Wwise SDK 2018.1.11
_ak_sound_engine_8h_source
Version
menu_open
link
Wwise SDK 2018.1.11
|
AkSoundEngine.h
Go to the documentation of this file.
104 bool in_bBackgroundMusicMuted, ///< Flag indicating whether the busses tagged as "background music" in the project are muted or not.
117 AkOutputSettings(const char* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
120 AkOutputSettings(const wchar_t* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
123 AkUniqueID audioDeviceShareset; ///< Unique ID of a custom audio device to be used. Custom audio devices are defined in the Audio Device Shareset section of the Wwise project.
124 ///< If you want to output normally through the default system, leave this field to its default value (AK_INVALID_UNIQUE_ID).
125 ///< Typical usage: AkInitSettings.eOutputSettings.audioDeviceShareset = AK::SoundEngine::GetIDFromString("InsertYourAudioDeviceSharesetNameHere");
131 AkUInt32 idDevice; ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
133 ///< - XBoxOne Controller-Headphones: Use the AK::GetDeviceID function to get the ID from an IMMDevice. Find the player's device with the WASAPI API (IMMDeviceEnumerator, see Microsoft documentation) or use AK::GetDeviceIDFromName.
134 ///< - Windows: Use AK::GetDeviceID or AK::GetDeviceIDFromName to get the correct ID. Leave to 0 for the default Windows device as seen in Audio Properties.
135 ///< - All other outputs: use 0 to select the default for the selected audio device type (shareset)
137 AkPanningRule ePanningRule; ///< Rule for 3D panning of signals routed to a stereo bus. In AkPanningRule_Speakers mode, the angle of the front loudspeakers
138 ///< (uSpeakerAngles[0]) is used. In AkPanningRule_Headphones mode, the speaker angles are superseded with constant power panning
141 AkChannelConfig channelConfig; ///< Channel configuration for this output. Call AkChannelConfig::Clear() to let the engine use the default output configuration.
157 AkUInt32 uIdxThread; ///< The current thread index [0, AkTaskSchedulerDesc::uNumSchedulerWorkerThreads[.
161 typedef void(*AkParallelForFunc)(void* in_pData, AkUInt32 in_uIdxBegin, AkUInt32 in_uIdxEnd, AkTaskContext in_ctx, void* in_pUserData);
166 /// Execute in_func in parallel over the [in_uIdxBegin,in_uIdxEnd[ range of items in the in_pData array,
193 AkReal32 fDefaultPoolRatioThreshold; ///< 0.0f to 1.0f value: The percentage of occupied memory where the sound engine should enter in Low memory Mode. \ref soundengine_initialization_advanced_soundengine_using_memory_threshold
195 AkMemPoolId uPrepareEventMemoryPoolID; ///< Memory pool where data allocated by <tt>AK::SoundEngine::PrepareEvent()</tt> and <tt>AK::SoundEngine::PrepareGameSyncs()</tt> will be done.
196 bool bEnableGameSyncPreparation; ///< Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
197 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.
198 ///< 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.
202 AkUInt32 uMonitorPoolSize; ///< Size of the monitoring pool, in bytes. This parameter is not used in Release build.
203 AkUInt32 uMonitorQueuePoolSize; ///< Size of the monitoring queue pool, in bytes. This parameter is not used in Release build.
206 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)
208 bool bUseSoundBankMgrThread; ///< Use a separate thread for loading sound banks. Allows asynchronous operations.
209 bool bUseLEngineThread; ///< Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAudio(). \ref goingfurther_eventmgrthread
211 AkBackgroundMusicChangeCallbackFunc BGMCallback; ///< Application-defined audio source change event callback function.
212 void* BGMCallbackCookie; ///< Application-defined user data for the audio source change event callback function.
213 AkOSChar * szPluginDLLPath; ///< When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the game executable.
216 AkTaskSchedulerDesc taskSchedulerDesc; ///< The defined client task scheduler that AkSoundEngine will use to schedule internal tasks.
231 AkUniqueID mediaID; ///< Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file)
250 /// \warning This function is not thread-safe. It should not be called at the same time as \c SoundEngine::Init() or \c SoundEngine::Term().
260 /// \remark The initial settings should be initialized using <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
261 /// and <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt> to fill the structures with their
262 /// default settings. This is not mandatory, but it helps avoid backward compatibility problems.
266 /// - AK_MemManagerNotInitialized if the memory manager is not available or not properly initialized
267 /// - AK_StreamMgrNotInitialized if the stream manager is not available or not properly initialized
268 /// - AK_SSEInstructionsNotSupported if the machine does not support SSE instruction (only on the PC)
269 /// - AK_InsufficientMemory or AK_Fail if there is not enough memory available to initialize the sound engine properly
271 /// - AK_Fail if the sound engine is already initialized, or if the provided settings result in insufficient
279 AkInitSettings * in_pSettings, ///< Initialization settings (can be NULL, to use the default values)
280 AkPlatformInitSettings * in_pPlatformSettings ///< Platform-specific settings (can be NULL, to use the default values)
311 AkPlatformInitSettings & out_platformSettings ///< Returned default platform-specific sound engine settings
318 /// \warning Before calling Term, you must ensure that no other thread is accessing the sound engine.
335 /// to the physical output format of the platform, in the case of downmixing provided by the platform itself).
340 /// \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.
341 /// \return The output configuration. An empty AkChannelConfig AkChannelConfig::IsValid() == false if device does not exist.
346 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
357 AkPanningRule & out_ePanningRule, ///< Returned panning rule (AkPanningRule_Speakers or AkPanningRule_Headphone) for given output.
358 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
363 /// \warning This function posts a message through the sound engine's internal message queue, whereas GetPanningRule() queries the current panning rule directly.
366 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
369 /// Gets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
371 /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
372 /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
374 /// You may call this function with io_pfSpeakerAngles set to NULL to get the expected number of angle values in io_uNumAngles,
385 /// - 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.
386 /// - When panning to 5.1, the front speakers use angle[0], and the surround speakers use (angle[2] - angle[1]) / 2.
392 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.
393 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.
394 AkReal32 & out_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
395 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
398 /// Sets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
400 /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
401 /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
407 /// 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().
408 /// \warning This function only applies to configurations (or subset of these configurations) that are standard and whose speakers are on the plane (2D).
412 AkReal32 * in_pfSpeakerAngles, ///< Array of loudspeaker pair angles, in degrees relative to azimuth [0,180].
413 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()).
414 AkReal32 in_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
415 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
418 /// Allows the game to set the volume threshold to be used by the sound engine to determine if a voice must go virtual.
420 /// If this function is not called, the used value will be the value specified in the platform specific project settings.
428 /// Allows the game to set the maximum number of non virtual voices to be played simultaneously.
430 /// If this function is not called, the used value will be the value specified in the platform specific project settings.
452 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.
468 /// 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.
473 /// \return AK_Success if successful, AK_InvalidParameter if invalid parameters were provided or Ak_Fail otherwise. Possible reasons for an AK_Fail result are:
478 /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
479 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
480 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
484 AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
485 AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
487 AkCreateParamCallback in_pCreateParamFunc ///< Pointer to the plug-in's parameter node creation function
492 /// 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.
495 /// - AK_FileNotFound if the DLL is not found in the OS path or if it has extraneous dependencies not found.
499 const AkOSChar* in_DllPath = NULL ///< Optional path to the DLL. Will override szPLuginDLLPath that was set in AkInitSettings.
505 /// 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.
509 /// \return AK_Success if successful, AK_InvalidParameter if invalid parameters were provided, or Ak_Fail otherwise. Possible reasons for an AK_Fail result are:
514 /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
515 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
516 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
519 AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
521 AkCreateFileSourceCallback in_pFileCreateFunc, ///< Pointer to the codec's file source node creation function
522 AkCreateBankSourceCallback in_pBankCreateFunc ///< Pointer to the codec's bank source node creation function
525 /// Registers a global callback function. This function will be called from the audio rendering thread, at the
526 /// location specified by in_eLocation. This function will also be called from the thread calling
528 /// For example, in order to be called at every audio rendering pass, and once during teardown for releasing resources, you would call
529 /// RegisterGlobalCallback(myCallback, AkGlobalCallbackLocation_BeginRender | AkGlobalCallbackLocation_Term, myCookie, AkPluginTypeNone, 0, 0);
531 /// A Plugin Type, Company ID and Plugin ID can be provided to this function to enable timing in the performance montior.
532 /// 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.
541 AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender, ///< Callback location defined in AkGlobalCallbackLocation. Bitwise OR multiple locations if needed.
543 AkPluginType in_eType = AkPluginTypeNone, ///< Plug-in type (for example, source or effect). AkPluginTypeNone for no timing.
544 AkUInt32 in_ulCompanyID = 0, ///< Company identifier (as declared in the plug-in description XML file). 0 for no timing.
545 AkUInt32 in_ulPluginID = 0 ///< Plug-in identifier (as declared in the plug-in description XML file). 0 for no timing.
550 /// It is legal to call this function while already inside of a global callback, If it is unregistering itself and not
559 AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender ///< Must match in_eLocation as passed to RegisterGlobalCallback for this callback.
569 /// Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatusCallback
579 /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
582 /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
598 /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
601 /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
622 /// The callback function can be used to be noticed when markers are reached or when the event is finished.
623 /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
624 /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed
626 /// If used, the array of external sources should contain the information for each external source triggered by the
627 /// event. When triggering an event with multiple external sources, you need to differentiate each source
628 /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
629 /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
630 /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
643 void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
645 AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
646 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.
651 /// The callback function can be used to be noticed when markers are reached or when the event is finished.
652 /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
653 /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed
655 /// If used, the array of external sources should contain the information for each external source triggered by the
656 /// event. When triggering an event with multiple external sources, you need to differentiate each source
657 /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
658 /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
659 /// (therefore have a unique cookie) in order to tell them appart when filling the AkExternalSourceInfo structures.
672 void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
674 AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
675 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.
680 /// The callback function can be used to be noticed when markers are reached or when the event is finished.
681 /// An array of Wave file sources can be provided to resolve External Sources triggered by the event. P
682 /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed
684 /// If used, the array of external sources should contain the information for each external source triggered by the
685 /// event. When triggering an Event with multiple external sources, you need to differentiate each source
686 /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
687 /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
688 /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
701 void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
703 AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
704 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.
707 // If you modify AkActionOnEventType, don't forget to modify the WAAPI validation schema accordingly.
721 /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
726 AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
729 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
734 /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
739 AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
742 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
747 /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type Play.
752 AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
755 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
760 /// Executes a number of MIDI Events on all nodes that are referenced in the specified Event in an Action of type Play.
761 /// Each MIDI event will be posted in AkMIDIPost::uOffset samples from the start of the current frame. The duration of
762 /// a sample can be determined from the sound engine's audio settings, via a call to AK::SoundEngine::GetAudioSettings.
773 /// Stops MIDI notes on all nodes that are referenced in the specified event in an action of type play,
774 /// with the specified Game Object. Invalid parameters are interpreted as wildcards. For example, calling
775 /// this function with in_eventID set to AK_INVALID_UNIQUE_ID will stop all MIDI notes for Game Object
785 /// 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
786 /// 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
788 /// \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.
789 /// \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::IAkFileLocationResolver::Open()</tt> and AkFileSystemFlags.
790 /// \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
791 /// 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.
792 /// \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
793 /// will get cached with active priority, while all other files will get cached with inactive priority.
794 /// \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
795 /// 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.
808 /// 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
809 /// 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
811 /// \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.
812 /// \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::IAkFileLocationResolver::Open()</tt> and AkFileSystemFlags.
813 /// \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
814 /// 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.
815 /// \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
816 /// will get cached with active priority, while all other files will get cached with inactive priority.
817 /// \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
818 /// 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.
831 /// 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
832 /// 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
834 /// \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.
835 /// \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::IAkFileLocationResolver::Open()</tt> and AkFileSystemFlags.
836 /// \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
837 /// 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.
838 /// \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
839 /// will get cached with active priority, while all other files will get cached with inactive priority.
840 /// \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
841 /// 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.
853 /// 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
854 /// 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.
863 /// 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
864 /// 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.
873 /// 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
874 /// 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.
882 /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
883 /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
885 /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see \c AkDeviceSettings
892 AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
893 bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
896 /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
897 /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
899 /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
906 AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
907 bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
911 /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
912 /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
914 /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
921 AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
922 bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
926 /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
929 /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
930 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
937 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
938 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
939 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
940 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
941 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
942 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
947 /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
951 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
953 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
954 /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
956 /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
961 /// This transition is subject to the container's transition rule that matches the current and defined in the container,
962 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
963 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
964 /// - If the specified time is greater than the destination segment's length, the modulo is taken.
973 AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
975 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
976 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.
980 /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
983 /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
984 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
989 /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
993 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
994 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
995 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
996 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
997 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
998 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1003 /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1005 /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1007 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1009 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1010 /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1012 /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1017 /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1018 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1019 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1020 /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1029 AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1031 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1032 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.
1036 /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1039 /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1040 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1045 /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1049 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1050 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1051 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1052 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1053 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1054 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1055 /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1059 /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1061 /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1063 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1065 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1066 /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1068 /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1073 /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1074 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1075 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1076 /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1085 AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1087 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1088 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.
1091 /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1092 /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1095 /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1096 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1102 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1103 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1104 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1105 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1106 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1107 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1108 /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1112 /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1113 /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1115 /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1117 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1119 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1120 /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1121 /// the exact position of a segment. Also, the segment will be silent during the time that period
1122 /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1127 /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1128 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1129 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1130 /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1139 AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1140 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)
1141 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1142 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.
1146 /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1147 /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1150 /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1151 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1156 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1157 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1158 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1159 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1160 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1161 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1162 /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1166 /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1167 /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1169 /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1171 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1173 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1174 /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1175 /// the exact position of a segment. Also, the segment will be silent during the time that period
1176 /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1181 /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1182 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1183 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1184 /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1193 AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1194 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)
1195 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1196 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.
1200 /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1201 /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1204 /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1205 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1210 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1211 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1212 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1213 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1214 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1215 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1216 /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1220 /// - With Music Segments, in_fPercent is relative to the Entry Cue, and the segment's duration is the
1221 /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1223 /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1225 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1227 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1228 /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1229 /// the exact position of a segment. Also, the segment will be silent during the time that period
1230 /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1235 /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1236 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1237 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1238 /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1247 AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1248 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)
1249 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see notes above).
1250 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.
1274 /// Gets the current position of the source associated with this playing ID, obtained from PostEvent(). If more than one source is playing,
1277 /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1279 /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1280 /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1281 /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1291 AkTimeMs* out_puPosition, ///< Position of the source (in ms) associated with the specified playing ID
1292 bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update.
1295 /// Gets the current position of the sources associated with this playing ID, obtained from PostEvent().
1297 /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1299 /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1300 /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1301 /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1303 /// - If 0 is passed in for the number of entries (*in_pcPositions == 0) then only the number of positions will be returned and the
1315 AkSourcePosition* out_puPositions, ///< Audio Node IDs and positions of sources associated with the specified playing ID
1316 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
1317 bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update
1320 /// Gets the stream buffering of the sources associated with this playing ID, obtained from PostEvent().
1322 /// - You need to pass AK_EnableGetSourceStreamBuffering to PostEvent() in order to use this function, otherwise
1324 /// - The sources stream buffering is updated at every audio frame. If there are multiple sources associated with this playing ID,
1326 /// - The returned buffering status out_bIsBuffering will be true If any of the sources associated with the playing ID are actively being buffered.
1327 /// 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.
1328 /// - Purely in-memory sources are excluded from this database. If all sources are in-memory, GetSourceStreamBuffering() will return AK_Fail.
1329 /// - 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.
1330 /// 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.
1333 /// - AK_Fail 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.
1338 AkTimeMs & out_buffering, ///< Returned amount of buffering (in ms) of the source (or one of the sources) associated with that playing ID
1339 bool & out_bIsBuffering ///< Returned buffering status of the source(s) associated with that playing ID
1345 AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< (Optional)Specify a game object to stop only playback associated to the provided game object ID.
1352 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1367 /// This function is provided to give the same behavior on platforms that don't have user-music support.
1380 /// Sends custom game data to a plug-in that resides on a bus (insert Effect or mixer plug-in).
1385 /// This means that you cannot send different data to various instances of the plug-in on a same bus.\endaknote
1389 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.
1391 AkUInt32 in_uCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
1392 AkUInt32 in_uPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
1406 /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1420 /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1435 /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1438 /// For example, say a sound associated with this game object is a 3D moving sound. This sound will
1439 /// stop moving when the game object is unregistered, and there will be no way to regain control over the game object.
1449 /// Unregister all game objects, or all game objects with a particular matching set of property flags.
1453 /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1475 const AkSoundPosition & in_Position ///< Position to set; in_Position.Orientation must be normalized.
1479 /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1480 /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1481 /// \aknote Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
1493 MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections ///< \ref AK::SoundEngine::MultiPositionType
1496 /// Sets multiple positions to a single game object, with flexible assignment of input channels.
1497 /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1498 /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1499 /// \aknote Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
1511 MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections ///< \ref AK::SoundEngine::MultiPositionType
1515 /// Modify the attenuation computations on this Game Object to simulate sounds with a larger or smaller area of effect.
1521 AkReal32 in_fAttenuationScalingFactor ///< Scaling Factor, 1 means 100%, 0.5 means 50%, 2 means 200%, and so on.
1531 /// It also internally calls ClearPreparedEvents() since at least one bank must have been loaded to allow preparing events.
1534 /// - AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command
1552 AkReal32 in_fThroughput, ///< Average throughput of bank data streaming (bytes/ms) (the default value is AK_DEFAULT_BANK_THROUGHPUT)
1553 AkPriority in_priority ///< Priority of bank streaming (the default value is AK_DEFAULT_PRIORITY)
1560 /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed.
1573 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1581 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1582 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1583 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1585 /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1586 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1587 /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1588 /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1589 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
1590 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
1604 AkMemPoolId in_memPoolId, ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed)
1612 /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed.
1625 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1633 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1634 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1635 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1637 /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1638 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1639 /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1640 /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1641 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
1642 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
1656 AkMemPoolId in_memPoolId, ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed)
1661 /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
1664 /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed.
1675 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1683 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1684 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1685 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1687 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
1688 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
1699 AkMemPoolId in_memPoolId ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed)
1704 /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
1705 /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
1709 /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
1722 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1730 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1731 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1732 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1734 /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
1735 /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Physical memory allocator.
1736 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
1737 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
1740 /// This data will be loaded in the Default Pool anyway thus duplicating memory (one copy in the Default Pool
1741 /// and one in the block you provided). For event/structure-only banks, prefer the other versions of LoadBank().
1749 const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
1756 /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
1760 /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into the
1762 /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
1776 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1784 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1785 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1786 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1788 /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
1789 /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Physical memory allocator.
1790 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
1791 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
1794 /// This data will be loaded in the Default Pool anyway thus duplicating memory (one copy in the Default Pool
1795 /// and one in the block you provided). For event/structure-only banks, prefer the other versions of LoadBank().
1803 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)
1805 AkMemPoolId in_uPoolForBankMedia, ///< Memory pool to copy the media section of the bank to (the pool is created if AK_DEFAULT_POOL_ID is passed).
1809 /// 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.
1811 /// 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.
1813 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)
1815 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.
1824 /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed.
1839 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1840 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1841 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1843 /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1844 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1845 /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1846 /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
1847 /// (<tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>) if you use the default Stream Manager's implementation.
1848 /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>
1850 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
1851 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
1866 void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> as AkFileSystemFlags::pCustomParam)
1867 AkMemPoolId in_memPoolId, ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed)
1875 /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed.
1890 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1891 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1892 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1894 /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1895 /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1896 /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1897 /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
1898 /// (<tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>) if you use the default Stream Manager's implementation.
1899 /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>
1901 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
1902 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
1917 void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> as AkFileSystemFlags::pCustomParam)
1918 AkMemPoolId in_memPoolId, ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed)
1923 /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
1926 /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed.
1941 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1942 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1943 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1945 /// - The file path should be resolved in your implementation of the Stream Manager, or in the Low-Level I/O module if
1946 /// you use the default Stream Manager's implementation. The ID overload of <tt>AK::IAkStreamMgr::CreateStd()</tt> and <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> are called.
1947 /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>
1949 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
1950 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
1963 void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> as AkFileSystemFlags::pCustomParam)
1964 AkMemPoolId in_memPoolId ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed)
1969 /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
1970 /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
1974 /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
1978 /// AK_Success if the scheduling was successful, AK_Fail otherwise, or AK_InvalidParameter if memory alignment is not correct.
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,
1993 /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
1994 /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Physical memory allocator.
1995 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
1996 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
2006 const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2015 /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2019 /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into the
2021 /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2026 /// AK_Success if the scheduling was successful, AK_Fail otherwise, or AK_InvalidParameter if memory alignment is not correct.
2037 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2038 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2039 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2041 /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2042 /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Physical memory allocator.
2043 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
2044 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
2054 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)
2058 AkMemPoolId in_uPoolForBankMedia, ///< Memory pool to copy the media section of the bank to (the pool is created if AK_DEFAULT_POOL_ID is passed).
2065 /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2071 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2073 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2081 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 only if NULL was passed when loading the bank.
2082 AkMemPoolId * out_pMemPoolId = NULL ///< Returned memory pool ID used with LoadBank() (can pass NULL)
2088 /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2094 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2096 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2104 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 only if NULL was passed when loading the bank.
2105 AkMemPoolId * out_pMemPoolId = NULL ///< Returned memory pool ID used with LoadBank() (can pass NULL)
2109 /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2113 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2121 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 only if NULL was passed when loading the bank.
2122 AkMemPoolId * out_pMemPoolId = NULL ///< Returned memory pool ID used with LoadBank() (can pass NULL)
2132 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2134 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2143 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 only if NULL was passed when loading the bank.
2155 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2157 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2166 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 only if NULL was passed when loading the bank.
2175 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2184 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 only if NULL was passed when loading the bank.
2189 /// Cancels all Event callbacks associated with a specific callback cookie specified while loading Banks of preparing Events.\n
2207 Preparation_Load, ///< \c PrepareEvent() will load required information to play the specified event.
2208 Preparation_Unload, ///< \c PrepareEvent() will unload required information to play the specified event.
2209 Preparation_LoadAndDecode ///< Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
2214 /// 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.
2220 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.
2225 /// 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
2226 /// 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(),
2228 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2235 /// 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
2236 /// 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;
2237 /// 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.
2239 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2241 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content.
2245 /// 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
2246 /// 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(),
2248 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2255 /// \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
2256 /// 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;
2257 /// 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.
2259 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2261 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content.
2264 /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2265 /// 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
2266 /// 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(),
2268 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2275 /// \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
2276 /// 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;
2277 /// 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.
2279 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2281 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content.
2285 /// 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
2286 /// 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(),
2288 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2295 /// 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
2296 /// 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;
2297 /// 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.
2299 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2303 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content.
2307 /// 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
2308 /// 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(),
2310 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2317 /// 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
2318 /// 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;
2319 /// 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.
2321 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2325 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content.
2328 /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2329 /// 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
2330 /// 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(),
2332 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2339 /// \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
2340 /// 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;
2341 /// 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.
2343 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2347 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content.
2353 /// - AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command.
2376 /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2383 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2395 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2415 /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2422 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2434 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2440 /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2452 /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2459 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2471 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2478 /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2487 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2501 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2510 /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2519 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2533 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2541 /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2550 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2564 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2572 /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2573 /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid, and AK_Fail otherwise.
2580 /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2581 /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid, and AK_Fail otherwise.
2589 /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2598 /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
2605 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2607 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
2608 /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
2618 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2621 const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
2627 /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2636 /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
2643 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2645 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
2646 /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
2656 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2659 const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
2664 /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2673 /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
2680 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2682 /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
2683 /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
2693 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2696 AkUInt32* in_paGameSyncID, ///< Array of ID of the game syncs to either support or not support.
2702 /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2708 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2711 /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
2712 /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
2723 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2726 const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
2734 /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2740 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2743 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
2744 /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
2755 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2758 const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
2765 /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2771 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2774 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
2775 /// set to true. When set to false, the sound engine automatically prepares all Game Syncs when preparing Events,
2786 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2789 AkUInt32* in_paGameSyncID, ///< Array of ID of the Game Syncs to either support or not support.
2803 /// 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.
2804 /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
2812 AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
2813 const AkGameObjectID* in_pListenerGameObjs, ///< Array of listener game object IDs that will be activated for in_emitterGameObj.
2818 /// 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.
2819 /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
2826 AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
2827 AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be activated for in_emitterGameObj.
2831 /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
2839 AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be deactivated for in_emitterGameObj. Game objects must have been previously registered.
2842 /// 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
2843 /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
2844 /// 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.
2849 const AkGameObjectID* in_pListenerObjs, ///< Array of listener game object IDs that will be activated for subsequent registrations. Game objects must have been previously registered.
2853 /// Add a single listener to the default set of listeners. Upon registration, all game objects reference the default listener set, until
2854 /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
2860 AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be added to the default set of listeners.
2863 /// Remove a single listener from the default set of listeners. Upon registration, all game objects reference the default listener set, until
2864 /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
2870 AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be removed from the default set of listeners.
2873 /// 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>.
2886 /// If \c in_bSpatialized is false, only \c in_pVolumeOffsets is used for this listener (3D positions
2887 /// have no effect on the speaker distribution). Otherwise, \c in_pVolumeOffsets is added to the speaker
2889 /// Use helper functions of \c AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets.
2891 /// If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig,
2893 /// \return \c AK_Success if message was successfully posted to sound engine queue, \c AK_Fail otherwise.
2898 bool in_bSpatialized, ///< Spatialization toggle (True : enable spatialization, False : disable spatialization)
2899 AkChannelConfig in_channelConfig, ///< Channel configuration associated with volumes in_pVolumeOffsets. Ignored if in_pVolumeOffsets is NULL.
2900 AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets = NULL ///< Per-speaker volume offset, in dB. See AkSpeakerVolumes.h for how to manipulate this vector.
2911 /// With this function, you may set a game parameter value with global scope or with game object scope.
2912 /// 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
2913 /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
2914 /// To set a game parameter value with global scope, pass \c AK_INVALID_GAME_OBJECT as the game object.
2915 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
2916 /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
2917 /// according to the interpolation curve. If you call \c <tt><tt>SetRTPCValue()</tt></tt> with <tt>in_uValueChangeDuration = 0</tt> in the
2918 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
2919 /// function at every game frame, you should not use \c in_uValueChangeDuration, as it would have no effect and it is less efficient.
2930 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
2931 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
2932 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.
2937 /// With this function, you may set a game parameter value to global scope or to game object scope.
2938 /// 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
2939 /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
2940 /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
2941 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
2942 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
2943 /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
2944 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
2945 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
2958 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
2959 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
2960 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.
2965 /// With this function, you may set a game parameter value with global scope or with game object scope.
2966 /// 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
2967 /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
2968 /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
2969 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
2970 /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
2971 /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
2972 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
2973 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
2986 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
2987 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
2988 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.
2994 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
2995 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
2996 /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
2997 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
2998 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3009 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3010 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3011 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.
3018 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3019 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3020 /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3021 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3022 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3033 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3034 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3035 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.
3042 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3043 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3044 /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3045 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3046 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3057 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3058 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3059 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.
3062 /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3063 /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3064 /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3066 /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3067 /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3068 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3069 /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3081 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3082 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3083 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.
3087 /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3088 /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3089 /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3091 /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3092 /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3093 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3094 /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3108 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3109 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3110 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.
3114 /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3115 /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3116 /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3118 /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3119 /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3120 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3121 /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3135 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3136 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3137 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.
3283 /// Registers a callback to allow the game to modify or override the volume to be applied at the output of an audio bus.
3287 /// \aknote Beware when using this callback on the Master Audio Bus: since the output of this bus is not a bus, but is instead a system end-point, <tt>AkSpeakerVolumeMatrixCallbackInfo::pMixerContext</tt> will be \c NULL. You cannot modify panning at the output of the Master Audio Bus.\endaknote
3301 /// 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
3302 /// by querying the peak, RMS, True Peak and K-weighted power (according to loudness standard ITU BS.1770). See \ref goingfurther_speakermatrixcallback for an example.
3320 /// 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
3321 /// 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.
3330 AkGameObjectID in_listenerObjID, ///< Associated listener game object ID. Pass AK_INVALID_GAME_OBJECT to set the Output Bus Volume for all connected listeners.
3332 ///< (Therefore, values between 0 and 1 will attenuate the sound, and values greater than 1 will amplify it.)
3338 /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will
3343 AkUniqueID in_audioNodeID, ///< Can be a member of the Actor-Mixer or Interactive Music Hierarchy (not a bus).
3351 /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3352 /// Bus which does not have any Effects, or removing the last Effect on a currently playing bus.
3354 /// \aknote This function will replace existing Effects on the node. If the target node is not at
3355 /// the top of the hierarchy and is in the actor-mixer hierarchy, the option "Override Parent" in
3356 /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3370 /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3371 /// bus which does not have any Effects, or removing the last Effect on a currently playing Bus.
3373 /// \aknote This function will replace existing Effects on the node. If the target node is not at
3374 /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
3375 /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3389 /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3390 /// Bus which does not have any effects, or removing the last Effect on a currently playing bus.
3392 /// \aknote This function will replace existing Effects on the node. If the target node is not at
3393 /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
3394 /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3406 /// Bus which does not have any Effects or mixer, or removing the last mixer on a currently playing Bus.
3419 /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
3432 /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
3448 AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
3458 AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
3468 AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
3471 /// Sets a game object's obstruction and occlusion levels. If SetMultiplePositions were used, values are set for all positions.
3484 /// Sets a game object's obstruction and occlusion level for each positions defined by SetMultiplePositions.
3485 /// This function differs from SetObjectObstructionAndOcclusion as a list of obstruction/occlusion pair is provided
3486 /// and each obstruction/occlusion pair will affect the corresponding position defined at the same index.
3487 /// \aknote In the case the number of obstruction/occlusion pairs is smaller than the number of positions, remaining positions'
3492 /// \return AK_Success if occlusion/obstruction values are successfully stored for this emitter
3496 AkObstructionOcclusionValues* in_fObstructionOcclusionValues, ///< Array of obstruction/occlusion pairs to apply
3499 AkUInt32 in_uNumOcclusionObstruction ///< Number of obstruction/occlusion pairs specified in the provided array
3503 /// This function will write history data for all currently loaded containers and instantiated game
3504 /// objects (for example, current position in Sequence Containers and previously played elements in
3507 /// This function acquires the main audio lock, and may block the caller for several milliseconds.
3515 /// This function will read history data from the passed-in stream reader interface, and apply it to all
3519 /// This function acquires the main audio lock, and may block the caller for several milliseconds.
3534 /// If more than one device is active, the system will create multiple files in the same output
3537 /// If no device is running yet, the system will return success AK_Success despite doing nothing.
3540 /// \return AK_Success if successful, AK_Fail if there was a problem starting the output capture.
3542 /// - The sound engine opens a stream for writing using <tt>AK::IAkStreamMgr::CreateStd()</tt>. If you are using the
3543 /// default implementation of the Stream Manager, file opening is executed in your implementation of
3544 /// the Low-Level IO interface <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>. The following
3545 /// AkFileSystemFlags are passed: uCompanyID = AKCOMPANYID_AUDIOKINETIC and uCodecID = AKCODECID_PCM,
3546 /// and the AkOpenMode is AK_OpenModeWriteOvrwr. Refer to \ref streamingmanager_lowlevel_location for
3559 /// \return AK_Success if successful, AK_Fail if there was a problem stopping the output capture.
3577 const AkOSChar* in_CaptureFileName ///< Name of the output profiler file (.prof extension recommended)
3591 /// Adds an output to the sound engine. Use this to add controller-attached headphones, controller speakers, DVR output, etc.
3592 /// 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).
3598 /// - AK_InvalidParameter: Out of range parameters or unsupported parameter combinations (see parameter list below).
3599 /// - AK_IDNotFound: Shareset ID doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
3600 /// - AK_DeviceNotReady: The in_iDeviceID 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.
3603 const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
3604 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
3605 const AkGameObjectID* in_pListenerIDs = NULL, ///< Specific listener(s) to attach to this device.
3606 ///< If specified, only the sounds routed to game objects linked to those listeners will play in this device.
3607 ///< It is necessary to have separate listeners if multiple devices of the same type can coexist (e.g. controller speakers)
3608 ///< If not specified, sound routing simply obey the associations between Master Busses and Audio Devices setup in the Wwise Project.
3613 /// If a listener was associated with the device, you should consider unregistering the listener prior to call RemoveOutput
3619 AkOutputDeviceID in_idOutput ///< ID of the output to remove. Use the returned ID from AddOutput or GetOutputID
3623 /// 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.
3626 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.
3627 AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
3629 ///< - XBoxOne Controller-Headphones: Use the AK::GetDeviceID function to get the ID from an IMMDevice. Find the player's device with the WASAPI API (IMMDeviceEnumerator, see Microsoft documentation) or use AK::GetDeviceIDFromName.
3635 const char* in_szShareSet, ///< Audio Device ShareSet Name, as defined in the Wwise Project. If Null, will select the Default Output shareset (always available)
3636 AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
3638 ///< - XBoxOne Controller-Headphones: Use the AK::GetDeviceID function to get the ID from an IMMDevice. Find the player's device with the WASAPI API (IMMDeviceEnumerator, see Microsoft documentation) or use AK::GetDeviceIDFromName.
3645 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)
3646 AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
3648 ///< - XBoxOne Controller-Headphones: Use the AK::GetDeviceID function to get the ID from an IMMDevice. Find the player's device with the WASAPI API (IMMDeviceEnumerator, see Microsoft documentation) or use AK::GetDeviceIDFromName.
3654 /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
3655 /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
3657 /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
3658 /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
3664 /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
3665 /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
3667 /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
3668 /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
3675 /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
3676 /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
3678 /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
3679 /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
3688 AkOutputDeviceID in_idOutput, ///< Output ID to set the volume on. As returned from AddOutput or GetOutputID
3694 /// 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.
3695 /// Call \c WakeupFromSuspend when your application receives the message from the OS that the process is back in foreground.
3696 /// When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when \ref RenderAudio() is called.
3697 /// It is recommended to match the <b>in_bRenderAnyway</b> parameter with the behavior of the rest of your game:
3698 /// 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.
3699 /// If you want to minimize CPU when in background, then don't allow rendering and never call RenderAudio from the game.
3703 /// - XBoxOne: Use when entering constrained mode or suspended mode (see ResourceAvailability in Xbox One documentation).
3706 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().
3709 /// 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.
3712 /// - XBoxOne: Use when the game is back to Full resources (see ResourceAvailability in Xbox One documentation).
3715 /// Obtains the current audio output buffer tick. This corresponds to the number of buffers produced by
Start of frame rendering, after having processed game messages.
Definition: AkCallback.h:305
AK::IAkPluginParam *(* AkCreateParamCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin parameter node creation function prototype.
Definition: IAkPlugin.h:1108
AKRESULT(* AkBackgroundMusicChangeCallbackFunc)(bool in_bBackgroundMusicMuted, void *in_pCookie)
Definition: AkSoundEngine.h:103
AKRESULT __cdecl PostTrigger(AkTriggerID in_triggerID, AkGameObjectID in_gameObjectID)
AKRESULT __cdecl RegisterAudioDeviceStatusCallback(AK::AkDeviceStatusCallbackFunc in_pCallback)
AKRESULT __cdecl SetScalingFactor(AkGameObjectID in_GameObjectID, AkReal32 in_fAttenuationScalingFactor)
AKRESULT __cdecl RenderAudio(bool in_bAllowSyncRender=true)
AKRESULT __cdecl Init(AkInitSettings *in_pSettings, AkPlatformInitSettings *in_pPlatformSettings)
AKRESULT __cdecl Suspend(bool in_bRenderAnyway=false)
Left and right positioned 60 degrees apart (by default - see AK::SoundEngine::GetSpeakerAngles()).
Definition: AkTypes.h:788
AkUInt32 __cdecl GetIDFromString(const char *in_pszString)
AKRESULT __cdecl SetVolumeThreshold(AkReal32 in_fVolumeThresholdDB)
Definition: AkSoundEngine.h:150
AKRESULT __cdecl RemoveListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
void __cdecl StopPlayingID(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
Stop the current content playing associated to the specified playing ID.
AKRESULT __cdecl SetGameObjectAuxSendValues(AkGameObjectID in_gameObjectID, AkAuxSendValue *in_aAuxSendValues, AkUInt32 in_uNumSendValues)
AkOSChar * szPluginDLLPath
When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the gam...
Definition: AkSoundEngine.h:213
AKRESULT __cdecl GetSourceStreamBuffering(AkPlayingID in_PlayingID, AkTimeMs &out_buffering, bool &out_bIsBuffering)
AKRESULT __cdecl SendPluginCustomGameData(AkUniqueID in_busID, AkGameObjectID in_busObjectID, AkPluginType in_eType, AkUInt32 in_uCompanyID, AkUInt32 in_uPluginID, const void *in_pData, AkUInt32 in_uSizeInBytes)
AKRESULT __cdecl SeekOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkTimeMs in_iPosition, bool in_bSeekToNearestMarker=false, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AkUniqueID mediaID
Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file...
Definition: AkSoundEngine.h:231
bool bUseLEngineThread
Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAud...
Definition: AkSoundEngine.h:209
AKRESULT __cdecl 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)
bool __cdecl GetBackgroundMusicMute()
Positioning information for a sound, with specified subset of its channels.
Definition: AkTypes.h:467
AkFloorPlane eFloorPlane
Floor plane axis for 3D game object viewing.
Definition: AkSoundEngine.h:215
void(* AkGlobalCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkGlobalCallbackLocation in_eLocation, void *in_pCookie)
Definition: AkCallback.h:326
AKRESULT __cdecl SetDefaultListeners(const AkGameObjectID *in_pListenerObjs, AkUInt32 in_uNumListeners)
PrepareEvent() will unload required information to play the specified event.
Definition: AkSoundEngine.h:2208
AkReal32 fDefaultPoolRatioThreshold
0.0f to 1.0f value: The percentage of occupied memory where the sound engine should enter in Low memo...
Definition: AkSoundEngine.h:193
AKRESULT __cdecl SetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings)
void(* AkBankCallbackFunc)(AkUInt32 in_bankID, const void *in_pInMemoryBankPtr, AKRESULT in_eLoadResult, AkMemPoolId in_memPoolId, void *in_pCookie)
Definition: AkCallback.h:288
AKRESULT __cdecl UnsetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings)
AKRESULT __cdecl SetListenerSpatialization(AkGameObjectID in_uListenerID, bool in_bSpatialized, AkChannelConfig in_channelConfig, AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets=NULL)
AKRESULT __cdecl PrepareEvent(PreparationType in_PreparationType, const char **in_ppszString, AkUInt32 in_uNumEvent)
AKRESULT __cdecl SetMaxNumVoicesLimit(AkUInt16 in_maxNumberVoices)
AKRESULT __cdecl ResetListenersToDefault(AkGameObjectID in_emitterGameObj)
AkUniqueID audioDeviceShareset
Definition: AkSoundEngine.h:123
AKRESULT __cdecl ClearPreparedEvents()
Definition: AkAndroidSoundEngine.h:46
void __cdecl CancelEventCallbackGameObject(AkGameObjectID in_gameObjectID)
void __cdecl SetRandomSeed(AkUInt32 in_uSeed)
PrepareEvent() will load required information to play the specified event.
Definition: AkSoundEngine.h:2207
AKRESULT __cdecl StopProfilerCapture()
AkMemPoolId uPrepareEventMemoryPoolID
Memory pool where data allocated by AK::SoundEngine::PrepareEvent() and AK::SoundEngine::PrepareGameS...
Definition: AkSoundEngine.h:195
AKRESULT __cdecl SetBusDevice(AkUniqueID in_idBus, AkUniqueID in_idNewDevice)
AkUInt32 uMediaSize
Size, in bytes, of the data to be set for the source.
Definition: AkSoundEngine.h:224
AKRESULT __cdecl AddOutput(const AkOutputSettings &in_Settings, AkOutputDeviceID *out_pDeviceID=NULL, const AkGameObjectID *in_pListenerIDs=NULL, AkUInt32 in_uNumListeners=0)
AKRESULT __cdecl SetBankLoadIOSettings(AkReal32 in_fThroughput, AkPriority in_priority)
AkUInt32 __cdecl GetBufferTick()
Global plugin context used for plugin registration/initialization. Games query this interface from th...
Definition: IAkPlugin.h:1116
void __cdecl CancelEventCallback(AkPlayingID in_playingID)
AKRESULT __cdecl UnpinEventInStreamCache(AkUniqueID in_eventID)
AKRESULT __cdecl UnloadBank(const char *in_pszString, const void *in_pInMemoryBankPtr, AkMemPoolId *out_pMemPoolId=NULL)
void(* AkParallelForFunc)(void *in_pData, AkUInt32 in_uIdxBegin, AkUInt32 in_uIdxEnd, AkTaskContext in_ctx, void *in_pUserData)
Task function: process the [in_uIdxBegin,in_uIdxEnd[ range of items in the in_pData array.
Definition: AkSoundEngine.h:161
Definition: AkSoundEngine.h:149
AkUniqueID sourceID
Source ID (available in the SoundBank content files)
Definition: AkSoundEngine.h:222
AkAssertHook pfnAssertHook
External assertion handling function (optional)
Definition: AkSoundEngine.h:189
AKRESULT __cdecl PostMIDIOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkMIDIPost *in_pPosts, AkUInt16 in_uNumPosts)
AkUInt32 uNumSamplesPerFrame
Number of samples per audio frame (256, 512, 1024, or 2048).
Definition: AkSoundEngine.h:200
AKRESULT __cdecl UnregisterAudioDeviceStatusCallback()
Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatus...
AKRESULT __cdecl WakeupFromSuspend()
AKRESULT __cdecl SetActorMixerEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkTypes.h:594
void __cdecl GetDefaultPlatformInitSettings(AkPlatformInitSettings &out_platformSettings)
AkTaskSchedulerDesc taskSchedulerDesc
The defined client task scheduler that AkSoundEngine will use to schedule internal tasks.
Definition: AkSoundEngine.h:216
AkMeteringFlags
Metering flags. Used for specifying bus metering, through AK::SoundEngine::RegisterBusVolumeCallback(...
Definition: AkTypes.h:812
AKRESULT __cdecl StopOutputCapture()
AKRESULT __cdecl SetPanningRule(AkPanningRule in_ePanningRule, AkOutputDeviceID in_idOutput=0)
AKRESULT __cdecl AddDefaultListener(AkGameObjectID in_listenerGameObj)
AkUInt32 uDefaultPoolSize
Size of the default memory pool, in bytes.
Definition: AkSoundEngine.h:192
AKRESULT __cdecl PrepareGameSyncs(PreparationType in_PreparationType, AkGroupType in_eGameSyncType, const char *in_pszGroupName, const char **in_ppszGameSyncName, AkUInt32 in_uNumGameSyncs)
AkBackgroundMusicChangeCallbackFunc BGMCallback
Application-defined audio source change event callback function.
Definition: AkSoundEngine.h:211
AKRESULT __cdecl SetSpeakerAngles(AkReal32 *in_pfSpeakerAngles, AkUInt32 in_uNumAngles, AkReal32 in_fHeightAngle, AkOutputDeviceID in_idOutput=0)
IAkSoftwareCodec *(* AkCreateFileSourceCallback)(void *in_pCtx)
Registered file source creation function prototype.
Definition: AkTypes.h:741
AKRESULT __cdecl AddListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
Definition: AkSoundEngine.h:148
AKRESULT __cdecl SetListeners(AkGameObjectID in_emitterGameObj, const AkGameObjectID *in_pListenerGameObjs, AkUInt32 in_uNumListeners)
AkUInt32 uContinuousPlaybackLookAhead
Default is 1 audio quantum, also known as an audio frame. Its size is equal to AkInitSettings::uNumSa...
Definition: AkSoundEngine.h:197
AKRESULT __cdecl UnregisterAllGameObj()
AkOutputDeviceID __cdecl GetOutputID(AkUniqueID in_idShareset, AkUInt32 in_idDevice)
AKRESULT __cdecl SetOutputVolume(AkOutputDeviceID in_idOutput, AkReal32 in_fVolume)
Sets the volume of a output device.
AkUInt32 uIdxThread
The current thread index [0, AkTaskSchedulerDesc::uNumSchedulerWorkerThreads[.
Definition: AkSoundEngine.h:157
void(* AkBusMeteringCallbackFunc)(AK::IAkMetering *in_pMetering, AkChannelConfig in_channelConfig, AkMeteringFlags in_eMeteringFlags)
Definition: AkCallback.h:253
AKRESULT __cdecl SetBusConfig(AkUniqueID in_audioNodeID, AkChannelConfig in_channelConfig)
AkTimeMs msTime
Position of the source (in ms) associated with that playing item.
Definition: AkSoundEngine.h:232
AKRESULT __cdecl RegisterPlugin(AkPluginType in_eType, AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID, AkCreatePluginCallback in_pCreateFunc, AkCreateParamCallback in_pCreateParamFunc)
AKRESULT __cdecl SetObjectObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 in_fObstructionLevel, AkReal32 in_fOcclusionLevel)
AKRESULT __cdecl SetMixer(AkUniqueID in_audioNodeID, AkUniqueID in_shareSetID)
AKRESULT __cdecl SetState(AkStateGroupID in_stateGroup, AkStateID in_state)
Release envelope.
Definition: AkSoundEngine.h:718
Platform-independent initialization settings of output devices.
Definition: AkSoundEngine.h:109
bool bEnableGameSyncPreparation
Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
Definition: AkSoundEngine.h:196
void __cdecl StopAll(AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
Necessary settings for setting externally-loaded sources.
Definition: AkSoundEngine.h:220
AKRESULT __cdecl 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)
AKRESULT __cdecl StartProfilerCapture(const AkOSChar *in_CaptureFileName)
AKRESULT __cdecl RegisterBusVolumeCallback(AkUniqueID in_busID, AkBusCallbackFunc in_pfnCallback)
Definition: AkSoundEngine.h:187
AkFloorPlane
Possible values for the floor plane axis used in the Game Object 3D Viewer in Wwise.
Definition: AkSoundEngine.h:146
AKRESULT __cdecl SetGameObjectOutputBusVolume(AkGameObjectID in_emitterObjID, AkGameObjectID in_listenerObjID, AkReal32 in_fControlValue)
AkUInt32 uNumSchedulerWorkerThreads
The number of worker threads in the schduler.
Definition: AkSoundEngine.h:178
void(* AkAssertHook)(const char *in_pszExpression, const char *in_pszFileName, int in_lineNumber)
Definition: AkSoundEngine.h:86
Definition: IBytes.h:41
AkPlayingID __cdecl 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)
AKRESULT __cdecl SetSwitch(AkSwitchGroupID in_switchGroup, AkSwitchStateID in_switchState, AkGameObjectID in_gameObjectID)
Definition: IBytes.h:145
Definition: AkSoundEngine.h:151
void __cdecl Term()
Definition: AkMidiTypes.h:228
AKRESULT __cdecl GetAudioSettings(AkAudioSettings &out_audioSettings)
AKRESULT __cdecl GetPanningRule(AkPanningRule &out_ePanningRule, AkOutputDeviceID in_idOutput=0)
AKRESULT __cdecl SetBusEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
AKRESULT __cdecl SetMultiplePositions(AkGameObjectID in_GameObjectID, const AkSoundPosition *in_pPositions, AkUInt16 in_NumPositions, MultiPositionType in_eMultiPositionType=MultiPositionType_MultiDirections)
IAkSoftwareCodec *(* AkCreateBankSourceCallback)(void *in_pCtx)
Registered bank source node creation function prototype.
Definition: AkTypes.h:743
AkUInt8 * pMediaMemory
Pointer to the data to be set for the source.
Definition: AkSoundEngine.h:223
AkChannelConfig __cdecl GetSpeakerConfiguration(AkOutputDeviceID in_idOutput=0)
AKRESULT __cdecl UnregisterGameObj(AkGameObjectID in_gameObjectID)
Definition: AkSpeakerConfig.h:504
AKRESULT __cdecl GetContainerHistory(AK::IWriteBytes *in_pBytes)
AKRESULT __cdecl GetSourcePlayPosition(AkPlayingID in_PlayingID, AkTimeMs *out_puPosition, bool in_bExtrapolate=true)
AKRESULT __cdecl GetSpeakerAngles(AkReal32 *io_pfSpeakerAngles, AkUInt32 &io_uNumAngles, AkReal32 &out_fHeightAngle, AkOutputDeviceID in_idOutput=0)
void * BGMCallbackCookie
Application-defined user data for the audio source change event callback function.
Definition: AkSoundEngine.h:212
AKRESULT __cdecl SetContainerHistory(AK::IReadBytes *in_pBytes)
void __cdecl GetDefaultInitSettings(AkInitSettings &out_settings)
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
Definition: AkSpeakerVolumes.h:49
AKRESULT __cdecl StopMIDIOnEvent(AkUniqueID in_eventID=AK_INVALID_UNIQUE_ID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
AKRESULT __cdecl SetMultipleObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_uListenerID, AkObstructionOcclusionValues *in_fObstructionOcclusionValues, AkUInt32 in_uNumOcclusionObstruction)
AKRESULT __cdecl RegisterPluginDLL(const AkOSChar *in_DllName, const AkOSChar *in_DllPath=NULL)
AKRESULT __cdecl PrepareBank(AK::SoundEngine::PreparationType in_PreparationType, const char *in_pszString, AK::SoundEngine::AkBankContent in_uFlags=AkBankContent_All)
void __cdecl CancelBankCallbackCookie(void *in_pCookie)
AKRESULT __cdecl LoadBank(const char *in_pszString, AkMemPoolId in_memPoolId, AkBankID &out_bankID)
void(* AkBusCallbackFunc)(AkSpeakerVolumeMatrixCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:244
AKRESULT __cdecl UnregisterGlobalCallback(AkGlobalCallbackFunc in_pCallback, AkUInt32 in_eLocation=AkGlobalCallbackLocation_BeginRender)
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
Definition: AkTypes.h:98
AKRESULT __cdecl RegisterGameObj(AkGameObjectID in_gameObjectID)
Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
Definition: AkSoundEngine.h:2209
AKRESULT __cdecl SetRTPCValueByPlayingID(AkRtpcID in_rtpcID, AkRtpcValue in_value, AkPlayingID in_playingID, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AKRESULT __cdecl StartOutputCapture(const AkOSChar *in_CaptureFileName)
AKRESULT __cdecl GetBufferStatusForPinnedEvent(AkUniqueID in_eventID, AkReal32 &out_fPercentBuffered, bool &out_bCachePinnedMemoryFull)
AKRESULT __cdecl ResetRTPCValue(AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
void(* AkDeviceStatusCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkUniqueID in_idAudioDeviceShareset, AkUInt32 in_idDeviceID, AkAudioDeviceEvent in_idEvent, AKRESULT in_AkResult)
Callback for Audio Device status changes.
Definition: AkCallback.h:342
AKRESULT __cdecl RegisterBusMeteringCallback(AkUniqueID in_busID, AkBusMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags)
AK::IAkPlugin *(* AkCreatePluginCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin creation function prototype.
Definition: IAkPlugin.h:1106
AkUInt32 uMaxHardwareTimeoutMs
Amount of time to wait for HW devices to trigger an audio interrupt. If there is no interrupt after t...
Definition: AkSoundEngine.h:206
bool __cdecl IsInitialized()
void(* AkCallbackFunc)(AkCallbackType in_eType, AkCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:234
Use AkBankContent_StructureOnly to load only the structural content, including Events,...
Definition: AkSoundEngine.h:2220
AKRESULT __cdecl GetSourcePlayPositions(AkPlayingID in_PlayingID, AkSourcePosition *out_puPositions, AkUInt32 *io_pcPositions, bool in_bExtrapolate=true)
Use AkBankContent_All to load both the media and structural content.
Definition: AkSoundEngine.h:2221
AKRESULT __cdecl RegisterCodec(AkUInt32 in_ulCompanyID, AkUInt32 in_ulCodecID, AkCreateFileSourceCallback in_pFileCreateFunc, AkCreateBankSourceCallback in_pBankCreateFunc)
Definition: AkTypes.h:242
AKRESULT __cdecl AddOutputCaptureMarker(const char *in_MarkerText)
void(* ParallelForFunc)(void *in_pData, AkUInt32 in_uIdxBegin, AkUInt32 in_uIdxEnd, AkUInt32 in_uTileSize, AkParallelForFunc in_func, void *in_pUserData, const char *in_szDebugName)
Debug name for the workload.
Definition: AkSoundEngine.h:168
AKRESULT __cdecl SetPosition(AkGameObjectID in_GameObjectID, const AkSoundPosition &in_Position)
void __cdecl MuteBackgroundMusic(bool in_bMute)
AKRESULT __cdecl ClearBanks()
AK::IAkGlobalPluginContext *__cdecl GetGlobalPluginContext()
void __cdecl CancelEventCallbackCookie(void *in_pCookie)
AkUInt32 uMonitorQueuePoolSize
Size of the monitoring queue pool, in bytes. This parameter is not used in Release build.
Definition: AkSoundEngine.h:203
AKRESULT __cdecl 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)
AKRESULT __cdecl RemoveOutput(AkOutputDeviceID in_idOutput)
AKRESULT __cdecl RemoveDefaultListener(AkGameObjectID in_listenerGameObj)
bool bUseSoundBankMgrThread
Use a separate thread for loading sound banks. Allows asynchronous operations.
Definition: AkSoundEngine.h:208
AKRESULT __cdecl DecodeBank(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkMemPoolId in_uPoolForDecodedBank, void *&out_pDecodedBankPtr, AkUInt32 &out_uDecodedBankSize)
AkUInt32 uMonitorPoolSize
Size of the monitoring pool, in bytes. This parameter is not used in Release build.
Definition: AkSoundEngine.h:202
Simulate one sound coming from multiple directions. Useful for repositionning sounds based on wall op...
Definition: AkTypes.h:763
AKRESULT __cdecl PinEventInStreamCache(AkUniqueID in_eventID, AkPriority in_uActivePriority, AkPriority in_uInactivePriority)
Was this page helpful?
Need Support?
Questions? Problems? Need more info? Contact us, and we can help!
Visit our Support pageTell us about your project. We're here to help.
Register your project and we'll help you get started with no strings attached!
Get started with Wwise