Wwise SDK 2018.1.11
_ak_mixer_input_map_8h_source
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Wwise SDK 2018.1.11
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AkMixerInputMap.h
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38 /// The inputs are identified by their context AK::IAkMixerInputContext. The type of data attached to it is the template argument USER_DATA.
47 /// m_mapInputs.AddInput( in_pInput ); // AK::IAkMixerInputContext * in_pInput passed to OnInputConnected()
50 /// MyStruct * pInput = m_mapInputs.Exists( in_pInputContext ); // AK::IAkMixerInputContext * in_pInputContext passed to ConsumeInput()
66 USER_DATA * pUserData; /// User data. Here we have a buffer. Other relevant info would be the game object position and input parameters of the previous frame.
78 AkForceInline void Init( AK::IAkPluginMemAlloc * in_pAllocator ) { m_pAllocator = in_pAllocator; }
80 AkForceInline void * Alloc( size_t in_uSize ) { AKASSERT( m_pAllocator || !"Allocator not set. Did you forget to call AkMixerInputMap::Init()?" ); return AK_PLUGIN_ALLOC( m_pAllocator, in_uSize ); }
81 AkForceInline void Free( void * in_pAddress ) { AKASSERT( m_pAllocator || !"Allocator not set. Did you forget to call AkMixerInputMap::Init()?" ); AK_PLUGIN_FREE( m_pAllocator, in_pAddress ); }
87 /// AkMixerInputMap: Map of inputs (identified with AK::IAkMixerInputContext *) to user-defined blocks of data.
89 class AkMixerInputMap : public AkArray<AkInputMapSlot<USER_DATA>, const AkInputMapSlot<USER_DATA>&, AkPluginArrayAllocator, 1>
92 typedef AkArray<AkInputMapSlot<USER_DATA>, const AkInputMapSlot<USER_DATA>&, AkPluginArrayAllocator, 1> BaseClass;
97 typename AkArray<AkInputMapSlot<USER_DATA>, const AkInputMapSlot<USER_DATA>&, AkPluginArrayAllocator, 1>::Iterator it = FindEx( in_pInput );
104 typename AkArray<AkInputMapSlot<USER_DATA>, const AkInputMapSlot<USER_DATA>&, AkPluginArrayAllocator, 1>::Iterator it = FindEx( in_pInput );
109 AkInputMapSlot<USER_DATA> * pSlot = AkArray<AkInputMapSlot<USER_DATA>, const AkInputMapSlot<USER_DATA>&, AkPluginArrayAllocator, 1>::AddLast();
127 typename AkArray<AkInputMapSlot<USER_DATA>, const AkInputMapSlot<USER_DATA>&, AkPluginArrayAllocator, 1>::Iterator it = FindEx( in_pInput );
151 typename AkArray<AkInputMapSlot<USER_DATA>, const AkInputMapSlot<USER_DATA>&, AkPluginArrayAllocator, 1>::Iterator FindEx( AK::IAkMixerInputContext * in_pInput ) const
161 for ( typename AkArray<AkInputMapSlot<USER_DATA>, const AkInputMapSlot<USER_DATA>&, AkPluginArrayAllocator, 1>::Iterator it = BaseClass::Begin(), itEnd = BaseClass::End(); it != itEnd; ++it )
Definition: AkMixerInputMap.h:74
bool RemoveInput(AK::IAkMixerInputContext *in_pInput)
Removes an input and destroys its associated user data.
Definition: AkMixerInputMap.h:125
USER_DATA * Exists(AK::IAkMixerInputContext *in_pInput)
Returns the user data associated with given input context. Returns NULL if none found.
Definition: AkMixerInputMap.h:95
USER_DATA * AddInput(AK::IAkMixerInputContext *in_pInput)
Adds an input with new user data.
Definition: AkMixerInputMap.h:102
AkInputMapSlot< USER_DATA > * AddLast()
Definition: AkArray.h:409
Definition: IAkPluginMemAlloc.h:45
Interface to retrieve information about an input of a mixer.
Definition: IAkPlugin.h:745
AkForceInline AkPluginArrayAllocator()
Definition: AkMixerInputMap.h:77
AkForceInline void Init(AK::IAkPluginMemAlloc *in_pAllocator)
Definition: AkMixerInputMap.h:78
AkArray< AkInputMapSlot< USER_DATA >, const AkInputMapSlot< USER_DATA > &, AkPluginArrayAllocator, 1 >::Iterator FindEx(AK::IAkMixerInputContext *in_pInput) const
Finds an item in the array.
Definition: AkMixerInputMap.h:151
bool operator==(const AkInputMapSlot &in_Op) const
Definition: AkMixerInputMap.h:69
AkForceInline void * Alloc(size_t in_uSize)
Definition: AkMixerInputMap.h:80
AkMixerInputMap: Map of inputs (identified with AK::IAkMixerInputContext *) to user-defined blocks of...
Definition: AkMixerInputMap.h:89
AkForceInline AK::IAkPluginMemAlloc * GetAllocator()
Definition: AkMixerInputMap.h:82
AkArray< AkInputMapSlot< USER_DATA >, const AkInputMapSlot< USER_DATA > &, AkPluginArrayAllocator, 1 > BaseClass
Definition: AkMixerInputMap.h:92
AkInputMapSlot()
User data. Here we have a buffer. Other relevant info would be the game object position and input par...
Definition: AkMixerInputMap.h:68
AkForceInline void Free(void *in_pAddress)
Definition: AkMixerInputMap.h:81
AkForceInline void AK_PLUGIN_DELETE(AK::IAkPluginMemAlloc *in_pAllocator, T *in_pObject)
Definition: IAkPluginMemAlloc.h:131
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