Wwise SDK 2022.1.8
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Classes | |
struct | GameObjDst |
Functions | |
Game Objects | |
AKSOUNDENGINE_API AKRESULT | GetPosition (AkGameObjectID in_GameObjectID, AkSoundPosition &out_rPosition) |
Listeners | |
AKSOUNDENGINE_API AKRESULT | GetListeners (AkGameObjectID in_GameObjectID, AkGameObjectID *out_ListenerObjectIDs, AkUInt32 &oi_uNumListeners) |
AKSOUNDENGINE_API AKRESULT | GetListenerPosition (AkGameObjectID in_uListenerID, AkListenerPosition &out_rPosition) |
AKSOUNDENGINE_API AKRESULT | GetListenerSpatialization (AkGameObjectID in_uListenerID, bool &out_rbSpatialized, AK::SpeakerVolumes::VectorPtr &out_pVolumeOffsets, AkChannelConfig &out_channelConfig) |
Game Syncs | |
enum |
RTPCValue_type { RTPCValue_Default, RTPCValue_Global, RTPCValue_GameObject, RTPCValue_PlayingID, RTPCValue_Unavailable } |
AKSOUNDENGINE_API AKRESULT | GetRTPCValue (AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID, AkPlayingID in_playingID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType) |
AKSOUNDENGINE_API AKRESULT | GetRTPCValue (const char *in_pszRtpcName, AkGameObjectID in_gameObjectID, AkPlayingID in_playingID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType) |
AKSOUNDENGINE_API AKRESULT | GetSwitch (AkSwitchGroupID in_switchGroup, AkGameObjectID in_gameObjectID, AkSwitchStateID &out_rSwitchState) |
AKSOUNDENGINE_API AKRESULT | GetSwitch (const char *in_pstrSwitchGroupName, AkGameObjectID in_GameObj, AkSwitchStateID &out_rSwitchState) |
AKSOUNDENGINE_API AKRESULT | GetState (AkStateGroupID in_stateGroup, AkStateID &out_rState) |
AKSOUNDENGINE_API AKRESULT | GetState (const char *in_pstrStateGroupName, AkStateID &out_rState) |
Query namespace
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Warning: The functions in this namespace might stall for several milliseconds before returning because they cannot execute while the main sound engine tick is running. They should therefore not be called from any game-critical thread, such as the main game loop. However, if the function definition states that it does not require the main audio lock, no delay should occur. There might be a significant delay between a Sound Engine call, such as PostEvent, and the information being returned in a Query, such as GetIsGameObjectActive. |
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