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Wwise SDK 2023.1.4
AkAudioInputPlugin.h
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1 /*******************************************************************************
2 The content of this file includes portions of the AUDIOKINETIC Wwise Technology
3 released in source code form as part of the SDK installer package.
4 
5 Commercial License Usage
6 
7 Licensees holding valid commercial licenses to the AUDIOKINETIC Wwise Technology
8 may use this file in accordance with the end user license agreement provided
9 with the software or, alternatively, in accordance with the terms contained in a
10 written agreement between you and Audiokinetic Inc.
11 
12 Apache License Usage
13 
14 Alternatively, this file may be used under the Apache License, Version 2.0 (the
15 "Apache License"); you may not use this file except in compliance with the
16 Apache License. You may obtain a copy of the Apache License at
17 http://www.apache.org/licenses/LICENSE-2.0.
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19 Unless required by applicable law or agreed to in writing, software distributed
20 under the Apache License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES
21 OR CONDITIONS OF ANY KIND, either express or implied. See the Apache License for
22 the specific language governing permissions and limitations under the License.
23 
24  Copyright (c) 2024 Audiokinetic Inc.
25 *******************************************************************************/
26 
27 /// \file
28 ///! Definition of callbacks used for the Audio Input Plugin
29 /// <br><b>Wwise source name:</b> AudioInput
30 /// <br><b>Library file:</b> AkAudioInputSource.lib
31 
32 #pragma once
33 #define AKSOURCEID_AUDIOINPUT 200
34 ////////////////////////////////////////////////////////////////////////////////////////////
35 // API external to the plug-in, to be used by the game.
36 
37 /// Callback requesting for the AkAudioFormat to use for the plug-in instance.
38 /// Refer to the Source Input plugin documentation to learn more about the valid formats.
39 /// \sa \ref soundengine_plugins_source
41  AkPlayingID in_playingID, ///< Playing ID (same that was returned from the PostEvent call).
42  AkAudioFormat& io_AudioFormat ///< Already filled format, modify it if required.
43  );
44 
45 /// Function that returns the Gain to be applied to the Input Plugin.
46 /// [0..1] range where 1 is maximum volume.
48  AkPlayingID in_playingID ///< Playing ID (same that was returned from the PostEvent call).
49  );
50 
51 /// Callback requesting for new data for playback.
52 /// \param in_playingID Playing ID (same that was returned from the PostEvent call)
53 /// \param io_pBufferOut Buffer to fill
54 /// \remarks See IntegrationDemo sample for a sample on how to implement it.
56  AkPlayingID in_playingID,
57  AkAudioBuffer* io_pBufferOut
58  );
59 
60 /// This function should be called at the same place the AudioInput plug-in is being registered.
62  AkAudioInputPluginExecuteCallbackFunc in_pfnExecCallback,
63  AkAudioInputPluginGetFormatCallbackFunc in_pfnGetFormatCallback = NULL, // Optional
64  AkAudioInputPluginGetGainCallbackFunc in_pfnGetGainCallback = NULL // Optional
65  );
66 ////////////////////////////////////////////////////////////////////////////////////////////
#define AK_EXTERNAPIFUNC(_type, _name)
void(* AkAudioInputPluginGetFormatCallbackFunc)(AkPlayingID in_playingID, AkAudioFormat &io_AudioFormat)
#define NULL
Definition: AkTypes.h:46
float AkReal32
32-bit floating point
AKSOUNDENGINE_API void SetAudioInputCallbacks(AkAudioInputPluginExecuteCallbackFunc in_pfnExecCallback, AkAudioInputPluginGetFormatCallbackFunc in_pfnGetFormatCallback=NULL, AkAudioInputPluginGetGainCallbackFunc in_pfnGetGainCallback=NULL)
This function should be called at the same place the AudioInput plug-in is being registered.
#define AK_CALLBACK(_type, _name)
AkReal32(* AkAudioInputPluginGetGainCallbackFunc)(AkPlayingID in_playingID)
Defines the parameters of an audio buffer format.
Definition: AkCommonDefs.h:63
void(* AkAudioInputPluginExecuteCallbackFunc)(AkPlayingID in_playingID, AkAudioBuffer *io_pBufferOut)
AkUInt32 AkPlayingID
Playing ID.
Definition: AkTypes.h:55

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