Bit field of various locations in the audio processing loop where the game can be called back.
Right after successful registration of callback/plugin. Typically used by plugins along with AkGlobalCallbackLocation_Term for allocating memory for the lifetime of the sound engine.
Start of audio processing. The number of frames about to be rendered depends on the sink/end-point and can be zero.
Start of frame rendering, before having processed game messages.
After one or more messages have been processed, but before updating game object and listener positions internally.
Start of frame rendering, after having processed game messages.
End of frame rendering.
End of audio processing.
Sound engine termination.
Send monitor data.
Send monitor data connection to recap.
Sound engine initialization.
Sound engine suspension through AK::SoundEngine::Suspend.
Sound engine awakening through AK::SoundEngine::WakeupFromSuspend.
Total number of global callback locations.
Definition at line 334 of file AkCallback.h.
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