Wwise SDK 2022.1.4
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Wwise SDK 2022.1.4
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AkSoundEngine.h
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122 bool in_bBackgroundMusicMuted, ///< Flag indicating whether the busses tagged as "background music" in the project are muted or not.
135 AkOutputSettings(const char* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
138 AkOutputSettings(const wchar_t* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
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");
149 AkUInt32 idDevice; ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
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 In AkPanningRule_Headphones mode, the speaker angles are superseded by constant power panning
156 AkChannelConfig channelConfig; ///< Channel configuration for this output. Call AkChannelConfig::Clear() to let the engine use the default output configuration.
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.
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.
168 };
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.
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
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().
194 AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]; ///< The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
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.
199 void* pClientData; ///< Arbitrary data that will be passed back to the client when calling FuncRequestJobWorker
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.
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)
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.
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.
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.
242 AkJobMgrSettings settingsJobManager; ///< Settings to configure the behavior of the Sound Engine's internal job manager
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)
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
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.
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.
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.
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.
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.
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.
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)
283 AkUniqueID mediaID; ///< Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file)
285 AkUInt32 samplePosition; ///< Position of the source (in samples) associated with that playing item
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().
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.
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
325 /// - \c AK_AlreadyInitialized if the sound engine is already initialized, or if the provided settings result in insufficient
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)
355 /// the moment of the initialization of the sound engine and might not be the correct one for your game.
364 AkPlatformInitSettings & out_platformSettings ///< Returned default platform-specific sound engine settings
371 /// \warning Before calling Term, you must ensure that no other thread is accessing the sound engine.
391 /// to the physical output format of the platform, in the case of downmixing provided by the platform itself).
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.
398 /// It is recommended to call GetSpeakerConfiguration anytime after receiving a callback from RegisterAudioDeviceStatusCallback to know if the channel configuration has changed.
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.
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.
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
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
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.
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
454 /// \warning This function posts a message through the sound engine's internal message queue, whereas GetPanningRule() queries the current panning rule directly.
456 /// The specified panning rule will only impact the sound if the processing format is downmixing to Stereo in the mixing process. It
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
464 /// Gets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
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.
469 /// You may call this function with io_pfSpeakerAngles set to NULL to get the expected number of angle values in io_uNumAngles,
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.
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
493 /// Sets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
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.
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.
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).
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
519 /// Allows the game to set the volume threshold to be used by the sound engine to determine if a voice must go virtual.
521 /// If this function is not called, the used value will be the value specified in the platform specific project settings.
530 /// Allows the game to set the maximum number of non virtual voices to be played simultaneously.
532 /// If this function is not called, the used value will be the value specified in the platform specific project settings.
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
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.
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.
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,
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)
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.
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.
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
618 const AkOSChar* in_DllPath = NULL ///< Optional path to the DLL. Will override szPLuginDLLPath that was set in AkInitSettings.
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.
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,
639 AkUInt32 in_ulCompanyID, ///< Company 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
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
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);
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.
657 /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
664 AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender, ///< Callback location defined in AkGlobalCallbackLocation. Bitwise OR multiple locations if needed.
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.
673 /// It is legal to call this function while already inside of a global callback, If it is unregistering itself and not
678 /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
685 AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender ///< Must match in_eLocation as passed to RegisterGlobalCallback for this callback.
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.
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.
700 AkResourceMonitorCallbackFunc in_pCallback ///< Function to register as a resource monitor callback.
703 /// Unregisters a resource monitor callback function, previously registered using RegisterResourceMonitorCallback.
705 /// It is legal to call this function while already inside of a resource monitor callback, If it is unregistering itself and not
712 AkResourceMonitorCallbackFunc in_pCallback ///< Function to unregister as a resource monitor callback.
723 /// Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatusCallback
733 /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
736 /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
752 /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
755 /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
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.
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.
797 void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
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.
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.
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.
826 void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
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.
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.
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.
855 void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
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.
861 // If you modify AkActionOnEventType, don't forget to modify the WAAPI validation schema accordingly.
873 };
875 /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
883 AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
886 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
891 /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
899 AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
902 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
907 /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type Play.
915 AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
918 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
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
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.
941 bool in_bAbsoluteOffsets = false, ///< Set to true when AkMIDIPost::uOffset are absolute, false when relative to current frame
944 void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
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
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
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.
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
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.
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
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.
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.
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.
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.
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
1083 /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see \c AkDeviceSettings
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.
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
1100 /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
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.
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
1118 /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
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.
1133 /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
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
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
1154 /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1156 /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1158 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
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
1163 /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
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.
1183 AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
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.
1190 /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
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
1199 /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
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
1213 /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1215 /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1217 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
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
1222 /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
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.
1241 AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
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.
1248 /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
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
1257 /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
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
1271 /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1273 /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1275 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
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
1280 /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
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.
1300 AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
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.
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.
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
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
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
1330 /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1332 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
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>
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.
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.
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.
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
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
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
1384 /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1386 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
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>
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.
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.
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.
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
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
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
1438 /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1440 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
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>
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.
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.
1489 /// Gets the current position of the source associated with this playing ID, obtained from PostEvent(). If more than one source is playing,
1492 /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
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
1501 /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
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.
1511 /// Gets the current position of the sources associated with this playing ID, obtained from PostEvent().
1513 /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
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
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
1526 /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
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
1537 /// Gets the stream buffering of the sources associated with this playing ID, obtained from PostEvent().
1539 /// - You need to pass AK_EnableGetSourceStreamBuffering to PostEvent() in order to use this function, otherwise
1541 /// - The sources stream buffering is updated at every audio frame. If there are multiple sources associated with this playing ID,
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.
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.
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
1562 AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< (Optional)Specify a game object to stop only playback associated to the provided game object ID.
1574 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1584 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1601 /// This function is provided to give the same behavior on platforms that don't have user-music support.
1614 /// Sends custom game data to a plug-in that resides on a bus (insert Effect or mixer plug-in).
1619 /// This means that you cannot send different data to various instances of the plug-in on a same bus.\endaknote
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.
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)
1640 /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1654 /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1669 /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
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.
1683 /// Unregister all game objects, or all game objects with a particular matching set of property flags.
1687 /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
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.
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 Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
1722 /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1735 MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///< \ref AK::SoundEngine::MultiPositionType
1736 AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1739 /// Sets multiple positions to a single game object, with flexible assignment of input channels.
1740 /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1741 /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1742 /// \aknote Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
1745 /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1753 const AkChannelEmitter * in_pPositions, ///< Array of positions to apply, each using its own channel mask.
1755 MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///< \ref AK::SoundEngine::MultiPositionType
1756 AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1760 /// Modify the attenuation computations on this Game Object to simulate sounds with a larger or smaller area of effect.
1767 AkReal32 in_fAttenuationScalingFactor ///< Scaling Factor, 1 means 100%, 0.5 means 50%, 2 means 200%, and so on.
1770 /// Use the position of a separate game object for distance calculations for a specified listener.
1771 /// When <tt>AK::SoundEngine::SetDistanceProbe()</tt> is called, Wwise calculates distance attenuation and filtering
1772 /// based on the distance between the distance probe Game Object (\c in_distanceProbeGameObjectID) and the emitter Game Object's position.
1773 /// In third-person perspective applications, the distance probe Game Object may be set to the player character's position,
1774 /// and the listener Game Object's position to that of the camera. In this scenario, attenuation is based on
1775 /// the distance between the character and the sound, whereas panning, spatialization, and spread and focus calculations are base on the camera.
1776 /// Both Game Objects, \c in_listenerGameObjectID and \c in_distanceProbeGameObjectID must have been previously registered using <tt>AK::SoundEngine::RegisterGameObj</tt>.
1777 /// This funciton is optional. if <tt>AK::SoundEngine::SetDistanceProbe()</tt> is never called, distance calculations are based on the listener Game Object position.
1778 /// 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.
1779 /// \aknote If the distance probe Game Object is assigned multiple positions, then the first position is used for distance calculations by the listener. \endaknote
1785 AkGameObjectID in_listenerGameObjectID, ///< Game object identifier for the listener. Must have been previously registered via RegisterGameObj.
1786 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.
1796 /// It also internally calls ClearPreparedEvents() since at least one bank must have been loaded to allow preparing events.
1799 /// - \c AK_NotInitialized if the sound engine was not correctly initialized or if there is not enough memory to handle the command
1817 AkReal32 in_fThroughput, ///< Average throughput of bank data streaming (bytes/ms) (the default value is AK_DEFAULT_BANK_THROUGHPUT)
1818 AkPriority in_priority ///< Priority of bank streaming (the default value is AK_DEFAULT_PRIORITY)
1834 /// - \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.
1840 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure, check the debug console)
1848 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1849 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1850 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1852 /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1853 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1854 /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1855 /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1890 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1898 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1899 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1900 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1902 /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1903 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1904 /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1905 /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1922 /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
1931 /// - \c AK_BankReadError: I/O error. The bank is either shorter than expected or its data corrupted.
1936 /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console or Wwise Profiler
1940 /// - \c AK_Fail: Load or unload failed for any other reason. , check the debug console or Wwise Profiler
1948 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1949 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1950 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1965 /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
1966 /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
1970 /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
1987 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1995 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1996 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1997 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1999 /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2000 /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2001 /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2002 /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2010 const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2017 /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2018 /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2022 /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2038 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2046 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2047 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2048 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2050 /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2051 /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2052 /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2053 /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2061 const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2069 /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2073 /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2075 /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2093 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2101 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2102 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2103 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2112 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)
2119 /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2123 /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2125 /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2142 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2150 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2151 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2152 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2161 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)
2167 /// 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.
2169 /// 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.
2171 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)
2173 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.
2196 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2197 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2198 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2200 /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2201 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2202 /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2203 /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2204 /// (<tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>) if you use the default Stream Manager's implementation.
2205 /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>
2219 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)
2243 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2244 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2245 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2247 /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2248 /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2249 /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2250 /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2251 /// (<tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>) if you use the default Stream Manager's implementation.
2252 /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>
2266 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)
2272 /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2290 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2291 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2292 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2294 /// - The file path should be resolved in your implementation of the Stream Manager, or in the Low-Level I/O module if
2295 /// 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.
2296 /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>
2308 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)
2314 /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2315 /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2319 /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2336 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2337 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2338 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2340 /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2341 /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2342 /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2343 /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2352 const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2361 /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2362 /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2366 /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2382 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2383 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2384 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2386 /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2387 /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2388 /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2389 /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2398 const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2408 /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2412 /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2414 /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2432 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2433 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2434 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2444 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)
2454 /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2458 /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2460 /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2478 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2479 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2480 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2490 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)
2501 /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2505 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2507 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2515 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.
2522 /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2526 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2528 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2536 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.
2541 /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2543 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2551 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.
2562 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2564 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2573 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.
2586 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2588 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2597 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.
2607 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2616 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.
2622 /// Cancels all Event callbacks associated with a specific callback cookie specified while loading Banks of preparing Events.\n
2640 Preparation_Load, ///< \c PrepareEvent() will load required information to play the specified event.
2641 Preparation_Unload, ///< \c PrepareEvent() will unload required information to play the specified event.
2642 Preparation_LoadAndDecode ///< Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
2643 };
2647 /// 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.
2653 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.
2655 };
2658 /// 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
2659 /// 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(),
2661 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2668 /// 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
2669 /// 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;
2670 /// 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.
2672 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2674 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2679 /// 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
2680 /// 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(),
2682 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2689 /// \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
2690 /// 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;
2691 /// 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.
2693 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2695 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2699 /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2700 /// 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
2701 /// 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(),
2703 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2710 /// \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
2711 /// 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;
2712 /// 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.
2714 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2716 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2721 /// 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
2722 /// 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(),
2724 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2731 /// 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
2732 /// 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;
2733 /// 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.
2735 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2739 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2744 /// 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
2745 /// 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(),
2747 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2754 /// 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
2755 /// 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;
2756 /// 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.
2758 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2762 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2766 /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2767 /// 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
2768 /// 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(),
2770 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2777 /// \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
2778 /// 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;
2779 /// 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.
2781 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2785 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2792 /// - \c AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command.
2815 /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2822 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2834 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2854 /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2861 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2875 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2881 /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2893 /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2900 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2912 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2919 /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2928 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2942 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2951 /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2960 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2974 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2982 /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2991 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3005 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3013 /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3014 /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid or media sizes are 0.
3020 /// Removes the specified source from the list of loaded media, even if this media is already in use.
3021 /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3024 /// If the media is still in use, this function will attempt to forcibly kill all sounds and effects referencing this media,
3025 /// and then return AK_ResourceInUse. The client should NOT presume that the memory can be safely released at this point.
3026 /// The moment at which the memory can be safely released is unknown, and the only safe course of action is to keep the memory
3030 /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3031 /// - \c AK_ResourceInUse: Specified media is still in use by the sound engine, the client should not release the memory.
3038 /// Removes the specified source from the list of loaded media, only if this media is not already in use.
3039 /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3040 /// \aknote Media that is still in use by the sound engine should not be unset. It is marked for removal to prevent additional use.
3041 /// If this function returns AK_ResourceInUse, then the client must not release memory for this media.
3042 /// Instead, the client should retry the TryUnsetMedia operation later with the same parameters and check for AK_Success.
3044 /// 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.
3045 /// out_pUnsetResults will be filled with either AK_Success or AK_ResourceInUse, indicating which media was still in use and not unset.
3047 /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3048 /// - \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.
3058 /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3067 /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3074 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3076 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3077 /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3087 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3090 const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3096 /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3105 /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3112 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3114 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3115 /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3125 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3128 const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3133 /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3142 /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3149 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3151 /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3152 /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3162 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3165 AkUInt32* in_paGameSyncID, ///< Array of ID of the game syncs to either support or not support.
3171 /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3177 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3180 /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3181 /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3192 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3195 const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3203 /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3209 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3212 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3213 /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3224 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3227 const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3234 /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3240 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3243 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3244 /// set to true. When set to false, the sound engine automatically prepares all Game Syncs when preparing Events,
3255 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3258 AkUInt32* in_paGameSyncID, ///< Array of ID of the Game Syncs to either support or not support.
3272 /// 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.
3273 /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3276 /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
3283 AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3284 const AkGameObjectID* in_pListenerGameObjs, ///< Array of listener game object IDs that will be activated for in_emitterGameObj.
3289 /// 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.
3290 /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3297 AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3298 AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be activated for in_emitterGameObj.
3302 /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3310 AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be deactivated for in_emitterGameObj. Game objects must have been previously registered.
3313 /// 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
3314 /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3315 /// 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.
3320 const AkGameObjectID* in_pListenerObjs, ///< Array of listener game object IDs that will be activated for subsequent registrations. Game objects must have been previously registered.
3324 /// Add a single listener to the default set of listeners. Upon registration, all game objects reference the default listener set, until
3325 /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3331 AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be added to the default set of listeners.
3334 /// Remove a single listener from the default set of listeners. Upon registration, all game objects reference the default listener set, until
3335 /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3341 AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be removed from the default set of listeners.
3344 /// 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>.
3357 /// If \c in_bSpatialized is false, only \c in_pVolumeOffsets is used for this listener (3D positions
3358 /// have no effect on the speaker distribution). Otherwise, \c in_pVolumeOffsets is added to the speaker
3360 /// Use helper functions of \c AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets.
3363 /// - If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig,
3374 bool in_bSpatialized, ///< Spatialization toggle (True : enable spatialization, False : disable spatialization)
3375 AkChannelConfig in_channelConfig, ///< Channel configuration associated with volumes in_pVolumeOffsets. Ignored if in_pVolumeOffsets is NULL.
3376 AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets = NULL ///< Per-speaker volume offset, in dB. See AkSpeakerVolumes.h for how to manipulate this vector.
3387 /// With this function, you may set a game parameter value with global scope or with game object scope.
3388 /// 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
3389 /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3390 /// To set a game parameter value with global scope, pass \c AK_INVALID_GAME_OBJECT as the game object.
3391 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3392 /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3393 /// according to the interpolation curve. If you call \c <tt><tt>SetRTPCValue()</tt></tt> with <tt>in_uValueChangeDuration = 0</tt> in the
3394 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3395 /// function at every game frame, you should not use \c in_uValueChangeDuration, as it would have no effect and it is less efficient.
3409 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3410 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3411 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.
3416 /// With this function, you may set a game parameter value to global scope or to game object scope.
3417 /// 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
3418 /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3419 /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3420 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3421 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3422 /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3423 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3424 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3438 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3439 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3440 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.
3445 /// With this function, you may set a game parameter value with global scope or with game object scope.
3446 /// 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
3447 /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3448 /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3449 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3450 /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3451 /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3452 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3453 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3467 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3468 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3469 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.
3475 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3476 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3477 /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3478 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3479 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3493 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3494 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3495 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.
3502 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3503 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3504 /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3505 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3506 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3520 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3521 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3522 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.
3529 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3530 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3531 /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3532 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3533 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3547 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3548 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3549 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 /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3553 /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3554 /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3556 /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3557 /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3558 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3559 /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3573 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3574 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3575 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.
3579 /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3580 /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3581 /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3583 /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3584 /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3585 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3586 /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3600 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3601 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3602 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.
3606 /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3607 /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3608 /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3610 /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3611 /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3612 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3613 /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3627 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3628 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3629 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.
3776 /// Registers a callback to allow the game to modify or override the volume to be applied at the output of an audio bus.
3780 /// \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
3798 /// 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
3799 /// 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.
3819 /// 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
3820 /// 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.
3833 AkOutputDeviceID in_idOutput, ///< Output ID, as returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
3841 /// 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
3842 /// 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.
3853 AkGameObjectID in_listenerObjID, ///< Associated listener game object ID. Pass AK_INVALID_GAME_OBJECT to set the Output Bus Volume for all connected listeners.
3864 /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will
3869 AkUniqueID in_audioNodeID, ///< Can be a member of the Actor-Mixer or Interactive Music Hierarchy (not a bus).
3880 /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3881 /// Bus which does not have any Effects, or removing the last Effect on a currently playing bus.
3883 /// \aknote This function will replace existing Effects on the node. If the target node is not at
3884 /// the top of the hierarchy and is in the actor-mixer hierarchy, the option "Override Parent" in
3885 /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3905 /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3906 /// bus which does not have any Effects, or removing the last Effect on a currently playing Bus.
3908 /// \aknote This function will replace existing Effects on the node. If the target node is not at
3909 /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
3910 /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3931 /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3932 /// Bus which does not have any effects, or removing the last Effect on a currently playing bus.
3934 /// \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
3935 /// \aknote This function will replace existing Effects on the node. If the target node is not at
3936 /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
3937 /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3955 /// \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
3956 /// \aknote This function will replace existing effects of the audio device shareset. \endaknote
3957 /// \aknote Audio device effects support is limited to one shareset per plug-in type at any time. \endaknote
3958 /// \aknote Errors are reported in the Wwise Capture Log if the effect cannot be set on the output device. \endaknote
3962 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
3969 /// Bus which does not have any Effects or mixer, or removing the last mixer on a currently playing Bus.
3971 /// \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
3983 /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
3985 /// \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
3999 /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
4001 /// \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
4018 AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4030 AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4042 AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4045 /// Sets a game object's obstruction and occlusion levels. If SetMultiplePositions were used, values are set for all positions.
4058 /// Sets a game object's obstruction and occlusion level for each positions defined by SetMultiplePositions.
4059 /// This function differs from SetObjectObstructionAndOcclusion as a list of obstruction/occlusion pair is provided
4060 /// and each obstruction/occlusion pair will affect the corresponding position defined at the same index.
4061 /// \aknote In the case the number of obstruction/occlusion pairs is smaller than the number of positions, remaining positions'
4065 /// - \c AK_CommandTooLarge if the number of obstruction values is too large for the command queue.
4071 /// \return AK_Success if occlusion/obstruction values are successfully stored for this emitter
4075 AkObstructionOcclusionValues* in_fObstructionOcclusionValues, ///< Array of obstruction/occlusion pairs to apply
4078 AkUInt32 in_uNumOcclusionObstruction ///< Number of obstruction/occlusion pairs specified in the provided array
4082 /// This function will write history data for all currently loaded containers and instantiated game
4083 /// objects (for example, current position in Sequence Containers and previously played elements in
4086 /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4097 /// This function will read history data from the passed-in stream reader interface, and apply it to all