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Wwise SDK 2022.1.11
AkSoundEngine.h
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26 
27 // AkSoundEngine.h
28 
29 /// \file
30 /// The main sound engine interface.
31 
32 
33 #ifndef _AK_SOUNDENGINE_H_
34 #define _AK_SOUNDENGINE_H_
35 
40 
41 #ifdef AK_WIN
44 
45 #elif defined (AK_MAC_OS_X)
48 
49 #elif defined (AK_IOS)
52 
53 #elif defined(AK_XBOXGC) // Gaming.Xbox platform
56 
57 #elif defined (AK_XBOXONE)
60 
61 #elif defined( AK_LUMIN )
62 #include <AK/SoundEngine/Platforms/Lumin/AkLuminSoundEngine.h>
63 #include <AK/SoundEngine/Platforms/Lumin/AkPlatformContext.h>
64 
65 #elif defined( AK_ANDROID )
68 
69 #elif defined (AK_PS4)
72 
73 #elif defined (AK_PS5)
76 
77 #elif defined( AK_GGP )
80 
81 #elif defined( AK_LINUX_DESKTOP )
84 
85 #elif defined( AK_EMSCRIPTEN )
86 #include <AK/SoundEngine/Platforms/Emscripten/AkEmscriptenSoundEngine.h>
87 #include <AK/SoundEngine/Platforms/Emscripten/AkPlatformContext.h>
88 
89 #elif defined( AK_QNX )
90 #include <AK/SoundEngine/Platforms/QNX/AkQNXSoundEngine.h>
91 #include <AK/SoundEngine/Platforms/QNX/AkPlatformContext.h>
92 
93 #elif defined( AK_NX )
96 
97 #else
98 #error AkSoundEngine.h: Undefined platform
99 #endif
100 
101 #ifndef AK_ASSERT_HOOK
102  /// Function called on assert handling, optional
103  /// \sa
104  /// - AkInitSettings
106  const char * in_pszExpression, ///< Expression
107  const char * in_pszFileName, ///< File Name
108  int in_lineNumber ///< Line Number
109  );
110  #define AK_ASSERT_HOOK
111 #endif
112 
113 /// Callback function prototype for User Music notifications
114 /// It is useful for reacting to user music playback.
115 ///
116 /// \sa
117 /// - \ref AkGlobalCallbackFunc
118 /// - \ref AkPlatformInitSettings
119 /// - \ref background_music_and_dvr
120 ///
122  bool in_bBackgroundMusicMuted, ///< Flag indicating whether the busses tagged as "background music" in the project are muted or not.
123  void* in_pCookie ///< User-provided data, e.g. a user structure.
124  );
125 
126 /// Platform-independent initialization settings of output devices.
128 {
131  idDevice(0),
133  channelConfig(){};
134 
135  AkOutputSettings(const char* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
136 
137 #ifdef AK_SUPPORT_WCHAR
138  AkOutputSettings(const wchar_t* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
139 #endif
140 
141  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.
142  ///< If you want to output normally through the output device defined on the Master Bus in your project, leave this field to its default value (AK_INVALID_UNIQUE_ID, or value 0).
143  ///< Typical usage: AkInitSettings.eOutputSettings.audioDeviceShareset = AK::SoundEngine::GetIDFromString("InsertYourAudioDeviceSharesetNameHere");
144  /// \sa <tt>\ref AK::SoundEngine::GetIDFromString()</tt>
145  /// \sa \ref soundengine_plugins_audiodevices
146  /// \sa \ref integrating_secondary_outputs
147  /// \sa \ref default_audio_devices
148 
149  AkUInt32 idDevice; ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
150  /// \sa \ref obtaining_device_id
151 
152  AkPanningRule ePanningRule; ///< Rule for 3D panning of signals routed to a stereo bus. In AkPanningRule_Speakers mode, the angle of the front loudspeakers
153  ///< (uSpeakerAngles[0]) is used. In AkPanningRule_Headphones mode, the speaker angles are superseded by constant power panning
154  ///< between two virtual microphones spaced 180 degrees apart.
155 
156  AkChannelConfig channelConfig; ///< Channel configuration for this output. Call AkChannelConfig::Clear() to let the engine use the default output configuration.
157  ///< Hardware might not support the selected configuration.
158 };
159 
160 /// Define the orientation of the the floor plane with respect to the X,Y,Z axes, and which axes represent the side, front and up vectors as a basis for rotations in Wwise.
161 /// AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
163 {
164  AkFloorPlane_XZ = 0, ///< The floor is oriented along the ZX-plane. The front vector points towards +Z, the up vector towards +Y, and the side vector towards +X.
165  AkFloorPlane_XY, ///< The floor is oriented along the XY-plane. The front vector points towards +X, the up vector towards +Z, and the side vector towards +Y.
166  AkFloorPlane_YZ, ///< The floor is oriented along the YZ-plane. The front vector points towards +Y, the up vector towards +X, and the side vector towards +Z.
167  AkFloorPlane_Default = AkFloorPlane_XZ ///< The Wwise default floor plane is ZX.
168 };
169 
170 // Function that the host runtime must call to allow for jobs to execute.
171 // in_jobType is the type originally provided by AkJobMgrSettings::FuncRequestJobWorker.
172 // in_uExecutionTimeUsec is the number of microseconds that the function should execute for before terminating.
173 // Note that the deadline is only checked after each individual job completes execution, so the function may run slightly
174 // longer than intended. The "in_uExecutionTimeUsec" should be considered a suggestion or guideline, not a strict rule.
175 // A value of 0 means that the function will run until there are no more jobs ready to be immediately executed.
177  AkJobType in_jobType,
178  AkUInt32 in_uExecutionTimeUsec
179  );
180 
181 /// Settings for the Sound Engine's internal job manager
183 {
184  /// Callback function prototype definition used for handling requests from JobMgr for new workers to perform work.
186  AkJobWorkerFunc in_fnJobWorker, ///< Function passed to host runtime that should be executed. Note that the function provided will exist for as long as the soundengine code is loaded, and will always be the same.
187  AkJobType in_jobType, ///< The type of job worker that has been requested. This should be passed forward to in_fnJobWorker
188  AkUInt32 in_uNumWorkers, ///< Number of workers requested
189  void * in_pClientData ///< Data provided by client in AkJobMgrSettings
190  );
191 
192  FuncRequestJobWorker fnRequestJobWorker; ///< Function called by the job manager when a new worker needs to be requested. When null, all jobs will be executed on the same thread that calls RenderAudio().
193 
194  AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]; ///< The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
195 
196  AkUInt32 uNumMemorySlabs; ///< Number of memory slabs to pre-allocate for job manager memory. At least one slab per worker thread should be pre-allocated. Default is 1.
197  AkUInt32 uMemorySlabSize; ///< Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
198 
199  void* pClientData; ///< Arbitrary data that will be passed back to the client when calling FuncRequestJobWorker
200 };
201 
202 /// External (optional) callback for tracking performance of the sound engine that is called when a timer starts. (only called in Debug and Profile binaries; this is not called in Release)
203 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Timer was started in.
204 /// in_pszZoneName will point to a static string, so the pointer can be stored for later use, not just the contents of the string itself.
206  AkPluginID in_uPluginID,
207  const char* in_pszZoneName
208  );
209 
210 /// External (optional) function for tracking performance of the sound engine that is called when a timer stops. (only called in Debug and Profile binaries; this is not called in Release)
212 
213 ///< External (optional) function for tracking notable events in the sound engine, to act as a marker or bookmark. (only called in Debug and Profile binaries; this is not called in Release)
214 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Marker was posted in.
215 /// in_pszMarkerName will point to a static string, so the pointer can be stored for later use, not just the contents of the string itself.
217  AkPluginID in_uPluginID,
218  const char* in_pszMarkerName
219  );
220 
221 /// Platform-independent initialization settings of the sound engine
222 /// \sa
223 /// - <tt>AK::SoundEngine::Init()</tt>
224 /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
225 /// - \ref soundengine_integration_init_advanced
227 {
228  AkAssertHook pfnAssertHook; ///< External assertion handling function (optional)
229 
230  AkUInt32 uMaxNumPaths; ///< Maximum number of paths for positioning
231  AkUInt32 uCommandQueueSize; ///< Size of the command queue, in bytes
232  bool bEnableGameSyncPreparation; ///< Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
233  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.
234  ///< 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.
235 
236  AkUInt32 uNumSamplesPerFrame; ///< Number of samples per audio frame (256, 512, 1024, or 2048).
237 
238  AkUInt32 uMonitorQueuePoolSize; ///< Size of the monitoring queue, in bytes. This parameter is not used in Release build.
239  AkUInt32 uCpuMonitorQueueMaxSize; ///< Maximum size of the CPU monitoring queue, per thread, in bytes. This parameter is not used in Release build.
240 
241  AkOutputSettings settingsMainOutput; ///< Main output device settings.
242  AkJobMgrSettings settingsJobManager; ///< Settings to configure the behavior of the Sound Engine's internal job manager
243 
244  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)
245 
246  bool bUseSoundBankMgrThread; ///< Use a separate thread for loading sound banks. Allows asynchronous operations.
247  bool bUseLEngineThread; ///< Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAudio(). \ref goingfurther_eventmgrthread
248 
249  AkBackgroundMusicChangeCallbackFunc BGMCallback; ///< Application-defined audio source change event callback function.
250  void* BGMCallbackCookie; ///< Application-defined user data for the audio source change event callback function.
251  AkOSChar * szPluginDLLPath; ///< When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the game executable.
252 
253  AkFloorPlane eFloorPlane; ///< Define the orientation of the the floor plane with respect to the X,Y,Z axes, and which axes represent the side, front and up vectors as a basis for rotations in Wwise.
254  ///< AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
255 
256  AkReal32 fGameUnitsToMeters; ///< The number of game units in a meter.
257  ///< This setting is used to adapt the size of elements in the Authoring's Game Object 3D Viewer and Audio Object 3D Viewer to meters.
258  ///< This setting is also used to simulate real-world positioning of System Audio Objects, to improve the HRTF in some cases.
259 
260  AkUInt32 uBankReadBufferSize; ///< The number of bytes read by the BankReader when new data needs to be loaded from disk during serialization. Increasing this trades memory usage for larger, but fewer, file-read events during bank loading.
261 
262  AkReal32 fDebugOutOfRangeLimit; ///< Debug setting: Only used when bDebugOutOfRangeCheckEnabled is true. This defines the maximum values samples can have. Normal audio must be contained within +1/-1. This limit should be set higher to allow temporary or short excursions out of range. Default is 16.
263 
264  bool bDebugOutOfRangeCheckEnabled; ///< Debug setting: Enable checks for out-of-range (and NAN) floats in the processing code. This incurs a small performance hit, but can be enabled in most scenarios. Will print error messages in the log if invalid values are found at various point in the pipeline. Contact AK Support with the new error messages for more information.
265 
266  AkProfilerPushTimerFunc fnProfilerPushTimer; ///< External (optional) function for tracking performance of the sound engine that is called when a timer starts. (only called in Debug and Profile binaries; this is not called in Release)
267  AkProfilerPopTimerFunc fnProfilerPopTimer; ///< External (optional) function for tracking performance of the sound engine that is called when a timer stops. (only called in Debug and Profile binaries; this is not called in Release)
268  AkProfilerPostMarkerFunc fnProfilerPostMarker; ///< External (optional) function for tracking significant events in the sound engine, to act as a marker or bookmark. (only called in Debug and Profile binaries; this is not called in Release)
269 };
270 
271 /// Necessary settings for setting externally-loaded sources
273 {
274  AkUniqueID sourceID; ///< Source ID (available in the SoundBank content files)
275  AkUInt8* pMediaMemory; ///< Pointer to the data to be set for the source
276  AkUInt32 uMediaSize; ///< Size, in bytes, of the data to be set for the source
277 };
278 
279 /// Return values for GetSourcePlayPositions.
281 {
282  AkUniqueID audioNodeID; ///< Audio Node ID of playing item
283  AkUniqueID mediaID; ///< Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file)
284  AkTimeMs msTime; ///< Position of the source (in ms) associated with that playing item
285  AkUInt32 samplePosition; ///< Position of the source (in samples) associated with that playing item
286  AkUInt32 updateBufferTick; ///< Value of GetBufferTick() at the time the position was updated
287 };
288 
289 /// Audiokinetic namespace
290 namespace AK
291 {
292  class IReadBytes;
293  class IWriteBytes;
294 
295  /// Audiokinetic sound engine namespace
296  /// \remarks The functions in this namespace are thread-safe, unless stated otherwise.
297  namespace SoundEngine
298  {
299  ///////////////////////////////////////////////////////////////////////
300  /// @name Initialization
301  //@{
302 
303  /// Query whether or not the sound engine has been successfully initialized.
304  /// \warning This function is not thread-safe. It should not be called at the same time as \c SoundEngine::Init() or \c SoundEngine::Term().
305  /// \return \c True if the sound engine has been initialized, \c False otherwise.
306  /// \sa
307  /// - \ref soundengine_integration_init_advanced
308  /// - <tt>AK::SoundEngine::Init()</tt>
309  /// - <tt>AK::SoundEngine::Term()</tt>
311 
312  /// Initialize the sound engine.
313  /// \warning This function is not thread-safe.
314  /// \remark The initial settings should be initialized using <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
315  /// and <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt> to fill the structures with their
316  /// default settings. This is not mandatory, but it helps avoid backward compatibility problems.
317  ///
318  /// \return
319  /// - \c AK_Success if the initialization was successful
320  /// - \c AK_MemManagerNotInitialized if the memory manager is not available or not properly initialized
321  /// - \c AK_StreamMgrNotInitialized if the stream manager is not available or not properly initialized
322  /// - \c AK_SSEInstructionsNotSupported if the machine does not support SSE instruction (only on the PC)
323  /// - \c AK_InsufficientMemory if there is not enough memory available to initialize the sound engine properly
324  /// - \c AK_InvalidParameter if some parameters are invalid
325  /// - \c AK_AlreadyInitialized if the sound engine is already initialized, or if the provided settings result in insufficient
326  /// - \c AK_Fail for unknown errors, check with AK Support.
327  /// resources for the initialization.
328  /// \sa
329  /// - \ref soundengine_integration_init_advanced
330  /// - \ref workingwithsdks_initialization
331  /// - <tt>AK::SoundEngine::Term()</tt>
332  /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
333  /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
335  AkInitSettings * in_pSettings, ///< Initialization settings (can be NULL, to use the default values)
336  AkPlatformInitSettings * in_pPlatformSettings ///< Platform-specific settings (can be NULL, to use the default values)
337  );
338 
339  /// Gets the default values of the platform-independent initialization settings.
340  /// \warning This function is not thread-safe.
341  /// \sa
342  /// - \ref soundengine_integration_init_advanced
343  /// - <tt>AK::SoundEngine::Init()</tt>
344  /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
346  AkInitSettings & out_settings ///< Returned default platform-independent sound engine settings
347  );
348 
349  /// Gets the default values of the platform-specific initialization settings.
350  ///
351  /// Windows Specific:
352  /// HWND is the handle of the window associated with the audio.
353  /// Each game must specify the HWND of the application for device detection purposes.
354  /// The value returned by GetDefaultPlatformInitSettings is the foreground HWND at
355  /// the moment of the initialization of the sound engine and might not be the correct one for your game.
356  /// Each game must provide the correct HWND to use.
357  ///
358  /// \warning This function is not thread-safe.
359  /// \sa
360  /// - \ref soundengine_integration_init_advanced
361  /// - <tt>AK::SoundEngine::Init()</tt>
362  /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
364  AkPlatformInitSettings & out_platformSettings ///< Returned default platform-specific sound engine settings
365  );
366 
367  /// Terminates the sound engine.
368  /// If some sounds are still playing or events are still being processed when this function is
369  /// called, they will be stopped.
370  /// \warning This function is not thread-safe.
371  /// \warning Before calling Term, you must ensure that no other thread is accessing the sound engine.
372  /// \sa
373  /// - \ref soundengine_integration_init_advanced
374  /// - <tt>AK::SoundEngine::Init()</tt>
375  AK_EXTERNAPIFUNC( void, Term )();
376 
377  /// Gets the configured audio settings.
378  /// Call this function to get the configured audio settings.
379  ///
380  /// \warning This function is not thread-safe.
381  /// \warning Call this function only after the sound engine has been properly initialized.
382  /// \return
383  /// - \c AK_NotInitialized if <tt>AK::SoundEngine::Init()</tt> was not called
384  /// - \c AK_Success otherwise.
386  AkAudioSettings & out_audioSettings ///< Returned audio settings
387  );
388 
389  /// Gets the output speaker configuration of the specified output.
390  /// Call this function to get the speaker configuration of the output (which may not correspond
391  /// to the physical output format of the platform, in the case of downmixing provided by the platform itself).
392  /// You may initialize the sound engine with a user-specified configuration, but the resulting
393  /// configuration is determined by the sound engine, based on the platform, output type and
394  /// platform settings (for e.g. system menu or control panel option).
395  /// If the speaker configuration of the output is object-based, the speaker configuration of the
396  /// main mix is returned. To query more information on object-based output devices, see AK::SoundEngine::GetOutputDeviceConfiguration.
397  ///
398  /// It is recommended to call GetSpeakerConfiguration anytime after receiving a callback from RegisterAudioDeviceStatusCallback to know if the channel configuration has changed.
399  ///
400  /// \warning Call this function only after the sound engine has been properly initialized.
401  /// 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.
402  /// The Init.bnk must be loaded prior to this call.
403  /// \return The output configuration. An empty AkChannelConfig not AkChannelConfig::IsValid() if device does not exist or if the Init.bnk was not loaded yet.
404  /// \sa
405  /// - AkSpeakerConfig.h
406  /// - AkOutputSettings
407  /// - <tt>AK::SoundEngine::GetOutputDeviceConfiguration()</tt>
409  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
410  );
411 
412  /// Gets the configuration of the specified output device.
413  /// Call this function to get the channel configuration of the output device as well as its 3D audio capabilities.
414  /// If the configuration of the output device is object-based (io_channelConfig.eConfigType == AK_ChannelConfigType_Objects),
415  /// io_capabilities can be inspected to determine the channel configuration of the main mix (Ak3DAudioSinkCapabilities::channelConfig),
416  /// whether or not the output device uses a passthrough mix (Ak3DAudioSinkCapabilities::bPassthrough) and the maximum number of objects
417  /// that can play simultaneously on this output device (Ak3DAudioSinkCapabilities::uMax3DAudioObjects). Note that if
418  /// Ak3DAudioSinkCapabilities::bMultiChannelObjects is false, multi-channel objects will be split into multiple mono objects
419  /// before being sent to the output device.
420  ///
421  /// \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.
422  /// \return
423  /// - \c AK_Success if successful
424  /// - \c AK_IDNotFound is the output was not found in the system.
425  /// - \c AK_NotInitialized if the sound engine is not initialized
426  /// \sa
427  /// - AkSpeakerConfig.h
428  /// - AkOutputSettings
429  /// - <tt>AK::SoundEngine::GetSpeakerConfiguration()</tt>
431  AkOutputDeviceID in_idOutput,
432  AkChannelConfig& io_channelConfig,
433  Ak3DAudioSinkCapabilities& io_capabilities
434  );
435 
436  /// Gets the panning rule of the specified output.
437  /// \warning Call this function only after the sound engine has been properly initialized.
438  /// Returns the supported configuration in out_ePanningRule:
439  /// - AkPanningRule_Speakers
440  /// - AkPanningRule_Headphone
441  /// \return
442  /// - \c AK_Success if successful
443  /// - \c AK_IDNotFound is the output was not found in the system.
444  /// - \c AK_NotInitialized if the sound engine is not initialized
445  /// \sa
446  /// - AkSpeakerConfig.h
448  AkPanningRule & out_ePanningRule, ///< Returned panning rule (AkPanningRule_Speakers or AkPanningRule_Headphone) for given output.
449  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
450  );
451 
452  /// Sets the panning rule of the specified output.
453  /// This may be changed anytime once the sound engine is initialized.
454  /// \warning This function posts a message through the sound engine's internal message queue, whereas GetPanningRule() queries the current panning rule directly.
455  /// \aknote
456  /// The specified panning rule will only impact the sound if the processing format is downmixing to Stereo in the mixing process. It
457  /// will not impact the output if the audio stays in 5.1 until the end, for example.
458  /// \endaknote
460  AkPanningRule in_ePanningRule, ///< Panning rule.
461  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
462  );
463 
464  /// Gets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
465  /// Note that the current version of Wwise only supports positioning on the plane.
466  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
467  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
468  /// Angles must be set in ascending order.
469  /// You may call this function with io_pfSpeakerAngles set to NULL to get the expected number of angle values in io_uNumAngles,
470  /// in order to allocate your array correctly. You may also obtain this number by calling
471  /// AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ).
472  /// If io_pfSpeakerAngles is not NULL, the array is filled with up to io_uNumAngles.
473  /// Typical usage:
474  /// - AkUInt32 uNumAngles;
475  /// - GetSpeakerAngles( NULL, uNumAngles, AkOutput_Main );
476  /// - AkReal32 * pfSpeakerAngles = AkAlloca( uNumAngles * sizeof(AkReal32) );
477  /// - GetSpeakerAngles( pfSpeakerAngles, uNumAngles, AkOutput_Main );
478  /// \aknote
479  /// On most platforms, the angle set on the plane consists of 3 angles, to account for 7.1.
480  /// - 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.
481  /// - When panning to 5.1, the front speakers use angle[0], and the surround speakers use (angle[2] - angle[1]) / 2.
482  /// \endaknote
483  /// \warning Call this function only after the sound engine has been properly initialized.
484  /// \return AK_Success if device exists.
485  /// \sa SetSpeakerAngles()
487  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.
488  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.
489  AkReal32 & out_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
490  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
491  );
492 
493  /// Sets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
494  /// Note that the current version of Wwise only supports positioning on the plane.
495  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
496  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
497  /// Angles must be set in ascending order.
498  /// Note:
499  /// - This function requires that the minimum speaker angle is at least 5 degrees; as well as the subsequent speaker pairs are at least 5 degrees apart.
500  /// Typical usage:
501  /// - Initialize the sound engine and/or add secondary output(s).
502  /// - Get number of speaker angles and their value into an array using GetSpeakerAngles().
503  /// - Modify the angles and call SetSpeakerAngles().
504  /// 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().
505  /// \warning This function only applies to configurations (or subset of these configurations) that are standard and whose speakers are on the plane (2D).
506  /// \return
507  /// - \c AK_Success if successful.
508  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
509  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
510  /// - \c AK_InvalidParameter one of the parameter is invalid, check the debug log.
511  /// \sa GetSpeakerAngles()
513  const AkReal32 * in_pfSpeakerAngles, ///< Array of loudspeaker pair angles, in degrees relative to azimuth [0,180].
514  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()).
515  AkReal32 in_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
516  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
517  );
518 
519  /// Allows the game to set the volume threshold to be used by the sound engine to determine if a voice must go virtual.
520  /// This may be changed anytime once the sound engine was initialized.
521  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
522  /// \return
523  /// - \c AK_Success if successful
524  /// - \c AK_InvalidParameter if the threshold was not between 0 and -96.3 dB.
525  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
527  AkReal32 in_fVolumeThresholdDB ///< Volume Threshold, must be a value between 0 and -96.3 dB
528  );
529 
530  /// Allows the game to set the maximum number of non virtual voices to be played simultaneously.
531  /// This may be changed anytime once the sound engine was initialized.
532  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
533  /// \return
534  /// - \c AK_InvalidParameter if the threshold was not between 1 and MaxUInt16.
535  /// - \c AK_Success if successful
537  AkUInt16 in_maxNumberVoices ///< Maximum number of non-virtual voices.
538  );
539 
540  /// Allows the game to set new values for the maximum active workers for the job manager
541  /// This may be changed anytime once the sound engine was initialized.
542  /// This function may only be used if a worker function has been set via \ref AkJobMgrSettings.
543  /// \return
544  /// - \c AK_InvalidParameter in_jobType is not a valid jobtype, or in_uNewMaxActiveWorkers is not greater than 0
545  /// - \c AK_NotInitialized JobMgr system was not already initialized with a function to request for workers
546  /// - \c AK_Success if successful
548  AkJobType in_jobType, ///< JobType to set new uMaxActiveWorkers for
549  AkUInt32 in_uNewMaxActiveWorkers ///< New maximum number of active workers will request
550  );
551 
552  //@}
553 
554  ////////////////////////////////////////////////////////////////////////
555  /// @name Rendering Audio
556  //@{
557 
558  /// Processes all commands in the sound engine's command queue.
559  /// This method has to be called periodically (usually once per game frame).
560  /// \sa
561  /// - \ref concept_events
562  /// - \ref soundengine_events
563  /// - <tt>AK::SoundEngine::PostEvent()</tt>
564  /// \return Always returns AK_Success
566  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.
567  );
568 
569  //@}
570 
571  ////////////////////////////////////////////////////////////////////////
572  /// @name Component Registration
573  //@{
574 
575  /// Query interface to global plug-in context used for plug-in registration/initialization.
576  /// \return Global plug-in context.
578 
579  /// Registers a plug-in with the sound engine and sets the callback functions to create the
580  /// plug-in and its parameter node.
581  /// \aknote
582  /// 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.
583  /// \endaknote
584  /// \sa
585  /// - \ref register_effects
586  /// - \ref plugin_xml
587  /// \return
588  /// - \c AK_Success if successful
589  /// - \c AK_InvalidParameter if invalid parameters were provided
590  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
591  /// \remarks
592  /// Codecs and plug-ins must be registered before loading banks that use them.\n
593  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
594  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
595  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
596  /// posting the event will fail.
598  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
599  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
600  AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
601  AkCreatePluginCallback in_pCreateFunc, ///< Pointer to the plug-in's creation function
602  AkCreateParamCallback in_pCreateParamFunc, ///< Pointer to the plug-in's parameter node creation function
603  AkGetDeviceListCallback in_pGetDeviceList = NULL ///< Optional pointer to the plug-in's device enumeration function. Specify for a sink plug-in to support \ref AK::SoundEngine::GetDeviceList.
604  );
605 
606  /// Loads a plug-in dynamic library and registers it with the sound engine.
607  /// With dynamic linking, all plugins are automatically registered.
608  /// 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.
609  /// \return
610  /// - \c AK_Success if successful.
611  /// - \c AK_FileNotFound if the DLL is not found in the OS path or if it has extraneous dependencies not found.
612  /// - \c AK_InsufficientMemory if the system ran out of resources while loading the dynamic library
613  /// - \c AK_NotCompatible if the file was found but is not binary-compatible with the system's expected executable format
614  /// - \c AK_InvalidFile if the symbol g_pAKPluginList is not exported by the dynamic library
615  /// - \c AK_Fail if an unexpected system error was encountered
617  const AkOSChar* in_DllName, ///< Name of the DLL to load, without "lib" prefix or extension.
618  const AkOSChar* in_DllPath = NULL ///< Optional path to the DLL. Will override szPLuginDLLPath that was set in AkInitSettings.
619  );
620 
621  /// Registers a codec type with the sound engine and set the callback functions to create the
622  /// codec's file source and bank source nodes.
623  /// \aknote
624  /// 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.
625  /// \endaknote
626  /// \sa
627  /// - \ref register_effects
628  /// \return
629  /// - \c AK_Success if successful
630  /// - \c AK_InvalidParameter if invalid parameters were provided
631  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
632  /// \remarks
633  /// Codecs and plug-ins must be registered before loading banks that use them.\n
634  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
635  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
636  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
637  /// posting the Event will fail.
639  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
640  AkUInt32 in_ulCodecID, ///< Codec identifier (as declared in the plug-in description XML file)
641  AkCreateFileSourceCallback in_pFileCreateFunc, ///< Pointer to the codec's file source node creation function
642  AkCreateBankSourceCallback in_pBankCreateFunc ///< Pointer to the codec's bank source node creation function
643  );
644 
645  /// Registers a global callback function. This function will be called from the audio rendering thread, at the
646  /// location specified by in_eLocation. This function will also be called from the thread calling
647  /// AK::SoundEngine::Term with in_eLocation set to AkGlobalCallbackLocation_Term.
648  /// For example, in order to be called at every audio rendering pass, and once during teardown for releasing resources, you would call
649  /// RegisterGlobalCallback(myCallback, AkGlobalCallbackLocation_BeginRender | AkGlobalCallbackLocation_Term, myCookie, AkPluginTypeNone, 0, 0);
650  /// \remarks
651  /// A Plugin Type, Company ID and Plugin ID can be provided to this function to enable timing in the performance monitor.
652  /// 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.
653  /// It is illegal to call this function while already inside of a global callback.
654  /// This function might stall for several milliseconds before returning.
655  /// \return
656  /// - \c AK_Success if successful
657  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
658  /// \sa
659  /// - <tt>AK::SoundEngine::UnregisterGlobalCallback()</tt>
660  /// - AkGlobalCallbackFunc
661  /// - AkGlobalCallbackLocation
663  AkGlobalCallbackFunc in_pCallback, ///< Function to register as a global callback.
664  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender, ///< Callback location defined in AkGlobalCallbackLocation. Bitwise OR multiple locations if needed.
665  void * in_pCookie = NULL, ///< User cookie.
666  AkPluginType in_eType = AkPluginTypeNone, ///< Plug-in type (for example, source or effect). AkPluginTypeNone for no timing.
667  AkUInt32 in_ulCompanyID = 0, ///< Company identifier (as declared in the plug-in description XML file). 0 for no timing.
668  AkUInt32 in_ulPluginID = 0 ///< Plug-in identifier (as declared in the plug-in description XML file). 0 for no timing.
669  );
670 
671  /// Unregisters a global callback function, previously registered using RegisterGlobalCallback.
672  /// \remarks
673  /// It is legal to call this function while already inside of a global callback, If it is unregistering itself and not
674  /// another callback.
675  /// This function might stall for several milliseconds before returning.
676  /// \return
677  /// - \c AK_Success if successful
678  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
679  /// \sa
680  /// - <tt>AK::SoundEngine::RegisterGlobalCallback()</tt>
681  /// - AkGlobalCallbackFunc
682  /// - AkGlobalCallbackLocation
684  AkGlobalCallbackFunc in_pCallback, ///< Function to unregister as a global callback.
685  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender ///< Must match in_eLocation as passed to RegisterGlobalCallback for this callback.
686  );
687 
688  /// Registers a resource monitor callback function that gets all of the resource usage data contained in the
689  /// AkResourceMonitorDataSummary structure. This includes general information about the system, such as CPU usage,
690  /// active Voices, and Events. This function will be called from the audio rendering thread at the end of each frame.
691  /// \remarks
692  /// 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.
693  /// It is illegal to call this function while already inside of a resource callback.
694  /// This function might stall for several milliseconds before returning.
695  /// This function will return AK_Fail in Release
696  /// \sa
697  /// - <tt>AK::SoundEngine::UnregisterResourceMonitorCallback()</tt>
698  /// - AkResourceMonitorCallbackFunc
700  AkResourceMonitorCallbackFunc in_pCallback ///< Function to register as a resource monitor callback.
701  );
702 
703  /// Unregisters a resource monitor callback function, previously registered using RegisterResourceMonitorCallback.
704  /// \remarks
705  /// It is legal to call this function while already inside of a resource monitor callback, If it is unregistering itself and not
706  /// another callback.
707  /// This function might stall for several milliseconds before returning.
708  /// \sa
709  /// - <tt>AK::SoundEngine::RegisterResourceMonitorCallback()</tt>
710  /// - AkResourceMonitorCallbackFunc
712  AkResourceMonitorCallbackFunc in_pCallback ///< Function to unregister as a resource monitor callback.
713  );
714 
715  /// Registers a callback for the Audio Device status changes.
716  /// The callback will be called from the audio thread
717  /// Can be called prior to AK::SoundEngine::Init
718  /// \sa AK::SoundEngine::AddOutput
720  AK::AkDeviceStatusCallbackFunc in_pCallback ///< Function to register as a status callback.
721  );
722 
723  /// Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatusCallback
725  //@}
726 
727 #ifdef AK_SUPPORT_WCHAR
728  ////////////////////////////////////////////////////////////////////////
729  /// @name Getting ID from strings
730  //@{
731 
732  /// Universal converter from Unicode string to ID for the sound engine.
733  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
734  /// Note:
735  /// This function does return a AkUInt32, which is totally compatible with:
736  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
737  /// \sa
738  /// - <tt>AK::SoundEngine::PostEvent</tt>
739  /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
740  /// - <tt>AK::SoundEngine::SetSwitch</tt>
741  /// - <tt>AK::SoundEngine::SetState</tt>
742  /// - <tt>AK::SoundEngine::PostTrigger</tt>
743  /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
744  /// - <tt>AK::SoundEngine::LoadBank</tt>
745  /// - <tt>AK::SoundEngine::UnloadBank</tt>
746  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
747  /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
748  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const wchar_t* in_pszString );
749 #endif //AK_SUPPORT_WCHAR
750 
751  /// Universal converter from string to ID for the sound engine.
752  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
753  /// Note:
754  /// This function does return a AkUInt32, which is totally compatible with:
755  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
756  /// \sa
757  /// - <tt>AK::SoundEngine::PostEvent</tt>
758  /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
759  /// - <tt>AK::SoundEngine::SetSwitch</tt>
760  /// - <tt>AK::SoundEngine::SetState</tt>
761  /// - <tt>AK::SoundEngine::PostTrigger</tt>
762  /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
763  /// - <tt>AK::SoundEngine::LoadBank</tt>
764  /// - <tt>AK::SoundEngine::UnloadBank</tt>
765  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
766  /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
767  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const char* in_pszString );
768 
769  //@}
770 
771  ////////////////////////////////////////////////////////////////////////
772  /// @name Event Management
773  //@{
774 
775  /// Asynchronously posts an Event to the sound engine (by event ID).
776  /// The callback function can be used to be noticed when markers are reached or when the event is finished.
777  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
778  /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
779  /// \remarks
780  /// If used, the array of external sources should contain the information for each external source triggered by the
781  /// event. When triggering an event with multiple external sources, you need to differentiate each source
782  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
783  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
784  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
785  /// \endaknote
786  /// \sa
787  /// - \ref concept_events
788  /// - \ref integrating_external_sources
789  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
790  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
791  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
793  AkUniqueID in_eventID, ///< Unique ID of the event
794  AkGameObjectID in_gameObjectID, ///< Associated game object ID
795  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
796  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
797  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
798  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
799  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
800  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.
801  );
802 
803 #ifdef AK_SUPPORT_WCHAR
804  /// Posts an Event to the sound engine (by Event name), using callbacks.
805  /// The callback function can be used to be noticed when markers are reached or when the event is finished.
806  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
807  /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
808  /// \remarks
809  /// If used, the array of external sources should contain the information for each external source triggered by the
810  /// event. When triggering an event with multiple external sources, you need to differentiate each source
811  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
812  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
813  /// (therefore have a unique cookie) in order to tell them appart when filling the AkExternalSourceInfo structures.
814  /// \endaknote
815  /// \sa
816  /// - \ref concept_events
817  /// - \ref integrating_external_sources
818  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
819  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
820  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
822  const wchar_t* in_pszEventName, ///< Name of the event
823  AkGameObjectID in_gameObjectID, ///< Associated game object ID
824  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
825  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
826  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
827  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
828  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
829  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.
830  );
831 #endif //AK_SUPPORT_WCHAR
832 
833  /// Posts an Event to the sound engine (by Event name), using callbacks.
834  /// The callback function can be used to be noticed when markers are reached or when the event is finished.
835  /// An array of Wave file sources can be provided to resolve External Sources triggered by the event. P
836  /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
837  /// \remarks
838  /// If used, the array of external sources should contain the information for each external source triggered by the
839  /// event. When triggering an Event with multiple external sources, you need to differentiate each source
840  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
841  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
842  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
843  /// \endaknote
844  /// \sa
845  /// - \ref concept_events
846  /// - \ref integrating_external_sources
847  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
848  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
849  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
851  const char* in_pszEventName, ///< Name of the event
852  AkGameObjectID in_gameObjectID, ///< Associated game object ID
853  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
854  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
855  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
856  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
857  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
858  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.
859  );
860 
861  // If you modify AkActionOnEventType, don't forget to modify the WAAPI validation schema accordingly.
862 
863  /// AkActionOnEventType
864  /// \sa
865  /// - <tt>AK::SoundEngine::ExecuteActionOnEvent()</tt>
867  {
870  AkActionOnEventType_Resume = 2, ///< Resume
872  AkActionOnEventType_ReleaseEnvelope = 4 ///< Release envelope
873  };
874 
875  /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
876  /// \return
877  /// - \c AK_Success if the action was successfully queued.
878  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
879  /// \sa
880  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
882  AkUniqueID in_eventID, ///< Unique ID of the event
883  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
884  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
885  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
886  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
887  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
888  );
889 
890 #ifdef AK_SUPPORT_WCHAR
891  /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
892  /// \return
893  /// - \c AK_Success if the action was successfully queued.
894  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
895  /// \sa
896  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
898  const wchar_t* in_pszEventName, ///< Name of the event
899  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
900  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
901  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
902  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
903  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
904  );
905 #endif //AK_SUPPORT_WCHAR
906 
907  /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type Play.
908  /// \return
909  /// - \c AK_Success if the action was successfully queued.
910  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
911  /// \sa
912  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
914  const char* in_pszEventName, ///< Name of the event
915  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
916  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
917  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
918  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
919  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
920  );
921 
922 
923  /// Executes a number of MIDI Events on all nodes that are referenced in the specified Event in an Action of type Play.
924  /// The time at which a MIDI Event is posted is determined by in_bAbsoluteOffsets. If false, each MIDI event will be
925  /// posted in AkMIDIPost::uOffset samples from the start of the current frame. If true, each MIDI event will be posted
926  /// at the absolute time AkMIDIPost::uOffset samples.
927  /// To obtain the current absolute time, see AK::SoundEngine::GetSampleTick.
928  /// The duration of a sample can be determined from the sound engine's audio settings, via a call to AK::SoundEngine::GetAudioSettings.
929  /// If a playing ID is specified then that playing ID must be active. Otherwise a new playing ID will be assigned.
930  /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
931  /// \sa
932  /// - <tt>AK::SoundEngine::GetAudioSettings</tt>
933  /// - <tt>AK::SoundEngine::GetSampleTick</tt>
934  /// - <tt>AK::SoundEngine::StopMIDIOnEvent</tt>
935  /// - \ref soundengine_midi_event_playing_id
937  AkUniqueID in_eventID, ///< Unique ID of the Event
938  AkGameObjectID in_gameObjectID, ///< Associated game object ID
939  AkMIDIPost* in_pPosts, ///< MIDI Events to post
940  AkUInt16 in_uNumPosts, ///< Number of MIDI Events to post
941  bool in_bAbsoluteOffsets = false, ///< Set to true when AkMIDIPost::uOffset are absolute, false when relative to current frame
942  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
943  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
944  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
945  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///< Target playing ID
946  );
947 
948  /// Stops MIDI notes on all nodes that are referenced in the specified event in an action of type play,
949  /// with the specified Game Object. Invalid parameters are interpreted as wildcards. For example, calling
950  /// this function with in_eventID set to AK_INVALID_UNIQUE_ID will stop all MIDI notes for Game Object
951  /// in_gameObjectID.
952  /// \return
953  /// - \c AK_Success if the stop command was queued
954  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
955  /// \sa
956  /// - <tt>AK::SoundEngine::PostMIDIOnEvent</tt>
957  /// - \ref soundengine_midi_event_playing_id
959  AkUniqueID in_eventID = AK_INVALID_UNIQUE_ID, ///< Unique ID of the Event
960  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
961  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///< Target playing ID
962  );
963 
964 
965  /// 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
966  /// 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
967  /// uMaxCachePinnedBytes is exceeded.
968  /// \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.
969  /// \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.
970  /// \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
971  /// 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.
972  /// \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
973  /// will get cached with active priority, while all other files will get cached with inactive priority.
974  /// \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
975  /// 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.
976  /// \return
977  /// - \c AK_Success if command was queued
978  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
979  /// \sa
980  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
981  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
982  /// - <tt>AK::StreamMgr::IAkFileLocationResolver::Open</tt>
983  /// - AkFileSystemFlags
985  AkUniqueID in_eventID, ///< Unique ID of the event
986  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
987  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
988  );
989 
990 #ifdef AK_SUPPORT_WCHAR
991  /// 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
992  /// 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
993  /// uMaxCachePinnedBytes is exceeded.
994  /// \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.
995  /// \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.
996  /// \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
997  /// 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.
998  /// \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
999  /// will get cached with active priority, while all other files will get cached with inactive priority.
1000  /// \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
1001  /// 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.
1002  /// \return
1003  /// - \c AK_Success if command was queued
1004  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1005  /// \sa
1006  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1007  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1008  /// - <tt>AK::StreamMgr::IAkFileLocationResolver::Open</tt>
1009  /// - AkFileSystemFlags
1011  const wchar_t* in_pszEventName, ///< Name of the event
1012  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
1013  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
1014  );
1015 #endif //AK_SUPPORT_WCHAR
1016 
1017  /// 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
1018  /// 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
1019  /// uMaxCachePinnedBytes is exceeded.
1020  /// \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.
1021  /// \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.
1022  /// \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
1023  /// 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.
1024  /// \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
1025  /// will get cached with active priority, while all other files will get cached with inactive priority.
1026  /// \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
1027  /// 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.
1028  /// \return
1029  /// - \c AK_Success if command was queued
1030  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1031  /// \sa
1032  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1033  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1034  /// - <tt>AK::StreamMgr::IAkFileLocationResolver::Open</tt>
1035  /// - AkFileSystemFlags
1037  const char* in_pszEventName, ///< Name of the event
1038  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
1039  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
1040  );
1041 
1042  /// 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
1043  /// 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.
1044  /// \return
1045  /// - \c AK_Success if command was queued
1046  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1047  /// \sa
1048  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1049  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1051  AkUniqueID in_eventID ///< Unique ID of the event
1052  );
1053 
1054 #ifdef AK_SUPPORT_WCHAR
1055  /// 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
1056  /// 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.
1057  /// \return
1058  /// - \c AK_Success if command was queued
1059  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1060  /// \sa
1061  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1062  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1064  const wchar_t* in_pszEventName ///< Name of the event
1065  );
1066 #endif //AK_SUPPORT_WCHAR
1067 
1068  /// 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
1069  /// 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.
1070  /// \return
1071  /// - \c AK_Success if command was queued
1072  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1073  /// \sa
1074  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1075  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1077  const char* in_pszEventName ///< Name of the event
1078  );
1079 
1080  /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1081  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1082  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1083  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see \c AkDeviceSettings
1084  /// \return
1085  /// - \c AK_Success if command was queued
1086  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1087  /// \sa
1088  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1089  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1090  /// - AkDeviceSettings
1092  AkUniqueID in_eventID, ///< Unique ID of the event
1093  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1094  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1095  );
1096 
1097  /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1098  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1099  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1100  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1101  /// \return
1102  /// - \c AK_Success if command was queued
1103  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1104  /// \sa
1105  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1106  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1107  /// - AkDeviceSettings
1109  const char* in_pszEventName, ///< Name of the event
1110  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1111  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1112  );
1113 
1114 #ifdef AK_SUPPORT_WCHAR
1115  /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1116  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1117  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1118  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1119  /// \return
1120  /// - \c AK_Success if command was queued
1121  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1122  /// \sa
1123  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1124  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1125  /// - AkDeviceSettings
1127  const wchar_t* in_pszEventName, ///< Name of the event
1128  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1129  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1130  );
1131 #endif
1132 
1133  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1134  ///
1135  /// Notes:
1136  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1137  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1138  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1139  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1140  /// the sound that is currently playing is the first sound of the sequence.
1141  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1142  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1143  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1144  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1145  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1146  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1147  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1148  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1149  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1150  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1151  /// the audio thread consumes it (after a call to RenderAudio()).
1152  ///
1153  /// Notes specific to Music Segments:
1154  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1155  /// value to seek within the Pre-Entry.
1156  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1157  /// in order to restart them if required.
1158  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1159  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1160  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1161  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1162  /// the exact position of a segment. Also, the segment will be silent during that time
1163  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1164  /// also informs you about the remaining look-ahead time.
1165  ///
1166  /// Notes specific to Music Switch Containers:
1167  /// - Seeking triggers a music transition towards the current (or target) segment.
1168  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1169  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1170  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1171  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1172  ///
1173  /// \return
1174  /// - \c AK_Success if command was queued
1175  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1176  /// \sa
1177  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1178  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1179  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1180  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1182  AkUniqueID in_eventID, ///< Unique ID of the event
1183  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1184  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1185  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1186  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.
1187  );
1188 
1189 #ifdef AK_SUPPORT_WCHAR
1190  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1191  ///
1192  /// Notes:
1193  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1194  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1195  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1196  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1197  /// the sound that is currently playing is the first sound of the sequence.
1198  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1199  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1200  /// value to seek within the Pre-Entry.
1201  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1202  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1203  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1204  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1205  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1206  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1207  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1208  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1209  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1210  /// the audio thread consumes it (after a call to RenderAudio()).
1211  ///
1212  /// Notes specific to Music Segments:
1213  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1214  /// value to seek within the Pre-Entry.
1215  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1216  /// in order to restart them if required.
1217  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1218  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1219  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1220  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1221  /// the exact position of a segment. Also, the segment will be silent during that time
1222  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1223  /// also informs you about the remaining look-ahead time.
1224  ///
1225  /// Notes specific to Music Switch Containers:
1226  /// - Seeking triggers a music transition towards the current (or target) segment.
1227  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1228  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1229  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1230  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1231  /// \return
1232  /// - \c AK_Success if command was queued
1233  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1234  /// \sa
1235  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1236  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1237  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1238  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1240  const wchar_t* in_pszEventName, ///< Name of the event
1241  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1242  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1243  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1244  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.
1245  );
1246 #endif //AK_SUPPORT_WCHAR
1247 
1248  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1249  ///
1250  /// Notes:
1251  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1252  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1253  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1254  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1255  /// the sound that is currently playing is the first sound of the sequence.
1256  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1257  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1258  /// value to seek within the Pre-Entry.
1259  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1260  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1261  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1262  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1263  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1264  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1265  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1266  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1267  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1268  /// the audio thread consumes it (after a call to RenderAudio()).
1269  ///
1270  /// Notes specific to Music Segments:
1271  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1272  /// value to seek within the Pre-Entry.
1273  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1274  /// in order to restart them if required.
1275  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1276  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1277  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1278  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1279  /// the exact position of a segment. Also, the segment will be silent during that time
1280  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1281  /// also informs you about the remaining look-ahead time.
1282  ///
1283  /// Notes specific to Music Switch Containers:
1284  /// - Seeking triggers a music transition towards the current (or target) segment.
1285  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1286  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1287  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1288  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1289  ///
1290  /// \return
1291  /// - \c AK_Success if command was queued
1292  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1293  /// \sa
1294  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1295  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1296  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1297  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1299  const char* in_pszEventName, ///< Name of the event
1300  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1301  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1302  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1303  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.
1304  );
1305 
1306  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1307  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1308  ///
1309  /// Notes:
1310  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1311  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1312  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1313  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1314  /// the sound that is currently playing is the first sound of the sequence.
1315  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1316  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1317  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1318  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1319  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1320  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1321  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1322  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1323  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1324  /// the audio thread consumes it (after a call to RenderAudio()).
1325  ///
1326  /// Notes specific to Music Segments:
1327  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1328  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1329  /// post-exit of a segment using this method. Use absolute values instead.
1330  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1331  /// in order to restart them if required.
1332  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1333  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1334  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1335  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1336  /// the exact position of a segment. Also, the segment will be silent during the time that period
1337  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1338  /// also informs you about the remaining look-ahead time.
1339  ///
1340  /// Notes specific to Music Switch Containers:
1341  /// - Seeking triggers a music transition towards the current (or target) segment.
1342  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1343  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1344  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1345  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1346  ///
1347  /// \sa
1348  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1349  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1350  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1351  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1353  AkUniqueID in_eventID, ///< Unique ID of the event
1354  AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1355  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)
1356  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1357  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.
1358  );
1359 
1360 #ifdef AK_SUPPORT_WCHAR
1361  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1362  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1363  ///
1364  /// Notes:
1365  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1366  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1367  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1368  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1369  /// the sound that is currently playing is the first sound of the sequence.
1370  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1371  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1372  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1373  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1374  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1375  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1376  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1377  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1378  /// the audio thread consumes it (after a call to RenderAudio()).
1379  ///
1380  /// Notes specific to Music Segments:
1381  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1382  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1383  /// post-exit of a segment using this method. Use absolute values instead.
1384  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1385  /// in order to restart them if required.
1386  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1387  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1388  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1389  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1390  /// the exact position of a segment. Also, the segment will be silent during the time that period
1391  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1392  /// also informs you about the remaining look-ahead time.
1393  ///
1394  /// Notes specific to Music Switch Containers:
1395  /// - Seeking triggers a music transition towards the current (or target) segment.
1396  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1397  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1398  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1399  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1400  ///
1401  /// \sa
1402  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1403  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1404  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1405  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1407  const wchar_t* in_pszEventName, ///< Name of the event
1408  AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1409  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)
1410  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1411  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.
1412  );
1413 #endif //AK_SUPPORT_WCHAR
1414 
1415  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1416  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1417  ///
1418  /// Notes:
1419  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1420  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1421  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1422  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1423  /// the sound that is currently playing is the first sound of the sequence.
1424  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1425  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1426  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1427  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1428  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1429  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1430  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1431  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1432  /// the audio thread consumes it (after a call to RenderAudio()).
1433  ///
1434  /// Notes specific to Music Segments:
1435  /// - With Music Segments, in_fPercent is relative to the Entry Cue, and the segment's duration is the
1436  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1437  /// post-exit of a segment using this method. Use absolute values instead.
1438  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1439  /// in order to restart them if required.
1440  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1441  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1442  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1443  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1444  /// the exact position of a segment. Also, the segment will be silent during the time that period
1445  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1446  /// also informs you about the remaining look-ahead time.
1447  ///
1448  /// Notes specific to Music Switch Containers:
1449  /// - Seeking triggers a music transition towards the current (or target) segment.
1450  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1451  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1452  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1453  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1454  ///
1455  /// \sa
1456  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1457  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1458  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1459  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1461  const char* in_pszEventName, ///< Name of the event
1462  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1463  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)
1464  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see notes above).
1465  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.
1466  );
1467 
1468  /// Cancels all Event callbacks associated with a specific callback cookie.\n
1469  /// \sa
1470  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1472  void * in_pCookie ///< Callback cookie to be cancelled
1473  );
1474 
1475  /// Cancels all Event callbacks associated with a specific game object.\n
1476  /// \sa
1477  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1479  AkGameObjectID in_gameObjectID ///< ID of the game object to be cancelled
1480  );
1481 
1482  /// Cancels all Event callbacks for a specific playing ID.
1483  /// \sa
1484  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1486  AkPlayingID in_playingID ///< Playing ID of the event that must not use callbacks
1487  );
1488 
1489  /// Gets the current position of the source associated with this playing ID, obtained from PostEvent(). If more than one source is playing,
1490  /// the first to play is returned.
1491  /// Notes:
1492  /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1493  /// it returns AK_Fail, even if the playing ID is valid.
1494  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1495  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1496  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1497  /// sound engine update and the source's playback rate.
1498  /// \return
1499  /// - \c AK_Success if successful.
1500  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1501  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1502  /// \sa
1503  /// - \ref soundengine_query_pos
1504  /// - \ref concept_events
1506  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1507  AkTimeMs* out_puPosition, ///< Position of the source (in ms) associated with the specified playing ID
1508  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update.
1509  );
1510 
1511  /// Gets the current position of the sources associated with this playing ID, obtained from PostEvent().
1512  /// Notes:
1513  /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1514  /// it returns AK_Fail, even if the playing ID is valid.
1515  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1516  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1517  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1518  /// sound engine update and the source's playback rate.
1519  /// - If 0 is passed in for the number of entries (*in_pcPositions == 0) then only the number of positions will be returned and the
1520  /// position array (out_puPositions) will not be updated.
1521  /// - The io_pcPositions pointer must be non-NULL.
1522  /// out_puPositions may be NULL if *io_pcPositions == 0, otherwise it must be non-NULL.
1523  /// \return
1524  /// - \c AK_Success if successful.
1525  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1526  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1527  /// \sa
1528  /// - \ref soundengine_query_pos
1529  /// - \ref concept_events
1531  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1532  AkSourcePosition* out_puPositions, ///< Audio Node IDs and positions of sources associated with the specified playing ID
1533  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
1534  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update
1535  );
1536 
1537  /// Gets the stream buffering of the sources associated with this playing ID, obtained from PostEvent().
1538  /// Notes:
1539  /// - You need to pass AK_EnableGetSourceStreamBuffering to PostEvent() in order to use this function, otherwise
1540  /// it returns AK_Fail, even if the playing ID is valid.
1541  /// - The sources stream buffering is updated at every audio frame. If there are multiple sources associated with this playing ID,
1542  /// the value returned corresponds to the least buffered source.
1543  /// - The returned buffering status out_bIsBuffering will be true If any of the sources associated with the playing ID are actively being buffered.
1544  /// 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.
1545  /// - Purely in-memory sources are excluded from this database. If all sources are in-memory, GetSourceStreamBuffering() will return AK_Fail.
1546  /// - 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.
1547  /// 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.
1548  /// \return
1549  /// - \c AK_Success if successful.
1550  /// - \c AK_PlayingIDNotFound if the source data associated with this playing ID is not found, for example if PostEvent() was not called with AK_EnableGetSourceStreamBuffering, or if the header was not parsed.
1551  /// \sa
1552  /// - \ref concept_events
1554  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1555  AkTimeMs & out_buffering, ///< Returned amount of buffering (in ms) of the source (or one of the sources) associated with that playing ID
1556  bool & out_bIsBuffering ///< Returned buffering status of the source(s) associated with that playing ID
1557  );
1558 
1559  /// Stops the current content playing associated to the specified game object ID.
1560  /// If no game object is specified, all sounds will be stopped.
1562  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< (Optional)Specify a game object to stop only playback associated to the provided game object ID.
1563  );
1564 
1565  /// Stop the current content playing associated to the specified playing ID.
1566  /// \aknote
1567  /// This function is deprecated. Please use ExecuteActionOnPlayingID() in its place.
1568  /// \endaknote
1569  /// \sa
1570  /// - <tt>AK::SoundEngine::ExecuteActionOnPlayingID()</tt>
1572  AkPlayingID in_playingID, ///< Playing ID to be stopped.
1573  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
1574  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1575  );
1576 
1577  /// Executes an Action on the content associated to the specified playing ID.
1578  /// \sa
1579  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
1581  AkActionOnEventType in_ActionType, ///< Action to execute on the specified playing ID.
1582  AkPlayingID in_playingID, ///< Playing ID on which to execute the action.
1583  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
1584  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1585  );
1586 
1587  /// Sets the random seed value. Can be used to synchronize randomness
1588  /// across instances of the Sound Engine.
1589  /// \remark This seeds the number generator used for all container randomizations
1590  /// and the plug-in RNG; since it acts globally, this should be called right
1591  /// before any PostEvent call where randomness synchronization is required,
1592  /// and cannot guarantee similar results for continuous containers.
1593  /// \sa
1594  /// - <tt>AK::IAkPluginServiceRNG</tt>
1596  AkUInt32 in_uSeed ///< Random seed.
1597  );
1598 
1599  /// Mutes/Unmutes the busses tagged as background music.
1600  /// This is automatically called for platforms that have user-music support.
1601  /// This function is provided to give the same behavior on platforms that don't have user-music support.
1603  bool in_bMute ///< Sets true to mute, false to unmute.
1604  );
1605  //@}
1606 
1607  /// Gets the state of the Background Music busses. This state is either set directly
1608  /// with \c AK::SoundEngine::MuteBackgroundMusic or by the OS, if it has User Music services.
1609  /// \return true if the background music busses are muted, false if not.
1611  //@}
1612 
1613 
1614  /// Sends custom game data to a plug-in that resides on a bus (insert Effect or mixer plug-in).
1615  /// Data will be copied and stored into a separate list.
1616  /// Previous entry is deleted when a new one is sent.
1617  /// Sets the data pointer to NULL to clear item from the list.
1618  /// \aknote The plug-in type and ID is passed and matched with plugins set on the desired bus.
1619  /// This means that you cannot send different data to various instances of the plug-in on a same bus.\endaknote
1620  /// \return AK_Success if data was sent successfully.
1622  AkUniqueID in_busID, ///< Bus ID
1623  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.
1624  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
1625  AkUInt32 in_uCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
1626  AkUInt32 in_uPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
1627  const void* in_pData, ///< The data blob
1628  AkUInt32 in_uSizeInBytes ///< Size of data
1629  );
1630  //@}
1631 
1632  ////////////////////////////////////////////////////////////////////////
1633  /// @name Game Objects
1634  //@{
1635 
1636  /// Registers a game object.
1637  /// \return
1638  /// - \c AK_Success if successful
1639  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid (0 and -1 are invalid)
1640  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1641  /// matter how many times it has been registered.
1642  /// \sa
1643  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1644  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1645  /// - \ref concept_gameobjects
1647  AkGameObjectID in_gameObjectID ///< ID of the game object to be registered
1648  );
1649 
1650  /// Registers a game object.
1651  /// \return
1652  /// - \c AK_Success if successful
1653  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid (0 and -1 are invalid)
1654  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1655  /// matter how many times it has been registered.
1656  /// \sa
1657  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1658  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1659  /// - \ref concept_gameobjects
1661  AkGameObjectID in_gameObjectID, ///< ID of the game object to be registered
1662  const char * in_pszObjName ///< Name of the game object (for monitoring purpose)
1663  );
1664 
1665  /// Unregisters a game object.
1666  /// \return
1667  /// - \c AK_Success if successful
1668  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid (0 is an invalid ID)
1669  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1670  /// matter how many times it has been registered. Unregistering a game object while it is
1671  /// in use is allowed, but the control over the parameters of this game object is lost.
1672  /// For example, say a sound associated with this game object is a 3D moving sound. This sound will
1673  /// stop moving when the game object is unregistered, and there will be no way to regain control over the game object.
1674  /// \sa
1675  /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
1676  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1677  /// - \ref concept_gameobjects
1679  AkGameObjectID in_gameObjectID ///< ID of the game object to be unregistered. Use
1680  /// AK_INVALID_GAME_OBJECT to unregister all game objects.
1681  );
1682 
1683  /// Unregister all game objects, or all game objects with a particular matching set of property flags.
1684  /// This function to can be used to unregister all game objects.
1685  /// \return
1686  /// - \c AK_Success if successful
1687  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1688  /// matter how many times it has been registered. Unregistering a game object while it is
1689  /// in use is allowed, but the control over the parameters of this game object is lost.
1690  /// For example, if a sound associated with this game object is a 3D moving sound, it will
1691  /// stop moving once the game object is unregistered, and there will be no way to recover
1692  /// the control over this game object.
1693  /// \sa
1694  /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
1695  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1696  /// - \ref concept_gameobjects
1698  );
1699 
1700  /// Sets the position of a game object.
1701  /// \warning The object's orientation vector (in_Position.Orientation) must be normalized.
1702  /// \return
1703  /// - \c AK_Success when successful
1704  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1705  /// + in_Position makes an invalid transform
1706  /// + in_eFlags is not one of the valid enum values
1707  /// + the game object ID is in the reserved ID range.
1708  /// \sa
1709  /// - \ref soundengine_3dpositions
1711  AkGameObjectID in_GameObjectID, ///< Game Object identifier
1712  const AkSoundPosition & in_Position,///< Position to set; in_Position.Orientation must be normalized.
1713  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1714  );
1715 
1716  /// Sets multiple positions to a single game object.
1717  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1718  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1719  /// \aknote
1720  /// - Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt>
1721  /// - If a sound has diffraction enabled, it is treated as <tt>MultiPositionType_MultiDirections</tt>. <tt>MultiPositionType_MultiSources</tt> is not supported in this case.
1722  /// \endaknote
1723  /// \return
1724  /// - \c AK_Success when successful
1725  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1726  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1727  /// + in_Position makes an invalid transform
1728  /// + in_eFlags is not one of the valid enum values
1729  /// + the game object ID is in the reserved ID range.
1730  /// \sa
1731  /// - \ref soundengine_3dpositions
1732  /// - \ref soundengine_3dpositions_multiplepos
1733  /// - \ref AK::SoundEngine::MultiPositionType
1735  AkGameObjectID in_GameObjectID, ///< Game Object identifier.
1736  const AkSoundPosition * in_pPositions, ///< Array of positions to apply.
1737  AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array.
1738  MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///< \ref AK::SoundEngine::MultiPositionType
1739  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1740  );
1741 
1742  /// Sets multiple positions to a single game object, with flexible assignment of input channels.
1743  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1744  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1745  /// \aknote Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
1746  /// \return
1747  /// - \c AK_Success when successful
1748  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1749  /// - \c AK_InvalidParameter if parameters are not valid.
1750  /// \sa
1751  /// - \ref soundengine_3dpositions
1752  /// - \ref soundengine_3dpositions_multiplepos
1753  /// - \ref AK::SoundEngine::MultiPositionType
1755  AkGameObjectID in_GameObjectID, ///< Game Object identifier.
1756  const AkChannelEmitter * in_pPositions, ///< Array of positions to apply, each using its own channel mask.
1757  AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array.
1758  MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///< \ref AK::SoundEngine::MultiPositionType
1759  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1760  );
1761 
1762  /// Sets the scaling factor of a Game Object.
1763  /// Modify the attenuation computations on this Game Object to simulate sounds with a larger or smaller area of effect.
1764  /// \return
1765  /// - \c AK_Success when successful
1766  /// - \c AK_InvalidParameter if the scaling factor specified was 0 or negative.
1767  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
1769  AkGameObjectID in_GameObjectID, ///< Game object identifier
1770  AkReal32 in_fAttenuationScalingFactor ///< Scaling Factor, 1 means 100%, 0.5 means 50%, 2 means 200%, and so on.
1771  );
1772 
1773  /// Use the position of a separate game object for distance calculations for a specified listener.
1774  /// When <tt>AK::SoundEngine::SetDistanceProbe()</tt> is called, Wwise calculates distance attenuation and filtering
1775  /// based on the distance between the distance probe Game Object (\c in_distanceProbeGameObjectID) and the emitter Game Object's position.
1776  /// In third-person perspective applications, the distance probe Game Object may be set to the player character's position,
1777  /// and the listener Game Object's position to that of the camera. In this scenario, attenuation is based on
1778  /// the distance between the character and the sound, whereas panning, spatialization, and spread and focus calculations are base on the camera.
1779  /// Both Game Objects, \c in_listenerGameObjectID and \c in_distanceProbeGameObjectID must have been previously registered using <tt>AK::SoundEngine::RegisterGameObj</tt>.
1780  /// This funciton is optional. if <tt>AK::SoundEngine::SetDistanceProbe()</tt> is never called, distance calculations are based on the listener Game Object position.
1781  /// To clear the distance probe, and revert to using the listener position for distance calculations, pass \c AK_INVALID_GAME_OBJECT to \c in_distanceProbeGameObjectID.
1782  /// \aknote If the distance probe Game Object is assigned multiple positions, then the first position is used for distance calculations by the listener. \endaknote
1783  /// \return
1784  /// - \c AK_Success when successful
1785  /// \sa
1786  /// - <tt>AK::SoundEngine::SetPosition()</tt>
1788  AkGameObjectID in_listenerGameObjectID, ///< Game object identifier for the listener. Must have been previously registered via RegisterGameObj.
1789  AkGameObjectID in_distanceProbeGameObjectID ///< Game object identifier for the distance probe, or \c AK_INVALID_GAME_OBJECT to reset distance probe. If valid, must have been previously registered via RegisterGameObj.
1790  );
1791 
1792  //@}
1793 
1794  ////////////////////////////////////////////////////////////////////////
1795  /// @name Bank Management
1796  //@{
1797 
1798  /// Unload all currently loaded banks.
1799  /// It also internally calls ClearPreparedEvents() since at least one bank must have been loaded to allow preparing events.
1800  /// \return
1801  /// - \c AK_Success if successful
1802  /// - \c AK_NotInitialized if the sound engine was not correctly initialized or if there is not enough memory to handle the command
1803  /// \sa
1804  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1805  /// - <tt>AK::SoundEngine::LoadBank()</tt>
1806  /// - \ref soundengine_banks
1808 
1809  /// Sets the I/O settings of the bank load and prepare event processes.
1810  /// The sound engine uses default values unless explicitly set by calling this method.
1811  /// \warning This function must be called before loading banks.
1812  /// \return
1813  /// - \c AK_Success if successful
1814  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1815  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1816  /// \sa
1817  /// - \ref soundengine_banks
1818  /// - \ref streamingdevicemanager
1820  AkReal32 in_fThroughput, ///< Average throughput of bank data streaming (bytes/ms) (the default value is AK_DEFAULT_BANK_THROUGHPUT)
1821  AkPriority in_priority ///< Priority of bank streaming (the default value is AK_DEFAULT_PRIORITY)
1822  );
1823 
1824 #ifdef AK_SUPPORT_WCHAR
1825  /// Load a bank synchronously (by Unicode string).\n
1826  /// The bank name and type are passed to the Stream Manager.
1827  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1828  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1829  /// The function returns when the request has been completely processed.
1830  /// \return
1831  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1832  /// You may use this ID with UnloadBank().
1833  /// - \c AK_Success: Load or unload successful.
1834  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1835  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1836  /// - \c AK_BankReadError: I/O error.
1837  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that you used to generate the SoundBanks matches that of the SDK you are currently using.
1838  /// - \c AK_InvalidFile: File specified could not be opened.
1839  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
1840  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1841  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1842  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1843  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure, check the debug console)
1844  /// \remarks
1845  /// - The initialization bank must be loaded first.
1846  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1847  /// initialization bank. If you need to load SoundBanks from a different project, you
1848  /// must first unload ALL banks, including the initialization bank, then load the
1849  /// initialization bank from the other project, and finally load banks from that project.
1850  /// - Codecs and plug-ins must be registered before loading banks that use them.
1851  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1852  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1853  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1854  /// posting the event will fail.
1855  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1856  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1857  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1858  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1859  /// \sa
1860  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1861  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1862  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
1863  /// - \ref soundengine_banks
1864  /// - \ref integrating_elements_plugins
1865  /// - \ref streamingdevicemanager
1866  /// - \ref streamingmanager_lowlevel
1867  /// - \ref sdk_bank_training
1869  const wchar_t* in_pszString, ///< Name of the bank to load
1870  AkBankID & out_bankID, ///< Returned bank ID
1871  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1872  );
1873 #endif //AK_SUPPORT_WCHAR
1874 
1875  /// Loads a bank synchronously.\n
1876  /// The bank name and type are passed to the Stream Manager.
1877  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1878  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1879  /// The function returns when the request has been completely processed.
1880  /// \return
1881  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1882  /// You may use this ID with UnloadBank().
1883  /// - \c AK_Success: Load or unload successful.
1884  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1885  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1886  /// - \c AK_BankReadError: I/O error.
1887  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1888  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1889  /// - \c AK_InvalidFile: File specified could not be opened.
1890  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1891  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1892  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1893  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1894  /// \remarks
1895  /// - The initialization bank must be loaded first.
1896  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1897  /// initialization bank. If you need to load SoundBanks from a different project, you
1898  /// must first unload ALL banks, including the initialization bank, then load the
1899  /// initialization bank from the other project, and finally load banks from that project.
1900  /// - Codecs and plug-ins must be registered before loading banks that use them.
1901  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1902  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1903  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1904  /// posting the event will fail.
1905  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1906  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1907  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1908  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1909  /// \sa
1910  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1911  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1912  /// - <tt>AK::SoundEngine::GetIDFromString</tt>
1913  /// - \ref soundengine_banks
1914  /// - \ref integrating_elements_plugins
1915  /// - \ref streamingdevicemanager
1916  /// - \ref streamingmanager_lowlevel
1917  /// - \ref sdk_bank_training
1919  const char* in_pszString, ///< Name of the bank to load
1920  AkBankID & out_bankID, ///< Returned bank ID
1921  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1922  );
1923 
1924  /// Loads a bank synchronously (by ID).\n
1925  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
1926  /// The bank ID is passed to the Stream Manager.
1927  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1928  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1929  /// The function returns when the request has been completely processed.
1930  /// \return
1931  /// - \c AK_Success: Load or unload successful.
1932  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1933  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1934  /// - \c AK_BankReadError: I/O error. The bank is either shorter than expected or its data corrupted.
1935  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1936  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1937  /// - \c AK_InvalidFile: File specified could not be opened.
1938  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1939  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console or Wwise Profiler
1940  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1941  /// - \c AK_FileNotFound if the bank file was not found on disk.
1942  /// - \c AK_FilePermissionError if the file permissions are wrong for the file
1943  /// - \c AK_Fail: Load or unload failed for any other reason. , check the debug console or Wwise Profiler
1944  /// \remarks
1945  /// - The initialization bank must be loaded first.
1946  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1947  /// initialization bank. If you need to load SoundBanks from a different project, you
1948  /// must first unload ALL banks, including the initialization bank, then load the
1949  /// initialization bank from the other project, and finally load banks from that project.
1950  /// - Codecs and plug-ins must be registered before loading banks that use them.
1951  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1952  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1953  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1954  /// posting the event will fail.
1955  /// \sa
1956  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1957  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1958  /// - \ref soundengine_banks
1959  /// - \ref integrating_elements_plugins
1960  /// - \ref sdk_bank_training
1962  AkBankID in_bankID, ///< Bank ID of the bank to load
1963  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1964  );
1965 
1966  /// Loads a bank synchronously (from in-memory data, in-place, user bank only).\n
1967  ///
1968  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
1969  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
1970  ///
1971  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
1972  /// in a buffer and pass its address to the sound engine.
1973  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
1974  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1975  /// The function returns when the request has been completely processed.
1976  /// \return
1977  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
1978  /// ID with UnloadBank().
1979  /// - \c AK_Success: Load or unload successful.
1980  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1981  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1982  /// - \c AK_BankReadError: I/O error.
1983  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1984  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1985  /// - \c AK_InvalidFile: File specified could not be opened.
1986  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1987  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1988  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
1989  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
1990  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1991  /// \remarks
1992  /// - The initialization bank must be loaded first.
1993  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1994  /// initialization bank. If you need to load SoundBanks from a different project, you
1995  /// must first unload ALL banks, including the initialization bank, then load the
1996  /// initialization bank from the other project, and finally load banks from that project.
1997  /// - Codecs and plug-ins must be registered before loading banks that use them.
1998  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1999  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2000  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2001  /// posting the event will fail.
2002  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2003  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2004  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2005  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2006  /// \sa
2007  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2008  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2009  /// - \ref soundengine_banks
2010  /// - \ref integrating_elements_plugins
2011  /// - \ref sdk_bank_training
2013  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2014  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2015  AkBankID & out_bankID ///< Returned bank ID
2016  );
2017 
2018  /// Loads a bank synchronously (from in-memory data, in-place, any bank type).\n
2019  ///
2020  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2021  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2022  ///
2023  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2024  /// in a buffer and pass its address to the sound engine.
2025  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2026  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2027  /// The function returns when the request has been completely processed.
2028  /// \return
2029  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2030  /// ID with UnloadBank().
2031  /// - \c AK_Success: Load or unload successful.
2032  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2033  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2034  /// - \c AK_BankReadError: I/O error.
2035  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2036  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2037  /// - \c AK_InvalidFile: File specified could not be opened.
2038  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2039  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2040  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2041  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2042  /// \remarks
2043  /// - The initialization bank must be loaded first.
2044  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2045  /// initialization bank. If you need to load SoundBanks from a different project, you
2046  /// must first unload ALL banks, including the initialization bank, then load the
2047  /// initialization bank from the other project, and finally load banks from that project.
2048  /// - Codecs and plug-ins must be registered before loading banks that use them.
2049  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2050  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2051  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2052  /// posting the event will fail.
2053  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2054  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2055  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2056  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2057  /// \sa
2058  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2059  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2060  /// - \ref soundengine_banks
2061  /// - \ref integrating_elements_plugins
2062  /// - \ref sdk_bank_training
2064  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2065  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2066  AkBankID & out_bankID, ///< Returned bank ID
2067  AkBankType & out_bankType ///< Returned bank type
2068  );
2069 
2070  /// Loads a bank synchronously (from in-memory data, out-of-place, user bank only).\n
2071  ///
2072  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2073  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2074  ///
2075  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2076  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2077  /// allocated memory.
2078  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2079  /// over the in-place version is that there is no duplication of bank structures.
2080  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2081  /// The function returns when the request has been completely processed.
2082  /// \return
2083  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2084  /// ID with UnloadBank().
2085  /// - \c AK_Success: Load or unload successful.
2086  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2087  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2088  /// - \c AK_BankReadError: I/O error.
2089  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2090  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2091  /// - \c AK_InvalidFile: File specified could not be opened.
2092  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2093  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2094  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2095  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2096  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2097  /// \remarks
2098  /// - The initialization bank must be loaded first.
2099  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2100  /// initialization bank. If you need to load SoundBanks from a different project, you
2101  /// must first unload ALL banks, including the initialization bank, then load the
2102  /// initialization bank from the other project, and finally load banks from that project.
2103  /// - Codecs and plug-ins must be registered before loading banks that use them.
2104  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2105  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2106  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2107  /// posting the event will fail.
2108  /// \sa
2109  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2110  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2111  /// - \ref soundengine_banks
2112  /// - \ref integrating_elements_plugins
2113  /// - \ref sdk_bank_training
2115  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)
2116  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2117  AkBankID & out_bankID ///< Returned bank ID
2118  );
2119 
2120  /// Loads a bank synchronously (from in-memory data, out-of-place, any bank type).\n
2121  ///
2122  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2123  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2124  ///
2125  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2126  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2127  /// allocated memory.
2128  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2129  /// over the in-place version is that there is no duplication of bank structures.
2130  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2131  /// The function returns when the request has been completely processed.
2132  /// \return
2133  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2134  /// ID with UnloadBank().
2135  /// - \c AK_Success: Load or unload successful.
2136  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2137  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2138  /// - \c AK_BankReadError: I/O error.
2139  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2140  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2141  /// - \c AK_InvalidFile: File specified could not be opened.
2142  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2143  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2144  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2145  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2146  /// \remarks
2147  /// - The initialization bank must be loaded first.
2148  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2149  /// initialization bank. If you need to load SoundBanks from a different project, you
2150  /// must first unload ALL banks, including the initialization bank, then load the
2151  /// initialization bank from the other project, and finally load banks from that project.
2152  /// - Codecs and plug-ins must be registered before loading banks that use them.
2153  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2154  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2155  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2156  /// posting the event will fail.
2157  /// \sa
2158  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2159  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2160  /// - \ref soundengine_banks
2161  /// - \ref integrating_elements_plugins
2162  /// - \ref sdk_bank_training
2164  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)
2165  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2166  AkBankID & out_bankID, ///< Returned bank ID
2167  AkBankType & out_bankType ///< Returned bank type
2168  );
2169 
2170  /// 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.
2171  /// \n
2172  /// 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.
2174  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)
2175  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to decode
2176  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.
2177  void * & out_pDecodedBankPtr, ///< Decoded bank memory location.
2178  AkUInt32 & out_uDecodedBankSize ///< Decoded bank memory size.
2179  );
2180 
2181 #ifdef AK_SUPPORT_WCHAR
2182  /// Loads a bank asynchronously (by Unicode string).\n
2183  /// The bank name is passed to the Stream Manager.
2184  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2185  /// A bank load request will be posted to the Bank Manager consumer thread.
2186  /// The function returns immediately.
2187  /// \return
2188  /// AK_Success if the scheduling was successful, AK_Fail otherwise.
2189  /// Use a callback to be notified when completed, and get the status of the request.
2190  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2191  /// You may use this ID with UnloadBank().
2192  /// \remarks
2193  /// - The initialization bank must be loaded first.
2194  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2195  /// initialization bank. If you need to load SoundBanks from a different project, you
2196  /// must first unload ALL banks, including the initialization bank, then load the
2197  /// initialization bank from the other project, and finally load banks from that project.
2198  /// - Codecs and plug-ins must be registered before loading banks that use them.
2199  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2200  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2201  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2202  /// posting the event will fail.
2203  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2204  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2205  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2206  /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2207  /// (<tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>) if you use the default Stream Manager's implementation.
2208  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>
2209  // as AkFileSystemFlags::pCustomParam.
2210  /// \sa
2211  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2212  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2213  /// - AkBankCallbackFunc
2214  /// - \ref soundengine_banks
2215  /// - \ref integrating_elements_plugins
2216  /// - \ref streamingdevicemanager
2217  /// - \ref streamingmanager_lowlevel
2218  /// - \ref sdk_bank_training
2220  const wchar_t* in_pszString, ///< Name/path of the bank to load
2221  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2222  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)
2223  AkBankID & out_bankID, ///< Returned bank ID
2224  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2225  );
2226 #endif //AK_SUPPORT_WCHAR
2227 
2228  /// Loads a bank asynchronously.\n
2229  /// The bank name is passed to the Stream Manager.
2230  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2231  /// A bank load request will be posted to the Bank Manager consumer thread.
2232  /// The function returns immediately.
2233  /// \return
2234  /// - \c AK_Success if the scheduling was successful,
2235  /// - \c AK_InvalidBankType if in_bankType was invalid
2236  /// Use a callback to be notified when completed, and get the status of the request.
2237  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2238  /// You may use this ID with UnloadBank().
2239  /// \remarks
2240  /// - The initialization bank must be loaded first.
2241  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2242  /// initialization bank. If you need to load SoundBanks from a different project, you
2243  /// must first unload ALL banks, including the initialization bank, then load the
2244  /// initialization bank from the other project, and finally load banks from that project.
2245  /// - Codecs and plug-ins must be registered before loading banks that use them.
2246  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2247  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2248  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2249  /// posting the Event will fail.
2250  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2251  /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2252  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2253  /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2254  /// (<tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>) if you use the default Stream Manager's implementation.
2255  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>
2256  // as <tt>AkFileSystemFlags::pCustomParam</tt>.
2257  /// \sa
2258  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2259  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2260  /// - AkBankCallbackFunc
2261  /// - \ref soundengine_banks
2262  /// - \ref integrating_elements_plugins
2263  /// - \ref streamingdevicemanager
2264  /// - \ref streamingmanager_lowlevel
2265  /// - \ref sdk_bank_training
2267  const char* in_pszString, ///< Name/path of the bank to load
2268  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2269  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)
2270  AkBankID & out_bankID, ///< Returned bank ID
2271  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2272  );
2273 
2274  /// Loads a bank asynchronously (by ID).\n
2275  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2276  /// The bank ID is passed to the Stream Manager.
2277  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2278  /// A bank load request will be posted to the Bank Manager consumer thread.
2279  /// The function returns immediately.
2280  /// \return
2281  /// - \c AK_Success if the scheduling was successful,
2282  /// - \c AK_InvalidBankType if in_bankType was invalid
2283  /// Use a callback to be notified when completed, and get the status of the request.
2284  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2285  /// You may use this ID with \c UnloadBank().
2286  /// \remarks
2287  /// - The initialization bank must be loaded first.
2288  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2289  /// initialization bank. If you need to load SoundBanks from a different project, you
2290  /// must first unload ALL banks, including the initialization bank, then load the
2291  /// initialization bank from the other project, and finally load banks from that project.
2292  /// - Codecs and plug-ins must be registered before loading banks that use them.
2293  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2294  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2295  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2296  /// posting the event will fail.
2297  /// - The file path should be resolved in your implementation of the Stream Manager, or in the Low-Level I/O module if
2298  /// 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.
2299  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>
2300  // as AkFileSystemFlags::pCustomParam.
2301  /// \sa
2302  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2303  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2304  /// - AkBankCallbackFunc
2305  /// - \ref soundengine_banks
2306  /// - \ref integrating_elements_plugins
2307  /// - \ref sdk_bank_training
2309  AkBankID in_bankID, ///< Bank ID of the bank to load
2310  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2311  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)
2312  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2313  );
2314 
2315  /// Loads a bank asynchronously (from in-memory data, in-place, user bank only).\n
2316  ///
2317  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2318  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2319  ///
2320  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2321  /// in a buffer and pass its address to the sound engine.
2322  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2323  /// A bank load request will be posted to the Bank Manager consumer thread.
2324  /// The function returns immediately.
2325  /// \return
2326  /// - \c AK_Success if the scheduling was successful,
2327  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2328  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2329  /// Use a callback to be notified when completed, and get the status of the request.
2330  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2331  /// You may use this ID with UnloadBank().
2332  /// \remarks
2333  /// - The initialization bank must be loaded first.
2334  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2335  /// initialization bank. If you need to load SoundBanks from a different project, you
2336  /// must first unload ALL banks, including the initialization bank, then load the
2337  /// initialization bank from the other project, and finally load banks from that project.
2338  /// - Codecs and plug-ins must be registered before loading banks that use them.
2339  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2340  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2341  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2342  /// posting the event will fail.
2343  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2344  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2345  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2346  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2347  /// \sa
2348  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2349  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2350  /// - AkBankCallbackFunc
2351  /// - \ref soundengine_banks
2352  /// - \ref integrating_elements_plugins
2353  /// - \ref sdk_bank_training
2355  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2356  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2357  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2358  void * in_pCookie, ///< Callback cookie
2359  AkBankID & out_bankID ///< Returned bank ID
2360  );
2361 
2362  /// Loads a bank asynchronously (from in-memory data, in-place, any bank type).\n
2363  ///
2364  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2365  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2366  ///
2367  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2368  /// in a buffer and pass its address to the sound engine.
2369  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2370  /// A bank load request will be posted to the Bank Manager consumer thread.
2371  /// The function returns immediately.
2372  /// \return
2373  /// - \c AK_Success if the scheduling was successful,
2374  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2375  /// Use a callback to be notified when completed, and get the status of the request.
2376  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2377  /// You may use this ID with UnloadBank().
2378  /// \remarks
2379  /// - The initialization bank must be loaded first.
2380  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2381  /// initialization bank. If you need to load SoundBanks from a different project, you
2382  /// must first unload ALL banks, including the initialization bank, then load the
2383  /// initialization bank from the other project, and finally load banks from that project.
2384  /// - Codecs and plug-ins must be registered before loading banks that use them.
2385  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2386  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2387  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2388  /// posting the event will fail.
2389  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2390  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2391  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2392  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2393  /// \sa
2394  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2395  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2396  /// - AkBankCallbackFunc
2397  /// - \ref soundengine_banks
2398  /// - \ref integrating_elements_plugins
2399  /// - \ref sdk_bank_training
2401  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2402  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2403  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2404  void * in_pCookie, ///< Callback cookie
2405  AkBankID & out_bankID, ///< Returned bank ID
2406  AkBankType & out_bankType ///< Returned bank type
2407  );
2408 
2409  /// Loads a bank asynchronously (from in-memory data, out-of-place, user bank only).\n
2410  ///
2411  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2412  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2413  ///
2414  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2415  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2416  /// memory.
2417  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2418  /// over the in-place version is that there is no duplication of bank structures.
2419  /// A bank load request will be posted to the Bank Manager consumer thread.
2420  /// The function returns immediately.
2421  /// \return
2422  /// - \c AK_Success if the scheduling was successful,
2423  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2424  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2425  /// Use a callback to be notified when completed, and get the status of the request.
2426  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2427  /// You may use this ID with UnloadBank().
2428  /// \remarks
2429  /// - The initialization bank must be loaded first.
2430  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2431  /// initialization bank. If you need to load SoundBanks from a different project, you
2432  /// must first unload ALL banks, including the initialization bank, then load the
2433  /// initialization bank from the other project, and finally load banks from that project.
2434  /// - Codecs and plug-ins must be registered before loading banks that use them.
2435  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2436  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2437  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2438  /// posting the event will fail.
2439  /// \sa
2440  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2441  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2442  /// - AkBankCallbackFunc
2443  /// - \ref soundengine_banks
2444  /// - \ref integrating_elements_plugins
2445  /// - \ref sdk_bank_training
2447  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)
2448  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2449  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2450  void* in_pCookie, ///< Callback cookie
2451  AkBankID& out_bankID ///< Returned bank ID
2452  );
2453 
2454  /// Loads a bank asynchronously (from in-memory data, out-of-place, any bank type).\n
2455  ///
2456  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2457  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2458  ///
2459  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2460  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2461  /// memory.
2462  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2463  /// over the in-place version is that there is no duplication of bank structures.
2464  /// A bank load request will be posted to the Bank Manager consumer thread.
2465  /// The function returns immediately.
2466  /// \return
2467  /// - \c AK_Success if the scheduling was successful,
2468  /// - \c AK_InvalidBankType if in_bankType was invalid
2469  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2470  /// Use a callback to be notified when completed, and get the status of the request.
2471  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2472  /// You may use this ID with UnloadBank().
2473  /// \remarks
2474  /// - The initialization bank must be loaded first.
2475  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2476  /// initialization bank. If you need to load SoundBanks from a different project, you
2477  /// must first unload ALL banks, including the initialization bank, then load the
2478  /// initialization bank from the other project, and finally load banks from that project.
2479  /// - Codecs and plug-ins must be registered before loading banks that use them.
2480  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2481  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2482  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2483  /// posting the event will fail.
2484  /// \sa
2485  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2486  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2487  /// - AkBankCallbackFunc
2488  /// - \ref soundengine_banks
2489  /// - \ref integrating_elements_plugins
2490  /// - \ref sdk_bank_training
2492  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)
2493  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2494  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2495  void * in_pCookie, ///< Callback cookie
2496  AkBankID & out_bankID, ///< Returned bank ID
2497  AkBankType & out_bankType ///< Returned bank type
2498  );
2499 
2500 #ifdef AK_SUPPORT_WCHAR
2501  /// Unloads a bank synchronously (by Unicode string).\n
2502  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2503  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2504  /// \remarks
2505  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2506  /// then it calls the synchronous version of UnloadBank() by ID.
2507  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2508  /// not the name of the file (if you changed it), nor the full path of the file.
2509  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2510  /// This means that streamed sounds or generated sounds will not be stopped.
2511  /// \sa
2512  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2513  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2514  /// - \ref soundengine_banks
2516  const wchar_t* in_pszString, ///< Name of the bank to unload
2517  const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2518  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2519  );
2520 #endif //AK_SUPPORT_WCHAR
2521 
2522  /// Unloads a bank synchronously.\n
2523  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2524  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2525  /// \remarks
2526  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2527  /// then it calls the synchronous version of UnloadBank() by ID.
2528  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2529  /// not the name of the file (if you changed it), nor the full path of the file.
2530  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2531  /// This means that streamed sounds or generated sounds will not be stopped.
2532  /// \sa
2533  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2534  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2535  /// - \ref soundengine_banks
2537  const char* in_pszString, ///< Name of the bank to unload
2538  const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2539  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2540  );
2541 
2542  /// Unloads a bank synchronously (by ID and memory pointer).\n
2543  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2544  /// \remarks
2545  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2546  /// This means that streamed sounds or generated sounds will not be stopped.
2547  /// \sa
2548  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2549  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2550  /// - \ref soundengine_banks
2552  AkBankID in_bankID, ///< ID of the bank to unload
2553  const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2554  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2555  );
2556 
2557 #ifdef AK_SUPPORT_WCHAR
2558  /// Unloads a bank asynchronously (by Unicode string).\n
2559  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2560  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2561  /// \remarks
2562  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2563  /// then it calls the synchronous version of UnloadBank() by ID.
2564  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2565  /// not the name of the file (if you changed it), nor the full path of the file.
2566  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2567  /// This means that streamed sounds or generated sounds will not be stopped.
2568  /// \sa
2569  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2570  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2571  /// - AkBankCallbackFunc
2572  /// - \ref soundengine_banks
2574  const wchar_t* in_pszString, ///< Name of the bank to unload
2575  const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2576  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2577  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2578  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2579  );
2580 #endif //AK_SUPPORT_WCHAR
2581 
2582  /// Unloads a bank asynchronously.\n
2583  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2584  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2585  /// \remarks
2586  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2587  /// then it calls the synchronous version of UnloadBank() by ID.
2588  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2589  /// not the name of the file (if you changed it), nor the full path of the file.
2590  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2591  /// This means that streamed sounds or generated sounds will not be stopped.
2592  /// \sa
2593  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2594  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2595  /// - AkBankCallbackFunc
2596  /// - \ref soundengine_banks
2598  const char* in_pszString, ///< Name of the bank to unload
2599  const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2600  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2601  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2602  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2603  );
2604 
2605  /// Unloads a bank asynchronously (by ID and memory pointer).\n
2606  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2607  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2608  /// \remarks
2609  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2610  /// This means that streamed sounds or generated sounds will not be stopped.
2611  /// \sa
2612  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2613  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2614  /// - AkBankCallbackFunc
2615  /// - \ref soundengine_banks
2617  AkBankID in_bankID, ///< ID of the bank to unload
2618  const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2619  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2620  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2621  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2622  );
2623 
2624  /// Cancels all Event callbacks associated with a specific callback cookie specified while loading Banks of preparing Events.\n
2625  /// \sa
2626  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2627  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2628  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2629  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2630  /// - AkBankCallbackFunc
2632  void * in_pCookie ///< Callback cookie to be canceled
2633  );
2634 
2635  /// Preparation type.
2636  /// \sa
2637  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2638  /// - <tt>AK::SoundEngine::PrepareGameSyncs()</tt>
2639  /// - <tt>AK::SoundEngine::PrepareBank()</tt>
2641  {
2642  Preparation_Load, ///< \c PrepareEvent() will load required information to play the specified event.
2643  Preparation_Unload, ///< \c PrepareEvent() will unload required information to play the specified event.
2644  Preparation_LoadAndDecode ///< Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
2645  };
2646 
2647  /// Parameter to be passed to <tt>AK::SoundEngine::PrepareBank()</tt>.
2648  /// Use AkBankContent_All to load both the media and structural content from the bank.
2649  /// 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.
2650  /// \sa
2651  /// - <tt>AK::SoundEngine::PrepareBank()</tt>
2652  /// - \ref soundengine_banks_preparingbanks
2654  {
2655  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.
2656  AkBankContent_All ///< Use AkBankContent_All to load both the media and structural content.
2657  };
2658 
2659 #ifdef AK_SUPPORT_WCHAR
2660  /// 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
2661  /// 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(),
2662  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2663  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2664  /// allowing using PrepareEvent() to load media on demand.
2665  /// \sa
2666  /// - \ref soundengine_banks_preparingbanks
2667  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2668  /// - <tt>AK::SoundEngine::PreparationType</tt>
2669  /// \remarks
2670  /// 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
2671  /// 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;
2672  /// 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.
2674  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2675  const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2676  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2677  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2678  );
2679 #endif //AK_SUPPORT_WCHAR
2680 
2681  /// 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
2682  /// 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(),
2683  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2684  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2685  /// allowing using PrepareEvent() to load media on demand.
2686  /// \sa
2687  /// - \ref soundengine_banks_preparingbanks
2688  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2689  /// - <tt>AK::SoundEngine::PreparationType</tt>
2690  /// \remarks
2691  /// \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
2692  /// 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;
2693  /// 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.
2695  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2696  const char* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2697  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2698  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2699  );
2700 
2701  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2702  /// 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
2703  /// 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(),
2704  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2705  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2706  /// allowing using PrepareEvent() to load media on demand.
2707  /// \sa
2708  /// - \ref soundengine_banks_preparingbanks
2709  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2710  /// - <tt>AK::SoundEngine::PreparationType</tt>
2711  /// \remarks
2712  /// \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
2713  /// 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;
2714  /// 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.
2716  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2717  AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare.
2718  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2719  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2720  );
2721 
2722 #ifdef AK_SUPPORT_WCHAR
2723  /// 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
2724  /// 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(),
2725  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2726  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2727  /// allowing using PrepareEvent() to load media on demand.
2728  /// \sa
2729  /// - \ref soundengine_banks_preparingbanks
2730  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2731  /// - <tt>AK::SoundEngine::PreparationType</tt>
2732  /// \remarks
2733  /// 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
2734  /// 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;
2735  /// 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.
2737  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2738  const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2739  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2740  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2741  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2742  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2743  );
2744 #endif //AK_SUPPORT_WCHAR
2745 
2746  /// 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
2747  /// 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(),
2748  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2749  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2750  /// allowing using PrepareEvent() to load media on demand.
2751  /// \sa
2752  /// - \ref soundengine_banks_preparingbanks
2753  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2754  /// - <tt>AK::SoundEngine::PreparationType()</tt>
2755  /// \remarks
2756  /// 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
2757  /// 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;
2758  /// 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.
2760  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2761  const char* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2762  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2763  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2764  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2765  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2766  );
2767 
2768  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2769  /// 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
2770  /// 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(),
2771  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2772  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2773  /// allowing using PrepareEvent() to load media on demand.
2774  /// \sa
2775  /// - \ref soundengine_banks_preparingbanks
2776  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2777  /// - <tt>AK::SoundEngine::PreparationType()</tt>
2778  /// \remarks
2779  /// \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
2780  /// 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;
2781  /// 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.
2783  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2784  AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare.
2785  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2786  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2787  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2788  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2789  );
2790 
2791  /// Clear all previously prepared events.\n
2792  /// \return
2793  /// - \c AK_Success if successful.
2794  /// - \c AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command.
2795  /// \remarks
2796  /// The function \c ClearBanks() also clears all prepared events.
2797  /// \sa
2798  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
2799  /// - \c <tt>AK::SoundEngine::ClearBanks()</tt>
2801 
2802 #ifdef AK_SUPPORT_WCHAR
2803  /// Prepares or unprepares Events synchronously (by Unicode string).\n
2804  /// The Events are identified by strings, and converted to IDs internally
2805  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2806  /// Before invoking \c PrepareEvent(), use \c LoadBank() to explicitly load the SoundBank(s)
2807  /// that contain the Events and structures. When a request is posted to the
2808  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2809  /// successfully post the specified Events and load the required loose media files.
2810  /// \aknote Before version 2015.1, the required media files could be included
2811  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2812  /// however,\c PrepareEvent() now only looks for loose media files.
2813  /// \endaknote
2814  /// The function returns when the request is completely processed.
2815  /// \return
2816  /// - \c AK_Success: Prepare/un-prepare successful.
2817  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2818  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2819  /// - \c AK_BankReadError: I/O error.
2820  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2821  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2822  /// - \c AK_InvalidFile: File specified could not be opened.
2823  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2824  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2825  /// \remarks
2826  /// Whenever at least one event fails to be resolved, the actions performed for all
2827  /// other events are cancelled.
2828  /// \sa
2829  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2830  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2831  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2832  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2833  /// - \ref soundengine_banks
2834  /// - \ref sdk_bank_training
2836  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2837  const wchar_t** in_ppszString, ///< Array of event names
2838  AkUInt32 in_uNumEvent ///< Number of events in the array
2839  );
2840 #endif //AK_SUPPORT_WCHAR
2841 
2842  /// Prepares or unprepares events synchronously.\n
2843  /// The Events are identified by strings and converted to IDs internally
2844  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2845  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2846  /// that contain the Events and structures. When a request is posted to the
2847  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2848  /// successfully post the specified Events and load the required loose media files.
2849  /// \aknote Before version 2015.1, the required media files could be included
2850  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2851  /// however, PrepareEvent() now only looks for loose media files.
2852  /// \endaknote
2853  /// The function returns when the request is completely processed.
2854  /// \return
2855  /// - \c AK_Success: Prepare/un-prepare successful.
2856  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2857  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2858  /// - \c AK_BankReadError: I/O error.
2859  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2860  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2861  /// - \c AK_InvalidFile: File specified could not be opened.
2862  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2863  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2864  /// \remarks
2865  /// Whenever at least one event fails to be resolved, the actions performed for all
2866  /// other events are cancelled.
2867  /// \aknote The use of PrepareEvent is incompatible with LoadBank, using in-memory data.
2868  /// \endaknote
2869  /// \sa
2870  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2871  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2872  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2873  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2874  /// - \ref soundengine_banks
2875  /// - \ref sdk_bank_training
2877  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2878  const char** in_ppszString, ///< Array of event names
2879  AkUInt32 in_uNumEvent ///< Number of events in the array
2880  );
2881 
2882  /// Prepares or unprepares events synchronously (by ID).
2883  /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2884  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2885  /// that contain the Events and structures. When a request is posted to the
2886  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2887  /// successfully post the specified Events and load the required loose media files.
2888  /// \aknote Before version 2015.1, the required media files could be included
2889  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2890  /// however, PrepareEvent() now only looks for loose media files.
2891  /// \endaknote
2892  /// The function returns when the request is completely processed.
2893  /// \return
2894  /// - \c AK_Success: Prepare/un-prepare successful.
2895  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2896  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2897  /// - \c AK_BankReadError: I/O error.
2898  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2899  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2900  /// - \c AK_InvalidFile: File specified could not be opened.
2901  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2902  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2903  /// \remarks
2904  /// Whenever at least one event fails to be resolved, the actions performed for all
2905  /// other events are cancelled.
2906  /// \sa
2907  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2908  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2909  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2910  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2911  /// - \ref soundengine_banks
2912  /// - \ref sdk_bank_training
2914  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2915  AkUniqueID* in_pEventID, ///< Array of event IDs
2916  AkUInt32 in_uNumEvent ///< Number of event IDs in the array
2917  );
2918 
2919 #ifdef AK_SUPPORT_WCHAR
2920  /// Prepares or unprepares an event asynchronously (by Unicode string).
2921  /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2922  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2923  /// that contain the Events and structures. When a request is posted to the
2924  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2925  /// successfully post the specified Events and load the required loose media files.
2926  /// \aknote Before version 2015.1, the required media files could be included
2927  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2928  /// however, \c PrepareEvent() now only looks for loose media files.
2929  /// \endaknote
2930  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2931  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
2932  /// \remarks
2933  /// Whenever at least one Event fails to be resolved, the actions performed for all
2934  /// other Events are cancelled.
2935  /// \sa
2936  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2937  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2938  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2939  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2940  /// - AkBankCallbackFunc
2941  /// - \ref soundengine_banks
2942  /// - \ref sdk_bank_training
2944  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2945  const wchar_t** in_ppszString, ///< Array of event names
2946  AkUInt32 in_uNumEvent, ///< Number of events in the array
2947  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2948  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
2949  );
2950 #endif //AK_SUPPORT_WCHAR
2951 
2952  /// Prepares or unprepares an event asynchronously.
2953  /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2954  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2955  /// that contain the Events and structures. When a request is posted to the
2956  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2957  /// successfully post the specified Events and load the required loose media files.
2958  /// \aknote Before version 2015.1, the required media files could be included
2959  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2960  /// however, PrepareEvent() now only looks for loose media files.
2961  /// \endaknote
2962  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2963  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
2964  /// \remarks
2965  /// Whenever at least one event fails to be resolved, the actions performed for all
2966  /// other events are cancelled.
2967  /// \sa
2968  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2969  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2970  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2971  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2972  /// - AkBankCallbackFunc
2973  /// - \ref soundengine_banks
2974  /// - \ref sdk_bank_training
2976  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2977  const char** in_ppszString, ///< Array of event names
2978  AkUInt32 in_uNumEvent, ///< Number of events in the array
2979  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2980  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
2981  );
2982 
2983  /// Prepares or unprepares events asynchronously (by ID).\n
2984  /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2985  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2986  /// that contain the Events and structures. When a request is posted to the
2987  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2988  /// successfully post the specified Events and load the required loose media files.
2989  /// \aknote Before version 2015.1, the required media files could be included
2990  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2991  /// however, PrepareEvent() now only looks for loose media files.
2992  /// \endaknote
2993  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2994  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
2995  /// \remarks
2996  /// Whenever at least one event fails to be resolved, the actions performed for all
2997  /// other events are cancelled.
2998  /// \sa
2999  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3000  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
3001  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3002  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3003  /// - AkBankCallbackFunc
3004  /// - \ref soundengine_banks
3005  /// - \ref sdk_bank_training
3007  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3008  AkUniqueID* in_pEventID, ///< Array of event IDs
3009  AkUInt32 in_uNumEvent, ///< Number of event IDs in the array
3010  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3011  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3012  );
3013 
3014  /// Indicates the location of a specific Media ID in memory
3015  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3016  /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid or media sizes are 0.
3018  AkSourceSettings * in_pSourceSettings, ///< Array of Source Settings
3019  AkUInt32 in_uNumSourceSettings ///< Number of Source Settings in the array
3020  );
3021 
3022  /// Removes the specified source from the list of loaded media, even if this media is already in use.
3023  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3024  /// \aknote This function is unsafe and deprecated. Use TryUnsetMedia() in its place.
3025  /// Media that is still in use by the sound engine should not be unset by this function.
3026  /// If the media is still in use, this function will attempt to forcibly kill all sounds and effects referencing this media,
3027  /// and then return AK_ResourceInUse. The client should NOT presume that the memory can be safely released at this point.
3028  /// The moment at which the memory can be safely released is unknown, and the only safe course of action is to keep the memory
3029  /// alive until the sound engine is terminated.
3030  /// \endaknote
3031  /// \return
3032  /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3033  /// - \c AK_ResourceInUse: Specified media is still in use by the sound engine, the client should not release the memory.
3034  /// - \c AK_InvalidParameter: in_pSourceSettings is invalid
3036  AkSourceSettings * in_pSourceSettings, ///< Array of Source Settings
3037  AkUInt32 in_uNumSourceSettings ///< Number of Source Settings in the array
3038  );
3039 
3040  /// Removes the specified source from the list of loaded media, only if this media is not already in use.
3041  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3042  /// \aknote Media that is still in use by the sound engine should not be unset. It is marked for removal to prevent additional use.
3043  /// If this function returns AK_ResourceInUse, then the client must not release memory for this media.
3044  /// Instead, the client should retry the TryUnsetMedia operation later with the same parameters and check for AK_Success.
3045  /// \endaknote
3046  /// If out_pUnsetResults is not null, then it is assumed to point to an array of result codes of the same length as in_pSourceSettings.
3047  /// out_pUnsetResults will be filled with either AK_Success or AK_ResourceInUse, indicating which media was still in use and not unset.
3048  /// \return
3049  /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3050  /// - \c AK_ResourceInUse: Specified media is still in use by the sound engine, and the media was not unset. Do not release memory, and try again later.
3051  /// - \c AK_InvalidParameter: in_pSourceSettings is invalid
3053  AkSourceSettings* in_pSourceSettings, ///< Array of Source Settings
3054  AkUInt32 in_uNumSourceSettings, ///< Number of Source Settings in the array
3055  AKRESULT* out_pUnsetResults ///< (optional, can be null) Array of result codes
3056  );
3057 
3058 #ifdef AK_SUPPORT_WCHAR
3059  /// Prepares or unprepares game syncs synchronously (by Unicode string).\n
3060  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3061  /// The game syncs definitions must already exist in the sound engine by having
3062  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3063  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3064  /// dependencies needed to successfully set this game sync group to one of the
3065  /// game sync values specified, and load the required banks, if applicable.
3066  /// The function returns when the request has been completely processed.
3067  /// \return
3068  /// - \c AK_Success: Prepare/un-prepare successful.
3069  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3070  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3071  /// - \c AK_BankReadError: I/O error.
3072  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3073  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3074  /// - \c AK_InvalidFile: File specified could not be opened.
3075  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3076  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3077  /// \remarks
3078  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3079  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3080  /// so you never need to call this function.
3081  /// \sa
3082  /// - \c <tt>AK::SoundEngine::GetIDFromString()</tt>
3083  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
3084  /// - \c <tt>AK::SoundEngine::LoadBank()</tt>
3085  /// - \c AkInitSettings
3086  /// - \ref soundengine_banks
3087  /// - \ref sdk_bank_training
3089  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3090  AkGroupType in_eGameSyncType, ///< The type of game sync.
3091  const wchar_t* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3092  const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3093  AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array.
3094  );
3095 #endif //AK_SUPPORT_WCHAR
3096 
3097  /// Prepares or unprepares game syncs synchronously.\n
3098  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3099  /// The game syncs definitions must already exist in the sound engine by having
3100  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3101  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3102  /// dependencies needed to successfully set this game sync group to one of the
3103  /// game sync values specified, and load the required banks, if applicable.
3104  /// The function returns when the request has been completely processed.
3105  /// \return
3106  /// - \c AK_Success: Prepare/un-prepare successful.
3107  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3108  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3109  /// - \c AK_BankReadError: I/O error.
3110  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3111  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3112  /// - \c AK_InvalidFile: File specified could not be opened.
3113  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3114  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3115  /// \remarks
3116  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3117  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3118  /// so you never need to call this function.
3119  /// \sa
3120  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3121  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3122  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3123  /// - AkInitSettings
3124  /// - \ref soundengine_banks
3125  /// - \ref sdk_bank_training
3127  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3128  AkGroupType in_eGameSyncType, ///< The type of game sync.
3129  const char* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3130  const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3131  AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array.
3132  );
3133 
3134  /// Prepares or unprepares game syncs synchronously (by ID).\n
3135  /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3136  /// The game syncs definitions must already exist in the sound engine by having
3137  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3138  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3139  /// dependencies needed to successfully set this game sync group to one of the
3140  /// game sync values specified, and load the required banks, if applicable.
3141  /// The function returns when the request has been completely processed.
3142  /// \return
3143  /// - \c AK_Success: Prepare/un-prepare successful.
3144  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3145  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3146  /// - \c AK_BankReadError: I/O error.
3147  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3148  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3149  /// - \c AK_InvalidFile: File specified could not be opened.
3150  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3151  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3152  /// \remarks
3153  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3154  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3155  /// so you never need to call this function.
3156  /// \sa
3157  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3158  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3159  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3160  /// - AkInitSettings
3161  /// - \ref soundengine_banks
3162  /// - \ref sdk_bank_training
3164  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3165  AkGroupType in_eGameSyncType, ///< The type of game sync.
3166  AkUInt32 in_GroupID, ///< The State Group ID or the Switch Group ID.
3167  AkUInt32* in_paGameSyncID, ///< Array of ID of the game syncs to either support or not support.
3168  AkUInt32 in_uNumGameSyncs ///< The number of game sync ID in the array.
3169  );
3170 
3171 #ifdef AK_SUPPORT_WCHAR
3172  /// Prepares or unprepares game syncs asynchronously (by Unicode string).\n
3173  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3174  /// The game syncs definitions must already exist in the sound engine by having
3175  /// explicitly loaded the bank(s) that contain them (with <tt>LoadBank()</tt>).
3176  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3177  /// dependencies needed to successfully set this game sync group to one of the
3178  /// game sync values specified, and load the required banks, if applicable.
3179  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3180  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3181  /// \remarks
3182  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3183  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3184  /// so you never need to call this function.
3185  /// \sa
3186  /// - \c <tt>AK::SoundEngine::GetIDFromString()</tt>
3187  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
3188  /// - \c <tt>AK::SoundEngine::LoadBank()</tt>
3189  /// - \c AkInitSettings
3190  /// - \c AkBankCallbackFunc
3191  /// - \ref soundengine_banks
3192  /// - \ref sdk_bank_training
3194  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3195  AkGroupType in_eGameSyncType, ///< The type of game sync.
3196  const wchar_t* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3197  const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3198  AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array.
3199  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3200  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3201  );
3202 #endif //AK_SUPPORT_WCHAR
3203 
3204  /// Prepares or unprepares game syncs asynchronously.\n
3205  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3206  /// The game syncs definitions must already exist in the sound engine by having
3207  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3208  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3209  /// dependencies needed to successfully set this game sync group to one of the
3210  /// game sync values specified, and load the required banks, if applicable.
3211  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3212  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3213  /// \remarks
3214  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3215  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3216  /// so you never need to call this function.
3217  /// \sa
3218  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3219  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3220  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3221  /// - AkInitSettings
3222  /// - AkBankCallbackFunc
3223  /// - \ref soundengine_banks
3224  /// - \ref sdk_bank_training
3226  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3227  AkGroupType in_eGameSyncType, ///< The type of game sync.
3228  const char* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3229  const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3230  AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array.
3231  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3232  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3233  );
3234 
3235  /// Prepares or un-prepare game syncs asynchronously (by ID).\n
3236  /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3237  /// The game syncs definitions must already exist in the sound engine by having
3238  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3239  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3240  /// dependencies needed to successfully set this game sync group to one of the
3241  /// game sync values specified, and load the required banks, if applicable.
3242  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3243  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3244  /// \remarks
3245  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3246  /// set to true. When set to false, the sound engine automatically prepares all Game Syncs when preparing Events,
3247  /// so you never need to call this function.
3248  /// \sa
3249  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3250  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3251  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3252  /// - AkInitSettings
3253  /// - AkBankCallbackFunc
3254  /// - \ref soundengine_banks
3255  /// - \ref sdk_bank_training
3257  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3258  AkGroupType in_eGameSyncType, ///< The type of game sync.
3259  AkUInt32 in_GroupID, ///< The State Group ID or the Switch Group ID.
3260  AkUInt32* in_paGameSyncID, ///< Array of ID of the Game Syncs to either support or not support.
3261  AkUInt32 in_uNumGameSyncs, ///< The number of game sync ID in the array.
3262  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3263  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3264  );
3265 
3266  //@}
3267 
3268 
3269  ////////////////////////////////////////////////////////////////////////
3270  /// @name Listeners
3271  //@{
3272 
3273  /// Sets a game object's associated listeners.
3274  /// 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.
3275  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3276  /// \return
3277  /// - \c AK_Success if successful
3278  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
3279  /// \sa
3280  /// - <tt>AK::SoundEngine::AddListener</tt>
3281  /// - <tt>AK::SoundEngine::RemoveListener</tt>
3282  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3283  /// - \ref soundengine_listeners
3285  AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3286  const AkGameObjectID* in_pListenerGameObjs, ///< Array of listener game object IDs that will be activated for in_emitterGameObj.
3287  AkUInt32 in_uNumListeners ///< Length of array
3288  );
3289 
3290  /// Add a single listener to a game object's set of associated listeners.
3291  /// 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.
3292  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3293  /// \sa
3294  /// - <tt>AK::SoundEngine::SetListeners</tt>
3295  /// - <tt>AK::SoundEngine::RemoveListener</tt>
3296  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3297  /// - \ref soundengine_listeners
3299  AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3300  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be activated for in_emitterGameObj.
3301  );
3302 
3303  /// Remove a single listener from a game object's set of active listeners.
3304  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3305  /// \sa
3306  /// - <tt>AK::SoundEngine::SetListeners</tt>
3307  /// - <tt>AK::SoundEngine::AddListener</tt>
3308  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3309  /// - \ref soundengine_listeners
3311  AkGameObjectID in_emitterGameObj, ///< Emitter game object.
3312  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be deactivated for in_emitterGameObj. Game objects must have been previously registered.
3313  );
3314 
3315  /// 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
3316  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3317  /// 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.
3318  /// \return Always returns AK_Success
3319  /// \sa
3320  /// - \ref soundengine_listeners
3322  const AkGameObjectID* in_pListenerObjs, ///< Array of listener game object IDs that will be activated for subsequent registrations. Game objects must have been previously registered.
3323  AkUInt32 in_uNumListeners ///< Length of array
3324  );
3325 
3326  /// Add a single listener to the default set of listeners. Upon registration, all game objects reference the default listener set, until
3327  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3328  /// \sa
3329  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3330  /// - <tt>AK::SoundEngine::RemoveDefaultListener</tt>
3331  /// - \ref soundengine_listeners
3333  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be added to the default set of listeners.
3334  );
3335 
3336  /// Remove a single listener from the default set of listeners. Upon registration, all game objects reference the default listener set, until
3337  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3338  /// \sa
3339  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3340  /// - <tt>AK::SoundEngine::AddDefaultListener</tt>
3341  /// - \ref soundengine_listeners
3343  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be removed from the default set of listeners.
3344  );
3345 
3346  /// 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>.
3347  /// \return Always returns AK_Success
3348  /// \sa
3349  /// - <tt>AK::SoundEngine::SetListeners</tt>
3350  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3351  /// - <tt>AK::SoundEngine::SetGameObjectOutputBusVolume</tt>
3352  /// - \ref soundengine_listeners
3354  AkGameObjectID in_emitterGameObj ///< Emitter game object.
3355  );
3356 
3357  /// Sets a listener's spatialization parameters. This lets you define listener-specific
3358  /// volume offsets for each audio channel.
3359  /// If \c in_bSpatialized is false, only \c in_pVolumeOffsets is used for this listener (3D positions
3360  /// have no effect on the speaker distribution). Otherwise, \c in_pVolumeOffsets is added to the speaker
3361  /// distribution computed for this listener.
3362  /// Use helper functions of \c AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets.
3363  ///
3364  /// \remarks
3365  /// - If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig,
3366  /// standard up/downmix rules apply.
3367  /// - Sounds with 3D Spatialization set to None will not be affected by these parameters.
3368  /// \return
3369  /// - \c AK_Success if message was successfully posted to sound engine queue
3370  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3371  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
3372  /// \sa
3373  /// - \ref soundengine_listeners_spatial
3375  AkGameObjectID in_uListenerID, ///< Listener game object ID
3376  bool in_bSpatialized, ///< Spatialization toggle (True : enable spatialization, False : disable spatialization)
3377  AkChannelConfig in_channelConfig, ///< Channel configuration associated with volumes in_pVolumeOffsets. Ignored if in_pVolumeOffsets is NULL.
3378  AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets = NULL ///< Per-speaker volume offset, in dB. See AkSpeakerVolumes.h for how to manipulate this vector.
3379  );
3380 
3381  //@}
3382 
3383 
3384  ////////////////////////////////////////////////////////////////////////
3385  /// @name Game Syncs
3386  //@{
3387 
3388  /// Sets the value of a real-time parameter control (by ID).
3389  /// With this function, you may set a game parameter value with global scope or with game object scope.
3390  /// 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
3391  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3392  /// To set a game parameter value with global scope, pass \c AK_INVALID_GAME_OBJECT as the game object.
3393  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3394  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3395  /// according to the interpolation curve. If you call \c <tt><tt>SetRTPCValue()</tt></tt> with <tt>in_uValueChangeDuration = 0</tt> in the
3396  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3397  /// function at every game frame, you should not use \c in_uValueChangeDuration, as it would have no effect and it is less efficient.
3398  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3399  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3400  /// \return
3401  /// - \c AK_Success if the value was successfully set
3402  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3403  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3404  /// \sa
3405  /// - \ref soundengine_rtpc
3406  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3408  AkRtpcID in_rtpcID, ///< ID of the game parameter
3409  AkRtpcValue in_value, ///< Value to set
3410  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3411  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3412  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3413  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.
3414  );
3415 
3416 #ifdef AK_SUPPORT_WCHAR
3417  /// Sets the value of a real-time parameter control (by Unicode string name).
3418  /// With this function, you may set a game parameter value to global scope or to game object scope.
3419  /// 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
3420  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3421  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3422  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3423  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3424  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3425  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3426  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3427  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3428  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3429  /// \return
3430  /// - \c AK_Success if the value was successfully set
3431  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3432  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3433  /// \aknote Strings are case-insensitive. \endaknote
3434  /// \sa
3435  /// - \ref soundengine_rtpc
3437  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3438  AkRtpcValue in_value, ///< Value to set
3439  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3440  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3441  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3442  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.
3443  );
3444 #endif //AK_SUPPORT_WCHAR
3445 
3446  /// Sets the value of a real-time parameter control.
3447  /// With this function, you may set a game parameter value with global scope or with game object scope.
3448  /// 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
3449  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3450  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3451  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3452  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3453  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3454  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3455  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3456  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3457  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3458  /// \return
3459  /// - \c AK_Success if the value was successfully set
3460  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3461  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3462  /// \aknote Strings are case-insensitive. \endaknote
3463  /// \sa
3464  /// - \ref soundengine_rtpc
3466  const char* in_pszRtpcName, ///< Name of the game parameter
3467  AkRtpcValue in_value, ///< Value to set
3468  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3469  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3470  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3471  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.
3472  );
3473 
3474  /// Sets the value of a real-time parameter control (by ID).
3475  /// With this function, you may set a game parameter value on playing id scope.
3476  /// Playing id scope supersedes both game object scope and global scope.
3477  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3478  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3479  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3480  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3481  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3482  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3483  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3484  /// - \c AK_Success if successful
3485  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3486  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3487  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3488  /// \sa
3489  /// - \ref soundengine_rtpc
3490  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3492  AkRtpcID in_rtpcID, ///< ID of the game parameter
3493  AkRtpcValue in_value, ///< Value to set
3494  AkPlayingID in_playingID, ///< Associated playing ID
3495  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3496  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3497  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.
3498  );
3499 
3500 #ifdef AK_SUPPORT_WCHAR
3501  /// Sets the value of a real-time parameter control (by Unicode string name).
3502  /// With this function, you may set a game parameter value on playing ID scope.
3503  /// Playing id scope supersedes both game object scope and global scope.
3504  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3505  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3506  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3507  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3508  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3509  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3510  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3511  /// - \c AK_Success if successful
3512  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3513  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3514  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3515  /// \sa
3516  /// - \ref soundengine_rtpc
3517  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3519  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3520  AkRtpcValue in_value, ///< Value to set
3521  AkPlayingID in_playingID, ///< Associated playing ID
3522  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3523  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3524  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.
3525  );
3526 #endif //AK_SUPPORT_WCHAR
3527 
3528  /// Sets the value of a real-time parameter control (by string name).
3529  /// With this function, you may set a game parameter value on playing id scope.
3530  /// Playing id scope supersedes both game object scope and global scope.
3531  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3532  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3533  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3534  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3535  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3536  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3537  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3538  /// - \c AK_Success if successful
3539  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3540  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3541  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3542  /// \sa
3543  /// - \ref soundengine_rtpc
3544  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3546  const char* in_pszRtpcName, ///< Name of the game parameter
3547  AkRtpcValue in_value, ///< Value to set
3548  AkPlayingID in_playingID, ///< Associated playing ID
3549  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3550  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3551  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.
3552  );
3553 
3554  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3555  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3556  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3557  /// game objects that were not overridden with a value with game object scope.
3558  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3559  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3560  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3561  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3562  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3563  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3564  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3565  /// \return
3566  /// - \c AK_Success when successful
3567  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3568  /// \sa
3569  /// - \ref soundengine_rtpc
3570  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3571  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3573  AkRtpcID in_rtpcID, ///< ID of the game parameter
3574  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3575  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3576  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3577  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.
3578  );
3579 
3580 #ifdef AK_SUPPORT_WCHAR
3581  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3582  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3583  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3584  /// game objects that were not overridden with a value with game object scope.
3585  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3586  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3587  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3588  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3589  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3590  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3591  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3592  /// \return
3593  /// - \c AK_Success if successful
3594  /// - \c AK_InvalidID if in_pszParamName is NULL.
3595  /// \aknote Strings are case-insensitive. \endaknote
3596  /// \sa
3597  /// - \ref soundengine_rtpc
3598  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3600  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3601  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3602  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3603  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3604  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.
3605  );
3606 #endif //AK_SUPPORT_WCHAR
3607 
3608  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3609  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3610  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3611  /// game objects that were not overridden with a value with game object scope.
3612  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3613  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3614  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3615  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3616  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3617  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3618  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3619  /// \return
3620  /// - \c AK_Success if successful
3621  /// - \c AK_InvalidID if in_pszParamName is NULL.
3622  /// \aknote Strings are case-insensitive. \endaknote
3623  /// \sa
3624  /// - \ref soundengine_rtpc
3625  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3627  const char* in_pszRtpcName, ///< Name of the game parameter
3628  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3629  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3630  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3631  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.
3632  );
3633 
3634  /// Sets the State of a Switch Group (by IDs).
3635  /// \return Always returns AK_Success
3636  /// \sa
3637  /// - \ref soundengine_switch
3638  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3640  AkSwitchGroupID in_switchGroup, ///< ID of the Switch Group
3641  AkSwitchStateID in_switchState, ///< ID of the Switch
3642  AkGameObjectID in_gameObjectID ///< Associated game object ID
3643  );
3644 
3645 #ifdef AK_SUPPORT_WCHAR
3646  /// Sets the State of a Switch Group (by Unicode string names).
3647  /// \return
3648  /// - \c AK_Success if successful
3649  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3650  /// Make sure that the banks were generated with the "include string" option.
3651  /// \aknote Strings are case-insensitive. \endaknote
3652  /// \sa
3653  /// - \ref soundengine_switch
3655  const wchar_t* in_pszSwitchGroup, ///< Name of the Switch Group
3656  const wchar_t* in_pszSwitchState, ///< Name of the Switch
3657  AkGameObjectID in_gameObjectID ///< Associated game object ID
3658  );
3659 #endif //AK_SUPPORT_WCHAR
3660 
3661  /// Sets the state of a Switch Group.
3662  /// \return
3663  /// - \c AK_Success if successful
3664  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3665  /// Make sure that the banks were generated with the "include string" option.
3666  /// \aknote Strings are case-insensitive. \endaknote
3667  /// \sa
3668  /// - \ref soundengine_switch
3670  const char* in_pszSwitchGroup, ///< Name of the Switch Group
3671  const char* in_pszSwitchState, ///< Name of the Switch
3672  AkGameObjectID in_gameObjectID ///< Associated game object ID
3673  );
3674 
3675  /// Post the specified trigger (by IDs).
3676  /// \return Always returns AK_Success
3677  /// \sa
3678  /// - \ref soundengine_triggers
3679  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3681  AkTriggerID in_triggerID, ///< ID of the trigger
3682  AkGameObjectID in_gameObjectID ///< Associated game object ID
3683  );
3684 
3685 #ifdef AK_SUPPORT_WCHAR
3686  /// Posts the specified trigger (by Unicode string name).
3687  /// \return
3688  /// - \c AK_Success if successful
3689  /// - \c AK_InvalidID if the trigger name was null
3690  /// Make sure that the banks were generated with the "include string" option.
3691  /// \aknote Strings are case-insensitive. \endaknote
3692  /// \sa
3693  /// - \ref soundengine_triggers
3695  const wchar_t* in_pszTrigger, ///< Name of the trigger
3696  AkGameObjectID in_gameObjectID ///< Associated game object ID
3697  );
3698 #endif //AK_SUPPORT_WCHAR
3699 
3700  /// Posts the specified trigger.
3701  /// \return
3702  /// - \c AK_Success if successful
3703  /// - \c AK_InvalidID if the trigger name was null
3704  /// Make sure that the banks were generated with the "include string" option.
3705  /// \aknote Strings are case-insensitive. \endaknote
3706  /// \sa
3707  /// - \ref soundengine_triggers
3709  const char* in_pszTrigger, ///< Name of the trigger
3710  AkGameObjectID in_gameObjectID ///< Associated game object ID
3711  );
3712 
3713  /// Sets the state of a State Group (by IDs).
3714  /// \return Always returns AK_Success
3715  /// \sa
3716  /// - \ref soundengine_states
3717  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3719  AkStateGroupID in_stateGroup, ///< ID of the State Group
3720  AkStateID in_state ///< ID of the state
3721  );
3722 
3723 #ifdef AK_SUPPORT_WCHAR
3724  /// Sets the state of a State Group (by Unicode string names).
3725  /// \return
3726  /// - \c AK_Success if successful
3727  /// - \c AK_InvalidID if the state or State Group name was null
3728  /// Make sure that the banks were generated with the "include string" option.
3729  /// \aknote Strings are case-insensitive. \endaknote
3730  /// \sa
3731  /// - \ref soundengine_states
3732  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3734  const wchar_t* in_pszStateGroup, ///< Name of the State Group
3735  const wchar_t* in_pszState ///< Name of the state
3736  );
3737 #endif //AK_SUPPORT_WCHAR
3738 
3739  /// Sets the state of a State Group.
3740  /// \return
3741  /// - \c AK_Success if successful
3742  /// - \c AK_InvalidID if the state or State Group name was null
3743  /// Make sure that the banks were generated with the "include string" option.
3744  /// \aknote Strings are case-insensitive. \endaknote
3745  /// \sa
3746  /// - \ref soundengine_states
3747  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3749  const char* in_pszStateGroup, ///< Name of the State Group
3750  const char* in_pszState ///< Name of the state
3751  );
3752 
3753  //@}
3754 
3755  ////////////////////////////////////////////////////////////////////////
3756  /// @name Environments
3757  //@{
3758 
3759  /// Sets the Auxiliary Busses to route the specified game object
3760  /// To clear the game object's auxiliary sends, \c in_uNumSendValues must be 0.
3761  /// \sa
3762  /// - \ref soundengine_environments
3763  /// - \ref soundengine_environments_dynamic_aux_bus_routing
3764  /// - \ref soundengine_environments_id_vs_string
3765  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3766  /// \return
3767  /// - \c AK_Success if successful
3768  /// - \c AK_InvalidParameter if a duplicated environment is found in the array
3769  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3771  AkGameObjectID in_gameObjectID, ///< Associated game object ID
3772  AkAuxSendValue* in_aAuxSendValues, ///< Variable-size array of AkAuxSendValue structures
3773  ///< (it may be NULL if no environment must be set)
3774  AkUInt32 in_uNumSendValues ///< The number of auxiliary busses at the pointer's address
3775  ///< (it must be 0 if no environment is set)
3776  );
3777 
3778  /// Registers a callback to allow the game to modify or override the volume to be applied at the output of an audio bus.
3779  /// The callback must be registered once per bus ID.
3780  /// Call with <tt>in_pfnCallback = NULL</tt> to unregister.
3781  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
3782  /// \aknote The callback function will not be called for the Master Audio Bus, since the output of this bus is not a bus, but is instead an Audio Device.\endaknote
3783  /// \sa
3784  /// - \ref goingfurther_speakermatrixcallback
3785  /// - \ref soundengine_environments
3786  /// - AkSpeakerVolumeMatrixCallbackInfo
3787  /// - <tt>AK::IAkMixerInputContext</tt>
3788  /// - <tt>AK::IAkMixerPluginContext</tt>
3789  /// \return
3790  /// - \c AK_Success if successful
3791  /// - \c AK_IDNotFound if the bus is not found
3792  /// - \c AK_NotInitialized if the sound engine is not initialized
3793  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
3795  AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ).
3796  AkBusCallbackFunc in_pfnCallback, ///< Callback function.
3797  void* in_pCookie = NULL ///< User cookie.
3798  );
3799 
3800  /// 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
3801  /// by accessing the peak, RMS, True Peak and K-weighted power (according to loudness standard ITU BS.1770). See \ref goingfurther_speakermatrixcallback for an example.
3802  /// The callback must be registered once per bus ID.
3803  /// Call with in_pfnCallback = NULL to unregister.
3804  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
3805  /// \sa
3806  /// - \ref goingfurther_speakermatrixcallback
3807  /// - AkBusMeteringCallbackFunc
3808  /// - <tt>AK::AkMetering</tt>
3809  /// \return
3810  /// - \c AK_Success if successful
3811  /// - \c AK_IDNotFound if the bus is not found
3812  /// - \c AK_NotInitialized if the sound engine is not initialized
3813  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
3815  AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ).
3816  AkBusMeteringCallbackFunc in_pfnCallback, ///< Callback function.
3817  AkMeteringFlags in_eMeteringFlags, ///< Metering flags.
3818  void* in_pCookie = NULL ///< User cookie.
3819  );
3820 
3821  /// Registers a callback to be called to allow the game to access metering data from any output device. You may use this to monitor loudness as sound leaves the Wwise sound engine
3822  /// by accessing the peak, RMS, True Peak and K-weighted power (according to loudness standard ITU BS.1770). See \ref goingfurther_speakermatrixcallback for an example.
3823  /// The callback must be registered once per device shareset ID.
3824  /// Call with in_pfnCallback = NULL to unregister.
3825  /// \sa
3826  /// - \ref goingfurther_speakermatrixcallback
3827  /// - AkOutputDeviceMeteringCallbackFunc
3828  /// - <tt>AK::AkMetering</tt>
3829  /// \return
3830  /// - \c AK_Success if successful
3831  /// - \c AK_DeviceNotFound if the device is not found
3832  /// - \c AK_NotInitialized if the sound engine is not initialized
3833  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
3835  AkOutputDeviceID in_idOutput, ///< Output ID, as returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
3836  AkOutputDeviceMeteringCallbackFunc in_pfnCallback, ///< Callback function.
3837  AkMeteringFlags in_eMeteringFlags, ///< Metering flags.
3838  void* in_pCookie = NULL ///< User cookie.
3839  );
3840 
3841  /// Sets the Output Bus Volume (direct) to be used for the specified game object.
3842  /// The control value is a number ranging from 0.0f to 1.0f.
3843  /// 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
3844  /// 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.
3845  /// \sa
3846  /// - \ref AK::SoundEngine::ResetListenersToDefault
3847  /// - \ref soundengine_environments
3848  /// - \ref soundengine_environments_setting_dry_environment
3849  /// - \ref soundengine_environments_id_vs_string
3850  /// \return
3851  /// - \c AK_Success when successful
3852  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3854  AkGameObjectID in_emitterObjID, ///< Associated emitter game object ID
3855  AkGameObjectID in_listenerObjID, ///< Associated listener game object ID. Pass AK_INVALID_GAME_OBJECT to set the Output Bus Volume for all connected listeners.
3856  AkReal32 in_fControlValue ///< A multiplier in the range [0.0f:16.0f] ( -∞ dB to +24 dB).
3857  ///< A value greater than 1.0f will amplify the sound.
3858  );
3859 
3860  /// Sets an Effect ShareSet at the specified audio node and Effect slot index.
3861  /// \aknote
3862  /// Replacing effects is preferably done through a Set Effect Event Action.
3863  /// \endaknote
3864  /// The target node cannot be a Bus, to set effects on a bus, use SetBusEffect() instead.
3865  /// \aknote The option "Override Parent" in
3866  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will
3867  /// still be the one in use and the call to SetActorMixerEffect will have no impact.
3868  /// \endaknote
3869  /// \return Always returns AK_Success
3871  AkUniqueID in_audioNodeID, ///< Can be a member of the Actor-Mixer or Interactive Music Hierarchy (not a bus).
3872  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3873  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
3874  );
3875 
3876  /// Sets an Effect ShareSet at the specified bus and Effect slot index.
3877  /// \aknote
3878  /// Replacing effects is preferably done through a Set Effect Event Action.
3879  /// \endaknote
3880  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
3881  /// This adds a reference on the audio node to an existing ShareSet.
3882  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3883  /// Bus which does not have any Effects, or removing the last Effect on a currently playing bus.
3884  /// \endaknote
3885  /// \aknote This function will replace existing Effects on the node. If the target node is not at
3886  /// the top of the hierarchy and is in the actor-mixer hierarchy, the option "Override Parent" in
3887  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3888  /// still be the one in use and the call to SetBusEffect will have no impact.
3889  /// \endaknote
3890  /// \return
3891  /// - \c AK_Success when successfully posted.
3892  /// - \c AK_IDNotFound if the Bus isn't found by in_audioNodeID
3893  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
3895  AkUniqueID in_audioNodeID, ///< Bus Short ID.
3896  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3897  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the Effect slot
3898  );
3899 
3900 #ifdef AK_SUPPORT_WCHAR
3901  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
3902  /// \aknote
3903  /// Replacing effects is preferably done through a Set Effect Event Action.
3904  /// \endaknote
3905  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
3906  /// This adds a reference on the audio node to an existing ShareSet.
3907  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3908  /// bus which does not have any Effects, or removing the last Effect on a currently playing Bus.
3909  /// \endaknote
3910  /// \aknote This function will replace existing Effects on the node. If the target node is not at
3911  /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
3912  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3913  /// still be the one in use and the call to \c SetBusEffect will have no impact.
3914  /// \endaknote
3915  /// \returns
3916  /// - \c AK_Success when successfully posted.
3917  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
3918  /// - \c AK_InvalidID if in_pszBusName is null
3919  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range or in_pszBusName is null
3921  const wchar_t* in_pszBusName, ///< Bus name
3922  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3923  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
3924  );
3925 #endif //AK_SUPPORT_WCHAR
3926 
3927  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
3928  /// \aknote
3929  /// Replacing effects is preferably done through a Set Effect Event Action.
3930  /// \endaknote
3931  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
3932  /// This adds a reference on the audio node to an existing ShareSet.
3933  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3934  /// Bus which does not have any effects, or removing the last Effect on a currently playing bus.
3935  /// \endaknote
3936  /// \aknote Make sure the new effect shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
3937  /// \aknote This function will replace existing Effects on the node. If the target node is not at
3938  /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
3939  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3940  /// still be the one in use and the call to SetBusEffect will have no impact.
3941  /// \endaknote
3942  /// \returns
3943  /// - \c AK_Success when successfully posted.
3944  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
3945  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
3946  /// - \c AK_InvalidID if in_pszBusName is null
3948  const char* in_pszBusName, ///< Bus name
3949  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3950  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
3951  );
3952 
3953  /// Sets an audio device effect shareset on the specified output device and effect slot index.
3954  /// \aknote
3955  /// Replacing effects is preferably done through a Set Effect Event Action.
3956  /// \endaknote
3957  /// \aknote Make sure the new effect shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
3958  /// \aknote This function will replace existing effects of the audio device shareset. \endaknote
3959  /// \aknote Audio device effects support is limited to one shareset per plug-in type at any time. \endaknote
3960  /// \aknote Errors are reported in the Wwise Capture Log if the effect cannot be set on the output device. \endaknote
3961 
3962  /// \returns Always returns AK_Success
3964  AkOutputDeviceID in_outputDeviceID, ///< Output ID, as returned from AddOutput or GetOutputID. Most of the time this should be 0 to designate the main (default) output
3965  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3966  AkUniqueID in_FXShareSetID ///< Effect ShareSet ID
3967  );
3968 
3969  /// Sets a Mixer ShareSet at the specified bus.
3970  /// \aknote This function has unspecified behavior when adding a mixer to a currently playing
3971  /// Bus which does not have any Effects or mixer, or removing the last mixer on a currently playing Bus.
3972  /// \endaknote
3973  /// \aknote Make sure the new mixer shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
3974  /// \aknote This function will replace existing mixers on the node.
3975  /// \endaknote
3976  /// \return Always returns AK_Success
3978  AkUniqueID in_audioNodeID, ///< Bus Short ID.
3979  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to remove.
3980  );
3981 
3982 #ifdef AK_SUPPORT_WCHAR
3983  /// Sets a Mixer ShareSet at the specified bus.
3984  /// \aknote This function has unspecified behavior when adding a mixer to a currently playing
3985  /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
3986  /// \endaknote
3987  /// \aknote Make sure the new mixer shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
3988  /// \aknote This function will replace existing mixers on the node.
3989  /// \endaknote
3990  /// \returns
3991  /// - \c AK_Success when successful
3992  /// - \c AK_InvalidID if in_pszBusName is null
3994  const wchar_t* in_pszBusName, ///< Bus name
3995  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to remove.
3996  );
3997 #endif //AK_SUPPORT_WCHAR
3998 
3999  /// Sets a Mixer ShareSet at the specified bus.
4000  /// \aknote This function has unspecified behavior when adding a mixer to a currently playing
4001  /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
4002  /// \endaknote
4003  /// \aknote Make sure the new mixer shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
4004  /// \aknote This function will replace existing mixers on the node.
4005  /// \endaknote
4006  /// \returns
4007  /// - \c AK_Success when successful
4008  /// - \c AK_InvalidID if in_pszBusName is null
4010  const char* in_pszBusName, ///< Bus name
4011  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to remove.
4012  );
4013 
4014  /// Forces channel configuration for the specified bus.
4015  /// \aknote You cannot change the configuration of the master bus.\endaknote
4016  ///
4017  /// \return Always returns AK_Success
4019  AkUniqueID in_audioNodeID, ///< Bus Short ID.
4020  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4021  );
4022 
4023 #ifdef AK_SUPPORT_WCHAR
4024  /// Forces channel configuration for the specified bus.
4025  /// \aknote You cannot change the configuration of the master bus.\endaknote
4026  ///
4027  /// \returns
4028  /// - \c AK_Success when successful
4029  /// - \c AK_InvalidID if in_pszBusName is null
4031  const wchar_t* in_pszBusName, ///< Bus name
4032  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4033  );
4034 #endif //AK_SUPPORT_WCHAR
4035 
4036  /// Forces channel configuration for the specified bus.
4037  /// \aknote You cannot change the configuration of the master bus.\endaknote
4038  ///
4039  /// \returns
4040  /// - \c AK_Success when successful
4041  /// - \c AK_InvalidID if in_pszBusName is null
4043  const char* in_pszBusName, ///< Bus name
4044  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4045  );
4046 
4047  /// Sets a game object's obstruction and occlusion levels. If SetMultiplePositions were used, values are set for all positions.
4048  /// To assign a unique obstruction and occlusion value to each sound position, instead use AK::SoundEngine::SetMultipleObstructionAndOcclusion.
4049  /// This function is used to affect how an object should be heard by a specific listener.
4050  /// \sa
4051  /// - \ref soundengine_obsocc
4052  /// - \ref soundengine_environments
4053  /// \return Always returns AK_Success
4055  AkGameObjectID in_EmitterID, ///< Emitter game object ID
4056  AkGameObjectID in_ListenerID, ///< Listener game object ID
4057  AkReal32 in_fObstructionLevel, ///< ObstructionLevel: [0.0f..1.0f]
4058  AkReal32 in_fOcclusionLevel ///< OcclusionLevel: [0.0f..1.0f]
4059  );
4060 
4061  /// Sets a game object's obstruction and occlusion value for each position defined by AK::SoundEngine::SetMultiplePositions.
4062  /// This function differs from AK::SoundEngine::SetObjectObstructionAndOcclusion as a list of obstruction/occlusion pair is provided
4063  /// and each obstruction/occlusion pair will affect the corresponding position defined at the same index.
4064  /// \aknote In the case the number of obstruction/occlusion pairs is smaller than the number of positions, remaining positions'
4065  /// obstrucion/occlusion values are set to 0.0. \endaknote
4066  /// \return
4067  /// - \c AK_Success if successful
4068  /// - \c AK_CommandTooLarge if the number of obstruction values is too large for the command queue.
4069  /// - \c AK_InvalidParameter if one of the parameter is out of range (check the debug console)
4070  /// - \c AK_InvalidFloatValue if one of the occlusion/obstruction values is NaN or Inf.
4071  /// \sa
4072  /// - \ref soundengine_obsocc
4073  /// - \ref soundengine_environments
4074  /// \return AK_Success if occlusion/obstruction values are successfully stored for this emitter
4076  AkGameObjectID in_EmitterID, ///< Emitter game object ID
4077  AkGameObjectID in_uListenerID, ///< Listener game object ID
4078  AkObstructionOcclusionValues* in_fObstructionOcclusionValues, ///< Array of obstruction/occlusion pairs to apply
4079  ///< ObstructionLevel: [0.0f..1.0f]
4080  ///< OcclusionLevel: [0.0f..1.0f]
4081  AkUInt32 in_uNumOcclusionObstruction ///< Number of obstruction/occlusion pairs specified in the provided array
4082  );
4083 
4084  /// Saves the playback history of container structures.
4085  /// This function will write history data for all currently loaded containers and instantiated game
4086  /// objects (for example, current position in Sequence Containers and previously played elements in
4087  /// Random Containers).
4088  /// \remarks
4089  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4090  /// \return
4091  /// - \c AK_Success when successful
4092  /// - \c AK_Fail is in_pBytes could not be parsed (corruption or data is truncated)
4093  /// \sa
4094  /// - <tt>AK::SoundEngine::SetContainerHistory()</tt>
4096  AK::IWriteBytes * in_pBytes ///< Pointer to IWriteBytes interface used to save the history.
4097  );
4098 
4099  /// Restores the playback history of container structures.
4100  /// This function will read history data from the passed-in stream reader interface, and apply it to all
4101  /// currently loaded containers and instantiated game objects. Game objects are matched by
4102  /// ID. History for unloaded structures and unknown game objects will be skipped.
4103  /// \remarks
4104  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4105  /// \return
4106  /// - \c AK_Success if successful
4107  /// - \c AK_InsufficientMemory if not enough memory is available for IReadBytes operation
4108  /// \sa
4109  /// - <tt>AK::SoundEngine::GetContainerHistory()</tt>
4111  AK::IReadBytes * in_pBytes ///< Pointer to IReadBytes interface used to load the history.
4112  );
4113 
4114  //@}
4115 
4116  ////////////////////////////////////////////////////////////////////////
4117  /// @name Capture
4118  //@{
4119 
4120  /// Starts recording the sound engine audio output.
4121  /// StartOutputCapture outputs a wav file per current output device of the sound engine.
4122  /// If more than one device is active, the system will create multiple files in the same output
4123  /// directory and will append numbers at the end of the provided filename.
4124  ///
4125  /// If no device is running yet, the system will return success AK_Success despite doing nothing.
4126  /// Use RegisterAudioDeviceStatusCallback to get notified when devices are created/destructed.
4127  ///
4128  /// \return AK_Success if successful, AK_Fail if there was a problem starting the output capture.
4129  /// \remark
4130  /// - The sound engine opens a stream for writing using <tt>AK::IAkStreamMgr::CreateStd()</tt>. If you are using the
4131  /// default implementation of the Stream Manager, file opening is executed in your implementation of
4132  /// the Low-Level IO interface <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>. The following
4133  /// AkFileSystemFlags are passed: uCompanyID = AKCOMPANYID_AUDIOKINETIC and uCodecID = AKCODECID_PCM,
4134  /// and the AkOpenMode is AK_OpenModeWriteOvrwr. Refer to \ref streamingmanager_lowlevel_location for
4135  /// more details on managing the deployment of your Wwise generated data.
4136  /// \return
4137  /// - \c AK_Success when successful
4138  /// - \c AK_InvalidParameter if in_CaptureFileName is null.
4139  /// - \c AK_InsufficientMemory if not enough memory is available.
4140  /// \sa
4141  /// - <tt>AK::SoundEngine::StopOutputCapture()</tt>
4142  /// - <tt>AK::StreamMgr::SetFileLocationResolver()</tt>
4143  /// - \ref streamingdevicemanager
4144  /// - \ref streamingmanager_lowlevel_location
4145  /// - RegisterAudioDeviceStatusCallback
4147  const AkOSChar* in_CaptureFileName ///< Name of the output capture file
4148  );
4149 
4150  /// Stops recording the sound engine audio output.
4151  /// \return AK_Success if successful, AK_Fail if there was a problem stopping the output capture.
4152  /// \sa
4153  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4155 
4156  /// Adds text marker in audio output file.
4157  /// \return
4158  /// - \c AK_Success when successful
4159  /// - \c AK_InvalidParameter if in_MarkerText is null.
4160  /// - \c AK_InsufficientMemory if not enough memory is available.
4161  /// \sa
4162  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4164  const char* in_MarkerText ///< Text of the marker
4165  );
4166 
4167  /// Gets the system sample rate.
4168  /// \return The sample rate.
4170 
4171  /// Registers a callback used for retrieving audio samples.
4172  /// The callback will be called from the audio thread during real-time rendering and from the main thread during offline rendering.
4173  /// \return
4174  /// - \c AK_Success when successful
4175  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4176  /// - \c AK_InvalidParameter when in_pfnCallback is null
4177  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4178  /// \sa
4179  /// - <tt>AK::SoundEngine::AddOutput()</tt>
4180  /// - <tt>AK::SoundEngine::GetOutputID()</tt>
4181  /// - <tt>AK::SoundEngine::UnregisterCaptureCallback()</tt>
4183  AkCaptureCallbackFunc in_pfnCallback, ///< Capture callback function to register.
4184  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4185  void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4186  );
4187 
4188  /// Unregisters a callback used for retrieving audio samples.
4189  /// \return
4190  /// - \c AK_Success when successful
4191  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4192  /// - \c AK_InvalidParameter when in_pfnCallback is null
4193  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4194  /// \sa
4195  /// - <tt>AK::SoundEngine::AddOutput()</tt>
4196  /// - <tt>AK::SoundEngine::GetOutputID()</tt>
4197  /// - <tt>AK::SoundEngine::RegisterCaptureCallback()</tt>
4199  AkCaptureCallbackFunc in_pfnCallback, ///< Capture callback function to unregister.
4200  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4201  void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4202  );
4203 
4204  /// Starts recording the sound engine profiling information into a file. This file can be read
4205  /// by Wwise Authoring. The file is created at the base path. If you have integrated Wwise I/O,
4206  /// you can use <tt>CAkDefaultIOHookBlocking::SetBasePath()</tt> (or <tt>CAkDefaultIOHookBlocking::AddBasePath()</tt>)
4207  /// to change the location where the file is saved. The profiling session records all data types possible.
4208  /// Note that this call captures peak metering for all the busses loaded and mixing
4209  /// while this call is invoked.
4210  /// \remark This function is provided as a utility tool only. It does nothing if it is
4211  /// called in the release configuration and returns AK_NotCompatible.
4213  const AkOSChar* in_CaptureFileName ///< Name of the output profiler file (.prof extension recommended)
4214  );
4215 
4216  /// Stops recording the sound engine profiling information.
4217  /// \remark This function is provided as a utility tool only. It does nothing if it is
4218  /// called in the release configuration and returns AK_NotCompatible.
4220 
4221  //@}
4222 
4223  ////////////////////////////////////////////////////////////////////////
4224  /// @name Offline Rendering
4225  //@{
4226 
4227  /// Sets the offline rendering frame time in seconds.
4228  /// When offline rendering is enabled, every call to \ref RenderAudio() will generate sample data as if this much time has elapsed. If the frame time argument is less than or equal to zero, every call to RenderAudio() will generate one audio buffer.
4229  /// \return Always returns AK_Success
4231  AkReal32 in_fFrameTimeInSeconds ///< frame time in seconds used during offline rendering
4232  );
4233 
4234  /// Enables/disables offline rendering.
4235  /// \return Always returns AK_Success
4237  bool in_bEnableOfflineRendering ///< enables/disables offline rendering
4238  );
4239 
4240  //@}
4241 
4242  ////////////////////////////////////////////////////////////////////////
4243  /// @name Secondary Outputs
4244  //@{
4245 
4246  /// Adds an output to the sound engine. Use this to add controller-attached headphones, controller speakers, DVR output, etc.
4247  /// 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).
4248  ///
4249  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4250  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4251  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4252  ///
4253  /// \sa AkOutputSettings for more details.
4254  /// \sa \ref integrating_secondary_outputs
4255  /// \sa \ref default_audio_devices
4256  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4257  /// \sa AK::AkDeviceStatusCallbackFunc
4258  /// \return
4259  /// The following codes are returned directly from the function, as opposed to the AkDeviceStatusCallback
4260  /// - \c AK_NotImplemented: Feature not supported, some platforms don't have other outputs.
4261  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations (see parameter list below).
4262  /// - \c AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
4263  /// - \c AK_DeviceNotReady: The idDevice on in_settings doesn't match with a valid hardware device. Either the device doesn't exist or is disabled. Disconnected devices (headphones) are not considered "not ready" therefore won't cause this error.
4264  /// - \c AK_NotInitialized: If AK::SoundEngine::Init was not called or if the Init.bnk was not loaded before the call.
4265  /// - \c AK_Success: Parameters are valid.
4266  ///
4267  /// The following codes are returned from the callback.
4268  /// - \c AK_InsufficientMemory : Not enough memory to complete the operation.
4269  /// - \c AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
4270  /// - \c AK_PluginNotRegistered: The audioDeviceShareset exists but the plug-in it refers to is not installed or statically linked with the game.
4271  /// - \c AK_NotCompatible: The hardware does not support this type of output. Wwise will try to use the System output instead, and a separate callback will fire when that completes.
4272  /// - \c AK_DeviceNotCompatible: The hardware does not support this type of output. Wwise will NOT fallback to any other type of output.
4273  /// - \c AK_Fail: Generic code for any non-permanent conditions (e.g. disconnection) that prevent the use of the output. Wwise has created the output and sounds will be routed to it, but this output is currently silent until the temporary condition resolves.
4274  /// - \c AK_NoDistinctListener: Outputs of the same type (same ShareSet, like controller speakers) must have distinct Listeners to make a proper routing. This doesn't happen if there is only one output of that type.
4276  const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4277  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
4278  const AkGameObjectID* in_pListenerIDs = NULL, ///< Specific listener(s) to attach to this device.
4279  ///< If specified, only the sounds routed to game objects linked to those listeners will play in this device.
4280  ///< It is necessary to have separate listeners if multiple devices of the same type can coexist (e.g. controller speakers)
4281  ///< If not specified, sound routing simply obey the associations between Master Busses and Audio Devices setup in the Wwise Project.
4282  AkUInt32 in_uNumListeners = 0 ///< The number of elements in the in_pListenerIDs array.
4283  );
4284 
4285  /// Removes one output added through AK::SoundEngine::AddOutput
4286  /// If a listener was associated with the device, you should consider unregistering the listener prior to call RemoveOutput
4287  /// so that Game Object/Listener routing is properly updated according to your game scenario.
4288  /// \sa \ref integrating_secondary_outputs
4289  /// \sa AK::SoundEngine::AddOutput
4290  /// \return AK_Success: Parameters are valid.
4292  AkOutputDeviceID in_idOutput ///< ID of the output to remove. Use the returned ID from AddOutput, GetOutputID, or ReplaceOutput
4293  );
4294 
4295  /// Replaces an output device previously created during engine initialization or from AddOutput, with a new output device.
4296  /// In addition to simply removing one output device and adding a new one, the new output device will also be used on all of the master buses
4297  /// that the old output device was associated with, and preserve all listeners that were attached to the old output device.
4298  ///
4299  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4300  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4301  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4302  ///
4303  /// \sa AK::SoundEngine::AddOutput
4304  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4305  /// \sa AK::AkDeviceStatusCallbackFunc
4306  /// \return
4307  /// - \c AK_InvalidID: The audioDeviceShareset on in_settings was not valid.
4308  /// - \c AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
4309  /// - \c AK_DeviceNotReady: The idDevice on in_settings doesn't match with a valid hardware device. Either the device doesn't exist or is disabled. Disconnected devices (headphones) are not considered "not ready" therefore won't cause this error.
4310  /// - \c AK_DeviceNotFound: The in_outputDeviceId provided does not match with any of the output devices that the sound engine is currently using.
4311  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations on in_settings
4312  /// - \c AK_Success: parameters were valid, and the remove and add will occur.
4314  const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4315  AkOutputDeviceID in_outputDeviceId, ///< AkOutputDeviceID of the output to replace. Use 0 to target the current main output, regardless of its id. Otherwise, use the AkOuptutDeviceID returned from AddOutput() or ReplaceOutput(), or generated by GetOutputID()
4316  AkOutputDeviceID *out_pOutputDeviceId = NULL ///< (Optional) Pointer into which the method writes the AkOutputDeviceID of the new output device. If the call fails, the value pointed to will not be modified.
4317  );
4318 
4319  /// Gets the compounded output ID from shareset and device id.
4320  /// 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.
4321  /// Use 0 for in_idShareset & in_idDevice to get the Main Output ID (the one usually initialized during AK::SoundEngine::Init)
4322  /// \return The id of the output
4324  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.
4325  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4326  /// \sa \ref obtaining_device_id
4327  );
4328 
4330  const char* in_szShareSet, ///< Audio Device ShareSet Name, as defined in the Wwise Project. If Null, will select the Default Output shareset (always available)
4331  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4332  /// \sa \ref obtaining_device_id
4333  );
4334 
4335  #ifdef AK_SUPPORT_WCHAR
4337  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)
4338  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4339  /// \sa \ref obtaining_device_id
4340  );
4341  #endif
4342 
4343  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4344  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4345  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4346  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4347  /// \return
4348  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4349  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4351  AkUniqueID in_idBus, ///< Id of the master bus
4352  AkUniqueID in_idNewDevice ///< New device shareset to replace with.
4353  );
4354 
4355  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4356  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4357  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4358  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4359  /// \return
4360  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4361  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4363  const char* in_BusName, ///< Name of the master bus
4364  const char* in_DeviceName ///< New device shareset to replace with.
4365  );
4366 
4367  #ifdef AK_SUPPORT_WCHAR
4368  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4369  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4370  /// SetBusDevice must be preceded by a call to AddOutput for the new device shareset to be registered as an output.
4371  /// \return
4372  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4373  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4375  const wchar_t* in_BusName, ///< Name of the master bus
4376  const wchar_t* in_DeviceName ///< New device shareset to replace with.
4377  );
4378  #endif
4379 
4380  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4381  /// This call is only valid for sink plug-ins that support device enumeration.
4382  /// Prerequisites: the plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4383  /// \return
4384  /// - \c AK_NotImplemented if the sink plug-in does not implement device enumeration
4385  /// - \c AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4386  /// - \c AK_NotCompatible if no device of this type are supported on the current platform
4387  /// - \c AK_Fail in case of system device manager failure (OS related)
4388  ///
4390  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
4391  AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
4392  AkUInt32& io_maxNumDevices, ///< In: The length of the out_deviceDescriptions array. Out: If out_deviceDescriptions is not-null, this will be set to the number of entries in out_deviceDescriptions that was populated. If out_deviceDescriptions is null, this will be set to the number of devices that may be available.
4393  AkDeviceDescription* out_deviceDescriptions ///< The output array of device descriptions.
4394  );
4395 
4396  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4397  /// This call is only valid for sink plug-ins that support device enumeration.
4398  /// Prerequisites:
4399  /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4400  /// * The audio device shareset must have been loaded from a soundbank and a device with this shareset must exist in the pipeline.
4401  /// \return
4402  /// AK_NotImplemented if the sink plug-in does not implement device enumeration
4403  /// AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4405  AkUniqueID in_audioDeviceShareSetID, ///< In: The audio device shareset ID for which to list the sink plug-in devices.
4406  AkUInt32& io_maxNumDevices, ///< In: The length of the out_deviceDescriptions array. Out: If out_deviceDescriptions is not-null, this will be set to the number of entries in out_deviceDescriptions that was populated. If out_deviceDescriptions is null, this will be set to the number of devices that may be available.
4407  AkDeviceDescription* out_deviceDescriptions ///< The output array of device descriptions.
4408  );
4409 
4410  /// Sets the volume of a output device.
4411  /// \return
4412  /// - \c AK_Success if successful
4413  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4415  AkOutputDeviceID in_idOutput, ///< Output ID to set the volume on. As returned from AddOutput or GetOutputID
4416  AkReal32 in_fVolume ///< Volume (0.0 = Muted, 1.0 = Volume max)
4417  );
4418 
4419  /// Returns whether or not the audio device matching the device ID provided supports spatial audio (i.e. the functionality is enabled, and more than 0 dynamic objects are supported).
4420  /// If Spatial Audio is supported, then you can call Init, AddOutput, or ReplaceOutput with an Audio Device Shareset corresponding to the respective platform-specific plug-in that
4421  /// provides spatial audio, such as the Microsoft Spatial Sound Platform for Windows. Note that on Xbox One, you need to call EnableSpatialAudio() before the sound engine is
4422  /// initialized, or initialize the sound engine with AkPlatformInitSettings::bEnableSpatialAudio set to true if you want spatial audio support; otherwise this will always return AK_NotCompatible.
4423  /// \return
4424  /// AK_NotCompatible when the device ID provided does not support spatial audio, or the platform does not support spatial audio
4425  /// AK_Fail when there is some other miscellaneous failure, or the device ID provided does not match a device that the system knows about
4426  /// AK_Success when the device ID provided does support spatial audio
4428  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4429  /// \sa \ref obtaining_device_id
4430  );
4431 
4432 
4433  //@}
4434 
4435  /// 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.
4436  /// Call \c WakeupFromSuspend when your application receives the message from the OS that the process is back in foreground.
4437  /// When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when \ref RenderAudio() is called.
4438  /// It is recommended to match the <b>in_bRenderAnyway</b> parameter with the behavior of the rest of your game:
4439  /// 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.
4440  /// If you want to minimize CPU when in background, then don't allow rendering and never call RenderAudio from the game.
4441  ///
4442  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4443  /// \sa WakeupFromSuspend
4444  /// \sa \ref workingwithsdks_system_calls
4446  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().
4447  bool in_bFadeOut = true ///< Delay the suspend by one audio frame in order to fade-out. When false, the suspend takes effect immediately but audio may glitch.
4448  );
4449 
4450  /// 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.
4451  ///
4452  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4453  /// \sa Suspend
4454  /// \sa \ref workingwithsdks_system_calls
4456  AkUInt32 in_uDelayMs = 0 /// Delay (in milliseconds) before the wake up occurs. Rounded up to audio frame granularity. Adding a delay is useful if there is a possibility that another OS event may override the wake-up in the near future.
4457  );
4458 
4459  /// Obtains the current audio output buffer tick. This corresponds to the number of buffers produced by
4460  /// the sound engine since initialization.
4461  /// \return Tick count.
4463 
4464  /// Obtains the current audio output sample tick. This corresponds to the number of sapmles produced by
4465  /// the sound engine since initialization.
4466  /// \return Sample count.
4468  }
4469 }
4470 
4471 #endif // _AK_SOUNDENGINE_H_
AkOutputSettings settingsMainOutput
Main output device settings.
AKSOUNDENGINE_API AKRESULT RegisterPluginDLL(const AkOSChar *in_DllName, const AkOSChar *in_DllPath=NULL)
AkUInt32 uMonitorQueuePoolSize
Size of the monitoring queue, in bytes. This parameter is not used in Release build.
AkUInt32 AkStateGroupID
State group ID.
Definition: AkTypes.h:122
AKSOUNDENGINE_API AKRESULT RemoveDefaultListener(AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT PrepareEvent(PreparationType in_PreparationType, const char **in_ppszString, AkUInt32 in_uNumEvent)
AKSOUNDENGINE_API AkUInt32 GetSampleRate()
void(* AkProfilerPostMarkerFunc)(AkPluginID in_uPluginID, const char *in_pszMarkerName)
AKSOUNDENGINE_API AKRESULT SetRTPCValue(AkRtpcID in_rtpcID, AkRtpcValue in_value, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AKSOUNDENGINE_API AKRESULT SetOutputDeviceEffect(AkOutputDeviceID in_outputDeviceID, AkUInt32 in_uFXIndex, AkUniqueID in_FXShareSetID)
uint16_t AkUInt16
Unsigned 16-bit integer.
AKSOUNDENGINE_API AKRESULT SetSpeakerAngles(const AkReal32 *in_pfSpeakerAngles, AkUInt32 in_uNumAngles, AkReal32 in_fHeightAngle, AkOutputDeviceID in_idOutput=0)
Audiokinetic namespace.
AkInt32 AkTimeMs
Time in ms.
Definition: AkTypes.h:124
AkBackgroundMusicChangeCallbackFunc BGMCallback
Application-defined audio source change event callback function.
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkTypes.h:923
AKSOUNDENGINE_API void ExecuteActionOnPlayingID(AkActionOnEventType in_ActionType, AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
Obstruction/occlusion pair for a position.
Definition: AkTypes.h:769
AKSOUNDENGINE_API AKRESULT LoadBankMemoryView(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkBankID &out_bankID)
AkUInt8 * pMediaMemory
Pointer to the data to be set for the source.
AkPanningRule ePanningRule
AKSOUNDENGINE_API AKRESULT PrepareGameSyncs(PreparationType in_PreparationType, AkGroupType in_eGameSyncType, const char *in_pszGroupName, const char **in_ppszGameSyncName, AkUInt32 in_uNumGameSyncs)
AKSOUNDENGINE_API AKRESULT GetSourcePlayPositions(AkPlayingID in_PlayingID, AkSourcePosition *out_puPositions, AkUInt32 *io_pcPositions, bool in_bExtrapolate=true)
AKSOUNDENGINE_API AKRESULT Init(AkInitSettings *in_pSettings, AkPlatformInitSettings *in_pPlatformSettings)
AKSOUNDENGINE_API AKRESULT SetSwitch(AkSwitchGroupID in_switchGroup, AkSwitchStateID in_switchState, AkGameObjectID in_gameObjectID)
void(* AkResourceMonitorCallbackFunc)(const AkResourceMonitorDataSummary *in_pdataSummary)
Definition: AkCallback.h:375
void(* AkJobWorkerFunc)(AkJobType in_jobType, AkUInt32 in_uExecutionTimeUsec)
AKSOUNDENGINE_API AKRESULT StopMIDIOnEvent(AkUniqueID in_eventID=AK_INVALID_UNIQUE_ID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkPlayingID in_playingID=AK_INVALID_PLAYING_ID)
AKSOUNDENGINE_API AKRESULT GetSourceStreamBuffering(AkPlayingID in_PlayingID, AkTimeMs &out_buffering, bool &out_bIsBuffering)
@ AkBankContent_StructureOnly
Use AkBankContent_StructureOnly to load only the structural content, including Events,...
IAkSoftwareCodec *(* AkCreateFileSourceCallback)(void *in_pCtx)
Registered file source creation function prototype.
Definition: AkTypes.h:1098
@ AkSetPositionFlags_Default
Definition: AkTypes.h:1176
AKSOUNDENGINE_API AKRESULT StartOutputCapture(const AkOSChar *in_CaptureFileName)
AkUInt32 AkRtpcID
Real time parameter control ID.
Definition: AkTypes.h:141
AkProfilerPopTimerFunc fnProfilerPopTimer
External (optional) function for tracking performance of the sound engine that is called when a timer...
AKSOUNDENGINE_API AKRESULT SetMaxNumVoicesLimit(AkUInt16 in_maxNumberVoices)
AKSOUNDENGINE_API AKRESULT RegisterOutputDeviceMeteringCallback(AkOutputDeviceID in_idOutput, AkOutputDeviceMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
AkUInt32 uNumSamplesPerFrame
Number of samples per audio frame (256, 512, 1024, or 2048).
@ AkFloorPlane_Default
The Wwise default floor plane is ZX.
AKSOUNDENGINE_API AKRESULT SetDefaultListeners(const AkGameObjectID *in_pListenerObjs, AkUInt32 in_uNumListeners)
AKSOUNDENGINE_API AKRESULT RegisterBusVolumeCallback(AkUniqueID in_busID, AkBusCallbackFunc in_pfnCallback, void *in_pCookie=NULL)
AKSOUNDENGINE_API AKRESULT UnregisterAllGameObj()
AKSOUNDENGINE_API AKRESULT ResetRTPCValue(AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AkUInt64 AkGameObjectID
Game object ID.
Definition: AkTypes.h:128
AkUInt32 AkBankID
Run time bank ID.
Definition: AkTypes.h:143
#define AK_EXTERNAPIFUNC(_type, _name)
@ AkFloorPlane_XY
The floor is oriented along the XY-plane. The front vector points towards +X, the up vector towards +...
AkReal32 fDebugOutOfRangeLimit
Debug setting: Only used when bDebugOutOfRangeCheckEnabled is true. This defines the maximum values s...
AKSOUNDENGINE_API AKRESULT RegisterGlobalCallback(AkGlobalCallbackFunc in_pCallback, AkUInt32 in_eLocation=AkGlobalCallbackLocation_BeginRender, void *in_pCookie=NULL, AkPluginType in_eType=AkPluginTypeNone, AkUInt32 in_ulCompanyID=0, AkUInt32 in_ulPluginID=0)
AKSOUNDENGINE_API void CancelEventCallbackCookie(void *in_pCookie)
AKRESULT
Standard function call result.
Definition: AkTypes.h:199
AkUInt32 updateBufferTick
Value of GetBufferTick() at the time the position was updated.
AKRESULT(* AkGetDeviceListCallback)(AkUInt32 &io_maxNumDevices, AkDeviceDescription *out_deviceDescriptions)
Registered plugin device enumeration function prototype, used for providing lists of devices by plug-...
Definition: IAkPlugin.h:1335
AKSOUNDENGINE_API AKRESULT RegisterGameObj(AkGameObjectID in_gameObjectID)
void(* AkGlobalCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkGlobalCallbackLocation in_eLocation, void *in_pCookie)
Definition: AkCallback.h:368
@ Preparation_LoadAndDecode
Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
AkMeteringFlags
Metering flags. Used for specifying bus metering, through AK::SoundEngine::RegisterBusVolumeCallback(...
Definition: AkTypes.h:1207
AKSOUNDENGINE_API AKRESULT GetContainerHistory(AK::IWriteBytes *in_pBytes)
AKSOUNDENGINE_API AKRESULT LoadBank(const char *in_pszString, AkBankID &out_bankID, AkBankType in_bankType=AkBankType_User)
AkInt32 AkMemPoolId
Memory pool ID.
Definition: AkTypes.h:130
AKSOUNDENGINE_API AKRESULT SetState(AkStateGroupID in_stateGroup, AkStateID in_state)
Platform-independent initialization settings of output devices.
AKSOUNDENGINE_API bool IsInitialized()
@ Preparation_Unload
PrepareEvent() will unload required information to play the specified event.
@ AkBankContent_All
Use AkBankContent_All to load both the media and structural content.
void(* AkBusMeteringCallbackFunc)(AkBusMeteringCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:286
AKSOUNDENGINE_API AKRESULT SetOfflineRenderingFrameTime(AkReal32 in_fFrameTimeInSeconds)
char AkOSChar
Generic character string.
Definition: AkTypes.h:60
uint8_t AkUInt8
Unsigned 8-bit integer.
AKSOUNDENGINE_API AKRESULT ClearBanks()
AKSOUNDENGINE_API AKRESULT UnregisterAudioDeviceStatusCallback()
Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatus...
AkUInt32 uMaxNumPaths
Maximum number of paths for positioning.
AKSOUNDENGINE_API AKRESULT WakeupFromSuspend(AkUInt32 in_uDelayMs=0)
AKSOUNDENGINE_API AKRESULT SetMultipleObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_uListenerID, AkObstructionOcclusionValues *in_fObstructionOcclusionValues, AkUInt32 in_uNumOcclusionObstruction)
AkUInt32 samplePosition
Position of the source (in samples) associated with that playing item.
AKSOUNDENGINE_API AKRESULT SetOutputVolume(AkOutputDeviceID in_idOutput, AkReal32 in_fVolume)
AKSOUNDENGINE_API AKRESULT GetPanningRule(AkPanningRule &out_ePanningRule, AkOutputDeviceID in_idOutput=0)
void(* AkOutputDeviceMeteringCallbackFunc)(AkOutputDeviceMeteringCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:296
AkFloorPlane eFloorPlane
AKSOUNDENGINE_API AKRESULT SetBankLoadIOSettings(AkReal32 in_fThroughput, AkPriority in_priority)
#define NULL
Definition: AkTypes.h:46
AKSOUNDENGINE_API AKRESULT AddOutputCaptureMarker(const char *in_MarkerText)
AKSOUNDENGINE_API AKRESULT RegisterAudioDeviceStatusCallback(AK::AkDeviceStatusCallbackFunc in_pCallback)
AKSOUNDENGINE_API AKRESULT PostTrigger(AkTriggerID in_triggerID, AkGameObjectID in_gameObjectID)
float AkReal32
32-bit floating point
AKSOUNDENGINE_API AKRESULT PinEventInStreamCache(AkUniqueID in_eventID, AkPriority in_uActivePriority, AkPriority in_uInactivePriority)
AKSOUNDENGINE_API void CancelEventCallbackGameObject(AkGameObjectID in_gameObjectID)
Position and orientation of game objects in the world (i.e. supports 64-bit-precision position)
Definition: AkTypes.h:474
AKSOUNDENGINE_API AKRESULT ReplaceOutput(const AkOutputSettings &in_Settings, AkOutputDeviceID in_outputDeviceId, AkOutputDeviceID *out_pOutputDeviceId=NULL)
AKSOUNDENGINE_API void GetDefaultInitSettings(AkInitSettings &out_settings)
AKSOUNDENGINE_API AKRESULT RegisterPlugin(AkPluginType in_eType, AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID, AkCreatePluginCallback in_pCreateFunc, AkCreateParamCallback in_pCreateParamFunc, AkGetDeviceListCallback in_pGetDeviceList=NULL)
FuncRequestJobWorker fnRequestJobWorker
Function called by the job manager when a new worker needs to be requested. When null,...
AKSOUNDENGINE_API AKRESULT SetActorMixerEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
AkSetPositionFlags
Flags to independently set the position of the emitter or listener component on a game object.
Definition: AkTypes.h:1172
AKSOUNDENGINE_API AKRESULT RegisterCodec(AkUInt32 in_ulCompanyID, AkUInt32 in_ulCodecID, AkCreateFileSourceCallback in_pFileCreateFunc, AkCreateBankSourceCallback in_pBankCreateFunc)
@ MultiPositionType_MultiDirections
Simulate one sound coming from multiple directions. Useful for repositionning sounds based on wall op...
Definition: AkTypes.h:1147
bool bUseLEngineThread
Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAud...
AKSOUNDENGINE_API AKRESULT StopProfilerCapture()
AKSOUNDENGINE_API AKRESULT SetObjectObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 in_fObstructionLevel, AkReal32 in_fOcclusionLevel)
AKSOUNDENGINE_API AkOutputDeviceID GetOutputID(AkUniqueID in_idShareset, AkUInt32 in_idDevice)
AkOutputSettings(const char *in_szDeviceShareSet, AkUniqueID in_idDevice=AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig=AkChannelConfig(), AkPanningRule in_ePanning=AkPanningRule_Speakers)
AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]
The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
AKSOUNDENGINE_API AKRESULT DecodeBank(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkMemPoolId in_uPoolForDecodedBank, void *&out_pDecodedBankPtr, AkUInt32 &out_uDecodedBankSize)
AkUInt32 AkUniqueID
Unique 32-bit ID.
Definition: AkTypes.h:120
AKSOUNDENGINE_API AKRESULT StartProfilerCapture(const AkOSChar *in_CaptureFileName)
void(* AkProfilerPopTimerFunc)()
External (optional) function for tracking performance of the sound engine that is called when a timer...
Configured audio settings.
Definition: AkTypes.h:285
@ AkFloorPlane_XZ
The floor is oriented along the ZX-plane. The front vector points towards +Z, the up vector towards +...
AkUInt32 uContinuousPlaybackLookAhead
Default is 1 audio quantum, also known as an audio frame. Its size is equal to AkInitSettings::uNumSa...
AKSOUNDENGINE_API AKRESULT RemoveOutput(AkOutputDeviceID in_idOutput)
bool bEnableGameSyncPreparation
Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
AkUInt32 AkPluginID
Source or effect plug-in ID.
Definition: AkTypes.h:131
AKSOUNDENGINE_API AkUInt32 GetBufferTick()
AKSOUNDENGINE_API AKRESULT RegisterResourceMonitorCallback(AkResourceMonitorCallbackFunc in_pCallback)
AkOSChar * szPluginDLLPath
When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the gam...
void * pClientData
Arbitrary data that will be passed back to the client when calling FuncRequestJobWorker.
AKSOUNDENGINE_API AKRESULT GetOutputDeviceConfiguration(AkOutputDeviceID in_idOutput, AkChannelConfig &io_channelConfig, Ak3DAudioSinkCapabilities &io_capabilities)
AKSOUNDENGINE_API AKRESULT GetDeviceSpatialAudioSupport(AkUInt32 in_idDevice)
AKSOUNDENGINE_API AKRESULT AddListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
AkAssertHook pfnAssertHook
External assertion handling function (optional)
Necessary settings for setting externally-loaded sources.
AkUInt32 uMemorySlabSize
Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
AKSOUNDENGINE_API AKRESULT SeekOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkTimeMs in_iPosition, bool in_bSeekToNearestMarker=false, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AkUInt32 uMaxHardwareTimeoutMs
Amount of time to wait for HW devices to trigger an audio interrupt. If there is no interrupt after t...
AKSOUNDENGINE_API AKRESULT SetScalingFactor(AkGameObjectID in_GameObjectID, AkReal32 in_fAttenuationScalingFactor)
AKSOUNDENGINE_API AKRESULT RegisterCaptureCallback(AkCaptureCallbackFunc in_pfnCallback, AkOutputDeviceID in_idOutput=AK_INVALID_OUTPUT_DEVICE_ID, void *in_pCookie=NULL)
@ Preparation_Load
PrepareEvent() will load required information to play the specified event.
AKSOUNDENGINE_API AKRESULT UnregisterGameObj(AkGameObjectID in_gameObjectID)
AKSOUNDENGINE_API AKRESULT SetJobMgrMaxActiveWorkers(AkJobType in_jobType, AkUInt32 in_uNewMaxActiveWorkers)
AKSOUNDENGINE_API AKRESULT RenderAudio(bool in_bAllowSyncRender=true)
AkJobMgrSettings settingsJobManager
Settings to configure the behavior of the Sound Engine's internal job manager.
void(* AkCaptureCallbackFunc)(AkAudioBuffer &in_CaptureBuffer, AkOutputDeviceID in_idOutput, void *in_pCookie)
Definition: AkCallback.h:408
Positioning information for a sound, with specified subset of its channels.
Definition: AkTypes.h:776
AKSOUNDENGINE_API AKRESULT SetListenerSpatialization(AkGameObjectID in_uListenerID, bool in_bSpatialized, AkChannelConfig in_channelConfig, AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets=NULL)
AKSOUNDENGINE_API AKRESULT SetGameObjectAuxSendValues(AkGameObjectID in_gameObjectID, AkAuxSendValue *in_aAuxSendValues, AkUInt32 in_uNumSendValues)
AkInt8 AkPriority
Priority.
Definition: AkTypes.h:135
AkGroupType
Game sync group type.
Definition: AkTypes.h:277
Settings for the Sound Engine's internal job manager.
AKSOUNDENGINE_API AkPlayingID PostMIDIOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkMIDIPost *in_pPosts, AkUInt16 in_uNumPosts, bool in_bAbsoluteOffsets=false, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, AkPlayingID in_playingID=AK_INVALID_PLAYING_ID)
static const AkUInt32 AK_NUM_JOB_TYPES
Number of possible job types recognized by the Sound Engine.
Definition: AkTypes.h:195
void(* AkCallbackFunc)(AkCallbackType in_eType, AkCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:266
AKRESULT(* AkBackgroundMusicChangeCallbackFunc)(bool in_bBackgroundMusicMuted, void *in_pCookie)
AKSOUNDENGINE_API AKRESULT UnregisterCaptureCallback(AkCaptureCallbackFunc in_pfnCallback, AkOutputDeviceID in_idOutput=AK_INVALID_OUTPUT_DEVICE_ID, void *in_pCookie=NULL)
AKSOUNDENGINE_API AkChannelConfig GetSpeakerConfiguration(AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API AKRESULT GetAudioSettings(AkAudioSettings &out_audioSettings)
AkUInt32 uMediaSize
Size, in bytes, of the data to be set for the source.
AKSOUNDENGINE_API AKRESULT UnloadBank(const char *in_pszString, const void *in_pInMemoryBankPtr, AkBankType in_bankType=AkBankType_User)
AkReal32 fGameUnitsToMeters
AKSOUNDENGINE_API AKRESULT RegisterBusMeteringCallback(AkUniqueID in_busID, AkBusMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
static const AkUInt32 AK_INVALID_OUTPUT_DEVICE_ID
Invalid Device ID.
Definition: AkTypes.h:175
AkCurveInterpolation
Curve interpolation types.
Definition: AkTypes.h:900
AKSOUNDENGINE_API void SetRandomSeed(AkUInt32 in_uSeed)
#define AK_CALLBACK(_type, _name)
AkPanningRule
Headphone / speakers panning rules.
Definition: AkTypes.h:1181
void(* AkBusCallbackFunc)(AkSpeakerVolumeMatrixCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:276
AkUInt32 uNumMemorySlabs
Number of memory slabs to pre-allocate for job manager memory. At least one slab per worker thread sh...
AKSOUNDENGINE_API void GetDefaultPlatformInitSettings(AkPlatformInitSettings &out_platformSettings)
AKSOUNDENGINE_API AKRESULT TryUnsetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings, AKRESULT *out_pUnsetResults)
AKSOUNDENGINE_API AKRESULT SetMultiplePositions(AkGameObjectID in_GameObjectID, const AkSoundPosition *in_pPositions, AkUInt16 in_NumPositions, MultiPositionType in_eMultiPositionType=MultiPositionType_MultiDirections, AkSetPositionFlags in_eFlags=AkSetPositionFlags_Default)
AKSOUNDENGINE_API AKRESULT GetSourcePlayPosition(AkPlayingID in_PlayingID, AkTimeMs *out_puPosition, bool in_bExtrapolate=true)
AKSOUNDENGINE_API AKRESULT SetDistanceProbe(AkGameObjectID in_listenerGameObjectID, AkGameObjectID in_distanceProbeGameObjectID)
AKSOUNDENGINE_API AKRESULT SetListeners(AkGameObjectID in_emitterGameObj, const AkGameObjectID *in_pListenerGameObjs, AkUInt32 in_uNumListeners)
AKSOUNDENGINE_API AKRESULT SetPosition(AkGameObjectID in_GameObjectID, const AkSoundPosition &in_Position, AkSetPositionFlags in_eFlags=AkSetPositionFlags_Default)
static const AkUniqueID AK_INVALID_UNIQUE_ID
Invalid unique 32-bit ID.
Definition: AkTypes.h:163
AKSOUNDENGINE_API AKRESULT SendPluginCustomGameData(AkUniqueID in_busID, AkGameObjectID in_busObjectID, AkPluginType in_eType, AkUInt32 in_uCompanyID, AkUInt32 in_uPluginID, const void *in_pData, AkUInt32 in_uSizeInBytes)
AkUInt32 AkStateID
State ID.
Definition: AkTypes.h:121
AkPluginType
Definition: AkTypes.h:1221
@ AkPanningRule_Speakers
Left and right positioned 60 degrees apart (by default - see AK::SoundEngine::GetSpeakerAngles()).
Definition: AkTypes.h:1182
AKSOUNDENGINE_API AKRESULT SetBusEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
void(* AkBankCallbackFunc)(AkUInt32 in_bankID, const void *in_pInMemoryBankPtr, AKRESULT in_eLoadResult, void *in_pCookie)
Definition: AkCallback.h:326
AKSOUNDENGINE_API void MuteBackgroundMusic(bool in_bMute)
@ AkCurveInterpolation_Linear
Linear (Default)
Definition: AkTypes.h:907
AKSOUNDENGINE_API AKRESULT SetContainerHistory(AK::IReadBytes *in_pBytes)
void(* AkAssertHook)(const char *in_pszExpression, const char *in_pszFileName, int in_lineNumber)
AKSOUNDENGINE_API AKRESULT SetMixer(AkUniqueID in_audioNodeID, AkUniqueID in_shareSetID)
static const AkPlayingID AK_INVALID_PLAYING_ID
Invalid playing ID.
Definition: AkTypes.h:165
AKSOUNDENGINE_API AkUInt32 GetIDFromString(const char *in_pszString)
AKSOUNDENGINE_API AKRESULT PrepareBank(AK::SoundEngine::PreparationType in_PreparationType, const char *in_pszString, AK::SoundEngine::AkBankContent in_uFlags=AkBankContent_All, AkBankType in_bankType=AkBankType_User)
AKSOUNDENGINE_API AKRESULT SetOfflineRendering(bool in_bEnableOfflineRendering)
AKSOUNDENGINE_API AKRESULT LoadBankMemoryCopy(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkBankID &out_bankID)
AKSOUNDENGINE_API AKRESULT SetPanningRule(AkPanningRule in_ePanningRule, AkOutputDeviceID in_idOutput=0)
uint64_t AkUInt64
Unsigned 64-bit integer.
AKSOUNDENGINE_API AKRESULT AddDefaultListener(AkGameObjectID in_listenerGameObj)
AkUInt32 AkSwitchStateID
Switch ID.
Definition: AkTypes.h:140
@ AkActionOnEventType_Resume
Resume.
AKSOUNDENGINE_API AKRESULT SetGameObjectOutputBusVolume(AkGameObjectID in_emitterObjID, AkGameObjectID in_listenerObjID, AkReal32 in_fControlValue)
AKSOUNDENGINE_API AKRESULT AddOutput(const AkOutputSettings &in_Settings, AkOutputDeviceID *out_pDeviceID=NULL, const AkGameObjectID *in_pListenerIDs=NULL, AkUInt32 in_uNumListeners=0)
AKSOUNDENGINE_API AKRESULT Suspend(bool in_bRenderAnyway=false, bool in_bFadeOut=true)
AKSOUNDENGINE_API AKRESULT StopOutputCapture()
AkUInt32 uCpuMonitorQueueMaxSize
Maximum size of the CPU monitoring queue, per thread, in bytes. This parameter is not used in Release...
AK::IAkPluginParam *(* AkCreateParamCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin parameter node creation function prototype.
Definition: IAkPlugin.h:1333
AKSOUNDENGINE_API AKRESULT ResetListenersToDefault(AkGameObjectID in_emitterGameObj)
@ AkActionOnEventType_Break
Break.
AKSOUNDENGINE_API AKRESULT SetBusDevice(AkUniqueID in_idBus, AkUniqueID in_idNewDevice)
AKSOUNDENGINE_API AKRESULT ExecuteActionOnEvent(AkUniqueID in_eventID, AkActionOnEventType in_ActionType, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AKSOUNDENGINE_API AKRESULT SetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings)
AKSOUNDENGINE_API void CancelBankCallbackCookie(void *in_pCookie)
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
Definition: AkTypes.h:162
AkUniqueID audioDeviceShareset
@ AkFloorPlane_YZ
The floor is oriented along the YZ-plane. The front vector points towards +Y, the up vector towards +...
AkTimeMs msTime
Position of the source (in ms) associated with that playing item.
@ AkActionOnEventType_Stop
Stop.
void * BGMCallbackCookie
Application-defined user data for the audio source change event callback function.
AkUniqueID sourceID
Source ID (available in the SoundBank content files)
uint32_t AkUInt32
Unsigned 32-bit integer.
AkChannelConfig channelConfig
bool bUseSoundBankMgrThread
Use a separate thread for loading sound banks. Allows asynchronous operations.
void(* AkDeviceStatusCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkUniqueID in_idAudioDeviceShareset, AkUInt32 in_idDeviceID, AkAudioDeviceEvent in_idEvent, AKRESULT in_AkResult)
Definition: AkCallback.h:390
AkUniqueID mediaID
Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file...
@ AkPluginTypeNone
Unknown/invalid plug-in type.
Definition: AkTypes.h:1222
Definition: AkMidiTypes.h:237
AkUInt64 AkOutputDeviceID
Audio Output device ID.
Definition: AkTypes.h:153
bool bDebugOutOfRangeCheckEnabled
Debug setting: Enable checks for out-of-range (and NAN) floats in the processing code....
AkUniqueID audioNodeID
Audio Node ID of playing item.
AKSOUNDENGINE_API AKRESULT UnpinEventInStreamCache(AkUniqueID in_eventID)
AKSOUNDENGINE_API AKRESULT SetRTPCValueByPlayingID(AkRtpcID in_rtpcID, AkRtpcValue in_value, AkPlayingID in_playingID, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
@ AkBankType_User
User-defined bank.
Definition: AkTypes.h:1121
AkReal32 AkRtpcValue
Real time parameter control value.
Definition: AkTypes.h:142
AKSOUNDENGINE_API AKRESULT UnregisterResourceMonitorCallback(AkResourceMonitorCallbackFunc in_pCallback)
AKSOUNDENGINE_API AKRESULT UnregisterGlobalCallback(AkGlobalCallbackFunc in_pCallback, AkUInt32 in_eLocation=AkGlobalCallbackLocation_BeginRender)
AkProfilerPostMarkerFunc fnProfilerPostMarker
External (optional) function for tracking significant events in the sound engine, to act as a marker ...
AkUInt32 AkSwitchGroupID
Switch group ID.
Definition: AkTypes.h:139
AKSOUNDENGINE_API AKRESULT ClearPreparedEvents()
Return values for GetSourcePlayPositions.
AKSOUNDENGINE_API AKRESULT SetVolumeThreshold(AkReal32 in_fVolumeThresholdDB)
AKSOUNDENGINE_API AkPlayingID PostEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, AkUInt32 in_cExternals=0, AkExternalSourceInfo *in_pExternalSources=NULL, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AKSOUNDENGINE_API void Term()
AkUInt32 uCommandQueueSize
Size of the command queue, in bytes.
AKSOUNDENGINE_API AKRESULT GetDeviceList(AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID, AkUInt32 &io_maxNumDevices, AkDeviceDescription *out_deviceDescriptions)
AKSOUNDENGINE_API void StopAll(AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
AK::IAkPlugin *(* AkCreatePluginCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin creation function prototype.
Definition: IAkPlugin.h:1331
IAkSoftwareCodec *(* AkCreateBankSourceCallback)(void *in_pCtx)
Registered bank source node creation function prototype.
Definition: AkTypes.h:1100
AKSOUNDENGINE_API AkUInt64 GetSampleTick()
AKSOUNDENGINE_API AK::IAkGlobalPluginContext * GetGlobalPluginContext()
AkUInt32 AkBankType
Run time bank type.
Definition: AkTypes.h:144
AKSOUNDENGINE_API AKRESULT UnsetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings)
@ AkActionOnEventType_ReleaseEnvelope
Release envelope.
AkFloorPlane
AKSOUNDENGINE_API AKRESULT SetBusConfig(AkUniqueID in_audioNodeID, AkChannelConfig in_channelConfig)
AkUInt32 AkJobType
Job type identifier.
Definition: AkTypes.h:157
AkUInt32 AkPlayingID
Playing ID.
Definition: AkTypes.h:123
AKSOUNDENGINE_API bool GetBackgroundMusicMute()
@ AkActionOnEventType_Pause
Pause.
void(* AkProfilerPushTimerFunc)(AkPluginID in_uPluginID, const char *in_pszZoneName)
AkProfilerPushTimerFunc fnProfilerPushTimer
External (optional) function for tracking performance of the sound engine that is called when a timer...
AKSOUNDENGINE_API void StopPlayingID(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
@ AkGlobalCallbackLocation_BeginRender
Start of frame rendering, after having processed game messages.
Definition: AkCallback.h:342
void(* FuncRequestJobWorker)(AkJobWorkerFunc in_fnJobWorker, AkJobType in_jobType, AkUInt32 in_uNumWorkers, void *in_pClientData)
Callback function prototype definition used for handling requests from JobMgr for new workers to perf...
AkUInt32 uBankReadBufferSize
The number of bytes read by the BankReader when new data needs to be loaded from disk during serializ...
AKSOUNDENGINE_API AKRESULT RemoveListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT GetBufferStatusForPinnedEvent(AkUniqueID in_eventID, AkReal32 &out_fPercentBuffered, bool &out_bCachePinnedMemoryFull)
AkUInt32 AkTriggerID
Trigger ID.
Definition: AkTypes.h:147
AKSOUNDENGINE_API AKRESULT GetSpeakerAngles(AkReal32 *io_pfSpeakerAngles, AkUInt32 &io_uNumAngles, AkReal32 &out_fHeightAngle, AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API void CancelEventCallback(AkPlayingID in_playingID)

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