - \c AK_InvalidFile: File specified could not be opened.
3159  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3160  /// - \c AK_Fail: Load or unload failed for any other reason.
3161  /// \remarks
3162  /// Whenever at least one bus fails to be resolved, the actions performed for all
3163  /// other busses are cancelled.
3164  /// \sa
3165  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3166  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3167  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3168  /// - AkBankCallbackFunc
3169  /// - \ref soundengine_banks
3170  /// - \ref sdk_bank_training
3172  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3173  AkUniqueID* in_pBusID, ///< Array of bus IDs
3174  AkUInt32 in_uBusses ///< Number of bus IDs in the array
3175  );
3176 
3177 #ifdef AK_SUPPORT_WCHAR
3178  /// Prepares or unprepares busses asynchronously (by Unicode string).\n
3179  /// The Busses are identified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3180  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3181  /// that contain the Bus structures. When a request is posted to the
3182  /// Bank Manager consumer thread, it will load the required loose media files for effects
3183  /// placed on the specified busses.
3184  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3185  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3186  /// \remarks
3187  /// Whenever at least one bus fails to be resolved, the actions performed for all
3188  /// other busses are cancelled.
3189  /// \sa
3190  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3191  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3192  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3193  /// - AkBankCallbackFunc
3194  /// - \ref soundengine_banks
3195  /// - \ref sdk_bank_training
3197  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3198  const wchar_t** in_ppszString, ///< Array of bus names
3199  AkUInt32 in_uBusses, ///< Number of bus names in the array
3200  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3201  void* in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3202  );
3203 #endif //AK_SUPPORT_WCHAR
3204 
3205  /// Prepares or unprepares busses asynchronously.\n
3206  /// The Busses are identified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3207  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3208  /// that contain the Bus structures. When a request is posted to the
3209  /// Bank Manager consumer thread, it will load the required loose media files for effects
3210  /// placed on the specified busses.
3211  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3212  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3213  /// \remarks
3214  /// Whenever at least one bus fails to be resolved, the actions performed for all
3215  /// other busses are cancelled.
3216  /// \sa
3217  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3218  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3219  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3220  /// - AkBankCallbackFunc
3221  /// - \ref soundengine_banks
3222  /// - \ref sdk_bank_training
3224  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3225  const char** in_ppszString, ///< Array of bus names
3226  AkUInt32 in_uBusses, ///< Number of bus names in the array
3227  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3228  void* in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3229  );
3230 
3231  /// Prepares or unprepares busses asynchronously (by ID).\n
3232  /// The Busses are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3233  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3234  /// that contain the Bus structures. When a request is posted to the
3235  /// Bank Manager consumer thread, it will load the required loose media files for effects
3236  /// placed on the specified busses.
3237  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3238  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3239  /// \remarks
3240  /// Whenever at least one bus fails to be resolved, the actions performed for all
3241  /// other busses are cancelled.
3242  /// \sa
3243  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3244  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3245  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3246  /// - AkBankCallbackFunc
3247  /// - \ref soundengine_banks
3248  /// - \ref sdk_bank_training
3250  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3251  AkUniqueID* in_pBusID, ///< Array of bus IDs
3252  AkUInt32 in_uBusses, ///< Number of bus IDs in the array
3253  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3254  void* in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3255  );
3256 
3257  /// Indicates the location of a specific Media ID in memory
3258  /// The sources are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3259  /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid or media sizes are 0.
3261  AkSourceSettings * in_pSourceSettings, ///< Array of Source Settings
3262  AkUInt32 in_uNumSourceSettings ///< Number of Source Settings in the array
3263  );
3264 
3265  /// Removes the specified source from the list of loaded media, only if this media is not already in use.
3266  /// The sources are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3267  /// \aknote Media that is still in use by the sound engine should not be unset. It is marked for removal to prevent additional use.
3268  /// If this function returns AK_ResourceInUse, then the client must not release memory for this media.
3269  /// Instead, the client should retry the TryUnsetMedia operation later with the same parameters and check for AK_Success.
3270  /// \endaknote
3271  /// 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.
3272  /// out_pUnsetResults will be filled with either AK_Success or AK_ResourceInUse, indicating which media was still in use and not unset.
3273  /// \return
3274  /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3275  /// - \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.
3276  /// - \c AK_InvalidParameter: in_pSourceSettings is invalid
3278  AkSourceSettings* in_pSourceSettings, ///< Array of Source Settings
3279  AkUInt32 in_uNumSourceSettings, ///< Number of Source Settings in the array
3280  AKRESULT* out_pUnsetResults ///< (optional, can be null) Array of result codes
3281  );
3282 
3283 #ifdef AK_SUPPORT_WCHAR
3284  /// Prepares or unprepares game syncs synchronously (by Unicode string).\n
3285  /// The group and game syncs are specified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3286  /// The game syncs definitions must already exist in the sound engine by having
3287  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3288  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3289  /// dependencies needed to successfully set this game sync group to one of the
3290  /// game sync values specified, and load the required banks, if applicable.
3291  /// The function returns when the request has been completely processed.
3292  /// \return
3293  /// - \c AK_Success: Prepare/un-prepare successful.
3294  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3295  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3296  /// - \c AK_BankReadError: I/O error.
3297  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3298  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3299  /// - \c AK_InvalidFile: File specified could not be opened.
3300  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3301  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3302  /// \remarks
3303  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3304  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3305  /// so you never need to call this function.
3306  /// \sa
3307  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3308  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3309  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3310  /// - \c AkInitSettings
3311  /// - \ref soundengine_banks
3312  /// - \ref sdk_bank_training
3314  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3315  AkGroupType in_eGameSyncType, ///< The type of game sync.
3316  const wchar_t* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3317  const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3318  AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array.
3319  );
3320 #endif //AK_SUPPORT_WCHAR
3321 
3322  /// Prepares or unprepares game syncs synchronously.\n
3323  /// The group and game syncs are specified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3324  /// The game syncs definitions must already exist in the sound engine by having
3325  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3326  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3327  /// dependencies needed to successfully set this game sync group to one of the
3328  /// game sync values specified, and load the required banks, if applicable.
3329  /// The function returns when the request has been completely processed.
3330  /// \return
3331  /// - \c AK_Success: Prepare/un-prepare successful.
3332  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3333  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3334  /// - \c AK_BankReadError: I/O error.
3335  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3336  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3337  /// - \c AK_InvalidFile: File specified could not be opened.
3338  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3339  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3340  /// \remarks
3341  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3342  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3343  /// so you never need to call this function.
3344  /// \sa
3345  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3346  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3347  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3348  /// - AkInitSettings
3349  /// - \ref soundengine_banks
3350  /// - \ref sdk_bank_training
3352  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3353  AkGroupType in_eGameSyncType, ///< The type of game sync.
3354  const char* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3355  const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3356  AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array.
3357  );
3358 
3359  /// Prepares or unprepares game syncs synchronously (by ID).\n
3360  /// The group and game syncs are specified by ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3361  /// The game syncs definitions must already exist in the sound engine by having
3362  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3363  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3364  /// dependencies needed to successfully set this game sync group to one of the
3365  /// game sync values specified, and load the required banks, if applicable.
3366  /// The function returns when the request has been completely processed.
3367  /// \return
3368  /// - \c AK_Success: Prepare/un-prepare successful.
3369  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3370  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3371  /// - \c AK_BankReadError: I/O error.
3372  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3373  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3374  /// - \c AK_InvalidFile: File specified could not be opened.
3375  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3376  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3377  /// \remarks
3378  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3379  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3380  /// so you never need to call this function.
3381  /// \sa
3382  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3383  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3384  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3385  /// - AkInitSettings
3386  /// - \ref soundengine_banks
3387  /// - \ref sdk_bank_training
3389  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3390  AkGroupType in_eGameSyncType, ///< The type of game sync.
3391  AkUInt32 in_GroupID, ///< The State Group ID or the Switch Group ID.
3392  AkUInt32* in_paGameSyncID, ///< Array of ID of the game syncs to either support or not support.
3393  AkUInt32 in_uNumGameSyncs ///< The number of game sync ID in the array.
3394  );
3395 
3396 #ifdef AK_SUPPORT_WCHAR
3397  /// Prepares or unprepares game syncs asynchronously (by Unicode string).\n
3398  /// The group and game syncs are specified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3399  /// The game syncs definitions must already exist in the sound engine by having
3400  /// explicitly loaded the bank(s) that contain them (with <tt>LoadBank()</tt>).
3401  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3402  /// dependencies needed to successfully set this game sync group to one of the
3403  /// game sync values specified, and load the required banks, if applicable.
3404  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3405  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3406  /// \remarks
3407  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3408  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3409  /// so you never need to call this function.
3410  /// \sa
3411  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3412  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3413  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3414  /// - \c AkInitSettings
3415  /// - \c AkBankCallbackFunc
3416  /// - \ref soundengine_banks
3417  /// - \ref sdk_bank_training
3419  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3420  AkGroupType in_eGameSyncType, ///< The type of game sync.
3421  const wchar_t* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3422  const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3423  AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array.
3424  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3425  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3426  );
3427 #endif //AK_SUPPORT_WCHAR
3428 
3429  /// Prepares or unprepares game syncs asynchronously.\n
3430  /// The group and game syncs are specified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3431  /// The game syncs definitions must already exist in the sound engine by having
3432  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3433  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3434  /// dependencies needed to successfully set this game sync group to one of the
3435  /// game sync values specified, and load the required banks, if applicable.
3436  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3437  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3438  /// \remarks
3439  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3440  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3441  /// so you never need to call this function.
3442  /// \sa
3443  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3444  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3445  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3446  /// - AkInitSettings
3447  /// - AkBankCallbackFunc
3448  /// - \ref soundengine_banks
3449  /// - \ref sdk_bank_training
3451  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3452  AkGroupType in_eGameSyncType, ///< The type of game sync.
3453  const char* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3454  const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3455  AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array.
3456  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3457  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3458  );
3459 
3460  /// Prepares or un-prepare game syncs asynchronously (by ID).\n
3461  /// The group and game syncs are specified by ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3462  /// The game syncs definitions must already exist in the sound engine by having
3463  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3464  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3465  /// dependencies needed to successfully set this game sync group to one of the
3466  /// game sync values specified, and load the required banks, if applicable.
3467  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3468  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3469  /// \remarks
3470  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3471  /// set to true. When set to false, the sound engine automatically prepares all Game Syncs when preparing Events,
3472  /// so you never need to call this function.
3473  /// \sa
3474  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3475  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3476  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3477  /// - AkInitSettings
3478  /// - AkBankCallbackFunc
3479  /// - \ref soundengine_banks
3480  /// - \ref sdk_bank_training
3482  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3483  AkGroupType in_eGameSyncType, ///< The type of game sync.
3484  AkUInt32 in_GroupID, ///< The State Group ID or the Switch Group ID.
3485  AkUInt32* in_paGameSyncID, ///< Array of ID of the Game Syncs to either support or not support.
3486  AkUInt32 in_uNumGameSyncs, ///< The number of game sync ID in the array.
3487  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3488  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3489  );
3490 
3491  //@}
3492 
3493 
3494  ////////////////////////////////////////////////////////////////////////
3495  /// @name Listeners
3496  //@{
3497 
3498  /// Sets a game object's associated listeners.
3499  /// 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.
3500  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3501  /// \return
3502  /// - \c AK_Success if successful
3503  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
3504  /// \sa
3505  /// - <tt>AK::SoundEngine::AddListener</tt>
3506  /// - <tt>AK::SoundEngine::RemoveListener</tt>
3507  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3508  /// - \ref soundengine_listeners
3510  AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3511  const AkGameObjectID* in_pListenerGameObjs, ///< Array of listener game object IDs that will be activated for in_emitterGameObj.
3512  AkUInt32 in_uNumListeners ///< Length of array
3513  );
3514 
3515  /// Add a single listener to a game object's set of associated listeners.
3516  /// 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.
3517  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3518  /// \sa
3519  /// - <tt>AK::SoundEngine::SetListeners</tt>
3520  /// - <tt>AK::SoundEngine::RemoveListener</tt>
3521  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3522  /// - \ref soundengine_listeners
3524  AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3525  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be activated for in_emitterGameObj.
3526  );
3527 
3528  /// Remove a single listener from a game object's set of active listeners.
3529  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3530  /// \sa
3531  /// - <tt>AK::SoundEngine::SetListeners</tt>
3532  /// - <tt>AK::SoundEngine::AddListener</tt>
3533  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3534  /// - \ref soundengine_listeners
3536  AkGameObjectID in_emitterGameObj, ///< Emitter game object.
3537  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be deactivated for in_emitterGameObj. Game objects must have been previously registered.
3538  );
3539 
3540  /// 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
3541  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3542  /// 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.
3543  /// \return Always returns AK_Success
3544  /// \sa
3545  /// - \ref soundengine_listeners
3547  const AkGameObjectID* in_pListenerObjs, ///< Array of listener game object IDs that will be activated for subsequent registrations. Game objects must have been previously registered.
3548  AkUInt32 in_uNumListeners ///< Length of array
3549  );
3550 
3551  /// Add a single listener to the default set of listeners. Upon registration, all game objects reference the default listener set, until
3552  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3553  /// \sa
3554  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3555  /// - <tt>AK::SoundEngine::RemoveDefaultListener</tt>
3556  /// - \ref soundengine_listeners
3558  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be added to the default set of listeners.
3559  );
3560 
3561  /// Remove a single listener from the default set of listeners. Upon registration, all game objects reference the default listener set, until
3562  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3563  /// \sa
3564  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3565  /// - <tt>AK::SoundEngine::AddDefaultListener</tt>
3566  /// - \ref soundengine_listeners
3568  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be removed from the default set of listeners.
3569  );
3570 
3571  /// 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>.
3572  /// \return Always returns AK_Success
3573  /// \sa
3574  /// - <tt>AK::SoundEngine::SetListeners</tt>
3575  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3576  /// - <tt>AK::SoundEngine::SetGameObjectOutputBusVolume</tt>
3577  /// - \ref soundengine_listeners
3579  AkGameObjectID in_emitterGameObj ///< Emitter game object.
3580  );
3581 
3582  /// Sets a listener's spatialization parameters. This lets you define listener-specific
3583  /// volume offsets for each audio channel.
3584  /// If \c in_bSpatialized is false, only \c in_pVolumeOffsets is used for this listener (3D positions
3585  /// have no effect on the speaker distribution). Otherwise, \c in_pVolumeOffsets is added to the speaker
3586  /// distribution computed for this listener.
3587  /// Use helper functions of \c AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets.
3588  ///
3589  /// \remarks
3590  /// - If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig,
3591  /// standard up/downmix rules apply.
3592  /// - Sounds with 3D Spatialization set to None will not be affected by these parameters.
3593  /// \return
3594  /// - \c AK_Success if message was successfully posted to sound engine queue
3595  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3596  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
3597  /// \sa
3598  /// - \ref soundengine_listeners_spatial
3600  AkGameObjectID in_uListenerID, ///< Listener game object ID
3601  bool in_bSpatialized, ///< Spatialization toggle (True : enable spatialization, False : disable spatialization)
3602  AkChannelConfig in_channelConfig, ///< Channel configuration associated with volumes in_pVolumeOffsets. Ignored if in_pVolumeOffsets is NULL.
3603  AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets = NULL ///< Per-speaker volume offset, in dB. See AkSpeakerVolumes.h for how to manipulate this vector.
3604  );
3605 
3606  //@}
3607 
3608 
3609  ////////////////////////////////////////////////////////////////////////
3610  /// @name Game Syncs
3611  //@{
3612 
3613  /// Sets the value of a real-time parameter control (by ID).
3614  /// With this function, you may set a game parameter value with global scope or with game object scope.
3615  /// 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
3616  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3617  /// To set a game parameter value with global scope, pass \c AK_INVALID_GAME_OBJECT as the game object.
3618  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3619  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3620  /// according to the interpolation curve. If you call <tt>SetRTPCValue()</tt> with <tt>in_uValueChangeDuration = 0</tt> in the
3621  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3622  /// function at every game frame, you should not use \c in_uValueChangeDuration, as it would have no effect and it is less efficient.
3623  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3624  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3625  /// \return
3626  /// - \c AK_Success if the value was successfully set
3627  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3628  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3629  /// \sa
3630  /// - \ref soundengine_rtpc
3631  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3633  AkRtpcID in_rtpcID, ///< ID of the game parameter
3634  AkRtpcValue in_value, ///< Value to set
3635  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3636  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3637  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3638  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.
3639  );
3640 
3641 #ifdef AK_SUPPORT_WCHAR
3642  /// Sets the value of a real-time parameter control (by Unicode string name).
3643  /// With this function, you may set a game parameter value to global scope or to game object scope.
3644  /// 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
3645  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3646  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3647  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3648  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3649  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3650  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3651  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3652  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3653  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3654  /// \return
3655  /// - \c AK_Success if the value was successfully set
3656  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3657  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3658  /// \aknote Strings are case-insensitive. \endaknote
3659  /// \sa
3660  /// - \ref soundengine_rtpc
3662  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3663  AkRtpcValue in_value, ///< Value to set
3664  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3665  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3666  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3667  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.
3668  );
3669 #endif //AK_SUPPORT_WCHAR
3670 
3671  /// Sets the value of a real-time parameter control.
3672  /// With this function, you may set a game parameter value with global scope or with game object scope.
3673  /// 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
3674  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3675  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3676  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3677  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3678  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3679  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3680  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3681  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3682  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3683  /// \return
3684  /// - \c AK_Success if the value was successfully set
3685  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3686  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3687  /// \aknote Strings are case-insensitive. \endaknote
3688  /// \sa
3689  /// - \ref soundengine_rtpc
3691  const char* in_pszRtpcName, ///< Name of the game parameter
3692  AkRtpcValue in_value, ///< Value to set
3693  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3694  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3695  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3696  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.
3697  );
3698 
3699  /// Sets the value of a real-time parameter control (by ID).
3700  /// With this function, you may set a game parameter value on playing id scope.
3701  /// Playing id scope supersedes both game object scope and global scope.
3702  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3703  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3704  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3705  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3706  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3707  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3708  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3709  /// - \c AK_Success if successful
3710  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3711  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3712  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3713  /// \sa
3714  /// - \ref soundengine_rtpc
3715  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3717  AkRtpcID in_rtpcID, ///< ID of the game parameter
3718  AkRtpcValue in_value, ///< Value to set
3719  AkPlayingID in_playingID, ///< Associated playing ID
3720  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3721  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3722  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.
3723  );
3724 
3725 #ifdef AK_SUPPORT_WCHAR
3726  /// Sets the value of a real-time parameter control (by Unicode string name).
3727  /// With this function, you may set a game parameter value on playing ID scope.
3728  /// Playing id scope supersedes both game object scope and global scope.
3729  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3730  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3731  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3732  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3733  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3734  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3735  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3736  /// - \c AK_Success if successful
3737  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3738  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3739  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3740  /// \sa
3741  /// - \ref soundengine_rtpc
3742  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3744  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3745  AkRtpcValue in_value, ///< Value to set
3746  AkPlayingID in_playingID, ///< Associated playing ID
3747  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3748  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3749  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.
3750  );
3751 #endif //AK_SUPPORT_WCHAR
3752 
3753  /// Sets the value of a real-time parameter control (by string name).
3754  /// With this function, you may set a game parameter value on playing id scope.
3755  /// Playing id scope supersedes both game object scope and global scope.
3756  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3757  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3758  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3759  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3760  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3761  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3762  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3763  /// - \c AK_Success if successful
3764  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3765  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3766  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3767  /// \sa
3768  /// - \ref soundengine_rtpc
3769  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3771  const char* in_pszRtpcName, ///< Name of the game parameter
3772  AkRtpcValue in_value, ///< Value to set
3773  AkPlayingID in_playingID, ///< Associated playing ID
3774  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3775  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3776  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.
3777  );
3778 
3779  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3780  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3781  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3782  /// game objects that were not overridden with a value with game object scope.
3783  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3784  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3785  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3786  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3787  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3788  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3789  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3790  /// \return
3791  /// - \c AK_Success when successful
3792  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3793  /// \sa
3794  /// - \ref soundengine_rtpc
3795  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3796  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3798  AkRtpcID in_rtpcID, ///< ID of the game parameter
3799  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3800  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3801  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3802  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.
3803  );
3804 
3805 #ifdef AK_SUPPORT_WCHAR
3806  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3807  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3808  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3809  /// game objects that were not overridden with a value with game object scope.
3810  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3811  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3812  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3813  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3814  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3815  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3816  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3817  /// \return
3818  /// - \c AK_Success if successful
3819  /// - \c AK_InvalidID if in_pszParamName is NULL.
3820  /// \aknote Strings are case-insensitive. \endaknote
3821  /// \sa
3822  /// - \ref soundengine_rtpc
3823  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3825  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3826  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3827  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3828  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3829  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.
3830  );
3831 #endif //AK_SUPPORT_WCHAR
3832 
3833  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3834  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3835  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3836  /// game objects that were not overridden with a value with game object scope.
3837  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3838  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3839  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3840  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3841  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3842  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3843  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3844  /// \return
3845  /// - \c AK_Success if successful
3846  /// - \c AK_InvalidID if in_pszParamName is NULL.
3847  /// \aknote Strings are case-insensitive. \endaknote
3848  /// \sa
3849  /// - \ref soundengine_rtpc
3850  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3852  const char* in_pszRtpcName, ///< Name of the game parameter
3853  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3854  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3855  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3856  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.
3857  );
3858 
3859  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3860  /// With this function, you may reset a game parameter to its default value on playing id scope.
3861  /// Playing id scope supersedes both game object scope and global scope.
3862  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3863  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3864  /// according to the interpolation curve.
3865  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3866  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3867  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3868  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3869  /// \return
3870  /// - \c AK_Success when successful
3871  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0)
3872  /// \sa
3873  /// - \ref soundengine_rtpc
3874  /// - <tt>AK::SoundEngine::SetRTPCValueByPlayingID()</tt>
3876  AkRtpcID in_rtpcID, ///< ID of the game parameter
3877  AkPlayingID in_playingID, ///< Associated playing ID
3878  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3879  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3880  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.
3881  );
3882 
3883 #ifdef AK_SUPPORT_WCHAR
3884  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3885  /// With this function, you may reset a game parameter to its default value on playing id scope.
3886  /// Playing id scope supersedes both game object scope and global scope.
3887  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3888  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3889  /// according to the interpolation curve.
3890  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3891  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3892  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3893  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3894  /// \return
3895  /// - \c AK_Success when successful
3896  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
3897  /// \aknote Strings are case-insensitive. \endaknote
3898  /// \sa
3899  /// - \ref soundengine_rtpc
3900  /// - <tt>AK::SoundEngine::SetRTPCValueByPlayingID()</tt>
3901  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3903  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3904  AkPlayingID in_playingID, ///< Associated playing ID
3905  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3906  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3907  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.
3908  );
3909 #endif //AK_SUPPORT_WCHAR
3910 
3911  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3912  /// With this function, you may reset a game parameter to its default value on playing id scope.
3913  /// Playing id scope supersedes both game object scope and global scope.
3914  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3915  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3916  /// according to the interpolation curve.
3917  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3918  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3919  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3920  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3921  /// \return
3922  /// - \c AK_Success when successful
3923  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
3924  /// \aknote Strings are case-insensitive. \endaknote
3925  /// \sa
3926  /// - \ref soundengine_rtpc
3927  /// - <tt>AK::SoundEngine::SetRTPCValueByPlayingID()</tt>
3928  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3930  const char* in_pszRtpcName, ///< Name of the game parameter
3931  AkPlayingID in_playingID, ///< Associated playing ID
3932  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3933  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3934  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.
3935  );
3936 
3937  /// Sets the State of a Switch Group (by IDs).
3938  /// \return Always returns AK_Success
3939  /// \sa
3940  /// - \ref soundengine_switch
3941  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3943  AkSwitchGroupID in_switchGroup, ///< ID of the Switch Group
3944  AkSwitchStateID in_switchState, ///< ID of the Switch
3945  AkGameObjectID in_gameObjectID ///< Associated game object ID
3946  );
3947 
3948 #ifdef AK_SUPPORT_WCHAR
3949  /// Sets the State of a Switch Group (by Unicode string names).
3950  /// \return
3951  /// - \c AK_Success if successful
3952  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3953  /// Make sure that the banks were generated with the "include string" option.
3954  /// \aknote Strings are case-insensitive. \endaknote
3955  /// \sa
3956  /// - \ref soundengine_switch
3958  const wchar_t* in_pszSwitchGroup, ///< Name of the Switch Group
3959  const wchar_t* in_pszSwitchState, ///< Name of the Switch
3960  AkGameObjectID in_gameObjectID ///< Associated game object ID
3961  );
3962 #endif //AK_SUPPORT_WCHAR
3963 
3964  /// Sets the state of a Switch Group.
3965  /// \return
3966  /// - \c AK_Success if successful
3967  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3968  /// Make sure that the banks were generated with the "include string" option.
3969  /// \aknote Strings are case-insensitive. \endaknote
3970  /// \sa
3971  /// - \ref soundengine_switch
3973  const char* in_pszSwitchGroup, ///< Name of the Switch Group
3974  const char* in_pszSwitchState, ///< Name of the Switch
3975  AkGameObjectID in_gameObjectID ///< Associated game object ID
3976  );
3977 
3978  /// Post the specified trigger (by IDs).
3979  /// \return Always returns AK_Success
3980  /// \sa
3981  /// - \ref soundengine_triggers
3982  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3984  AkTriggerID in_triggerID, ///< ID of the trigger
3985  AkGameObjectID in_gameObjectID ///< Associated game object ID
3986  );
3987 
3988 #ifdef AK_SUPPORT_WCHAR
3989  /// Posts the specified trigger (by Unicode string name).
3990  /// \return
3991  /// - \c AK_Success if successful
3992  /// - \c AK_InvalidID if the trigger name was null
3993  /// Make sure that the banks were generated with the "include string" option.
3994  /// \aknote Strings are case-insensitive. \endaknote
3995  /// \sa
3996  /// - \ref soundengine_triggers
3998  const wchar_t* in_pszTrigger, ///< Name of the trigger
3999  AkGameObjectID in_gameObjectID ///< Associated game object ID
4000  );
4001 #endif //AK_SUPPORT_WCHAR
4002 
4003  /// Posts the specified trigger.
4004  /// \return
4005  /// - \c AK_Success if successful
4006  /// - \c AK_InvalidID if the trigger name was null
4007  /// Make sure that the banks were generated with the "include string" option.
4008  /// \aknote Strings are case-insensitive. \endaknote
4009  /// \sa
4010  /// - \ref soundengine_triggers
4012  const char* in_pszTrigger, ///< Name of the trigger
4013  AkGameObjectID in_gameObjectID ///< Associated game object ID
4014  );
4015 
4016  /// Sets the state of a State Group (by IDs).
4017  /// \return Always returns AK_Success
4018  /// \sa
4019  /// - \ref soundengine_states
4020  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
4022  AkStateGroupID in_stateGroup, ///< ID of the State Group
4023  AkStateID in_state ///< ID of the state
4024  );
4025 
4026 #ifdef AK_SUPPORT_WCHAR
4027  /// Sets the state of a State Group (by Unicode string names).
4028  /// \return
4029  /// - \c AK_Success if successful
4030  /// - \c AK_InvalidID if the state or State Group name was null
4031  /// Make sure that the banks were generated with the "include string" option.
4032  /// \aknote Strings are case-insensitive. \endaknote
4033  /// \sa
4034  /// - \ref soundengine_states
4035  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
4037  const wchar_t* in_pszStateGroup, ///< Name of the State Group
4038  const wchar_t* in_pszState ///< Name of the state
4039  );
4040 #endif //AK_SUPPORT_WCHAR
4041 
4042  /// Sets the state of a State Group.
4043  /// \return
4044  /// - \c AK_Success if successful
4045  /// - \c AK_InvalidID if the state or State Group name was null
4046  /// Make sure that the banks were generated with the "include string" option.
4047  /// \aknote Strings are case-insensitive. \endaknote
4048  /// \sa
4049  /// - \ref soundengine_states
4050  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
4052  const char* in_pszStateGroup, ///< Name of the State Group
4053  const char* in_pszState ///< Name of the state
4054  );
4055 
4056  //@}
4057 
4058  ////////////////////////////////////////////////////////////////////////
4059  /// @name Environments
4060  //@{
4061 
4062  /// Sets the Auxiliary Busses to route the specified game object
4063  /// To clear the game object's auxiliary sends, \c in_uNumSendValues must be 0.
4064  /// \sa
4065  /// - \ref soundengine_environments
4066  /// - \ref soundengine_environments_dynamic_aux_bus_routing
4067  /// - \ref soundengine_environments_id_vs_string
4068  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
4069  /// \return
4070  /// - \c AK_Success if successful
4071  /// - \c AK_InvalidParameter if a duplicated environment is found in the array
4072  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4074  AkGameObjectID in_gameObjectID, ///< Associated game object ID
4075  AkAuxSendValue* in_aAuxSendValues, ///< Variable-size array of AkAuxSendValue structures
4076  ///< (it may be NULL if no environment must be set)
4077  AkUInt32 in_uNumSendValues ///< The number of auxiliary busses at the pointer's address
4078  ///< (it must be 0 if no environment is set)
4079  );
4080 
4081  /// Registers a callback to allow the game to modify or override the volume to be applied at the output of an audio bus.
4082  /// The callback must be registered once per bus ID.
4083  /// Call with <tt>in_pfnCallback = NULL</tt> to unregister.
4084  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
4085  /// \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
4086  /// \sa
4087  /// - \ref goingfurther_speakermatrixcallback
4088  /// - \ref soundengine_environments
4089  /// - AkSpeakerVolumeMatrixCallbackInfo
4090  /// - <tt>AK::IAkMixerInputContext</tt>
4091  /// - <tt>AK::IAkMixerPluginContext</tt>
4092  /// \return
4093  /// - \c AK_Success if successful
4094  /// - \c AK_IDNotFound if the bus is not found
4095  /// - \c AK_NotInitialized if the sound engine is not initialized
4096  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
4098  AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ).
4099  AkBusCallbackFunc in_pfnCallback, ///< Callback function.
4100  void* in_pCookie = NULL ///< User cookie.
4101  );
4102 
4103  /// 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
4104  /// 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.
4105  /// The callback must be registered once per bus ID.
4106  /// Call with in_pfnCallback = NULL or in_eMeteringFlags = AK_NoMetering to unregister.
4107  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
4108  /// \sa
4109  /// - \ref goingfurther_speakermatrixcallback
4110  /// - AkBusMeteringCallbackFunc
4111  /// - <tt>AK::AkMetering</tt>
4112  /// \return
4113  /// - \c AK_Success if successful
4114  /// - \c AK_IDNotFound if the bus is not found
4115  /// - \c AK_NotInitialized if the sound engine is not initialized
4116  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
4118  AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ).
4119  AkBusMeteringCallbackFunc in_pfnCallback, ///< Callback function.
4120  AkMeteringFlags in_eMeteringFlags, ///< Metering flags.
4121  void* in_pCookie = NULL ///< User cookie.
4122  );
4123 
4124  /// 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
4125  /// 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.
4126  /// The callback must be registered once per device shareset ID.
4127  /// Call with in_pfnCallback = NULL or in_eMeteringFlags = AK_NoMetering to unregister.
4128  /// \sa
4129  /// - \ref goingfurther_speakermatrixcallback
4130  /// - AkOutputDeviceMeteringCallbackFunc
4131  /// - <tt>AK::AkMetering</tt>
4132  /// \return
4133  /// - \c AK_Success if successful
4134  /// - \c AK_DeviceNotFound if the device is not found
4135  /// - \c AK_NotInitialized if the sound engine is not initialized
4136  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
4138  AkOutputDeviceID in_idOutput, ///< Output ID, as returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
4139  AkOutputDeviceMeteringCallbackFunc in_pfnCallback, ///< Callback function.
4140  AkMeteringFlags in_eMeteringFlags, ///< Metering flags.
4141  void* in_pCookie = NULL ///< User cookie.
4142  );
4143 
4144  /// Sets the Output Bus Volume (direct) to be used for the specified game object.
4145  /// The control value is a number ranging from 0.0f to 1.0f.
4146  /// 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
4147  /// 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.
4148  /// \sa
4149  /// - \ref AK::SoundEngine::ResetListenersToDefault
4150  /// - \ref soundengine_environments
4151  /// - \ref soundengine_environments_setting_dry_environment
4152  /// - \ref soundengine_environments_id_vs_string
4153  /// \return
4154  /// - \c AK_Success when successful
4155  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4157  AkGameObjectID in_emitterObjID, ///< Associated emitter game object ID
4158  AkGameObjectID in_listenerObjID, ///< Associated listener game object ID. Pass AK_INVALID_GAME_OBJECT to set the Output Bus Volume for all connected listeners.
4159  AkReal32 in_fControlValue ///< A multiplier in the range [0.0f:16.0f] ( -∞ dB to +24 dB).
4160  ///< A value greater than 1.0f will amplify the sound.
4161  );
4162 
4163  /// Sets an Effect ShareSet at the specified audio node and Effect slot index.
4164  /// \aknote
4165  /// Replacing effects is preferably done through a Set Effect Event Action.
4166  /// \endaknote
4167  /// The target node cannot be a Bus, to set effects on a bus, use SetBusEffect() instead.
4168  /// \aknote The option "Override Parent" in
4169  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will
4170  /// still be the one in use and the call to SetActorMixerEffect will have no impact.
4171  /// \endaknote
4172  /// \return Always returns AK_Success
4174  AkUniqueID in_audioNodeID, ///< Can be a member of the Containers Hierarchy (not a bus).
4175  AkUInt32 in_uFXIndex, ///< Effect slot index (0-254)
4176  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
4177  );
4178 
4179  /// Sets an Effect ShareSet at the specified bus and Effect slot index.
4180  /// \aknote
4181  /// Replacing effects is preferably done through a Set Effect Event Action.
4182  /// \endaknote
4183  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
4184  /// This adds a reference on the audio node to an existing ShareSet.
4185  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4186  /// Bus which does not have any Effects, or removing the last Effect on a currently playing bus.
4187  /// \endaknote
4188  /// \aknote This function will replace existing Effects on the node. If the target node is not at
4189  /// the top of the hierarchy and is in the Containers hierarchy, the option "Override Parent" in
4190  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4191  /// still be the one in use and the call to SetBusEffect will have no impact.
4192  /// \endaknote
4193  /// \return
4194  /// - \c AK_Success when successfully posted.
4195  /// - \c AK_IDNotFound if the Bus isn't found by in_audioNodeID
4196  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
4198  AkUniqueID in_audioNodeID, ///< Bus Short ID.
4199  AkUInt32 in_uFXIndex, ///< Effect slot index (0-254)
4200  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the Effect slot
4201  );
4202 
4203 #ifdef AK_SUPPORT_WCHAR
4204  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
4205  /// \aknote
4206  /// Replacing effects is preferably done through a Set Effect Event Action.
4207  /// \endaknote
4208  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
4209  /// This adds a reference on the audio node to an existing ShareSet.
4210  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4211  /// bus which does not have any Effects, or removing the last Effect on a currently playing Bus.
4212  /// \endaknote
4213  /// \aknote This function will replace existing Effects on the node. If the target node is not at
4214  /// the top of the hierarchy and is in the Containers, the option "Override Parent" in
4215  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4216  /// still be the one in use and the call to \c SetBusEffect will have no impact.
4217  /// \endaknote
4218  /// \returns
4219  /// - \c AK_Success when successfully posted.
4220  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
4221  /// - \c AK_InvalidID if in_pszBusName is null
4222  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range or in_pszBusName is null
4224  const wchar_t* in_pszBusName, ///< Bus name
4225  AkUInt32 in_uFXIndex, ///< Effect slot index (0-254)
4226  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
4227  );
4228 #endif //AK_SUPPORT_WCHAR
4229 
4230  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
4231  /// \aknote
4232  /// Replacing effects is preferably done through a Set Effect Event Action.
4233  /// \endaknote
4234  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
4235  /// This adds a reference on the audio node to an existing ShareSet.
4236  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4237  /// Bus which does not have any effects, or removing the last Effect on a currently playing bus.
4238  /// \endaknote
4239  /// \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
4240  /// \aknote This function will replace existing Effects on the node. If the target node is not at
4241  /// the top of the hierarchy and is in the Containers, the option "Override Parent" in
4242  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4243  /// still be the one in use and the call to SetBusEffect will have no impact.
4244  /// \endaknote
4245  /// \returns
4246  /// - \c AK_Success when successfully posted.
4247  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
4248  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
4249  /// - \c AK_InvalidID if in_pszBusName is null
4251  const char* in_pszBusName, ///< Bus name
4252  AkUInt32 in_uFXIndex, ///< Effect slot index (0-254)
4253  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
4254  );
4255 
4256  /// Sets an audio device effect shareset on the specified output device and effect slot index.
4257  /// \aknote
4258  /// Replacing effects is preferably done through a Set Effect Event Action.
4259  /// \endaknote
4260  /// \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
4261  /// \aknote This function will replace existing effects of the audio device shareset. \endaknote
4262  /// \aknote Audio device effects support is limited to one shareset per plug-in type at any time. \endaknote
4263  /// \aknote Errors are reported in the Wwise Capture Log if the effect cannot be set on the output device. \endaknote
4264 
4265  /// \returns Always returns AK_Success
4267  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
4268  AkUInt32 in_uFXIndex, ///< Effect slot index (0-254)
4269  AkUniqueID in_FXShareSetID ///< Effect ShareSet ID
4270  );
4271 
4272  /// Forces channel configuration for the specified bus.
4273  /// \aknote You cannot change the configuration of the master bus.\endaknote
4274  ///
4275  /// \return Always returns AK_Success
4277  AkUniqueID in_audioNodeID, ///< Bus Short ID.
4278  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4279  );
4280 
4281 #ifdef AK_SUPPORT_WCHAR
4282  /// Forces channel configuration for the specified bus.
4283  /// \aknote You cannot change the configuration of the master bus.\endaknote
4284  ///
4285  /// \returns
4286  /// - \c AK_Success when successful
4287  /// - \c AK_InvalidID if in_pszBusName is null
4289  const wchar_t* in_pszBusName, ///< Bus name
4290  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4291  );
4292 #endif //AK_SUPPORT_WCHAR
4293 
4294  /// Forces channel configuration for the specified bus.
4295  /// \aknote You cannot change the configuration of the master bus.\endaknote
4296  ///
4297  /// \returns
4298  /// - \c AK_Success when successful
4299  /// - \c AK_InvalidID if in_pszBusName is null
4301  const char* in_pszBusName, ///< Bus name
4302  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4303  );
4304 
4305  /// Sets a game object's obstruction and occlusion levels. If SetMultiplePositions were used, values are set for all positions.
4306  /// To assign a unique obstruction and occlusion value to each sound position, instead use AK::SoundEngine::SetMultipleObstructionAndOcclusion.
4307  /// This function is used to affect how an object should be heard by a specific listener.
4308  /// \sa
4309  /// - \ref soundengine_obsocc
4310  /// - \ref soundengine_environments
4311  /// \return Always returns AK_Success
4313  AkGameObjectID in_EmitterID, ///< Emitter game object ID
4314  AkGameObjectID in_ListenerID, ///< Listener game object ID
4315  AkReal32 in_fObstructionLevel, ///< ObstructionLevel: [0.0f..1.0f]
4316  AkReal32 in_fOcclusionLevel ///< OcclusionLevel: [0.0f..1.0f]
4317  );
4318 
4319  /// Sets a game object's obstruction and occlusion value for each position defined by AK::SoundEngine::SetMultiplePositions.
4320  /// This function differs from AK::SoundEngine::SetObjectObstructionAndOcclusion as a list of obstruction/occlusion pair is provided
4321  /// and each obstruction/occlusion pair will affect the corresponding position defined at the same index.
4322  /// \aknote In the case the number of obstruction/occlusion pairs is smaller than the number of positions, remaining positions'
4323  /// obstruction/occlusion values are set to 0.0. \endaknote
4324  /// \return
4325  /// - \c AK_Success if successful
4326  /// - \c AK_CommandTooLarge if the number of obstruction values is too large for the command queue.
4327  /// - \c AK_InvalidParameter if one of the parameter is out of range (check the debug console)
4328  /// - \c AK_InvalidFloatValue if one of the occlusion/obstruction values is NaN or Inf.
4329  /// \sa
4330  /// - \ref soundengine_obsocc
4331  /// - \ref soundengine_environments
4332  /// \return AK_Success if occlusion/obstruction values are successfully stored for this emitter
4334  AkGameObjectID in_EmitterID, ///< Emitter game object ID
4335  AkGameObjectID in_uListenerID, ///< Listener game object ID
4336  AkObstructionOcclusionValues* in_fObstructionOcclusionValues, ///< Array of obstruction/occlusion pairs to apply
4337  ///< ObstructionLevel: [0.0f..1.0f]
4338  ///< OcclusionLevel: [0.0f..1.0f]
4339  AkUInt32 in_uNumOcclusionObstruction ///< Number of obstruction/occlusion pairs specified in the provided array
4340  );
4341 
4342  /// Saves the playback history of container structures.
4343  /// This function will write history data for all currently loaded containers and instantiated game
4344  /// objects (for example, current position in Sequence Containers and previously played elements in
4345  /// Random Containers).
4346  /// \remarks
4347  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4348  /// \return
4349  /// - \c AK_Success when successful
4350  /// - \c AK_Fail is in_pBytes could not be parsed (corruption or data is truncated)
4351  /// \sa
4352  /// - <tt>AK::SoundEngine::SetContainerHistory()</tt>
4354  AK::IWriteBytes * in_pBytes ///< Pointer to IWriteBytes interface used to save the history.
4355  );
4356 
4357  /// Restores the playback history of container structures.
4358  /// This function will read history data from the passed-in stream reader interface, and apply it to all
4359  /// currently loaded containers and instantiated game objects. Game objects are matched by
4360  /// ID. History for unloaded structures and unknown game objects will be skipped.
4361  /// \remarks
4362  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4363  /// \return
4364  /// - \c AK_Success if successful
4365  /// - \c AK_InsufficientMemory if not enough memory is available for IReadBytes operation
4366  /// \sa
4367  /// - <tt>AK::SoundEngine::GetContainerHistory()</tt>
4369  AK::IReadBytes * in_pBytes ///< Pointer to IReadBytes interface used to load the history.
4370  );
4371 
4372  //@}
4373 
4374  ////////////////////////////////////////////////////////////////////////
4375  /// @name Capture
4376  //@{
4377 
4378  /// Starts recording the sound engine audio output.
4379  /// StartOutputCapture outputs a wav file per current output device of the sound engine.
4380  /// If more than one device is active, the system will create multiple files in the same output
4381  /// directory and will append numbers at the end of the provided filename.
4382  ///
4383  /// If no device is running yet, the system will return success AK_Success despite doing nothing.
4384  /// Use RegisterAudioDeviceStatusCallback to get notified when devices are created/destructed.
4385  ///
4386  /// \return AK_Success if successful, AK_Fail if there was a problem starting the output capture.
4387  /// \remark
4388  /// - The sound engine opens a stream for writing using <tt>AK::IAkStreamMgr::CreateStd()</tt>. If you are using the
4389  /// default implementation of the Stream Manager, file opening is executed in your implementation of
4390  /// the Low-Level IO interface <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>. The following
4391  /// AkFileSystemFlags are passed: uCompanyID = AKCOMPANYID_AUDIOKINETIC and uCodecID = AKCODECID_PCM,
4392  /// and the AkOpenMode is AK_OpenModeWriteOvrwr. See \ref streamingmanager_lowlevel_location for
4393  /// more details on managing the deployment of your Wwise generated data.
4394  /// \return
4395  /// - \c AK_Success when successful
4396  /// - \c AK_InvalidParameter if in_CaptureFileName is null.
4397  /// - \c AK_InsufficientMemory if not enough memory is available.
4398  /// \sa
4399  /// - <tt>AK::SoundEngine::StopOutputCapture()</tt>
4400  /// - <tt>AK::StreamMgr::SetFileLocationResolver()</tt>
4401  /// - \ref streamingdevicemanager
4402  /// - \ref streamingmanager_lowlevel_location
4403  /// - RegisterAudioDeviceStatusCallback
4405  const AkOSChar* in_CaptureFileName ///< Name of the output capture file
4406  );
4407 
4408  /// Stops recording the sound engine audio output.
4409  /// \return AK_Success if successful, AK_Fail if there was a problem stopping the output capture.
4410  /// \sa
4411  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4413 
4414  /// Adds text marker in audio output file.
4415  /// \return
4416  /// - \c AK_Success when successful
4417  /// - \c AK_InvalidParameter if in_MarkerText is null.
4418  /// - \c AK_InsufficientMemory if not enough memory is available.
4419  /// \sa
4420  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4422  const char* in_MarkerText, ///< Text of the marker
4423  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.
4424  );
4425 
4426  /// Adds binary data to a marker in audio output file.
4427  /// \return
4428  /// - \c AK_Success when successful
4429  /// - \c AK_InvalidParameter if in_pMarkerData is null or in_uMarkerDataSize is zero.
4430  /// - \c AK_InsufficientMemory if not enough memory is available.
4431  /// \sa
4432  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4434  void* in_pMarkerData, ///< Marker data
4435  AkUInt32 in_uMarkerDataSize, ///< Size of the marker data
4436  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.
4437  );
4438 
4439  /// Gets the system sample rate.
4440  /// \return The sample rate.
4442 
4443  /// Registers a callback used for retrieving audio samples.
4444  /// The callback will be called from the audio thread during real-time rendering and from the main thread during offline rendering.
4445  /// \return
4446  /// - \c AK_Success when successful
4447  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4448  /// - \c AK_InvalidParameter when in_pfnCallback is null
4449  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4450  /// \sa
4451  /// - <tt>AK::SoundEngine::AddOutput()</tt>
4452  /// - <tt>AK::SoundEngine::GetOutputID()</tt>
4453  /// - <tt>AK::SoundEngine::UnregisterCaptureCallback()</tt>
4455  AkCaptureCallbackFunc in_pfnCallback, ///< Capture callback function to register.
4456  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4457  void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4458  );
4459 
4460  /// Unregisters a callback used for retrieving audio samples.
4461  /// \return
4462  /// - \c AK_Success when successful
4463  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4464  /// - \c AK_InvalidParameter when in_pfnCallback is null
4465  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4466  /// \sa
4467  /// - <tt>AK::SoundEngine::AddOutput()</tt>
4468  /// - <tt>AK::SoundEngine::GetOutputID()</tt>
4469  /// - <tt>AK::SoundEngine::RegisterCaptureCallback()</tt>
4471  AkCaptureCallbackFunc in_pfnCallback, ///< Capture callback function to unregister.
4472  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4473  void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4474  );
4475 
4476  /// Starts recording the sound engine profiling information into a file. This file can be read
4477  /// by Wwise Authoring. The file is created at the base path. If you have integrated Wwise I/O,
4478  /// you can use <tt>CAkDefaultIOHookDeferred::SetBasePath()</tt> (or <tt>CAkDefaultIOHookDeferred::AddBasePath()</tt>)
4479  /// to change the location where the file is saved. The profiling session records all data types possible.
4480  /// Note that this call captures peak metering for all the busses loaded and mixing
4481  /// while this call is invoked.
4482  /// \remark This function is provided as a utility tool only. It does nothing if it is
4483  /// called in the release configuration and returns AK_NotCompatible.
4485  const AkOSChar* in_CaptureFileName ///< Name of the output profiler file (.prof extension recommended)
4486  );
4487 
4488  /// Stops recording the sound engine profiling information.
4489  /// \remark This function is provided as a utility tool only. It does nothing if it is
4490  /// called in the release configuration and returns AK_NotCompatible.
4492 
4493  //@}
4494 
4495  ////////////////////////////////////////////////////////////////////////
4496  /// @name Offline Rendering
4497  //@{
4498 
4499  /// Sets the offline rendering frame time in seconds.
4500  /// 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.
4501  ///
4502  /// \sa \ref goingfurther_offlinerendering
4503  /// \return Always returns AK_Success
4505  AkReal32 in_fFrameTimeInSeconds ///< frame time in seconds used during offline rendering
4506  );
4507 
4508  /// Enables/disables offline rendering.
4509  ///
4510  /// \sa \ref goingfurther_offlinerendering
4511  /// \return Always returns AK_Success
4513  bool in_bEnableOfflineRendering ///< enables/disables offline rendering
4514  );
4515 
4516  //@}
4517 
4518  ////////////////////////////////////////////////////////////////////////
4519  /// @name Secondary Outputs
4520  //@{
4521 
4522  /// Adds an output to the sound engine. Use this to add controller-attached headphones, controller speakers, DVR output, etc.
4523  /// 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).
4524  ///
4525  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4526  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4527  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4528  ///
4529  /// \sa AkOutputSettings for more details.
4530  /// \sa \ref integrating_secondary_outputs
4531  /// \sa \ref default_audio_devices
4532  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4533  /// \sa AK::AkDeviceStatusCallbackFunc
4534  /// \return
4535  /// The following codes are returned directly from the function, as opposed to the AkDeviceStatusCallback
4536  /// - \c AK_NotImplemented: Feature not supported, some platforms don't have other outputs.
4537  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations (see parameter list below).
4538  /// - \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.
4539  /// - \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.
4540  /// - \c AK_NotInitialized: If AK::SoundEngine::Init was not called or if the Init.bnk was not loaded before the call.
4541  /// - \c AK_Success: Parameters are valid.
4542  ///
4543  /// The following codes are returned from the callback.
4544  /// - \c AK_InsufficientMemory : Not enough memory to complete the operation.
4545  /// - \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.
4546  /// - \c AK_PluginNotRegistered: The audioDeviceShareset exists but the plug-in it refers to is not installed or statically linked with the game.
4547  /// - \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.
4548  /// - \c AK_DeviceNotCompatible: The hardware does not support this type of output. Wwise will NOT fallback to any other type of output.
4549  /// - \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.
4550  /// - \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.
4552  const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4553  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
4554  const AkGameObjectID* in_pListenerIDs = NULL, ///< Specific listener(s) to attach to this device.
4555  ///< If specified, only the sounds routed to game objects linked to those listeners will play in this device.
4556  ///< It is necessary to have separate listeners if multiple devices of the same type can coexist (e.g. controller speakers)
4557  ///< If not specified, sound routing simply obey the associations between Master Busses and Audio Devices setup in the Wwise Project.
4558  AkUInt32 in_uNumListeners = 0 ///< The number of elements in the in_pListenerIDs array.
4559  );
4560 
4561  /// Removes one output added through AK::SoundEngine::AddOutput
4562  /// If a listener was associated with the device, you should consider unregistering the listener prior to call RemoveOutput
4563  /// so that Game Object/Listener routing is properly updated according to your game scenario.
4564  /// \sa \ref integrating_secondary_outputs
4565  /// \sa AK::SoundEngine::AddOutput
4566  /// \return AK_Success: Parameters are valid.
4568  AkOutputDeviceID in_idOutput ///< ID of the output to remove. Use the returned ID from AddOutput, GetOutputID, or ReplaceOutput
4569  );
4570 
4571  /// Replaces an output device previously created during engine initialization or from AddOutput, with a new output device.
4572  /// 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
4573  /// that the old output device was associated with, and preserve all listeners that were attached to the old output device.
4574  ///
4575  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4576  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4577  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4578  ///
4579  /// \sa AK::SoundEngine::AddOutput
4580  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4581  /// \sa AK::AkDeviceStatusCallbackFunc
4582  /// \return
4583  /// - \c AK_InvalidID: The audioDeviceShareset on in_settings was not valid.
4584  /// - \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.
4585  /// - \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.
4586  /// - \c AK_DeviceNotFound: The in_outputDeviceId provided does not match with any of the output devices that the sound engine is currently using.
4587  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations on in_settings
4588  /// - \c AK_Success: parameters were valid, and the remove and add will occur.
4590  const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4591  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()
4592  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.
4593  );
4594 
4595  /// Gets the compounded output ID from shareset and device id.
4596  /// 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.
4597  /// Use 0 for in_idShareset & in_idDevice to get the Main Output ID (the one usually initialized during AK::SoundEngine::Init)
4598  /// \return The id of the output
4600  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.
4601  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4602  ///< \sa \ref obtaining_device_id
4603  );
4604 
4606  const char* in_szShareSet, ///< Audio Device ShareSet Name, as defined in the Wwise Project. If Null, will select the Default Output shareset (always available)
4607  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4608  ///< \sa \ref obtaining_device_id
4609  );
4610 
4611  #ifdef AK_SUPPORT_WCHAR
4613  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)
4614  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4615  ///< \sa \ref obtaining_device_id
4616  );
4617  #endif
4618 
4619  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4620  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4621  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4622  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4623  /// \return
4624  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4625  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4627  AkUniqueID in_idBus, ///< Id of the master bus
4628  AkUniqueID in_idNewDevice ///< New device shareset to replace with.
4629  );
4630 
4631  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4632  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4633  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4634  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4635  /// \return
4636  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4637  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4639  const char* in_BusName, ///< Name of the master bus
4640  const char* in_DeviceName ///< New device shareset to replace with.
4641  );
4642 
4643  #ifdef AK_SUPPORT_WCHAR
4644  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4645  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4646  /// SetBusDevice must be preceded by a call to AddOutput for the new device shareset to be registered as an output.
4647  /// \return
4648  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4649  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4651  const wchar_t* in_BusName, ///< Name of the master bus
4652  const wchar_t* in_DeviceName ///< New device shareset to replace with.
4653  );
4654  #endif
4655 
4656  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4657  /// \remarks
4658  /// This call is only valid for sink plug-ins that support device enumeration.
4659  /// Prerequisites:
4660  /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4661  /// * A physical device recognized by this plug-in must exist in the system.
4662  ///
4663  /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4664  /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4665  /// Note that it is optional to implement device enumeration on custom sink plug-ins.
4666  /// \return
4667  /// - \c AK_NotImplemented if the sink plug-in does not implement device enumeration
4668  /// - \c AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4669  /// - \c AK_NotCompatible if no device of this type are supported on the current platform
4670  /// - \c AK_Fail in case of system device manager failure (OS related)
4671  ///
4673  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
4674  AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
4675  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.
4676  AkDeviceDescription* out_deviceDescriptions ///< The output array of device descriptions.
4677  );
4678 
4679  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4680  /// \remarks
4681  /// This call is only valid for sink plug-ins that support device enumeration.
4682  /// Prerequisites:
4683  /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4684  /// * 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.
4685  ///
4686  /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4687  /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4688  /// Note that it is optional to implement device enumeration on custom sink plug-ins.
4689  /// \return
4690  /// AK_NotImplemented if the sink plug-in does not implement device enumeration
4691  /// AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4693  AkUniqueID in_audioDeviceShareSetID, ///< In: The audio device shareset ID for which to list the sink plug-in devices.
4694  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.
4695  AkDeviceDescription* out_deviceDescriptions ///< The output array of device descriptions.
4696  );
4697 
4698  /// Sets the volume of a output device.
4699  /// \return
4700  /// - \c AK_Success if successful
4701  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4703  AkOutputDeviceID in_idOutput, ///< Output ID to set the volume on. As returned from AddOutput or GetOutputID
4704  AkReal32 in_fVolume ///< Volume (0.0 = Muted, 1.0 = Volume max)
4705  );
4706 
4707  /// 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).
4708  /// 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
4709  /// 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
4710  /// 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.
4711  /// \return
4712  /// AK_NotCompatible when the device ID provided does not support spatial audio, or the platform does not support spatial audio
4713  /// AK_Fail when there is some other miscellaneous failure, or the device ID provided does not match a device that the system knows about
4714  /// AK_Success when the device ID provided does support spatial audio
4716  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4717  ///< \sa \ref obtaining_device_id
4718  );
4719 
4720 
4721  //@}
4722 
4723  /// 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.
4724  /// Call \c WakeupFromSuspend when your application receives the message from the OS that the process is back in foreground.
4725  /// When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when \ref RenderAudio() is called.
4726  /// It is recommended to match the <b>in_bRenderAnyway</b> parameter with the behavior of the rest of your game:
4727  /// 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.
4728  /// If you want to minimize CPU when in background, then don't allow rendering and never call RenderAudio from the game.
4729  ///
4730  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4731  /// \sa WakeupFromSuspend
4732  /// \sa \ref workingwithsdks_system_calls
4734  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().
4735  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.
4736  );
4737 
4738  /// 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.
4739  ///
4740  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4741  /// \sa Suspend
4742  /// \sa \ref workingwithsdks_system_calls
4744  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.
4745  );
4746 
4747  /// Obtains the current audio output buffer tick. This corresponds to the number of buffers produced by
4748  /// the sound engine since initialization.
4749  /// \return Tick count.
4751 
4752  /// Obtains the current audio output sample tick. This corresponds to the number of samples produced by
4753  /// the sound engine since initialization.
4754  /// \return Sample count.
4756  }
4757 }
4758 
4759 #endif // _AK_SOUNDENGINE_H_
AkOutputSettings settingsMainOutput
Main output device settings.
AKSOUNDENGINE_API AKRESULT RegisterPluginDLL(const AkOSChar *in_DllName, const AkOSChar *in_DllPath=NULL)
AkPanningRule
Headphone / speakers panning rules
Definition: AkEnums.h:243
AkUInt32 uMonitorQueuePoolSize
Size of the monitoring queue, in bytes. This parameter is not used in Release build.
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)
AkEventCallbackFunc AkCallbackFunc
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)
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)
uint16_t AkUInt16
Unsigned 16-bit integer
AkUInt32 AkBankID
Run time bank ID
Definition: AkTypedefs.h:62
static const AkUInt32 AK_INVALID_OUTPUT_DEVICE_ID
Invalid Device ID
Definition: AkConstants.h:47
AkUInt32 AkSwitchGroupID
Switch group ID
Definition: AkTypedefs.h:58
#define AK_DEFAULT_HEIGHT_ANGLE
Definition of data structures for AkAudioObject
AkBackgroundMusicChangeCallbackFunc BGMCallback
Application-defined audio source change event callback function.
Auxiliary bus sends information per game object per given auxiliary bus.
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
const AkActionOnEventType AkActionOnEventType_ReleaseEnvelope
AKSOUNDENGINE_API AKRESULT LoadBankMemoryView(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkBankID &out_bankID)
AkUInt32 AkJobType
Job type identifier
Definition: AkTypedefs.h:76
AkUInt8 * pMediaMemory
Pointer to the data to be set for the source
void(* AkCaptureCallbackFunc)(AkAudioBuffer &in_CaptureBuffer, AkOutputDeviceID in_idOutput, void *in_pCookie)
void(* AkBusMeteringCallbackFunc)(AkBusMeteringCallbackInfo *in_pCallbackInfo)
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)
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,...
@ AkPluginTypeNone
Unknown/invalid plug-in type.
Definition: AkEnums.h:282
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...
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
AkUInt32 uNumSamplesPerFrame
Number of samples per audio frame (256, 512, 1024, or 2048).
@ AkFloorPlane_Default
The Wwise default floor plane is ZX.
AKSOUNDENGINE_API AKRESULT SetDefaultListeners(const AkGameObjectID *in_pListenerObjs, AkUInt32 in_uNumListeners)
AkUInt64 AkGameObjectID
Game object ID
Definition: AkTypedefs.h:47
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)
#define AK_EXTERNAPIFUNC(_type, _name)
AkCurveInterpolation
Curve interpolation types
Definition: AkEnums.h:185
@ AkFloorPlane_XY
The floor is oriented along the XY-plane. The front vector points towards +X, the up vector towards +...
AkReal32 fDebugOutOfRangeLimit
Debug setting: Only used when bDebugOutOfRangeCheckEnabled is true. This defines the maximum values s...
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
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.
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.
Platform-independent initialization settings of output devices.
AKSOUNDENGINE_API bool IsInitialized()
@ Preparation_Unload
PrepareEvent() will unload required information to play the specified event.
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.
AKSOUNDENGINE_API AKRESULT SetOfflineRenderingFrameTime(AkReal32 in_fFrameTimeInSeconds)
char AkOSChar
Generic character string
Definition: AkTypes.h:60
uint8_t AkUInt8
Unsigned 8-bit integer
AkUInt32 AkUniqueID
Unique 32-bit ID
Definition: AkTypedefs.h:39
AKSOUNDENGINE_API AKRESULT ClearBanks()
AKSOUNDENGINE_API AKRESULT UnregisterAudioDeviceStatusCallback()
Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatus...
AkUInt32 uMaxNumPaths
Maximum number of paths for positioning
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
AkInt32 AkMemPoolId
Memory pool ID
Definition: AkTypedefs.h:49
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)
AkFloorPlane eFloorPlane
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)
AKSOUNDENGINE_API AKRESULT PostTrigger(AkTriggerID in_triggerID, AkGameObjectID in_gameObjectID)
float AkReal32
32-bit floating point
const AkActionOnEventType AkActionOnEventType_Pause
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,...
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)
AkUInt32 AkStateGroupID
State group ID
Definition: AkTypedefs.h:41
bool bUseLEngineThread
Use a Wwise-owned thread for processing audio. If set to false, audio processing will occur only insi...
void(* AkOutputDeviceMeteringCallbackFunc)(AkOutputDeviceMeteringCallbackInfo *in_pCallbackInfo)
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.
AkInt32 AkTimeMs
Time in ms
Definition: AkTypedefs.h:43
AKSOUNDENGINE_API AKRESULT DecodeBank(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkMemPoolId in_uPoolForDecodedBank, void *&out_pDecodedBankPtr, AkUInt32 &out_uDecodedBankSize)
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...
Configured audio settings
@ AkFloorPlane_XZ
The floor is oriented along the ZX-plane. The front vector points towards +Z, the up vector towards +...
AkUInt32 uContinuousPlaybackLookAhead
Default is 1 audio quantum, also known as an audio frame. Its size is equal to AkInitSettings::uNumSa...
AKSOUNDENGINE_API AKRESULT RemoveOutput(AkOutputDeviceID in_idOutput)
@ AkFloorPlane_Last
End of enum, invalid value.
bool bEnableGameSyncPreparation
Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
AkUInt32 AkSwitchStateID
Switch ID
Definition: AkTypedefs.h:59
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
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)
AkGroupType
Game sync group type
Definition: AkEnums.h:117
Necessary settings for setting externally-loaded sources
AkUInt32 uMemorySlabSize
Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
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
AkUInt32 uMaxHardwareTimeoutMs
Amount of time to wait for HW devices to trigger an audio interrupt. If there is no interrupt after t...
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.
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
static const AkPlayingID AK_INVALID_PLAYING_ID
Invalid playing ID
Definition: AkConstants.h:36
AKSOUNDENGINE_API AKRESULT RenderAudio(bool in_bAllowSyncRender=true)
AkJobMgrSettings settingsJobManager
Settings to configure the behavior of the Sound Engine's internal job manager
Positioning information for a sound, with specified subset of its channels.
Definition: Ak3DObjects.h:390
AkMultiPositionType
Definition: AkEnums.h:315
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)
AkUInt32 AkPluginID
Source or effect plug-in ID
Definition: AkTypedefs.h:50
AKSOUNDENGINE_API AKRESULT SetMultiplePositions(AkGameObjectID in_GameObjectID, const AkSoundPosition *in_pPositions, AkUInt16 in_NumPositions, AkMultiPositionType in_eMultiPositionType=AkMultiPositionType_MultiDirections, AkSetPositionFlags in_eFlags=AkSetPositionFlags_Default)
@ AkBankType_User
User-defined bank.
Definition: AkEnums.h:212
AkReal32 AkRtpcValue
Real time parameter control value
Definition: AkTypedefs.h:61
Settings for the Sound Engine's internal job manager
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)
@ AkBankContent_Last
End of enum, invalid value.
AKRESULT(* AkBackgroundMusicChangeCallbackFunc)(bool in_bBackgroundMusicMuted, void *in_pCookie)
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)
AkPluginType
Definition: AkEnums.h:281
AKSOUNDENGINE_API AKRESULT GetAudioSettings(AkAudioSettings &out_audioSettings)
AkUInt32 uMediaSize
Size, in bytes, of the data to be set for the source
AKSOUNDENGINE_API AKRESULT UnloadBank(const char *in_pszString, const void *in_pInMemoryBankPtr, AkBankType in_bankType=AkBankType_User)
@ Preparation_Last
End of enum, invalid value.
AKSOUNDENGINE_API AKRESULT AddOutputCaptureMarker(const char *in_MarkerText, AkUInt32 in_uSamplePos=AK_INVALID_SAMPLE_POS)
AkReal32 fGameUnitsToMeters
#define NULL
Definition: AkTypedefs.h:33
AkUInt32 AkTriggerID
Trigger ID
Definition: AkTypedefs.h:66
AkUInt32 AkRtpcID
Real time parameter control ID
Definition: AkTypedefs.h:60
AKSOUNDENGINE_API AKRESULT RegisterBusMeteringCallback(AkUniqueID in_busID, AkBusMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
AKSOUNDENGINE_API void SetRandomSeed(AkUInt32 in_uSeed)
#define AK_CALLBACK(_type, _name)
const AkOSChar * szPluginDLLPath
When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the gam...
AkUInt32 uNumMemorySlabs
Number of memory slabs to pre-allocate for job manager memory. At least one slab per worker thread sh...
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.
AKSOUNDENGINE_API AKRESULT GetSourcePlayPosition(AkPlayingID in_PlayingID, AkTimeMs *out_puPosition, bool in_bExtrapolate=true)
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)
const AkActionOnEventType AkActionOnEventType_Stop
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)
AKRESULT
Definition: AkEnums.h:32
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)
uint64_t AkUInt64
Unsigned 64-bit integer
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
AkUInt32 AkStateID
State ID
Definition: AkTypedefs.h:40
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
void(* AkGlobalCallbackFunc)(AkGlobalPluginContextPtr in_pContext, enum AkGlobalCallbackLocation in_eLocation, void *in_pCookie)
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...
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)
@ AkCurveInterpolation_Linear
Linear (Default)
Definition: AkEnums.h:192
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. 利用 Wwise 进行离线渲染
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 +...
AkTimeMs msTime
Position of the source (in ms) associated with that playing item
static const AkUniqueID AK_INVALID_UNIQUE_ID
Invalid unique 32-bit ID
Definition: AkConstants.h:34
void * BGMCallbackCookie
Application-defined user data for the audio source change event callback function.
void(* AkBusCallbackFunc)(struct AkSpeakerVolumeMatrixCallbackInfo *in_pCallbackInfo, void *in_pCookie)
@ AkSetPositionFlags_Default
Default: set both emitter and listener component positions.
Definition: AkEnums.h:330
AkUniqueID sourceID
Source ID (available in the SoundBank content files)
uint32_t AkUInt32
Unsigned 32-bit integer
bool bUseSoundBankMgrThread
Use a Wwise-owned thread for loading sound banks. If set to false, bank-loading will occur only insid...
AkUniqueID mediaID
Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file...
Definition: AkMidiTypes.h:235
AkUInt32 AkBankType
Run time bank type
Definition: AkTypedefs.h:63
bool bDebugOutOfRangeCheckEnabled
Debug setting: Enable checks for out-of-range (and NAN) floats in the processing code....
AkUniqueID audioNodeID
Audio Node ID of playing item
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)
AkInt8 AkPriority
Priority
Definition: AkTypedefs.h:54
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 ...
AKSOUNDENGINE_API AKRESULT ClearPreparedEvents()
Return values for GetSourcePlayPositions.
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()
AkUInt32 uCommandQueueSize
Size of the command queue, in bytes
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.
IAkSoftwareCodec *(* AkCreateBankSourceCallback)(void *in_pCtx)
Registered bank source node creation function prototype.
#define AK_INVALID_SAMPLE_POS
Definition: AkConstants.h:159
AkFloorPlane
AKSOUNDENGINE_API AKRESULT SetBusConfig(AkUniqueID in_audioNodeID, AkChannelConfig in_channelConfig)
AKSOUNDENGINE_API bool GetBackgroundMusicMute()
AkUInt64 AkOutputDeviceID
Audio Output device ID
Definition: AkTypedefs.h:72
AkSpeakerVolumesMatrixPtr VectorPtr
Definition: AkTypedefs.h:103
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)
AkProfilerPushTimerFunc fnProfilerPushTimer
External (optional) function for tracking performance of the sound engine that is called when a timer...
AKSOUNDENGINE_API void StopPlayingID(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
AkActionOnEventType
Definition: AkEnums.h:348
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...
IAkSoftwareCodec *(* AkCreateFileSourceCallback)(void *in_pCtx)
Registered file source creation function prototype.
AkUInt32 uBankReadBufferSize
The number of bytes read by the BankReader when new data needs to be loaded from disk during serializ...
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)
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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