Wwise SDK 2022.1.4
_ak_query_parameters_8h_source
Version
menu_open
link
Wwise SDK 2022.1.4
|
AkQueryParameters.h
Go to the documentation of this file.
45 AkSpeakerPanningType pannerType; ///< Speaker panning type: type of panning logic when object is not 3D spatialized.
46 Ak3DPositionType e3dPositioningType; ///< 3D position type: defines what acts as the emitter position for computing spatialization against the listener.
47 bool bHoldEmitterPosAndOrient; ///< Hold emitter position and orientation values when starting playback.
60 AkReal32 fVolAuxGameDefAtMaxDist; ///< Volume wet at maximum distance (if any) (based on the Game defined distance attenuation)
61 AkReal32 fVolAuxUserDefAtMaxDist; ///< Volume wet at maximum distance (if any) (based on the User defined distance attenuation)
81 /// \remarks The functions in this namespace are thread-safe, unless stated otherwise. We recommend that you use these functions in development builds only, because they can cause CPU spikes.
86 /// They should therefore not be called from any game-critical thread, such as the main game loop.
87 /// However, if the function definition states that it does not require the main audio lock, no delay should occur.
120 AkGameObjectID* out_ListenerObjectIDs, ///< Pointer to an array of AkGameObjectID's. Will be populated with the IDs of the listeners of in_GameObjectID. Pass NULL to querry the size required.
121 AkUInt32& oi_uNumListeners ///< Pass in the the available number of elements in the array 'out_ListenerObjectIDs'. After return, the number of valid elements filled in the array.
141 AK::SpeakerVolumes::VectorPtr & out_pVolumeOffsets, ///< Per-speaker vector of volume offsets, in decibels. Use the functions of AK::SpeakerVolumes::Vector to interpret it.
142 AkChannelConfig &out_channelConfig ///< Channel configuration associated with out_rpVolumeOffsets.
155 /// For example, the user may request the GameObject specific value by specifying RTPCValue_GameObject
167 };
170 /// An RTPC can have a any combination of a global value, a unique value for each game object, or a unique value for each playing ID.
172 /// If a value at the requested scope (determined by RTPCValue_type) is not found, the value that is available at the the next broadest scope will be returned, and io_rValueType will be changed to indicate this.
174 /// When looking up RTPC values via playing ID (ie. io_rValueType is RTPC_PlayingID), in_gameObjectID can be set to a specific game object (if it is available to the caller) to use as a fall back value.
175 /// If the game object is unknown or unavailable, AK_INVALID_GAME_OBJECT can be passed in in_gameObjectID, and the game object will be looked up via in_playingID.
176 /// However in this case, it is not possible to retrieve a game object value as a fall back value if the playing id does not exist. It is best to pass in the game object if possible.
184 AkGameObjectID in_gameObjectID, ///< Associated game object ID, ignored if io_rValueType is RTPCValue_Global.
185 AkPlayingID in_playingID, ///< Associated playing ID, ignored if io_rValueType is not RTPC_PlayingID.
187 RTPCValue_type& io_rValueType ///< In/Out value, the user must specify the requested type. The function will return in this variable the type of the returned value.
193 /// An RTPC can have a any combination of a global value, a unique value for each game object, or a unique value for each playing ID.
195 /// If a value at the requested scope (determined by RTPCValue_type) is not found, the value that is available at the the next broadest scope will be returned, and io_rValueType will be changed to indicate this.
197 /// When looking up RTPC values via playing ID (ie. io_rValueType is RTPC_PlayingID), in_gameObjectID can be set to a specific game object (if it is available to the caller) to use as a fall back value.
198 /// If the game object is unknown or unavailable, AK_INVALID_GAME_OBJECT can be passed in in_gameObjectID, and the game object will be looked up via in_playingID.
199 /// However in this case, it is not possible to retrieve a game object value as a fall back value if the playing id does not exist. It is best to pass in the game object if possible.
207 AkGameObjectID in_gameObjectID, ///< Associated game object ID, ignored if io_rValueType is RTPCValue_Global.
208 AkPlayingID in_playingID, ///< Associated playing ID, ignored if io_rValueType is not RTPC_PlayingID.
210 RTPCValue_type& io_rValueType ///< In/Out value, the user must specify the requested type. The function will return in this variable the type of the returned value. );
216 /// An RTPC can have a any combination of a global value, a unique value for each game object, or a unique value for each playing ID.
218 /// If a value at the requested scope (determined by RTPCValue_type) is not found, the value that is available at the the next broadest scope will be returned, and io_rValueType will be changed to indicate this.
220 /// When looking up RTPC values via playing ID (ie. io_rValueType is RTPC_PlayingID), in_gameObjectID can be set to a specific game object (if it is available to the caller) to use as a fall back value.
221 /// If the game object is unknown or unavailable, AK_INVALID_GAME_OBJECT can be passed in in_gameObjectID, and the game object will be looked up via in_playingID.
222 /// However in this case, it is not possible to retrieve a game object value as a fall back value if the playing id does not exist. It is best to pass in the game object if possible.
230 AkGameObjectID in_gameObjectID, ///< Associated game object ID, ignored if io_rValueType is RTPCValue_Global.
231 AkPlayingID in_playingID, ///< Associated playing ID, ignored if io_rValueType is not RTPC_PlayingID.
233 RTPCValue_type& io_rValueType ///< In/Out value, the user must specify the requested type. The function will return in this variable the type of the returned value. );
248 /// \return AK_Success if succeeded, or AK_IDNotFound if the game object was not registered or the switch group name can not be found
259 /// \return AK_Success if succeeded, or AK_IDNotFound if the game object was not registered or the switch group name can not be found
309 /// \return AK_Success if succeeded, or AK_InvalidParameter if io_ruNumEnvValues is 0 or out_paEnvironmentValues is NULL, or AK_PartialSuccess if more environments exist than io_ruNumEnvValues
350 /// \aknote It is possible to call QueryAudioObjectIDs with io_ruNumItems = 0 to get the total size of the
352 /// \return AK_Success if succeeded, AK_IDNotFound if the eventID cannot be found, AK_InvalidParameter if out_aObjectInfos is NULL while io_ruNumItems > 0
356 AkUInt32& io_ruNumItems, ///< Number of items in array provided / Number of items filled in array
362 /// \aknote It is possible to call QueryAudioObjectIDs with io_ruNumItems = 0 to get the total size of the
364 /// \return AK_Success if succeeded, AK_IDNotFound if the event name cannot be found, AK_InvalidParameter if out_aObjectInfos is NULL while io_ruNumItems > 0
368 AkUInt32& io_ruNumItems, ///< Number of items in array provided / Number of items filled in array
374 /// \aknote It is possible to call QueryAudioObjectIDs with io_ruNumItems = 0 to get the total size of the
376 /// \return AK_Success if succeeded, AK_IDNotFound if the event name cannot be found, AK_InvalidParameter if out_aObjectInfos is NULL while io_ruNumItems > 0
380 AkUInt32& io_ruNumItems, ///< Number of items in array provided / Number of items filled in array
385 /// \return AK_Success if succeeded, AK_IDNotFound if the object ID cannot be found, AK_NotCompatible if the audio object cannot expose positioning
392 /// After calling this function, the list will contain the list of all game objects that are currently active in the sound engine.
393 /// Being active means that either a sound is playing or pending to be played using this game object.
394 /// The caller is responsible for calling Term() on the list when the list is not required anymore
399 /// Fill the provided list with all the game object IDs that are currently active in the sound engine.
400 /// The function may be used to avoid updating game objects positions that are not required at the moment.
401 /// After calling this function, the list will contain the list of all game objects that are currently active in the sound engine.
402 /// Being active means that either a sound is playing or pending to be played using this game object.
410 /// Being active means that either a sound is playing or pending to be played using this game object.
441 /// Returns the maximum distance used in attenuations associated to all sounds currently playing.
442 /// This may be used for example by the game to know if some processing need to be performed on the game side, that would not be required
469 /// The Scaling factor (if one was specified on the game object) is included in the return value.
471 /// is computed only when the playback starts with the initial scaling factor of this game object. Scaling factor will
472 /// be re-computed for every playback instance, always using the scaling factor available at this time.
478 AkRadiusList & io_RadiusList ///< List that will be filled with AK::SoundEngine::Query::GameObjDst objects.
481 /// Returns the maximum distance used in attenuations associated to sounds playing using the specified game object.
482 /// This may be used for example by the game to know if some processing need to be performed on the game side, that would not be required
485 /// \aknote The returned value is NOT the distance from a listener to an object but the maximum attenuation distance of all sounds playing on this object. \endaknote
489 /// - 0, if the game object was only associated to sounds playing using no distance attenuation.
490 /// - A positive number represents the maximum of all the distance attenuations playing on this game object.
493 /// The Scaling factor (if one was specified on the game object) is included in the return value.
495 /// is computed only when the playback starts with the initial scaling factor of this game object. Scaling factor will
496 /// be re-computed for every playback instance, always using the scaling factor available at this time.
524 /// \aknote It is possible to call GetPlayingIDsFromGameObject with io_ruNumItems = 0 to get the total size of the
526 /// \return AK_Success if succeeded, AK_InvalidParameter if out_aPlayingIDs is NULL while io_ruNumItems > 0
534 /// \return AK_PartialSuccess if the object was found but no matching custom property was found on this object. Note that it could mean this value is the default value.
536 AkUniqueID in_ObjectID, ///< Object ID, this is the 32bit ShortID of the AudioFileSource or Sound object found in the .wwu XML file. At runtime it can only be retrieved by the AK_Duration callback when registered with PostEvent(), or by calling Query::QueryAudioObjectIDs() to get all the shortIDs associated with an event.
537 AkUInt32 in_uPropID, ///< Property ID of your custom property found under the Custom Properties tab of the Wwise project settings.
542 /// \return AK_PartialSuccess if the object was found but no matching custom property was found on this object. Note that it could mean this value is the default value.
544 AkUniqueID in_ObjectID, ///< Object ID, this is the 32bit ShortID of the AudioFileSource or Sound object found in the .wwu XML file. At runtime it can only be retrieved by the AK_Duration callback when registered with PostEvent(), or by calling Query::QueryAudioObjectIDs() to get all the shortIDs associated with an event.
545 AkUInt32 in_uPropID, ///< Property ID of your custom property found under the Custom Properties tab of the Wwise project settings.
AKSOUNDENGINE_API AKRESULT GetSwitch(AkSwitchGroupID in_switchGroup, AkGameObjectID in_gameObjectID, AkSwitchStateID &out_rSwitchState)
GameObjDst(AkGameObjectID in_gameObjID, AkReal32 in_dst)
Easy constructor.
Definition: AkQueryParameters.h:427
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkTypes.h:917
@ RTPCValue_GameObject
The value is the game object specific RTPC.
Definition: AkQueryParameters.h:164
AKSOUNDENGINE_API AKRESULT GetObjectObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfObstructionLevel, AkReal32 &out_rfOcclusionLevel)
Definition: AkSpeakerConfig.h:492
AkReal32 fVolAuxGameDefAtMaxDist
Volume wet at maximum distance (if any) (based on the Game defined distance attenuation)
Definition: AkQueryParameters.h:60
AkLPFType HPFValueAtMaxDist
High pass filter value at max distance (if any)
Definition: AkQueryParameters.h:63
AKSOUNDENGINE_API AKRESULT GetPositioningInfo(AkUniqueID in_ObjectID, AkPositioningInfo &out_rPositioningInfo)
AKSOUNDENGINE_API AKRESULT GetPlayingIDsFromGameObject(AkGameObjectID in_GameObjId, AkUInt32 &io_ruNumIDs, AkPlayingID *out_aPlayingIDs)
AKSOUNDENGINE_API AKRESULT GetCustomPropertyValue(AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkInt32 &out_iValue)
Position and orientation of game objects in the world (i.e. supports 64-bit-precision position)
Definition: AkTypes.h:468
AkReal32 fVolAuxUserDefAtMaxDist
Volume wet at maximum distance (if any) (based on the User defined distance attenuation)
Definition: AkQueryParameters.h:61
AKSOUNDENGINE_API AKRESULT GetMaxRadius(AkRadiusList &io_RadiusList)
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
Definition: AkSpeakerVolumes.h:48
bool bHoldEmitterPosAndOrient
Hold emitter position and orientation values when starting playback.
Definition: AkQueryParameters.h:47
AKSOUNDENGINE_API AKRESULT GetListeners(AkGameObjectID in_GameObjectID, AkGameObjectID *out_ListenerObjectIDs, AkUInt32 &oi_uNumListeners)
AKSOUNDENGINE_API AkGameObjectID GetGameObjectFromPlayingID(AkPlayingID in_playingID)
Ak3DPositionType e3dPositioningType
3D position type: defines what acts as the emitter position for computing spatialization against the ...
Definition: AkQueryParameters.h:46
AKSOUNDENGINE_API bool GetIsGameObjectActive(AkGameObjectID in_GameObjId)
AKSOUNDENGINE_API AKRESULT GetState(AkStateGroupID in_stateGroup, AkStateID &out_rState)
AKSOUNDENGINE_API AKRESULT GetActiveGameObjects(AkGameObjectsList &io_GameObjectList)
AkSpeakerPanningType pannerType
Speaker panning type: type of panning logic when object is not 3D spatialized.
Definition: AkQueryParameters.h:45
Positioning information obtained from an object.
Definition: AkQueryParameters.h:43
Object information structure for QueryAudioObjectsIDs.
Definition: AkQueryParameters.h:68
AKSOUNDENGINE_API AKRESULT GetListenerPosition(AkGameObjectID in_uIndex, AkListenerPosition &out_rPosition)
AKSOUNDENGINE_API AkUniqueID GetEventIDFromPlayingID(AkPlayingID in_playingID)
Ak3DSpatializationMode e3DSpatializationMode
Spatialization mode.
Definition: AkQueryParameters.h:48
@ RTPCValue_PlayingID
The value is the playing ID specific RTPC.
Definition: AkQueryParameters.h:165
AKSOUNDENGINE_API AKRESULT QueryAudioObjectIDs(AkUniqueID in_eventID, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos)
AkArray< AkGameObjectID, AkGameObjectID > AkGameObjectsList
Definition: AkQueryParameters.h:397
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
Definition: AkTypes.h:156
AKSOUNDENGINE_API AKRESULT GetListenerSpatialization(AkUInt32 in_uIndex, bool &out_rbSpatialized, AK::SpeakerVolumes::VectorPtr &out_pVolumeOffsets, AkChannelConfig &out_channelConfig)
AkSpeakerPanningType
Speaker panning type: type of panning logic when object is not 3D spatialized (i.e....
Definition: AkTypes.h:1146
AkLPFType LPFValueAtMaxDist
Low pass filter value at max distance (if any)
Definition: AkQueryParameters.h:62
AKSOUNDENGINE_API AKRESULT GetRTPCValue(AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID, AkPlayingID in_playingID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType)
Ak3DPositionType
3D position type: defines what acts as the emitter position for computing spatialization against the ...
Definition: AkTypes.h:1155
@ RTPCValue_Unavailable
The value is not available for the RTPC specified.
Definition: AkQueryParameters.h:166
AKSOUNDENGINE_API AKRESULT GetGameObjectAuxSendValues(AkGameObjectID in_gameObjectID, AkAuxSendValue *out_paAuxSendValues, AkUInt32 &io_ruNumSendValues)
AkArray< GameObjDst, const GameObjDst & > AkRadiusList
Definition: AkQueryParameters.h:439
AKSOUNDENGINE_API AKRESULT GetPosition(AkGameObjectID in_GameObjectID, AkSoundPosition &out_rPosition)
AKSOUNDENGINE_API AKRESULT GetGameObjectDryLevelValue(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfControlValue)
Was this page helpful?
Need Support?
Questions? Problems? Need more info? Contact us, and we can help!
Visit our Support pageTell us about your project. We're here to help.
Register your project and we'll help you get started with no strings attached!
Get started with Wwise