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Wwise SDK 2023.1.6
AkSoundEngine.h
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26 
27 // AkSoundEngine.h
28 
29 /// \file
30 /// The main sound engine interface.
31 
32 
33 #ifndef _AK_SOUNDENGINE_H_
34 #define _AK_SOUNDENGINE_H_
35 
40 
41 #if defined(AK_NULL_PLATFORM)
42 // null platform has no platform-specific soundengine
43 struct AkPlatformInitSettings { };
44 #elif defined(AK_WIN)
47 
48 #elif defined (AK_MAC_OS_X)
51 
52 #elif defined (AK_IOS)
55 
56 #elif defined(AK_XBOXGC) // Gaming.Xbox platform
59 
60 #elif defined( AK_ANDROID )
63 
64 #elif defined( AK_HARMONY )
67 
68 #elif defined (AK_PS4)
71 
72 #elif defined (AK_PS5)
75 
76 #elif defined( AK_LINUX_DESKTOP )
79 
80 #elif defined( AK_EMSCRIPTEN )
83 
84 #elif defined( AK_QNX )
85 #include <AK/SoundEngine/Platforms/QNX/AkQNXSoundEngine.h>
86 #include <AK/SoundEngine/Platforms/QNX/AkPlatformContext.h>
87 
88 #elif defined( AK_NX )
91 
92 #else
93 #error AkSoundEngine.h: Undefined platform
94 #endif
95 
96 #ifndef AK_ASSERT_HOOK
97  /// Function called on assert handling, optional
98  /// \sa
99  /// - AkInitSettings
101  const char * in_pszExpression, ///< Expression
102  const char * in_pszFileName, ///< File Name
103  int in_lineNumber ///< Line Number
104  );
105  #define AK_ASSERT_HOOK
106 #endif
107 
108 /// Callback function prototype for User Music notifications
109 /// It is useful for reacting to user music playback.
110 ///
111 /// \sa
112 /// - \ref AkGlobalCallbackFunc
113 /// - \ref AkPlatformInitSettings
114 /// - \ref background_music_and_dvr
115 ///
117  bool in_bBackgroundMusicMuted, ///< Flag indicating whether the busses tagged as "background music" in the project are muted or not.
118  void* in_pCookie ///< User-provided data, e.g. a user structure.
119  );
120 
121 /// Platform-independent initialization settings of output devices.
123 {
126  idDevice(0),
128  channelConfig(){};
129 
130  AkOutputSettings(const char* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
131 
132 #ifdef AK_SUPPORT_WCHAR
133  AkOutputSettings(const wchar_t* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
134 #endif
135 
136  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.
137  ///< 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).
138  ///< Typical usage: AkInitSettings.eOutputSettings.audioDeviceShareset = AK::SoundEngine::GetIDFromString("InsertYourAudioDeviceSharesetNameHere");
139  /// \sa <tt>\ref AK::SoundEngine::GetIDFromString()</tt>
140  /// \sa \ref soundengine_plugins_audiodevices
141  /// \sa \ref integrating_secondary_outputs
142  /// \sa \ref default_audio_devices
143 
144  AkUInt32 idDevice; ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
145  /// \sa \ref obtaining_device_id
146 
147  AkPanningRule ePanningRule; ///< Rule for 3D panning of signals routed to a stereo bus. In AkPanningRule_Speakers mode, the angle of the front loudspeakers
148  ///< (uSpeakerAngles[0]) is used. In AkPanningRule_Headphones mode, the speaker angles are superseded by constant power panning
149  ///< between two virtual microphones spaced 180 degrees apart.
150 
151  AkChannelConfig channelConfig; ///< Channel configuration for this output. Call AkChannelConfig::Clear() to let the engine use the default output configuration.
152  ///< Hardware might not support the selected configuration.
153 };
154 
155 /// 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.
156 /// AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
158 {
159  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.
160  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.
161  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.
162  AkFloorPlane_Default = AkFloorPlane_XZ ///< The Wwise default floor plane is ZX.
163 };
164 
165 // Function that the host runtime must call to allow for jobs to execute.
166 // in_jobType is the type originally provided by AkJobMgrSettings::FuncRequestJobWorker.
167 // in_uExecutionTimeUsec is the number of microseconds that the function should execute for before terminating.
168 // Note that the deadline is only checked after each individual job completes execution, so the function may run slightly
169 // longer than intended. The "in_uExecutionTimeUsec" should be considered a suggestion or guideline, not a strict rule.
170 // A value of 0 means that the function will run until there are no more jobs ready to be immediately executed.
172  AkJobType in_jobType,
173  AkUInt32 in_uExecutionTimeUsec
174  );
175 
176 /// Settings for the Sound Engine's internal job manager
178 {
179  /// Callback function prototype definition used for handling requests from JobMgr for new workers to perform work.
181  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.
182  AkJobType in_jobType, ///< The type of job worker that has been requested. This should be passed forward to in_fnJobWorker
183  AkUInt32 in_uNumWorkers, ///< Number of workers requested
184  void * in_pClientData ///< Data provided by client in AkJobMgrSettings
185  );
186 
187  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().
188 
189  AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]; ///< The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
190 
191  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.
192  AkUInt32 uMemorySlabSize; ///< Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
193 
194  void* pClientData; ///< Arbitrary data that will be passed back to the client when calling FuncRequestJobWorker
195 };
196 
197 /// 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)
198 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Timer was started in.
199 /// 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.
201  AkPluginID in_uPluginID,
202  const char* in_pszZoneName
203  );
204 
205 /// 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)
207 
208 ///< 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)
209 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Marker was posted in.
210 /// 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.
212  AkPluginID in_uPluginID,
213  const char* in_pszMarkerName
214  );
215 
216 /// Platform-independent initialization settings of the sound engine
217 /// \sa
218 /// - <tt>AK::SoundEngine::Init()</tt>
219 /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
220 /// - \ref soundengine_integration_init_advanced
222 {
223  AkAssertHook pfnAssertHook; ///< External assertion handling function (optional)
224 
225  AkUInt32 uMaxNumPaths; ///< Maximum number of paths for positioning
226  AkUInt32 uCommandQueueSize; ///< Size of the command queue, in bytes
227  bool bEnableGameSyncPreparation; ///< Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
228  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.
229  ///< 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.
230 
231  AkUInt32 uNumSamplesPerFrame; ///< Number of samples per audio frame (256, 512, 1024, or 2048).
232 
233  AkUInt32 uMonitorQueuePoolSize; ///< Size of the monitoring queue, in bytes. This parameter is not used in Release build.
234  AkUInt32 uCpuMonitorQueueMaxSize; ///< Maximum size of the CPU monitoring queue, per thread, in bytes. This parameter is not used in Release build.
235 
236  AkOutputSettings settingsMainOutput; ///< Main output device settings.
237  AkJobMgrSettings settingsJobManager; ///< Settings to configure the behavior of the Sound Engine's internal job manager
238 
239  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)
240 
241  bool bUseSoundBankMgrThread; ///< Use a separate thread for loading sound banks. Allows asynchronous operations.
242  bool bUseLEngineThread; ///< Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAudio(). \ref goingfurther_eventmgrthread
243 
244  AkBackgroundMusicChangeCallbackFunc BGMCallback; ///< Application-defined audio source change event callback function.
245  void* BGMCallbackCookie; ///< Application-defined user data for the audio source change event callback function.
246  const AkOSChar * szPluginDLLPath; ///< When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the game executable.
247 
248  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.
249  ///< AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
250 
251  AkReal32 fGameUnitsToMeters; ///< The number of game units in a meter.
252  ///< 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.
253  ///< This setting is also used to simulate real-world positioning of System Audio Objects, to improve the HRTF in some cases.
254 
255  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.
256 
257  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.
258 
259  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.
260 
261  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)
262  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)
263  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)
264 };
265 
266 /// Necessary settings for setting externally-loaded sources
268 {
269  AkUniqueID sourceID; ///< Source ID (available in the SoundBank content files)
270  AkUInt8* pMediaMemory; ///< Pointer to the data to be set for the source
271  AkUInt32 uMediaSize; ///< Size, in bytes, of the data to be set for the source
272 };
273 
274 /// Return values for GetSourcePlayPositions.
276 {
277  AkUniqueID audioNodeID; ///< Audio Node ID of playing item
278  AkUniqueID mediaID; ///< Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file)
279  AkTimeMs msTime; ///< Position of the source (in ms) associated with that playing item
280  AkUInt32 samplePosition; ///< Position of the source (in samples) associated with that playing item
281  AkUInt32 updateBufferTick; ///< Value of GetBufferTick() at the time the position was updated
282 };
283 
284 /// Audiokinetic namespace
285 namespace AK
286 {
287  class IReadBytes;
288  class IWriteBytes;
289 
290  /// Audiokinetic sound engine namespace
291  /// \remarks The functions in this namespace are thread-safe, unless stated otherwise.
292  namespace SoundEngine
293  {
294  ///////////////////////////////////////////////////////////////////////
295  /// @name Initialization
296  //@{
297 
298  /// Query whether or not the sound engine has been successfully initialized.
299  /// \warning This function is not thread-safe. It should not be called at the same time as \c SoundEngine::Init() or \c SoundEngine::Term().
300  /// \return \c True if the sound engine has been initialized, \c False otherwise.
301  /// \sa
302  /// - \ref soundengine_integration_init_advanced
303  /// - <tt>AK::SoundEngine::Init()</tt>
304  /// - <tt>AK::SoundEngine::Term()</tt>
306 
307  /// Initialize the sound engine.
308  /// \warning This function is not thread-safe.
309  /// \remark The initial settings should be initialized using <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
310  /// and <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt> to fill the structures with their
311  /// default settings. This is not mandatory, but it helps avoid backward compatibility problems.
312  ///
313  /// \return
314  /// - \c AK_Success if the initialization was successful
315  /// - \c AK_MemManagerNotInitialized if the memory manager is not available or not properly initialized
316  /// - \c AK_StreamMgrNotInitialized if the stream manager is not available or not properly initialized
317  /// - \c AK_SSEInstructionsNotSupported if the machine does not support SSE instruction (only on the PC)
318  /// - \c AK_InsufficientMemory if there is not enough memory available to initialize the sound engine properly
319  /// - \c AK_InvalidParameter if some parameters are invalid
320  /// - \c AK_AlreadyInitialized if the sound engine is already initialized, or if the provided settings result in insufficient
321  /// - \c AK_Fail for unknown errors, check with AK Support.
322  /// resources for the initialization.
323  /// \sa
324  /// - \ref soundengine_integration_init_advanced
325  /// - \ref workingwithsdks_initialization
326  /// - <tt>AK::SoundEngine::Term()</tt>
327  /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
328  /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
330  AkInitSettings * in_pSettings, ///< Initialization settings (can be NULL, to use the default values)
331  AkPlatformInitSettings * in_pPlatformSettings ///< Platform-specific settings (can be NULL, to use the default values)
332  );
333 
334  /// Gets the default values of the platform-independent initialization settings.
335  /// \warning This function is not thread-safe.
336  /// \sa
337  /// - \ref soundengine_integration_init_advanced
338  /// - <tt>AK::SoundEngine::Init()</tt>
339  /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
341  AkInitSettings & out_settings ///< Returned default platform-independent sound engine settings
342  );
343 
344  /// Gets the default values of the platform-specific initialization settings.
345  ///
346  /// Windows Specific:
347  /// HWND is the handle of the window associated with the audio.
348  /// Each game must specify the HWND of the application for device detection purposes.
349  /// The value returned by GetDefaultPlatformInitSettings is the foreground HWND at
350  /// the moment of the initialization of the sound engine and might not be the correct one for your game.
351  /// Each game must provide the correct HWND to use.
352  ///
353  /// \warning This function is not thread-safe.
354  /// \sa
355  /// - \ref soundengine_integration_init_advanced
356  /// - <tt>AK::SoundEngine::Init()</tt>
357  /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
359  AkPlatformInitSettings & out_platformSettings ///< Returned default platform-specific sound engine settings
360  );
361 
362  /// Terminates the sound engine.
363  /// If some sounds are still playing or events are still being processed when this function is
364  /// called, they will be stopped.
365  /// \warning This function is not thread-safe.
366  /// \warning Before calling Term, you must ensure that no other thread is accessing the sound engine.
367  /// \sa
368  /// - \ref soundengine_integration_init_advanced
369  /// - <tt>AK::SoundEngine::Init()</tt>
370  AK_EXTERNAPIFUNC( void, Term )();
371 
372  /// Gets the configured audio settings.
373  /// Call this function to get the configured audio settings.
374  ///
375  /// \warning This function is not thread-safe.
376  /// \warning Call this function only after the sound engine has been properly initialized.
377  /// \return
378  /// - \c AK_NotInitialized if <tt>AK::SoundEngine::Init()</tt> was not called
379  /// - \c AK_Success otherwise.
381  AkAudioSettings & out_audioSettings ///< Returned audio settings
382  );
383 
384  /// Gets the output speaker configuration of the specified output.
385  /// Call this function to get the speaker configuration of the output (which may not correspond
386  /// to the physical output format of the platform, in the case of downmixing provided by the platform itself).
387  /// You may initialize the sound engine with a user-specified configuration, but the resulting
388  /// configuration is determined by the sound engine, based on the platform, output type and
389  /// platform settings (for e.g. system menu or control panel option).
390  /// If the speaker configuration of the output is object-based, the speaker configuration of the
391  /// main mix is returned. To query more information on object-based output devices, see AK::SoundEngine::GetOutputDeviceConfiguration.
392  ///
393  /// It is recommended to call GetSpeakerConfiguration anytime after receiving a callback from RegisterAudioDeviceStatusCallback to know if the channel configuration has changed.
394  ///
395  /// \warning Call this function only after the sound engine has been properly initialized.
396  /// 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.
397  /// The Init.bnk must be loaded prior to this call.
398  /// \return The output configuration. An empty AkChannelConfig not AkChannelConfig::IsValid() if device does not exist or if the Init.bnk was not loaded yet.
399  /// \sa
400  /// - AkSpeakerConfig.h
401  /// - AkOutputSettings
402  /// - <tt>AK::SoundEngine::GetOutputDeviceConfiguration()</tt>
404  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
405  );
406 
407  /// Gets the configuration of the specified output device.
408  /// Call this function to get the channel configuration of the output device as well as its 3D audio capabilities.
409  /// If the configuration of the output device is object-based (io_channelConfig.eConfigType == AK_ChannelConfigType_Objects),
410  /// io_capabilities can be inspected to determine the channel configuration of the main mix (Ak3DAudioSinkCapabilities::channelConfig),
411  /// whether or not the output device uses a passthrough mix (Ak3DAudioSinkCapabilities::bPassthrough) and the maximum number of objects
412  /// that can play simultaneously on this output device (Ak3DAudioSinkCapabilities::uMax3DAudioObjects). Note that if
413  /// Ak3DAudioSinkCapabilities::bMultiChannelObjects is false, multi-channel objects will be split into multiple mono objects
414  /// before being sent to the output device.
415  ///
416  /// \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.
417  /// \return
418  /// - \c AK_Success if successful
419  /// - \c AK_IDNotFound is the output was not found in the system.
420  /// - \c AK_NotInitialized if the sound engine is not initialized
421  /// \sa
422  /// - AkSpeakerConfig.h
423  /// - AkOutputSettings
424  /// - <tt>AK::SoundEngine::GetSpeakerConfiguration()</tt>
426  AkOutputDeviceID in_idOutput,
427  AkChannelConfig& io_channelConfig,
428  Ak3DAudioSinkCapabilities& io_capabilities
429  );
430 
431  /// Gets the panning rule of the specified output.
432  /// \warning Call this function only after the sound engine has been properly initialized.
433  /// Returns the supported configuration in out_ePanningRule:
434  /// - AkPanningRule_Speakers
435  /// - AkPanningRule_Headphone
436  /// \return
437  /// - \c AK_Success if successful
438  /// - \c AK_IDNotFound is the output was not found in the system.
439  /// - \c AK_NotInitialized if the sound engine is not initialized
440  /// \sa
441  /// - AkSpeakerConfig.h
443  AkPanningRule & out_ePanningRule, ///< Returned panning rule (AkPanningRule_Speakers or AkPanningRule_Headphone) for given output.
444  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
445  );
446 
447  /// Sets the panning rule of the specified output.
448  /// This may be changed anytime once the sound engine is initialized.
449  /// \warning This function posts a message through the sound engine's internal message queue, whereas GetPanningRule() queries the current panning rule directly.
450  /// \aknote
451  /// The specified panning rule will only impact the sound if the processing format is downmixing to Stereo in the mixing process. It
452  /// will not impact the output if the audio stays in 5.1 until the end, for example.
453  /// \endaknote
455  AkPanningRule in_ePanningRule, ///< Panning rule.
456  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
457  );
458 
459  /// Gets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
460  /// Note that the current version of Wwise only supports positioning on the plane.
461  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
462  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
463  /// Angles must be set in ascending order.
464  /// You may call this function with io_pfSpeakerAngles set to NULL to get the expected number of angle values in io_uNumAngles,
465  /// in order to allocate your array correctly. You may also obtain this number by calling
466  /// AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ).
467  /// If io_pfSpeakerAngles is not NULL, the array is filled with up to io_uNumAngles.
468  /// Typical usage:
469  /// - AkUInt32 uNumAngles;
470  /// - GetSpeakerAngles( NULL, uNumAngles, AkOutput_Main );
471  /// - AkReal32 * pfSpeakerAngles = AkAlloca( uNumAngles * sizeof(AkReal32) );
472  /// - GetSpeakerAngles( pfSpeakerAngles, uNumAngles, AkOutput_Main );
473  /// \aknote
474  /// On most platforms, the angle set on the plane consists of 3 angles, to account for 7.1.
475  /// - 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.
476  /// - When panning to 5.1, the front speakers use angle[0], and the surround speakers use (angle[2] + angle[1]) / 2.
477  /// \endaknote
478  /// \warning Call this function only after the sound engine has been properly initialized.
479  /// \return AK_Success if device exists.
480  /// \sa SetSpeakerAngles()
482  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.
483  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.
484  AkReal32 & out_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
485  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
486  );
487 
488  /// Sets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
489  /// Note that the current version of Wwise only supports positioning on the plane.
490  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180], for a 7.1 speaker configuration.
491  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
492  /// Angles must be set in ascending order.
493  /// Note:
494  /// - This function requires the minimum speaker angle between any pair of speakers to be at least 5 degrees.
495  /// - When setting angles for a 5.1 speaker layout, we recommend that you select an angle for the SL and SR channels, then subtract 15 degrees for in_pfSpeakerAngles[1] and add 15 degrees for in_pfSpeakerAngles[2] to set the arc appropriately.
496  ///
497  /// Typical usage:
498  /// - Initialize the sound engine and/or add secondary output(s).
499  /// - Get number of speaker angles and their value into an array using GetSpeakerAngles().
500  /// - Modify the angles and call SetSpeakerAngles().
501  /// 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().
502  /// \warning This function only applies to configurations (or subset of these configurations) that are standard and whose speakers are on the plane (2D).
503  /// \return
504  /// - \c AK_Success if successful.
505  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
506  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
507  /// - \c AK_InvalidParameter one of the parameter is invalid, check the debug log.
508  /// \sa GetSpeakerAngles()
510  const AkReal32 * in_pfSpeakerAngles, ///< Array of loudspeaker pair angles, in degrees relative to azimuth [0,180].
511  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()).
512  AkReal32 in_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
513  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
514  );
515 
516  /// Allows the game to set the volume threshold to be used by the sound engine to determine if a voice must go virtual.
517  /// This may be changed anytime once the sound engine was initialized.
518  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
519  /// \return
520  /// - \c AK_Success if successful
521  /// - \c AK_InvalidParameter if the threshold was not between 0 and -96.3 dB.
522  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
524  AkReal32 in_fVolumeThresholdDB ///< Volume Threshold, must be a value between 0 and -96.3 dB
525  );
526 
527  /// Allows the game to set the maximum number of non virtual voices to be played simultaneously.
528  /// This may be changed anytime once the sound engine was initialized.
529  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
530  /// \return
531  /// - \c AK_InvalidParameter if the threshold was not between 1 and MaxUInt16.
532  /// - \c AK_Success if successful
534  AkUInt16 in_maxNumberVoices ///< Maximum number of non-virtual voices.
535  );
536 
537  /// Allows the game to set new values for the maximum active workers for the job manager
538  /// This may be changed anytime once the sound engine was initialized.
539  /// This function may only be used if a worker function has been set via \ref AkJobMgrSettings.
540  /// \return
541  /// - \c AK_InvalidParameter in_jobType is not a valid jobtype, or in_uNewMaxActiveWorkers is not greater than 0
542  /// - \c AK_NotInitialized JobMgr system was not already initialized with a function to request for workers
543  /// - \c AK_Success if successful
545  AkJobType in_jobType, ///< JobType to set new uMaxActiveWorkers for
546  AkUInt32 in_uNewMaxActiveWorkers ///< New maximum number of active workers will request
547  );
548 
549  //@}
550 
551  ////////////////////////////////////////////////////////////////////////
552  /// @name Rendering Audio
553  //@{
554 
555  /// Processes all commands in the sound engine's command queue.
556  /// This method has to be called periodically (usually once per game frame).
557  /// \sa
558  /// - \ref concept_events
559  /// - \ref soundengine_events
560  /// - <tt>AK::SoundEngine::PostEvent()</tt>
561  /// \return Always returns AK_Success
563  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.
564  );
565 
566  //@}
567 
568  ////////////////////////////////////////////////////////////////////////
569  /// @name Component Registration
570  //@{
571 
572  /// Query interface to global plug-in context used for plug-in registration/initialization.
573  /// \return Global plug-in context.
575 
576  /// Registers a plug-in with the sound engine and sets the callback functions to create the
577  /// plug-in and its parameter node.
578  /// \aknote
579  /// 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.
580  /// \endaknote
581  /// \sa
582  /// - \ref register_effects
583  /// - \ref plugin_xml
584  /// \return
585  /// - \c AK_Success if successful
586  /// - \c AK_InvalidParameter if invalid parameters were provided
587  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
588  /// \remarks
589  /// Codecs and plug-ins must be registered before loading banks that use them.\n
590  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
591  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
592  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
593  /// posting the event will fail.
595  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
596  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
597  AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
598  AkCreatePluginCallback in_pCreateFunc, ///< Pointer to the plug-in's creation function
599  AkCreateParamCallback in_pCreateParamFunc, ///< Pointer to the plug-in's parameter node creation function
600  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.
601  );
602 
603  /// Loads a plug-in dynamic library and registers it with the sound engine.
604  /// With dynamic linking, all plugins are automatically registered.
605  /// 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.
606  /// \return
607  /// - \c AK_Success if successful.
608  /// - \c AK_FileNotFound if the DLL is not found in the OS path or if it has extraneous dependencies not found.
609  /// - \c AK_InsufficientMemory if the system ran out of resources while loading the dynamic library
610  /// - \c AK_NotCompatible if the file was found but is not binary-compatible with the system's expected executable format
611  /// - \c AK_InvalidFile if the symbol g_pAKPluginList is not exported by the dynamic library
612  /// - \c AK_Fail if an unexpected system error was encountered
614  const AkOSChar* in_DllName, ///< Name of the DLL to load, without "lib" prefix or extension.
615  const AkOSChar* in_DllPath = NULL ///< Optional path to the DLL. Will override szPLuginDLLPath that was set in AkInitSettings.
616  );
617 
618  /// Query whether plug-in is registered with the sound engine.
619  /// \return true when plug-in is registered, false otherwise.
621  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
622  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
623  AkUInt32 in_ulPluginID ///< Plug-in identifier (as declared in the plug-in description XML file)
624  );
625 
626  /// Registers a codec type with the sound engine and set the callback functions to create the
627  /// codec's file source and bank source nodes.
628  /// \aknote
629  /// 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.
630  /// \endaknote
631  /// \sa
632  /// - \ref register_effects
633  /// \return
634  /// - \c AK_Success if successful
635  /// - \c AK_InvalidParameter if invalid parameters were provided
636  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
637  /// \remarks
638  /// Codecs and plug-ins must be registered before loading banks that use them.\n
639  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
640  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
641  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
642  /// posting the Event will fail.
644  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
645  AkUInt32 in_ulCodecID, ///< Codec identifier (as declared in the plug-in description XML file)
646  AkCreateFileSourceCallback in_pFileCreateFunc, ///< Pointer to the codec's file source node creation function
647  AkCreateBankSourceCallback in_pBankCreateFunc ///< Pointer to the codec's bank source node creation function
648  );
649 
650  /// Registers a global callback function. This function will be called from the audio rendering thread, at the
651  /// location specified by in_eLocation. This function will also be called from the thread calling
652  /// AK::SoundEngine::Term with in_eLocation set to AkGlobalCallbackLocation_Term.
653  /// For example, in order to be called at every audio rendering pass, and once during teardown for releasing resources, you would call
654  /// RegisterGlobalCallback(myCallback, AkGlobalCallbackLocation_BeginRender | AkGlobalCallbackLocation_Term, myCookie, AkPluginTypeNone, 0, 0);
655  /// \remarks
656  /// A Plugin Type, Company ID and Plugin ID can be provided to this function to enable timing in the performance monitor.
657  /// 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.
658  /// It is illegal to call this function while already inside of a global callback.
659  /// This function might stall for several milliseconds before returning.
660  /// \return
661  /// - \c AK_Success if successful
662  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
663  /// \sa
664  /// - <tt>AK::SoundEngine::UnregisterGlobalCallback()</tt>
665  /// - AkGlobalCallbackFunc
666  /// - AkGlobalCallbackLocation
668  AkGlobalCallbackFunc in_pCallback, ///< Function to register as a global callback.
669  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender, ///< Callback location defined in AkGlobalCallbackLocation. Bitwise OR multiple locations if needed.
670  void * in_pCookie = NULL, ///< User cookie.
671  AkPluginType in_eType = AkPluginTypeNone, ///< Plug-in type (for example, source or effect). AkPluginTypeNone for no timing.
672  AkUInt32 in_ulCompanyID = 0, ///< Company identifier (as declared in the plug-in description XML file). 0 for no timing.
673  AkUInt32 in_ulPluginID = 0 ///< Plug-in identifier (as declared in the plug-in description XML file). 0 for no timing.
674  );
675 
676  /// Unregisters a global callback function, previously registered using RegisterGlobalCallback.
677  /// \remarks
678  /// It is legal to call this function while already inside of a global callback, If it is unregistering itself and not
679  /// another callback.
680  /// This function might stall for several milliseconds before returning.
681  /// \return
682  /// - \c AK_Success if successful
683  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
684  /// \sa
685  /// - <tt>AK::SoundEngine::RegisterGlobalCallback()</tt>
686  /// - AkGlobalCallbackFunc
687  /// - AkGlobalCallbackLocation
689  AkGlobalCallbackFunc in_pCallback, ///< Function to unregister as a global callback.
690  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender ///< Must match in_eLocation as passed to RegisterGlobalCallback for this callback.
691  );
692 
693  /// Registers a resource monitor callback function that gets all of the resource usage data contained in the
694  /// AkResourceMonitorDataSummary structure. This includes general information about the system, such as CPU usage,
695  /// active Voices, and Events. This function will be called from the audio rendering thread at the end of each frame.
696  /// \remarks
697  /// 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.
698  /// It is illegal to call this function while already inside of a resource callback.
699  /// This function might stall for several milliseconds before returning.
700  /// This function will return AK_Fail in Release
701  /// \sa
702  /// - <tt>AK::SoundEngine::UnregisterResourceMonitorCallback()</tt>
703  /// - AkResourceMonitorCallbackFunc
705  AkResourceMonitorCallbackFunc in_pCallback ///< Function to register as a resource monitor callback.
706  );
707 
708  /// Unregisters a resource monitor callback function, previously registered using RegisterResourceMonitorCallback.
709  /// \remarks
710  /// It is legal to call this function while already inside of a resource monitor callback, If it is unregistering itself and not
711  /// another callback.
712  /// This function might stall for several milliseconds before returning.
713  /// \sa
714  /// - <tt>AK::SoundEngine::RegisterResourceMonitorCallback()</tt>
715  /// - AkResourceMonitorCallbackFunc
717  AkResourceMonitorCallbackFunc in_pCallback ///< Function to unregister as a resource monitor callback.
718  );
719 
720  /// Registers a callback for the Audio Device status changes.
721  /// The callback will be called from the audio thread
722  /// Can be called prior to AK::SoundEngine::Init
723  /// \sa AK::SoundEngine::AddOutput
725  AK::AkDeviceStatusCallbackFunc in_pCallback ///< Function to register as a status callback.
726  );
727 
728  /// Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatusCallback
730  //@}
731 
732 #ifdef AK_SUPPORT_WCHAR
733  ////////////////////////////////////////////////////////////////////////
734  /// @name Getting ID from strings
735  //@{
736 
737  /// Universal converter from Unicode string to ID for the sound engine.
738  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
739  /// Note:
740  /// This function does return a AkUInt32, which is totally compatible with:
741  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
742  /// \sa
743  /// - <tt>AK::SoundEngine::PostEvent</tt>
744  /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
745  /// - <tt>AK::SoundEngine::SetSwitch</tt>
746  /// - <tt>AK::SoundEngine::SetState</tt>
747  /// - <tt>AK::SoundEngine::PostTrigger</tt>
748  /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
749  /// - <tt>AK::SoundEngine::LoadBank</tt>
750  /// - <tt>AK::SoundEngine::UnloadBank</tt>
751  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
752  /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
753  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const wchar_t* in_pszString );
754 #endif //AK_SUPPORT_WCHAR
755 
756  /// Universal converter from string to ID for the sound engine.
757  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
758  /// Note:
759  /// This function does return a AkUInt32, which is totally compatible with:
760  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
761  /// \sa
762  /// - <tt>AK::SoundEngine::PostEvent</tt>
763  /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
764  /// - <tt>AK::SoundEngine::SetSwitch</tt>
765  /// - <tt>AK::SoundEngine::SetState</tt>
766  /// - <tt>AK::SoundEngine::PostTrigger</tt>
767  /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
768  /// - <tt>AK::SoundEngine::LoadBank</tt>
769  /// - <tt>AK::SoundEngine::UnloadBank</tt>
770  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
771  /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
772  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const char* in_pszString );
773 
774  //@}
775 
776  ////////////////////////////////////////////////////////////////////////
777  /// @name Event Management
778  //@{
779 
780  /// Asynchronously posts an Event to the sound engine (by event ID).
781  /// The callback function can be used to be noticed when markers are reached or when the event is finished.
782  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
783  /// \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.
784  /// \remarks
785  /// If used, the array of external sources should contain the information for each external source triggered by the
786  /// event. When triggering an event with multiple external sources, you need to differentiate each source
787  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
788  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
789  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
790  /// \endaknote
791  /// \sa
792  /// - \ref concept_events
793  /// - \ref integrating_external_sources
794  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
795  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
796  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
798  AkUniqueID in_eventID, ///< Unique ID of the event
799  AkGameObjectID in_gameObjectID, ///< Associated game object ID
800  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
801  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
802  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
803  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
804  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
805  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.
806  );
807 
808 #ifdef AK_SUPPORT_WCHAR
809  /// Posts an Event to the sound engine (by Event name), using callbacks.
810  /// The callback function can be used to be noticed when markers are reached or when the event is finished.
811  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
812  /// \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.
813  /// \remarks
814  /// If used, the array of external sources should contain the information for each external source triggered by the
815  /// event. When triggering an event with multiple external sources, you need to differentiate each source
816  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
817  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
818  /// (therefore have a unique cookie) in order to tell them appart when filling the AkExternalSourceInfo structures.
819  /// \endaknote
820  /// \sa
821  /// - \ref concept_events
822  /// - \ref integrating_external_sources
823  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
824  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
825  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
827  const wchar_t* in_pszEventName, ///< Name of the event
828  AkGameObjectID in_gameObjectID, ///< Associated game object ID
829  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
830  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
831  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
832  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
833  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
834  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.
835  );
836 #endif //AK_SUPPORT_WCHAR
837 
838  /// Posts an Event to the sound engine (by Event name), using callbacks.
839  /// The callback function can be used to be noticed when markers are reached or when the event is finished.
840  /// An array of Wave file sources can be provided to resolve External Sources triggered by the event. P
841  /// \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.
842  /// \remarks
843  /// If used, the array of external sources should contain the information for each external source triggered by the
844  /// event. When triggering an Event with multiple external sources, you need to differentiate each source
845  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
846  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
847  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
848  /// \endaknote
849  /// \sa
850  /// - \ref concept_events
851  /// - \ref integrating_external_sources
852  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
853  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
854  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
856  const char* in_pszEventName, ///< Name of the event
857  AkGameObjectID in_gameObjectID, ///< Associated game object ID
858  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
859  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
860  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
861  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
862  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
863  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.
864  );
865 
866  // If you modify AkActionOnEventType, don't forget to modify the WAAPI validation schema accordingly.
867 
868  /// AkActionOnEventType
869  /// \sa
870  /// - <tt>AK::SoundEngine::ExecuteActionOnEvent()</tt>
872  {
875  AkActionOnEventType_Resume = 2, ///< Resume
877  AkActionOnEventType_ReleaseEnvelope = 4 ///< Release envelope
878  };
879 
880  /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
881  /// \return
882  /// - \c AK_Success if the action was successfully queued.
883  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
884  /// \sa
885  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
887  AkUniqueID in_eventID, ///< Unique ID of the event
888  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
889  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
890  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
891  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
892  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
893  );
894 
895 #ifdef AK_SUPPORT_WCHAR
896  /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
897  /// \return
898  /// - \c AK_Success if the action was successfully queued.
899  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
900  /// \sa
901  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
903  const wchar_t* in_pszEventName, ///< Name of the event
904  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
905  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
906  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
907  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
908  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
909  );
910 #endif //AK_SUPPORT_WCHAR
911 
912  /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type Play.
913  /// \return
914  /// - \c AK_Success if the action was successfully queued.
915  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
916  /// \sa
917  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
919  const char* in_pszEventName, ///< Name of the event
920  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
921  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
922  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
923  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
924  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
925  );
926 
927 
928  /// Executes a number of MIDI Events on all nodes that are referenced in the specified Event in an Action of type Play.
929  /// The time at which a MIDI Event is posted is determined by in_bAbsoluteOffsets. If false, each MIDI event will be
930  /// posted in AkMIDIPost::uOffset samples from the start of the current frame. If true, each MIDI event will be posted
931  /// at the absolute time AkMIDIPost::uOffset samples.
932  /// To obtain the current absolute time, see AK::SoundEngine::GetSampleTick.
933  /// The duration of a sample can be determined from the sound engine's audio settings, via a call to AK::SoundEngine::GetAudioSettings.
934  /// If a playing ID is specified then that playing ID must be active. Otherwise a new playing ID will be assigned.
935  /// \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.
936  /// \sa
937  /// - <tt>AK::SoundEngine::GetAudioSettings</tt>
938  /// - <tt>AK::SoundEngine::GetSampleTick</tt>
939  /// - <tt>AK::SoundEngine::StopMIDIOnEvent</tt>
940  /// - \ref soundengine_midi_event_playing_id
942  AkUniqueID in_eventID, ///< Unique ID of the Event
943  AkGameObjectID in_gameObjectID, ///< Associated game object ID
944  AkMIDIPost* in_pPosts, ///< MIDI Events to post
945  AkUInt16 in_uNumPosts, ///< Number of MIDI Events to post
946  bool in_bAbsoluteOffsets = false, ///< Set to true when AkMIDIPost::uOffset are absolute, false when relative to current frame
947  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
948  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
949  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
950  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///< Target playing ID
951  );
952 
953  /// Stops MIDI notes on all nodes that are referenced in the specified event in an action of type play,
954  /// with the specified Game Object. Invalid parameters are interpreted as wildcards. For example, calling
955  /// this function with in_eventID set to AK_INVALID_UNIQUE_ID will stop all MIDI notes for Game Object
956  /// in_gameObjectID.
957  /// \return
958  /// - \c AK_Success if the stop command was queued
959  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
960  /// \sa
961  /// - <tt>AK::SoundEngine::PostMIDIOnEvent</tt>
962  /// - \ref soundengine_midi_event_playing_id
964  AkUniqueID in_eventID = AK_INVALID_UNIQUE_ID, ///< Unique ID of the Event
965  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
966  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///< Target playing ID
967  );
968 
969 
970  /// 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
971  /// 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
972  /// uMaxCachePinnedBytes is exceeded.
973  /// \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.
974  /// \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::IAkLowLevelIOHook::BatchOpen()</tt> and AkFileSystemFlags.
975  /// \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
976  /// 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.
977  /// \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
978  /// will get cached with active priority, while all other files will get cached with inactive priority.
979  /// \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
980  /// 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.
981  /// \return
982  /// - \c AK_Success if command was queued
983  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
984  /// \sa
985  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
986  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
987  /// - <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen</tt>
988  /// - AkFileSystemFlags
990  AkUniqueID in_eventID, ///< Unique ID of the event
991  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
992  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
993  );
994 
995 #ifdef AK_SUPPORT_WCHAR
996  /// 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
997  /// 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
998  /// uMaxCachePinnedBytes is exceeded.
999  /// \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.
1000  /// \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::IAkLowLevelIOHook::BatchOpen()</tt> and AkFileSystemFlags.
1001  /// \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
1002  /// 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.
1003  /// \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
1004  /// will get cached with active priority, while all other files will get cached with inactive priority.
1005  /// \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
1006  /// 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.
1007  /// \return
1008  /// - \c AK_Success if command was queued
1009  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1010  /// \sa
1011  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1012  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1013  /// - <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen</tt>
1014  /// - AkFileSystemFlags
1016  const wchar_t* in_pszEventName, ///< Name of the event
1017  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
1018  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
1019  );
1020 #endif //AK_SUPPORT_WCHAR
1021 
1022  /// 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
1023  /// 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
1024  /// uMaxCachePinnedBytes is exceeded.
1025  /// \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.
1026  /// \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::IAkLowLevelIOHook::BatchOpen()</tt> and AkFileSystemFlags.
1027  /// \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
1028  /// 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.
1029  /// \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
1030  /// will get cached with active priority, while all other files will get cached with inactive priority.
1031  /// \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
1032  /// 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.
1033  /// \return
1034  /// - \c AK_Success if command was queued
1035  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1036  /// \sa
1037  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1038  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1039  /// - <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen</tt>
1040  /// - AkFileSystemFlags
1042  const char* in_pszEventName, ///< Name of the event
1043  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
1044  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
1045  );
1046 
1047  /// 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
1048  /// 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.
1049  /// \return
1050  /// - \c AK_Success if command was queued
1051  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1052  /// \sa
1053  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1054  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1056  AkUniqueID in_eventID ///< Unique ID of the event
1057  );
1058 
1059 #ifdef AK_SUPPORT_WCHAR
1060  /// 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
1061  /// 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.
1062  /// \return
1063  /// - \c AK_Success if command was queued
1064  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1065  /// \sa
1066  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1067  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1069  const wchar_t* in_pszEventName ///< Name of the event
1070  );
1071 #endif //AK_SUPPORT_WCHAR
1072 
1073  /// 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
1074  /// 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.
1075  /// \return
1076  /// - \c AK_Success if command was queued
1077  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1078  /// \sa
1079  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1080  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1082  const char* in_pszEventName ///< Name of the event
1083  );
1084 
1085  /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1086  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1087  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1088  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see \c AkDeviceSettings
1089  /// \return
1090  /// - \c AK_Success if command was queued
1091  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1092  /// \sa
1093  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1094  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1095  /// - AkDeviceSettings
1097  AkUniqueID in_eventID, ///< Unique ID of the event
1098  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1099  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1100  );
1101 
1102  /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1103  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1104  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1105  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1106  /// \return
1107  /// - \c AK_Success if command was queued
1108  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1109  /// \sa
1110  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1111  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1112  /// - AkDeviceSettings
1114  const char* in_pszEventName, ///< Name of the event
1115  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1116  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1117  );
1118 
1119 #ifdef AK_SUPPORT_WCHAR
1120  /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1121  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1122  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1123  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1124  /// \return
1125  /// - \c AK_Success if command was queued
1126  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1127  /// \sa
1128  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1129  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1130  /// - AkDeviceSettings
1132  const wchar_t* in_pszEventName, ///< Name of the event
1133  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1134  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1135  );
1136 #endif
1137 
1138  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1139  ///
1140  /// Notes:
1141  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1142  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1143  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1144  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1145  /// the sound that is currently playing is the first sound of the sequence.
1146  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1147  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1148  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1149  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1150  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1151  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1152  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1153  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1154  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1155  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1156  /// the audio thread consumes it (after a call to RenderAudio()).
1157  ///
1158  /// Notes specific to Music Segments:
1159  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1160  /// value to seek within the Pre-Entry.
1161  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1162  /// in order to restart them if required.
1163  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1164  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1165  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1166  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1167  /// the exact position of a segment. Also, the segment will be silent during that time
1168  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1169  /// also informs you about the remaining look-ahead time.
1170  ///
1171  /// Notes specific to Music Switch Containers:
1172  /// - Seeking triggers a music transition towards the current (or target) segment.
1173  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1174  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1175  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1176  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1177  ///
1178  /// \return
1179  /// - \c AK_Success if command was queued
1180  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1181  /// \sa
1182  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1183  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1184  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1185  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1187  AkUniqueID in_eventID, ///< Unique ID of the event
1188  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1189  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1190  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1191  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.
1192  );
1193 
1194 #ifdef AK_SUPPORT_WCHAR
1195  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1196  ///
1197  /// Notes:
1198  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1199  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1200  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1201  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1202  /// the sound that is currently playing is the first sound of the sequence.
1203  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1204  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1205  /// value to seek within the Pre-Entry.
1206  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1207  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1208  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1209  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1210  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1211  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1212  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1213  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1214  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1215  /// the audio thread consumes it (after a call to RenderAudio()).
1216  ///
1217  /// Notes specific to Music Segments:
1218  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1219  /// value to seek within the Pre-Entry.
1220  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1221  /// in order to restart them if required.
1222  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1223  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1224  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1225  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1226  /// the exact position of a segment. Also, the segment will be silent during that time
1227  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1228  /// also informs you about the remaining look-ahead time.
1229  ///
1230  /// Notes specific to Music Switch Containers:
1231  /// - Seeking triggers a music transition towards the current (or target) segment.
1232  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1233  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1234  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1235  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1236  /// \return
1237  /// - \c AK_Success if command was queued
1238  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1239  /// \sa
1240  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1241  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1242  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1243  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1245  const wchar_t* in_pszEventName, ///< Name of the event
1246  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1247  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1248  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1249  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.
1250  );
1251 #endif //AK_SUPPORT_WCHAR
1252 
1253  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1254  ///
1255  /// Notes:
1256  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1257  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1258  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1259  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1260  /// the sound that is currently playing is the first sound of the sequence.
1261  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1262  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1263  /// value to seek within the Pre-Entry.
1264  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1265  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1266  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1267  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1268  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1269  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1270  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1271  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1272  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1273  /// the audio thread consumes it (after a call to RenderAudio()).
1274  ///
1275  /// Notes specific to Music Segments:
1276  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1277  /// value to seek within the Pre-Entry.
1278  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1279  /// in order to restart them if required.
1280  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1281  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1282  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1283  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1284  /// the exact position of a segment. Also, the segment will be silent during that time
1285  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1286  /// also informs you about the remaining look-ahead time.
1287  ///
1288  /// Notes specific to Music Switch Containers:
1289  /// - Seeking triggers a music transition towards the current (or target) segment.
1290  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1291  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1292  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1293  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1294  ///
1295  /// \return
1296  /// - \c AK_Success if command was queued
1297  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1298  /// \sa
1299  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1300  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1301  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1302  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1304  const char* in_pszEventName, ///< Name of the event
1305  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1306  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1307  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1308  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.
1309  );
1310 
1311  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1312  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1313  ///
1314  /// Notes:
1315  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1316  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1317  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1318  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1319  /// the sound that is currently playing is the first sound of the sequence.
1320  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1321  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1322  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1323  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1324  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1325  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1326  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1327  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1328  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1329  /// the audio thread consumes it (after a call to RenderAudio()).
1330  ///
1331  /// Notes specific to Music Segments:
1332  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1333  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1334  /// post-exit of a segment using this method. Use absolute values instead.
1335  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1336  /// in order to restart them if required.
1337  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1338  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1339  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1340  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1341  /// the exact position of a segment. Also, the segment will be silent during the time that period
1342  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1343  /// also informs you about the remaining look-ahead time.
1344  ///
1345  /// Notes specific to Music Switch Containers:
1346  /// - Seeking triggers a music transition towards the current (or target) segment.
1347  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1348  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1349  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1350  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1351  ///
1352  /// \sa
1353  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1354  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1355  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1356  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1358  AkUniqueID in_eventID, ///< Unique ID of the event
1359  AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1360  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)
1361  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1362  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.
1363  );
1364 
1365 #ifdef AK_SUPPORT_WCHAR
1366  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1367  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1368  ///
1369  /// Notes:
1370  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1371  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1372  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1373  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1374  /// the sound that is currently playing is the first sound of the sequence.
1375  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1376  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1377  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1378  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1379  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1380  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1381  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1382  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1383  /// the audio thread consumes it (after a call to RenderAudio()).
1384  ///
1385  /// Notes specific to Music Segments:
1386  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1387  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1388  /// post-exit of a segment using this method. Use absolute values instead.
1389  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1390  /// in order to restart them if required.
1391  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1392  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1393  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1394  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1395  /// the exact position of a segment. Also, the segment will be silent during the time that period
1396  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1397  /// also informs you about the remaining look-ahead time.
1398  ///
1399  /// Notes specific to Music Switch Containers:
1400  /// - Seeking triggers a music transition towards the current (or target) segment.
1401  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1402  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1403  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1404  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1405  ///
1406  /// \sa
1407  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1408  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1409  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1410  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1412  const wchar_t* in_pszEventName, ///< Name of the event
1413  AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1414  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)
1415  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1416  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.
1417  );
1418 #endif //AK_SUPPORT_WCHAR
1419 
1420  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1421  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1422  ///
1423  /// Notes:
1424  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1425  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1426  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1427  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1428  /// the sound that is currently playing is the first sound of the sequence.
1429  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1430  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1431  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1432  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1433  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1434  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1435  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1436  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1437  /// the audio thread consumes it (after a call to RenderAudio()).
1438  ///
1439  /// Notes specific to Music Segments:
1440  /// - With Music Segments, in_fPercent is relative to the Entry Cue, and the segment's duration is the
1441  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1442  /// post-exit of a segment using this method. Use absolute values instead.
1443  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1444  /// in order to restart them if required.
1445  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1446  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1447  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1448  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1449  /// the exact position of a segment. Also, the segment will be silent during the time that period
1450  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1451  /// also informs you about the remaining look-ahead time.
1452  ///
1453  /// Notes specific to Music Switch Containers:
1454  /// - Seeking triggers a music transition towards the current (or target) segment.
1455  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1456  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1457  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1458  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1459  ///
1460  /// \sa
1461  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1462  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1463  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1464  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1466  const char* in_pszEventName, ///< Name of the event
1467  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1468  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)
1469  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see notes above).
1470  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.
1471  );
1472 
1473  /// Cancels all Event callbacks associated with a specific callback cookie.\n
1474  /// \sa
1475  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1477  void * in_pCookie ///< Callback cookie to be cancelled
1478  );
1479 
1480  /// Cancels all Event callbacks associated with a specific game object.\n
1481  /// \sa
1482  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1484  AkGameObjectID in_gameObjectID ///< ID of the game object to be cancelled
1485  );
1486 
1487  /// Cancels all Event callbacks for a specific playing ID.
1488  /// \sa
1489  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1491  AkPlayingID in_playingID ///< Playing ID of the event that must not use callbacks
1492  );
1493 
1494  /// Gets the current position of the source associated with this playing ID, obtained from PostEvent(). If more than one source is playing,
1495  /// the first to play is returned.
1496  /// Notes:
1497  /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1498  /// it returns AK_Fail, even if the playing ID is valid.
1499  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1500  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1501  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1502  /// sound engine update and the source's playback rate.
1503  /// \return
1504  /// - \c AK_Success if successful.
1505  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1506  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1507  /// \sa
1508  /// - \ref soundengine_query_pos
1509  /// - \ref concept_events
1511  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1512  AkTimeMs* out_puPosition, ///< Position of the source (in ms) associated with the specified playing ID
1513  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update.
1514  );
1515 
1516  /// Gets the current position of the sources associated with this playing ID, obtained from PostEvent().
1517  /// Notes:
1518  /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1519  /// it returns AK_Fail, even if the playing ID is valid.
1520  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1521  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1522  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1523  /// sound engine update and the source's playback rate.
1524  /// - If 0 is passed in for the number of entries (*in_pcPositions == 0) then only the number of positions will be returned and the
1525  /// position array (out_puPositions) will not be updated.
1526  /// - The io_pcPositions pointer must be non-NULL.
1527  /// out_puPositions may be NULL if *io_pcPositions == 0, otherwise it must be non-NULL.
1528  /// \return
1529  /// - \c AK_Success if successful.
1530  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1531  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1532  /// \sa
1533  /// - \ref soundengine_query_pos
1534  /// - \ref concept_events
1536  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1537  AkSourcePosition* out_puPositions, ///< Audio Node IDs and positions of sources associated with the specified playing ID
1538  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
1539  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update
1540  );
1541 
1542  /// Gets the stream buffering of the sources associated with this playing ID, obtained from PostEvent().
1543  /// Notes:
1544  /// - You need to pass AK_EnableGetSourceStreamBuffering to PostEvent() in order to use this function, otherwise
1545  /// it returns AK_Fail, even if the playing ID is valid.
1546  /// - The sources stream buffering is updated at every audio frame. If there are multiple sources associated with this playing ID,
1547  /// the value returned corresponds to the least buffered source.
1548  /// - The returned buffering status out_bIsBuffering will be true If any of the sources associated with the playing ID are actively being buffered.
1549  /// 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.
1550  /// - Purely in-memory sources are excluded from this database. If all sources are in-memory, GetSourceStreamBuffering() will return AK_PlayingIDNotFound.
1551  /// - 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.
1552  /// 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.
1553  /// \return
1554  /// - \c AK_Success if successful.
1555  /// - \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.
1556  /// \sa
1557  /// - \ref concept_events
1559  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1560  AkTimeMs & out_buffering, ///< Returned amount of buffering (in ms) of the source (or one of the sources) associated with that playing ID
1561  bool & out_bIsBuffering ///< Returned buffering status of the source(s) associated with that playing ID
1562  );
1563 
1564  /// Stops the current content playing associated to the specified game object ID.
1565  /// If no game object is specified, all sounds will be stopped.
1567  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< (Optional)Specify a game object to stop only playback associated to the provided game object ID.
1568  );
1569 
1570  /// Stop the current content playing associated to the specified playing ID.
1571  /// \aknote
1572  /// This function is deprecated. Please use ExecuteActionOnPlayingID() in its place.
1573  /// \endaknote
1574  /// \sa
1575  /// - <tt>AK::SoundEngine::ExecuteActionOnPlayingID()</tt>
1577  AkPlayingID in_playingID, ///< Playing ID to be stopped.
1578  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
1579  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1580  );
1581 
1582  /// Executes an Action on the content associated to the specified playing ID.
1583  /// \sa
1584  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
1586  AkActionOnEventType in_ActionType, ///< Action to execute on the specified playing ID.
1587  AkPlayingID in_playingID, ///< Playing ID on which to execute the action.
1588  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
1589  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1590  );
1591 
1592  /// Sets the random seed value. Can be used to synchronize randomness
1593  /// across instances of the Sound Engine.
1594  /// \remark This seeds the number generator used for all container randomizations
1595  /// and the plug-in RNG; since it acts globally, this should be called right
1596  /// before any PostEvent call where randomness synchronization is required,
1597  /// and cannot guarantee similar results for continuous containers.
1598  /// \sa
1599  /// - <tt>AK::IAkPluginServiceRNG</tt>
1601  AkUInt32 in_uSeed ///< Random seed.
1602  );
1603 
1604  /// Mutes/Unmutes the busses tagged as background music.
1605  /// This is automatically called for platforms that have user-music support.
1606  /// This function is provided to give the same behavior on platforms that don't have user-music support.
1608  bool in_bMute ///< Sets true to mute, false to unmute.
1609  );
1610  //@}
1611 
1612  /// Gets the state of the Background Music busses. This state is either set directly
1613  /// with \c AK::SoundEngine::MuteBackgroundMusic or by the OS, if it has User Music services.
1614  /// \return true if the background music busses are muted, false if not.
1616  //@}
1617 
1618 
1619  /// Sends custom game data to a plug-in that resides on a bus (insert Effect or mixer plug-in).
1620  /// Data will be copied and stored into a separate list.
1621  /// Previous entry is deleted when a new one is sent.
1622  /// Sets the data pointer to NULL to clear item from the list.
1623  /// \aknote The plug-in type and ID are passed and matched with plugins set on the desired bus.
1624  /// This means that you cannot send different data to various instances of a plug-in on the same bus.\endaknote
1625  /// \return AK_Success if data was sent successfully.
1627  AkUniqueID in_busID, ///< Bus ID
1628  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.
1629  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
1630  AkUInt32 in_uCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
1631  AkUInt32 in_uPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
1632  const void* in_pData, ///< The data blob
1633  AkUInt32 in_uSizeInBytes ///< Size of data
1634  );
1635  //@}
1636 
1637  ////////////////////////////////////////////////////////////////////////
1638  /// @name Game Objects
1639  //@{
1640 
1641  /// Registers a game object.
1642  /// \return
1643  /// - \c AK_Success if successful
1644  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1645  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1646  /// matter how many times it has been registered.
1647  /// \sa
1648  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1649  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1650  /// - \ref concept_gameobjects
1652  AkGameObjectID in_gameObjectID ///< ID of the game object to be registered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF].
1653  );
1654 
1655  /// Registers a game object.
1656  /// \return
1657  /// - \c AK_Success if successful
1658  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1659  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1660  /// matter how many times it has been registered.
1661  /// \sa
1662  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1663  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1664  /// - \ref concept_gameobjects
1666  AkGameObjectID in_gameObjectID, ///< ID of the game object to be registered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF].
1667  const char * in_pszObjName ///< Name of the game object (for monitoring purpose)
1668  );
1669 
1670  /// Unregisters a game object.
1671  /// \return
1672  /// - \c AK_Success if successful
1673  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1674  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1675  /// matter how many times it has been registered. Unregistering a game object while it is
1676  /// in use is allowed, but the control over the parameters of this game object is lost.
1677  /// For example, say a sound associated with this game object is a 3D moving sound. This sound will
1678  /// stop moving when the game object is unregistered, and there will be no way to regain control over the game object.
1679  /// \sa
1680  /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
1681  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1682  /// - \ref concept_gameobjects
1684  AkGameObjectID in_gameObjectID ///< ID of the game object to be unregistered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF]. Use
1685  /// AK_INVALID_GAME_OBJECT to unregister all game objects.
1686  );
1687 
1688  /// Unregister all game objects, or all game objects with a particular matching set of property flags.
1689  /// This function to can be used to unregister all game objects.
1690  /// \return
1691  /// - \c AK_Success if successful
1692  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1693  /// matter how many times it has been registered. Unregistering a game object while it is
1694  /// in use is allowed, but the control over the parameters of this game object is lost.
1695  /// For example, if a sound associated with this game object is a 3D moving sound, it will
1696  /// stop moving once the game object is unregistered, and there will be no way to recover
1697  /// the control over this game object.
1698  /// \sa
1699  /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
1700  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1701  /// - \ref concept_gameobjects
1703  );
1704 
1705  /// Sets the position of a game object.
1706  /// \warning The object's orientation vector (in_Position.Orientation) must be normalized.
1707  /// \return
1708  /// - \c AK_Success when successful
1709  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1710  /// + in_Position makes an invalid transform
1711  /// + in_eFlags is not one of the valid enum values
1712  /// + the game object ID is in the reserved ID range.
1713  /// \sa
1714  /// - \ref soundengine_3dpositions
1716  AkGameObjectID in_GameObjectID, ///< Game Object identifier
1717  const AkSoundPosition & in_Position,///< Position to set; in_Position.Orientation must be normalized.
1718  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1719  );
1720 
1721  /// Sets multiple positions to a single game object.
1722  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1723  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1724  /// \aknote
1725  /// - Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt>
1726  /// - If a sound has diffraction enabled, it is treated as <tt>MultiPositionType_MultiDirections</tt>. <tt>MultiPositionType_MultiSources</tt> is not supported in this case.
1727  /// \endaknote
1728  /// \return
1729  /// - \c AK_Success when successful
1730  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1731  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1732  /// + in_Position makes an invalid transform
1733  /// + in_eFlags is not one of the valid enum values
1734  /// + the game object ID is in the reserved ID range.
1735  /// \sa
1736  /// - \ref soundengine_3dpositions
1737  /// - \ref soundengine_3dpositions_multiplepos
1738  /// - \ref AK::SoundEngine::MultiPositionType
1740  AkGameObjectID in_GameObjectID, ///< Game Object identifier.
1741  const AkSoundPosition * in_pPositions, ///< Array of positions to apply.
1742  AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array.
1743  MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///< \ref AK::SoundEngine::MultiPositionType
1744  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1745  );
1746 
1747  /// Sets multiple positions to a single game object, with flexible assignment of input channels.
1748  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1749  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1750  /// \aknote Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
1751  /// \return
1752  /// - \c AK_Success when successful
1753  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1754  /// - \c AK_InvalidParameter if parameters are not valid.
1755  /// \sa
1756  /// - \ref soundengine_3dpositions
1757  /// - \ref soundengine_3dpositions_multiplepos
1758  /// - \ref AK::SoundEngine::MultiPositionType
1760  AkGameObjectID in_GameObjectID, ///< Game Object identifier.
1761  const AkChannelEmitter * in_pPositions, ///< Array of positions to apply, each using its own channel mask.
1762  AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array.
1763  MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///< \ref AK::SoundEngine::MultiPositionType
1764  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1765  );
1766 
1767  /// Sets the scaling factor of a Game Object.
1768  /// Modify the attenuation computations on this Game Object to simulate sounds with a larger or smaller area of effect.
1769  /// \return
1770  /// - \c AK_Success when successful
1771  /// - \c AK_InvalidParameter if the scaling factor specified was 0 or negative.
1772  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
1774  AkGameObjectID in_GameObjectID, ///< Game object identifier
1775  AkReal32 in_fAttenuationScalingFactor ///< Scaling Factor, 1 means 100%, 0.5 means 50%, 2 means 200%, and so on.
1776  );
1777 
1778  /// Use the position of a separate game object for distance calculations for a specified listener.
1779  /// When <tt>AK::SoundEngine::SetDistanceProbe()</tt> is called, Wwise calculates distance attenuation and filtering
1780  /// based on the distance between the distance probe Game Object (\c in_distanceProbeGameObjectID) and the emitter Game Object's position.
1781  /// In third-person perspective applications, the distance probe Game Object may be set to the player character's position,
1782  /// and the listener Game Object's position to that of the camera. In this scenario, attenuation is based on
1783  /// the distance between the character and the sound, whereas panning, spatialization, and spread and focus calculations are base on the camera.
1784  /// Both Game Objects, \c in_listenerGameObjectID and \c in_distanceProbeGameObjectID must have been previously registered using <tt>AK::SoundEngine::RegisterGameObj</tt>.
1785  /// This funciton is optional. if <tt>AK::SoundEngine::SetDistanceProbe()</tt> is never called, distance calculations are based on the listener Game Object position.
1786  /// 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.
1787  /// \aknote If the distance probe Game Object is assigned multiple positions, then the first position is used for distance calculations by the listener. \endaknote
1788  /// \return
1789  /// - \c AK_Success when successful
1790  /// \sa
1791  /// - <tt>AK::SoundEngine::SetPosition()</tt>
1793  AkGameObjectID in_listenerGameObjectID, ///< Game object identifier for the listener. Must have been previously registered via RegisterGameObj.
1794  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.
1795  );
1796 
1797  //@}
1798 
1799  ////////////////////////////////////////////////////////////////////////
1800  /// @name Bank Management
1801  //@{
1802 
1803  /// Unload all currently loaded banks.
1804  /// It also internally calls ClearPreparedEvents() since at least one bank must have been loaded to allow preparing events.
1805  /// \return
1806  /// - \c AK_Success if successful
1807  /// - \c AK_NotInitialized if the sound engine was not correctly initialized or if there is not enough memory to handle the command
1808  /// \sa
1809  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1810  /// - <tt>AK::SoundEngine::LoadBank()</tt>
1811  /// - \ref soundengine_banks
1813 
1814  /// Sets the I/O settings of the bank load and prepare event processes.
1815  /// The sound engine uses default values unless explicitly set by calling this method.
1816  /// \warning This function must be called before loading banks.
1817  /// \return
1818  /// - \c AK_Success if successful
1819  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1820  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1821  /// \sa
1822  /// - \ref soundengine_banks
1823  /// - \ref streamingdevicemanager
1825  AkReal32 in_fThroughput, ///< Average throughput of bank data streaming (bytes/ms) (the default value is AK_DEFAULT_BANK_THROUGHPUT)
1826  AkPriority in_priority ///< Priority of bank streaming (the default value is AK_DEFAULT_PRIORITY)
1827  );
1828 
1829 #ifdef AK_SUPPORT_WCHAR
1830  /// Load a bank synchronously (by Unicode string).\n
1831  /// The bank name and type are passed to the Stream Manager.
1832  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1833  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1834  /// The function returns when the request has been completely processed.
1835  /// \return
1836  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1837  /// You may use this ID with UnloadBank().
1838  /// - \c AK_Success: Load or unload successful.
1839  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1840  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1841  /// - \c AK_BankReadError: I/O error.
1842  /// - \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.
1843  /// - \c AK_InvalidFile: File specified could not be opened.
1844  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
1845  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1846  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1847  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1848  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure, check the debug console)
1849  /// \remarks
1850  /// - The initialization bank must be loaded first.
1851  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1852  /// initialization bank. If you need to load SoundBanks from a different project, you
1853  /// must first unload ALL banks, including the initialization bank, then load the
1854  /// initialization bank from the other project, and finally load banks from that project.
1855  /// - Codecs and plug-ins must be registered before loading banks that use them.
1856  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1857  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1858  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1859  /// posting the event will fail.
1860  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1861  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1862  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1863  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1864  /// \sa
1865  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1866  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1867  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
1868  /// - \ref soundengine_banks
1869  /// - \ref integrating_elements_plugins
1870  /// - \ref streamingdevicemanager
1871  /// - \ref streamingmanager_lowlevel
1872  /// - \ref sdk_bank_training
1874  const wchar_t* in_pszString, ///< Name of the bank to load
1875  AkBankID & out_bankID, ///< Returned bank ID
1876  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1877  );
1878 #endif //AK_SUPPORT_WCHAR
1879 
1880  /// Loads a bank synchronously.\n
1881  /// The bank name and type are passed to the Stream Manager.
1882  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1883  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1884  /// The function returns when the request has been completely processed.
1885  /// \return
1886  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1887  /// You may use this ID with UnloadBank().
1888  /// - \c AK_Success: Load or unload successful.
1889  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1890  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1891  /// - \c AK_BankReadError: I/O error.
1892  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1893  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1894  /// - \c AK_InvalidFile: File specified could not be opened.
1895  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1896  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1897  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1898  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1899  /// \remarks
1900  /// - The initialization bank must be loaded first.
1901  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1902  /// initialization bank. If you need to load SoundBanks from a different project, you
1903  /// must first unload ALL banks, including the initialization bank, then load the
1904  /// initialization bank from the other project, and finally load banks from that project.
1905  /// - Codecs and plug-ins must be registered before loading banks that use them.
1906  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1907  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1908  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1909  /// posting the event will fail.
1910  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1911  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1912  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1913  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1914  /// \sa
1915  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1916  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1917  /// - <tt>AK::SoundEngine::GetIDFromString</tt>
1918  /// - \ref soundengine_banks
1919  /// - \ref integrating_elements_plugins
1920  /// - \ref streamingdevicemanager
1921  /// - \ref streamingmanager_lowlevel
1922  /// - \ref sdk_bank_training
1924  const char* in_pszString, ///< Name of the bank to load
1925  AkBankID & out_bankID, ///< Returned bank ID
1926  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1927  );
1928 
1929  /// Loads a bank synchronously (by ID).\n
1930  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
1931  /// The bank ID is passed to the Stream Manager.
1932  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1933  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1934  /// The function returns when the request has been completely processed.
1935  /// \return
1936  /// - \c AK_Success: Load or unload successful.
1937  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1938  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1939  /// - \c AK_BankReadError: I/O error. The bank is either shorter than expected or its data corrupted.
1940  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1941  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1942  /// - \c AK_InvalidFile: File specified could not be opened.
1943  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1944  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console or Wwise Profiler
1945  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1946  /// - \c AK_FileNotFound if the bank file was not found on disk.
1947  /// - \c AK_FilePermissionError if the file permissions are wrong for the file
1948  /// - \c AK_Fail: Load or unload failed for any other reason. , check the debug console or Wwise Profiler
1949  /// \remarks
1950  /// - The initialization bank must be loaded first.
1951  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1952  /// initialization bank. If you need to load SoundBanks from a different project, you
1953  /// must first unload ALL banks, including the initialization bank, then load the
1954  /// initialization bank from the other project, and finally load banks from that project.
1955  /// - Codecs and plug-ins must be registered before loading banks that use them.
1956  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1957  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1958  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1959  /// posting the event will fail.
1960  /// \sa
1961  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1962  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1963  /// - \ref soundengine_banks
1964  /// - \ref integrating_elements_plugins
1965  /// - \ref sdk_bank_training
1967  AkBankID in_bankID, ///< Bank ID of the bank to load
1968  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1969  );
1970 
1971  /// Loads a bank synchronously (from in-memory data, in-place, user bank only).\n
1972  ///
1973  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
1974  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
1975  ///
1976  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
1977  /// in a buffer and pass its address to the sound engine.
1978  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
1979  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1980  /// The function returns when the request has been completely processed.
1981  /// \return
1982  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
1983  /// ID with UnloadBank().
1984  /// - \c AK_Success: Load or unload successful.
1985  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1986  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1987  /// - \c AK_BankReadError: I/O error.
1988  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1989  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1990  /// - \c AK_InvalidFile: File specified could not be opened.
1991  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1992  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1993  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
1994  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
1995  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1996  /// \remarks
1997  /// - The initialization bank must be loaded first.
1998  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1999  /// initialization bank. If you need to load SoundBanks from a different project, you
2000  /// must first unload ALL banks, including the initialization bank, then load the
2001  /// initialization bank from the other project, and finally load banks from that project.
2002  /// - Codecs and plug-ins must be registered before loading banks that use them.
2003  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2004  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2005  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2006  /// posting the event will fail.
2007  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2008  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2009  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2010  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2011  /// \sa
2012  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2013  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2014  /// - \ref soundengine_banks
2015  /// - \ref integrating_elements_plugins
2016  /// - \ref sdk_bank_training
2018  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2019  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2020  AkBankID & out_bankID ///< Returned bank ID
2021  );
2022 
2023  /// Loads a bank synchronously (from in-memory data, in-place, any bank type).\n
2024  ///
2025  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2026  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2027  ///
2028  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2029  /// in a buffer and pass its address to the sound engine.
2030  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2031  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2032  /// The function returns when the request has been completely processed.
2033  /// \return
2034  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2035  /// ID with UnloadBank().
2036  /// - \c AK_Success: Load or unload successful.
2037  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2038  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2039  /// - \c AK_BankReadError: I/O error.
2040  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2041  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2042  /// - \c AK_InvalidFile: File specified could not be opened.
2043  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2044  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2045  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2046  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2047  /// \remarks
2048  /// - The initialization bank must be loaded first.
2049  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2050  /// initialization bank. If you need to load SoundBanks from a different project, you
2051  /// must first unload ALL banks, including the initialization bank, then load the
2052  /// initialization bank from the other project, and finally load banks from that project.
2053  /// - Codecs and plug-ins must be registered before loading banks that use them.
2054  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2055  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2056  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2057  /// posting the event will fail.
2058  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2059  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2060  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2061  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2062  /// \sa
2063  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2064  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2065  /// - \ref soundengine_banks
2066  /// - \ref integrating_elements_plugins
2067  /// - \ref sdk_bank_training
2069  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2070  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2071  AkBankID & out_bankID, ///< Returned bank ID
2072  AkBankType & out_bankType ///< Returned bank type
2073  );
2074 
2075  /// Loads a bank synchronously (from in-memory data, out-of-place, user bank only).\n
2076  ///
2077  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2078  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2079  ///
2080  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2081  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2082  /// allocated memory.
2083  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2084  /// over the in-place version is that there is no duplication of bank structures.
2085  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2086  /// The function returns when the request has been completely processed.
2087  /// \return
2088  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2089  /// ID with UnloadBank().
2090  /// - \c AK_Success: Load or unload successful.
2091  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2092  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2093  /// - \c AK_BankReadError: I/O error.
2094  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2095  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2096  /// - \c AK_InvalidFile: File specified could not be opened.
2097  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2098  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2099  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2100  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2101  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2102  /// \remarks
2103  /// - The initialization bank must be loaded first.
2104  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2105  /// initialization bank. If you need to load SoundBanks from a different project, you
2106  /// must first unload ALL banks, including the initialization bank, then load the
2107  /// initialization bank from the other project, and finally load banks from that project.
2108  /// - Codecs and plug-ins must be registered before loading banks that use them.
2109  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2110  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2111  /// 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  /// posting the event will fail.
2113  /// \sa
2114  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2115  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2116  /// - \ref soundengine_banks
2117  /// - \ref integrating_elements_plugins
2118  /// - \ref sdk_bank_training
2120  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)
2121  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2122  AkBankID & out_bankID ///< Returned bank ID
2123  );
2124 
2125  /// Loads a bank synchronously (from in-memory data, out-of-place, any bank type).\n
2126  ///
2127  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2128  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2129  ///
2130  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2131  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2132  /// allocated memory.
2133  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2134  /// over the in-place version is that there is no duplication of bank structures.
2135  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2136  /// The function returns when the request has been completely processed.
2137  /// \return
2138  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2139  /// ID with UnloadBank().
2140  /// - \c AK_Success: Load or unload successful.
2141  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2142  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2143  /// - \c AK_BankReadError: I/O error.
2144  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2145  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2146  /// - \c AK_InvalidFile: File specified could not be opened.
2147  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2148  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2149  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2150  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2151  /// \remarks
2152  /// - The initialization bank must be loaded first.
2153  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2154  /// initialization bank. If you need to load SoundBanks from a different project, you
2155  /// must first unload ALL banks, including the initialization bank, then load the
2156  /// initialization bank from the other project, and finally load banks from that project.
2157  /// - Codecs and plug-ins must be registered before loading banks that use them.
2158  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2159  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2160  /// 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  /// posting the event will fail.
2162  /// \sa
2163  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2164  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2165  /// - \ref soundengine_banks
2166  /// - \ref integrating_elements_plugins
2167  /// - \ref sdk_bank_training
2169  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)
2170  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2171  AkBankID & out_bankID, ///< Returned bank ID
2172  AkBankType & out_bankType ///< Returned bank type
2173  );
2174 
2175  /// 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.
2176  /// \n
2177  /// 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.
2179  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)
2180  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to decode
2181  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.
2182  void * & out_pDecodedBankPtr, ///< Decoded bank memory location.
2183  AkUInt32 & out_uDecodedBankSize ///< Decoded bank memory size.
2184  );
2185 
2186 #ifdef AK_SUPPORT_WCHAR
2187  /// Loads a bank asynchronously (by Unicode string).\n
2188  /// The bank name is passed to the Stream Manager.
2189  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2190  /// A bank load request will be posted to the Bank Manager consumer thread.
2191  /// The function returns immediately.
2192  /// \return
2193  /// AK_Success if the scheduling was successful, AK_Fail otherwise.
2194  /// Use a callback to be notified when completed, and get the status of the request.
2195  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2196  /// You may use this ID with UnloadBank().
2197  /// \remarks
2198  /// - The initialization bank must be loaded first.
2199  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2200  /// initialization bank. If you need to load SoundBanks from a different project, you
2201  /// must first unload ALL banks, including the initialization bank, then load the
2202  /// initialization bank from the other project, and finally load banks from that project.
2203  /// - Codecs and plug-ins must be registered before loading banks that use them.
2204  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2205  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2206  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2207  /// posting the event will fail.
2208  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2209  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2210  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2211  /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2212  /// (<tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>) if you use the default Stream Manager's implementation.
2213  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2214  // as AkFileSystemFlags::pCustomParam.
2215  /// \sa
2216  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2217  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2218  /// - AkBankCallbackFunc
2219  /// - \ref soundengine_banks
2220  /// - \ref integrating_elements_plugins
2221  /// - \ref streamingdevicemanager
2222  /// - \ref streamingmanager_lowlevel
2223  /// - \ref sdk_bank_training
2225  const wchar_t* in_pszString, ///< Name/path of the bank to load
2226  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2227  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt> as AkFileSystemFlags::pCustomParam)
2228  AkBankID & out_bankID, ///< Returned bank ID
2229  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2230  );
2231 #endif //AK_SUPPORT_WCHAR
2232 
2233  /// Loads a bank asynchronously.\n
2234  /// The bank name is passed to the Stream Manager.
2235  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2236  /// A bank load request will be posted to the Bank Manager consumer thread.
2237  /// The function returns immediately.
2238  /// \return
2239  /// - \c AK_Success if the scheduling was successful,
2240  /// - \c AK_InvalidBankType if in_bankType was invalid
2241  /// Use a callback to be notified when completed, and get the status of the request.
2242  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2243  /// You may use this ID with UnloadBank().
2244  /// \remarks
2245  /// - The initialization bank must be loaded first.
2246  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2247  /// initialization bank. If you need to load SoundBanks from a different project, you
2248  /// must first unload ALL banks, including the initialization bank, then load the
2249  /// initialization bank from the other project, and finally load banks from that project.
2250  /// - Codecs and plug-ins must be registered before loading banks that use them.
2251  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2252  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2253  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2254  /// posting the Event will fail.
2255  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2256  /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2257  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2258  /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2259  /// (<tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>) if you use the default Stream Manager's implementation.
2260  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2261  // as <tt>AkFileSystemFlags::pCustomParam</tt>.
2262  /// \sa
2263  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2264  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2265  /// - AkBankCallbackFunc
2266  /// - \ref soundengine_banks
2267  /// - \ref integrating_elements_plugins
2268  /// - \ref streamingdevicemanager
2269  /// - \ref streamingmanager_lowlevel
2270  /// - \ref sdk_bank_training
2272  const char* in_pszString, ///< Name/path of the bank to load
2273  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2274  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt> as AkFileSystemFlags::pCustomParam)
2275  AkBankID & out_bankID, ///< Returned bank ID
2276  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2277  );
2278 
2279  /// Loads a bank asynchronously (by ID).\n
2280  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2281  /// The bank ID is passed to the Stream Manager.
2282  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2283  /// A bank load request will be posted to the Bank Manager consumer thread.
2284  /// The function returns immediately.
2285  /// \return
2286  /// - \c AK_Success if the scheduling was successful,
2287  /// - \c AK_InvalidBankType if in_bankType was invalid
2288  /// Use a callback to be notified when completed, and get the status of the request.
2289  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2290  /// You may use this ID with \c UnloadBank().
2291  /// \remarks
2292  /// - The initialization bank must be loaded first.
2293  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2294  /// initialization bank. If you need to load SoundBanks from a different project, you
2295  /// must first unload ALL banks, including the initialization bank, then load the
2296  /// initialization bank from the other project, and finally load banks from that project.
2297  /// - Codecs and plug-ins must be registered before loading banks that use them.
2298  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2299  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2300  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2301  /// posting the event will fail.
2302  /// - The file path should be resolved in your implementation of the Stream Manager, or in the Low-Level I/O module if
2303  /// you use the default Stream Manager's implementation. The ID overload of <tt>AK::IAkStreamMgr::CreateStd()</tt> and <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt> are called.
2304  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2305  // as AkFileSystemFlags::pCustomParam.
2306  /// \sa
2307  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2308  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2309  /// - AkBankCallbackFunc
2310  /// - \ref soundengine_banks
2311  /// - \ref integrating_elements_plugins
2312  /// - \ref sdk_bank_training
2314  AkBankID in_bankID, ///< Bank ID of the bank to load
2315  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2316  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt> as AkFileSystemFlags::pCustomParam)
2317  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2318  );
2319 
2320  /// Loads a bank asynchronously (from in-memory data, in-place, user bank only).\n
2321  ///
2322  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2323  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2324  ///
2325  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2326  /// in a buffer and pass its address to the sound engine.
2327  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2328  /// A bank load request will be posted to the Bank Manager consumer thread.
2329  /// The function returns immediately.
2330  /// \return
2331  /// - \c AK_Success if the scheduling was successful,
2332  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2333  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2334  /// Use a callback to be notified when completed, and get the status of the request.
2335  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2336  /// You may use this ID with UnloadBank().
2337  /// \remarks
2338  /// - The initialization bank must be loaded first.
2339  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2340  /// initialization bank. If you need to load SoundBanks from a different project, you
2341  /// must first unload ALL banks, including the initialization bank, then load the
2342  /// initialization bank from the other project, and finally load banks from that project.
2343  /// - Codecs and plug-ins must be registered before loading banks that use them.
2344  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2345  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2346  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2347  /// posting the event will fail.
2348  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2349  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2350  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2351  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2352  /// \sa
2353  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2354  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2355  /// - AkBankCallbackFunc
2356  /// - \ref soundengine_banks
2357  /// - \ref integrating_elements_plugins
2358  /// - \ref sdk_bank_training
2360  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2361  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2362  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2363  void * in_pCookie, ///< Callback cookie
2364  AkBankID & out_bankID ///< Returned bank ID
2365  );
2366 
2367  /// Loads a bank asynchronously (from in-memory data, in-place, any bank type).\n
2368  ///
2369  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2370  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2371  ///
2372  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2373  /// in a buffer and pass its address to the sound engine.
2374  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2375  /// A bank load request will be posted to the Bank Manager consumer thread.
2376  /// The function returns immediately.
2377  /// \return
2378  /// - \c AK_Success if the scheduling was successful,
2379  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2380  /// Use a callback to be notified when completed, and get the status of the request.
2381  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2382  /// You may use this ID with UnloadBank().
2383  /// \remarks
2384  /// - The initialization bank must be loaded first.
2385  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2386  /// initialization bank. If you need to load SoundBanks from a different project, you
2387  /// must first unload ALL banks, including the initialization bank, then load the
2388  /// initialization bank from the other project, and finally load banks from that project.
2389  /// - Codecs and plug-ins must be registered before loading banks that use them.
2390  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2391  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2392  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2393  /// posting the event will fail.
2394  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2395  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2396  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2397  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2398  /// \sa
2399  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2400  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2401  /// - AkBankCallbackFunc
2402  /// - \ref soundengine_banks
2403  /// - \ref integrating_elements_plugins
2404  /// - \ref sdk_bank_training
2406  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2407  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2408  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2409  void * in_pCookie, ///< Callback cookie
2410  AkBankID & out_bankID, ///< Returned bank ID
2411  AkBankType & out_bankType ///< Returned bank type
2412  );
2413 
2414  /// Loads a bank asynchronously (from in-memory data, out-of-place, user bank only).\n
2415  ///
2416  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2417  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2418  ///
2419  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2420  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2421  /// memory.
2422  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2423  /// over the in-place version is that there is no duplication of bank structures.
2424  /// A bank load request will be posted to the Bank Manager consumer thread.
2425  /// The function returns immediately.
2426  /// \return
2427  /// - \c AK_Success if the scheduling was successful,
2428  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2429  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2430  /// Use a callback to be notified when completed, and get the status of the request.
2431  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2432  /// You may use this ID with UnloadBank().
2433  /// \remarks
2434  /// - The initialization bank must be loaded first.
2435  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2436  /// initialization bank. If you need to load SoundBanks from a different project, you
2437  /// must first unload ALL banks, including the initialization bank, then load the
2438  /// initialization bank from the other project, and finally load banks from that project.
2439  /// - Codecs and plug-ins must be registered before loading banks that use them.
2440  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2441  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2442  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2443  /// posting the event will fail.
2444  /// \sa
2445  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2446  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2447  /// - AkBankCallbackFunc
2448  /// - \ref soundengine_banks
2449  /// - \ref integrating_elements_plugins
2450  /// - \ref sdk_bank_training
2452  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)
2453  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2454  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2455  void* in_pCookie, ///< Callback cookie
2456  AkBankID& out_bankID ///< Returned bank ID
2457  );
2458 
2459  /// Loads a bank asynchronously (from in-memory data, out-of-place, any bank type).\n
2460  ///
2461  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2462  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2463  ///
2464  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2465  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2466  /// memory.
2467  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2468  /// over the in-place version is that there is no duplication of bank structures.
2469  /// A bank load request will be posted to the Bank Manager consumer thread.
2470  /// The function returns immediately.
2471  /// \return
2472  /// - \c AK_Success if the scheduling was successful,
2473  /// - \c AK_InvalidBankType if in_bankType was invalid
2474  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2475  /// Use a callback to be notified when completed, and get the status of the request.
2476  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2477  /// You may use this ID with UnloadBank().
2478  /// \remarks
2479  /// - The initialization bank must be loaded first.
2480  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2481  /// initialization bank. If you need to load SoundBanks from a different project, you
2482  /// must first unload ALL banks, including the initialization bank, then load the
2483  /// initialization bank from the other project, and finally load banks from that project.
2484  /// - Codecs and plug-ins must be registered before loading banks that use them.
2485  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2486  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2487  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2488  /// posting the event will fail.
2489  /// \sa
2490  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2491  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2492  /// - AkBankCallbackFunc
2493  /// - \ref soundengine_banks
2494  /// - \ref integrating_elements_plugins
2495  /// - \ref sdk_bank_training
2497  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)
2498  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2499  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2500  void * in_pCookie, ///< Callback cookie
2501  AkBankID & out_bankID, ///< Returned bank ID
2502  AkBankType & out_bankType ///< Returned bank type
2503  );
2504 
2505 #ifdef AK_SUPPORT_WCHAR
2506  /// Unloads a bank synchronously (by Unicode string).\n
2507  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2508  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2509  /// \remarks
2510  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2511  /// then it calls the synchronous version of UnloadBank() by ID.
2512  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2513  /// not the name of the file (if you changed it), nor the full path of the file.
2514  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2515  /// This means that streamed sounds or generated sounds will not be stopped.
2516  /// \sa
2517  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2518  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2519  /// - \ref soundengine_banks
2521  const wchar_t* in_pszString, ///< Name of the bank to unload
2522  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.
2523  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2524  );
2525 #endif //AK_SUPPORT_WCHAR
2526 
2527  /// Unloads a bank synchronously.\n
2528  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2529  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2530  /// \remarks
2531  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2532  /// then it calls the synchronous version of UnloadBank() by ID.
2533  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2534  /// not the name of the file (if you changed it), nor the full path of the file.
2535  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2536  /// This means that streamed sounds or generated sounds will not be stopped.
2537  /// \sa
2538  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2539  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2540  /// - \ref soundengine_banks
2542  const char* in_pszString, ///< Name of the bank to unload
2543  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.
2544  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2545  );
2546 
2547  /// Unloads a bank synchronously (by ID and memory pointer).\n
2548  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2549  /// \remarks
2550  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2551  /// This means that streamed sounds or generated sounds will not be stopped.
2552  /// \sa
2553  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2554  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2555  /// - \ref soundengine_banks
2557  AkBankID in_bankID, ///< ID of the bank to unload
2558  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.
2559  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2560  );
2561 
2562 #ifdef AK_SUPPORT_WCHAR
2563  /// Unloads a bank asynchronously (by Unicode string).\n
2564  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2565  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2566  /// \remarks
2567  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2568  /// then it calls the synchronous version of UnloadBank() by ID.
2569  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2570  /// not the name of the file (if you changed it), nor the full path of the file.
2571  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2572  /// This means that streamed sounds or generated sounds will not be stopped.
2573  /// \sa
2574  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2575  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2576  /// - AkBankCallbackFunc
2577  /// - \ref soundengine_banks
2579  const wchar_t* in_pszString, ///< Name of the bank to unload
2580  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.
2581  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2582  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2583  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2584  );
2585 #endif //AK_SUPPORT_WCHAR
2586 
2587  /// Unloads a bank asynchronously.\n
2588  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2589  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2590  /// \remarks
2591  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2592  /// then it calls the synchronous version of UnloadBank() by ID.
2593  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2594  /// not the name of the file (if you changed it), nor the full path of the file.
2595  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2596  /// This means that streamed sounds or generated sounds will not be stopped.
2597  /// \sa
2598  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2599  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2600  /// - AkBankCallbackFunc
2601  /// - \ref soundengine_banks
2603  const char* in_pszString, ///< Name of the bank to unload
2604  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.
2605  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2606  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2607  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2608  );
2609 
2610  /// Unloads a bank asynchronously (by ID and memory pointer).\n
2611  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2612  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2613  /// \remarks
2614  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2615  /// This means that streamed sounds or generated sounds will not be stopped.
2616  /// \sa
2617  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2618  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2619  /// - AkBankCallbackFunc
2620  /// - \ref soundengine_banks
2622  AkBankID in_bankID, ///< ID of the bank to unload
2623  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.
2624  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2625  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2626  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2627  );
2628 
2629  /// Cancels all Event callbacks associated with a specific callback cookie specified while loading Banks of preparing Events.\n
2630  /// \sa
2631  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2632  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2633  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2634  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2635  /// - AkBankCallbackFunc
2637  void * in_pCookie ///< Callback cookie to be canceled
2638  );
2639 
2640  /// Preparation type.
2641  /// \sa
2642  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2643  /// - <tt>AK::SoundEngine::PrepareGameSyncs()</tt>
2644  /// - <tt>AK::SoundEngine::PrepareBank()</tt>
2646  {
2647  Preparation_Load, ///< \c PrepareEvent() will load required information to play the specified event.
2648  Preparation_Unload, ///< \c PrepareEvent() will unload required information to play the specified event.
2649  Preparation_LoadAndDecode ///< Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
2650  };
2651 
2652  /// Parameter to be passed to <tt>AK::SoundEngine::PrepareBank()</tt>.
2653  /// Use AkBankContent_All to load both the media and structural content from the bank.
2654  /// 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.
2655  /// \sa
2656  /// - <tt>AK::SoundEngine::PrepareBank()</tt>
2657  /// - \ref soundengine_banks_preparingbanks
2659  {
2660  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.
2661  AkBankContent_All ///< Use AkBankContent_All to load both the media and structural content.
2662  };
2663 
2664 #ifdef AK_SUPPORT_WCHAR
2665  /// 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
2666  /// 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(),
2667  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2668  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2669  /// allowing using PrepareEvent() to load media on demand.
2670  /// \sa
2671  /// - \ref soundengine_banks_preparingbanks
2672  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2673  /// - <tt>AK::SoundEngine::PreparationType</tt>
2674  /// \remarks
2675  /// 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
2676  /// 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;
2677  /// 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.
2679  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2680  const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2681  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2682  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2683  );
2684 #endif //AK_SUPPORT_WCHAR
2685 
2686  /// 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
2687  /// 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(),
2688  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2689  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2690  /// allowing using PrepareEvent() to load media on demand.
2691  /// \sa
2692  /// - \ref soundengine_banks_preparingbanks
2693  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2694  /// - <tt>AK::SoundEngine::PreparationType</tt>
2695  /// \remarks
2696  /// \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
2697  /// 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;
2698  /// 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.
2700  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2701  const char* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2702  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2703  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2704  );
2705 
2706  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2707  /// 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
2708  /// 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(),
2709  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2710  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2711  /// allowing using PrepareEvent() to load media on demand.
2712  /// \sa
2713  /// - \ref soundengine_banks_preparingbanks
2714  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2715  /// - <tt>AK::SoundEngine::PreparationType</tt>
2716  /// \remarks
2717  /// \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
2718  /// 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;
2719  /// 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.
2721  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2722  AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare.
2723  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2724  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2725  );
2726 
2727 #ifdef AK_SUPPORT_WCHAR
2728  /// 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
2729  /// 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(),
2730  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2731  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2732  /// allowing using PrepareEvent() to load media on demand.
2733  /// \sa
2734  /// - \ref soundengine_banks_preparingbanks
2735  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2736  /// - <tt>AK::SoundEngine::PreparationType</tt>
2737  /// \remarks
2738  /// 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
2739  /// 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;
2740  /// 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.
2742  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2743  const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2744  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2745  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2746  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2747  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2748  );
2749 #endif //AK_SUPPORT_WCHAR
2750 
2751  /// 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
2752  /// 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(),
2753  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2754  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2755  /// allowing using PrepareEvent() to load media on demand.
2756  /// \sa
2757  /// - \ref soundengine_banks_preparingbanks
2758  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2759  /// - <tt>AK::SoundEngine::PreparationType()</tt>
2760  /// \remarks
2761  /// 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
2762  /// 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;
2763  /// 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.
2765  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2766  const char* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2767  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2768  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2769  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2770  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2771  );
2772 
2773  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2774  /// 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
2775  /// 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(),
2776  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2777  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2778  /// allowing using PrepareEvent() to load media on demand.
2779  /// \sa
2780  /// - \ref soundengine_banks_preparingbanks
2781  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2782  /// - <tt>AK::SoundEngine::PreparationType()</tt>
2783  /// \remarks
2784  /// \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
2785  /// 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;
2786  /// 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.
2788  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2789  AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare.
2790  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2791  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2792  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2793  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2794  );
2795 
2796  /// Clear all previously prepared events.\n
2797  /// \return
2798  /// - \c AK_Success if successful.
2799  /// - \c AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command.
2800  /// \remarks
2801  /// The function \c ClearBanks() also clears all prepared events.
2802  /// \sa
2803  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
2804  /// - \c <tt>AK::SoundEngine::ClearBanks()</tt>
2806 
2807 #ifdef AK_SUPPORT_WCHAR
2808  /// Prepares or unprepares Events synchronously (by Unicode string).\n
2809  /// The Events are identified by strings, and converted to IDs internally
2810  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2811  /// Before invoking \c PrepareEvent(), use \c LoadBank() to explicitly load the SoundBank(s)
2812  /// that contain the Events and structures. When a request is posted to the
2813  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2814  /// successfully post the specified Events and load the required loose media files.
2815  /// \aknote Before version 2015.1, the required media files could be included
2816  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2817  /// however,\c PrepareEvent() now only looks for loose media files.
2818  /// \endaknote
2819  /// The function returns when the request is completely processed.
2820  /// \return
2821  /// - \c AK_Success: Prepare/un-prepare successful.
2822  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2823  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2824  /// - \c AK_BankReadError: I/O error.
2825  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2826  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2827  /// - \c AK_InvalidFile: File specified could not be opened.
2828  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2829  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2830  /// \remarks
2831  /// Whenever at least one event fails to be resolved, the actions performed for all
2832  /// other events are cancelled.
2833  /// \sa
2834  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2835  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2836  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2837  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2838  /// - \ref soundengine_banks
2839  /// - \ref sdk_bank_training
2841  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2842  const wchar_t** in_ppszString, ///< Array of event names
2843  AkUInt32 in_uNumEvent ///< Number of events in the array
2844  );
2845 #endif //AK_SUPPORT_WCHAR
2846 
2847  /// Prepares or unprepares events synchronously.\n
2848  /// The Events are identified by strings and converted to IDs internally
2849  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2850  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2851  /// that contain the Events and structures. When a request is posted to the
2852  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2853  /// successfully post the specified Events and load the required loose media files.
2854  /// \aknote Before version 2015.1, the required media files could be included
2855  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2856  /// however, PrepareEvent() now only looks for loose media files.
2857  /// \endaknote
2858  /// The function returns when the request is completely processed.
2859  /// \return
2860  /// - \c AK_Success: Prepare/un-prepare successful.
2861  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2862  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2863  /// - \c AK_BankReadError: I/O error.
2864  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2865  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2866  /// - \c AK_InvalidFile: File specified could not be opened.
2867  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2868  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2869  /// \remarks
2870  /// Whenever at least one event fails to be resolved, the actions performed for all
2871  /// other events are cancelled.
2872  /// \aknote The use of PrepareEvent is incompatible with LoadBank, using in-memory data.
2873  /// \endaknote
2874  /// \sa
2875  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2876  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2877  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2878  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2879  /// - \ref soundengine_banks
2880  /// - \ref sdk_bank_training
2882  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2883  const char** in_ppszString, ///< Array of event names
2884  AkUInt32 in_uNumEvent ///< Number of events in the array
2885  );
2886 
2887  /// Prepares or unprepares events synchronously (by ID).
2888  /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2889  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2890  /// that contain the Events and structures. When a request is posted to the
2891  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2892  /// successfully post the specified Events and load the required loose media files.
2893  /// \aknote Before version 2015.1, the required media files could be included
2894  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2895  /// however, PrepareEvent() now only looks for loose media files.
2896  /// \endaknote
2897  /// The function returns when the request is completely processed.
2898  /// \return
2899  /// - \c AK_Success: Prepare/un-prepare successful.
2900  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2901  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2902  /// - \c AK_BankReadError: I/O error.
2903  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2904  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2905  /// - \c AK_InvalidFile: File specified could not be opened.
2906  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2907  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2908  /// \remarks
2909  /// Whenever at least one event fails to be resolved, the actions performed for all
2910  /// other events are cancelled.
2911  /// \sa
2912  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2913  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2914  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2915  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2916  /// - \ref soundengine_banks
2917  /// - \ref sdk_bank_training
2919  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2920  AkUniqueID* in_pEventID, ///< Array of event IDs
2921  AkUInt32 in_uNumEvent ///< Number of event IDs in the array
2922  );
2923 
2924 #ifdef AK_SUPPORT_WCHAR
2925  /// Prepares or unprepares an event asynchronously (by Unicode string).
2926  /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2927  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2928  /// that contain the Events and structures. When a request is posted to the
2929  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2930  /// successfully post the specified Events and load the required loose media files.
2931  /// \aknote Before version 2015.1, the required media files could be included
2932  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2933  /// however, \c PrepareEvent() now only looks for loose media files.
2934  /// \endaknote
2935  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2936  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
2937  /// \remarks
2938  /// Whenever at least one Event fails to be resolved, the actions performed for all
2939  /// other Events are cancelled.
2940  /// \sa
2941  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2942  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2943  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2944  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2945  /// - AkBankCallbackFunc
2946  /// - \ref soundengine_banks
2947  /// - \ref sdk_bank_training
2949  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2950  const wchar_t** in_ppszString, ///< Array of event names
2951  AkUInt32 in_uNumEvent, ///< Number of events in the array
2952  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2953  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
2954  );
2955 #endif //AK_SUPPORT_WCHAR
2956 
2957  /// Prepares or unprepares an event asynchronously.
2958  /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2959  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2960  /// that contain the Events and structures. When a request is posted to the
2961  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2962  /// successfully post the specified Events and load the required loose media files.
2963  /// \aknote Before version 2015.1, the required media files could be included
2964  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2965  /// however, PrepareEvent() now only looks for loose media files.
2966  /// \endaknote
2967  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2968  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
2969  /// \remarks
2970  /// Whenever at least one event fails to be resolved, the actions performed for all
2971  /// other events are cancelled.
2972  /// \sa
2973  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2974  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2975  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2976  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2977  /// - AkBankCallbackFunc
2978  /// - \ref soundengine_banks
2979  /// - \ref sdk_bank_training
2981  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2982  const char** in_ppszString, ///< Array of event names
2983  AkUInt32 in_uNumEvent, ///< Number of events in the array
2984  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2985  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
2986  );
2987 
2988  /// Prepares or unprepares events asynchronously (by ID).\n
2989  /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2990  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2991  /// that contain the Events and structures. When a request is posted to the
2992  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2993  /// successfully post the specified Events and load the required loose media files.
2994  /// \aknote Before version 2015.1, the required media files could be included
2995  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2996  /// however, PrepareEvent() now only looks for loose media files.
2997  /// \endaknote
2998  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2999  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3000  /// \remarks
3001  /// Whenever at least one event fails to be resolved, the actions performed for all
3002  /// other events are cancelled.
3003  /// \sa
3004  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3005  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
3006  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3007  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3008  /// - AkBankCallbackFunc
3009  /// - \ref soundengine_banks
3010  /// - \ref sdk_bank_training
3012  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3013  AkUniqueID* in_pEventID, ///< Array of event IDs
3014  AkUInt32 in_uNumEvent, ///< Number of event IDs in the array
3015  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3016  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3017  );
3018 
3019  /// Indicates the location of a specific Media ID in memory
3020  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3021  /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid or media sizes are 0.
3023  AkSourceSettings * in_pSourceSettings, ///< Array of Source Settings
3024  AkUInt32 in_uNumSourceSettings ///< Number of Source Settings in the array
3025  );
3026 
3027  /// Removes the specified source from the list of loaded media, even if this media is already in use.
3028  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3029  /// \aknote This function is unsafe and deprecated. Use TryUnsetMedia() in its place.
3030  /// Media that is still in use by the sound engine should not be unset by this function.
3031  /// If the media is still in use, this function will attempt to forcibly kill all sounds and effects referencing this media,
3032  /// and then return AK_ResourceInUse. The client should NOT presume that the memory can be safely released at this point.
3033  /// The moment at which the memory can be safely released is unknown, and the only safe course of action is to keep the memory
3034  /// alive until the sound engine is terminated.
3035  /// \endaknote
3036  /// \return
3037  /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3038  /// - \c AK_ResourceInUse: Specified media is still in use by the sound engine, the client should not release the memory.
3039  /// - \c AK_InvalidParameter: in_pSourceSettings is invalid
3041  AkSourceSettings * in_pSourceSettings, ///< Array of Source Settings
3042  AkUInt32 in_uNumSourceSettings ///< Number of Source Settings in the array
3043  );
3044 
3045  /// Removes the specified source from the list of loaded media, only if this media is not already in use.
3046  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3047  /// \aknote Media that is still in use by the sound engine should not be unset. It is marked for removal to prevent additional use.
3048  /// If this function returns AK_ResourceInUse, then the client must not release memory for this media.
3049  /// Instead, the client should retry the TryUnsetMedia operation later with the same parameters and check for AK_Success.
3050  /// \endaknote
3051  /// 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.
3052  /// out_pUnsetResults will be filled with either AK_Success or AK_ResourceInUse, indicating which media was still in use and not unset.
3053  /// \return
3054  /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3055  /// - \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.
3056  /// - \c AK_InvalidParameter: in_pSourceSettings is invalid
3058  AkSourceSettings* in_pSourceSettings, ///< Array of Source Settings
3059  AkUInt32 in_uNumSourceSettings, ///< Number of Source Settings in the array
3060  AKRESULT* out_pUnsetResults ///< (optional, can be null) Array of result codes
3061  );
3062 
3063 #ifdef AK_SUPPORT_WCHAR
3064  /// Prepares or unprepares game syncs synchronously (by Unicode string).\n
3065  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3066  /// The game syncs definitions must already exist in the sound engine by having
3067  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3068  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3069  /// dependencies needed to successfully set this game sync group to one of the
3070  /// game sync values specified, and load the required banks, if applicable.
3071  /// The function returns when the request has been completely processed.
3072  /// \return
3073  /// - \c AK_Success: Prepare/un-prepare successful.
3074  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3075  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3076  /// - \c AK_BankReadError: I/O error.
3077  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3078  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3079  /// - \c AK_InvalidFile: File specified could not be opened.
3080  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3081  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3082  /// \remarks
3083  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3084  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3085  /// so you never need to call this function.
3086  /// \sa
3087  /// - \c <tt>AK::SoundEngine::GetIDFromString()</tt>
3088  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
3089  /// - \c <tt>AK::SoundEngine::LoadBank()</tt>
3090  /// - \c AkInitSettings
3091  /// - \ref soundengine_banks
3092  /// - \ref sdk_bank_training
3094  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3095  AkGroupType in_eGameSyncType, ///< The type of game sync.
3096  const wchar_t* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3097  const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3098  AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array.
3099  );
3100 #endif //AK_SUPPORT_WCHAR
3101 
3102  /// Prepares or unprepares game syncs synchronously.\n
3103  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3104  /// The game syncs definitions must already exist in the sound engine by having
3105  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3106  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3107  /// dependencies needed to successfully set this game sync group to one of the
3108  /// game sync values specified, and load the required banks, if applicable.
3109  /// The function returns when the request has been completely processed.
3110  /// \return
3111  /// - \c AK_Success: Prepare/un-prepare successful.
3112  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3113  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3114  /// - \c AK_BankReadError: I/O error.
3115  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3116  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3117  /// - \c AK_InvalidFile: File specified could not be opened.
3118  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3119  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3120  /// \remarks
3121  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3122  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3123  /// so you never need to call this function.
3124  /// \sa
3125  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3126  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3127  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3128  /// - AkInitSettings
3129  /// - \ref soundengine_banks
3130  /// - \ref sdk_bank_training
3132  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3133  AkGroupType in_eGameSyncType, ///< The type of game sync.
3134  const char* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3135  const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3136  AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array.
3137  );
3138 
3139  /// Prepares or unprepares game syncs synchronously (by ID).\n
3140  /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3141  /// The game syncs definitions must already exist in the sound engine by having
3142  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3143  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3144  /// dependencies needed to successfully set this game sync group to one of the
3145  /// game sync values specified, and load the required banks, if applicable.
3146  /// The function returns when the request has been completely processed.
3147  /// \return
3148  /// - \c AK_Success: Prepare/un-prepare successful.
3149  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3150  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3151  /// - \c AK_BankReadError: I/O error.
3152  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3153  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3154  /// - \c AK_InvalidFile: File specified could not be opened.
3155  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3156  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3157  /// \remarks
3158  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3159  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3160  /// so you never need to call this function.
3161  /// \sa
3162  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3163  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3164  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3165  /// - AkInitSettings
3166  /// - \ref soundengine_banks
3167  /// - \ref sdk_bank_training
3169  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3170  AkGroupType in_eGameSyncType, ///< The type of game sync.
3171  AkUInt32 in_GroupID, ///< The State Group ID or the Switch Group ID.
3172  AkUInt32* in_paGameSyncID, ///< Array of ID of the game syncs to either support or not support.
3173  AkUInt32 in_uNumGameSyncs ///< The number of game sync ID in the array.
3174  );
3175 
3176 #ifdef AK_SUPPORT_WCHAR
3177  /// Prepares or unprepares game syncs asynchronously (by Unicode string).\n
3178  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3179  /// The game syncs definitions must already exist in the sound engine by having
3180  /// explicitly loaded the bank(s) that contain them (with <tt>LoadBank()</tt>).
3181  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3182  /// dependencies needed to successfully set this game sync group to one of the
3183  /// game sync values specified, and load the required banks, if applicable.
3184  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3185  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3186  /// \remarks
3187  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3188  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3189  /// so you never need to call this function.
3190  /// \sa
3191  /// - \c <tt>AK::SoundEngine::GetIDFromString()</tt>
3192  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
3193  /// - \c <tt>AK::SoundEngine::LoadBank()</tt>
3194  /// - \c AkInitSettings
3195  /// - \c AkBankCallbackFunc
3196  /// - \ref soundengine_banks
3197  /// - \ref sdk_bank_training
3199  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3200  AkGroupType in_eGameSyncType, ///< The type of game sync.
3201  const wchar_t* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3202  const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3203  AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array.
3204  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3205  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3206  );
3207 #endif //AK_SUPPORT_WCHAR
3208 
3209  /// Prepares or unprepares game syncs asynchronously.\n
3210  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3211  /// The game syncs definitions must already exist in the sound engine by having
3212  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3213  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3214  /// dependencies needed to successfully set this game sync group to one of the
3215  /// game sync values specified, and load the required banks, if applicable.
3216  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3217  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3218  /// \remarks
3219  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3220  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3221  /// so you never need to call this function.
3222  /// \sa
3223  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3224  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3225  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3226  /// - AkInitSettings
3227  /// - AkBankCallbackFunc
3228  /// - \ref soundengine_banks
3229  /// - \ref sdk_bank_training
3231  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3232  AkGroupType in_eGameSyncType, ///< The type of game sync.
3233  const char* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3234  const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3235  AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array.
3236  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3237  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3238  );
3239 
3240  /// Prepares or un-prepare game syncs asynchronously (by ID).\n
3241  /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3242  /// The game syncs definitions must already exist in the sound engine by having
3243  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3244  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3245  /// dependencies needed to successfully set this game sync group to one of the
3246  /// game sync values specified, and load the required banks, if applicable.
3247  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3248  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3249  /// \remarks
3250  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3251  /// set to true. When set to false, the sound engine automatically prepares all Game Syncs when preparing Events,
3252  /// so you never need to call this function.
3253  /// \sa
3254  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3255  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3256  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3257  /// - AkInitSettings
3258  /// - AkBankCallbackFunc
3259  /// - \ref soundengine_banks
3260  /// - \ref sdk_bank_training
3262  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3263  AkGroupType in_eGameSyncType, ///< The type of game sync.
3264  AkUInt32 in_GroupID, ///< The State Group ID or the Switch Group ID.
3265  AkUInt32* in_paGameSyncID, ///< Array of ID of the Game Syncs to either support or not support.
3266  AkUInt32 in_uNumGameSyncs, ///< The number of game sync ID in the array.
3267  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3268  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3269  );
3270 
3271  //@}
3272 
3273 
3274  ////////////////////////////////////////////////////////////////////////
3275  /// @name Listeners
3276  //@{
3277 
3278  /// Sets a game object's associated listeners.
3279  /// 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.
3280  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3281  /// \return
3282  /// - \c AK_Success if successful
3283  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
3284  /// \sa
3285  /// - <tt>AK::SoundEngine::AddListener</tt>
3286  /// - <tt>AK::SoundEngine::RemoveListener</tt>
3287  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3288  /// - \ref soundengine_listeners
3290  AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3291  const AkGameObjectID* in_pListenerGameObjs, ///< Array of listener game object IDs that will be activated for in_emitterGameObj.
3292  AkUInt32 in_uNumListeners ///< Length of array
3293  );
3294 
3295  /// Add a single listener to a game object's set of associated listeners.
3296  /// 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.
3297  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3298  /// \sa
3299  /// - <tt>AK::SoundEngine::SetListeners</tt>
3300  /// - <tt>AK::SoundEngine::RemoveListener</tt>
3301  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3302  /// - \ref soundengine_listeners
3304  AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3305  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be activated for in_emitterGameObj.
3306  );
3307 
3308  /// Remove a single listener from a game object's set of active listeners.
3309  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3310  /// \sa
3311  /// - <tt>AK::SoundEngine::SetListeners</tt>
3312  /// - <tt>AK::SoundEngine::AddListener</tt>
3313  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3314  /// - \ref soundengine_listeners
3316  AkGameObjectID in_emitterGameObj, ///< Emitter game object.
3317  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be deactivated for in_emitterGameObj. Game objects must have been previously registered.
3318  );
3319 
3320  /// 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
3321  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3322  /// 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.
3323  /// \return Always returns AK_Success
3324  /// \sa
3325  /// - \ref soundengine_listeners
3327  const AkGameObjectID* in_pListenerObjs, ///< Array of listener game object IDs that will be activated for subsequent registrations. Game objects must have been previously registered.
3328  AkUInt32 in_uNumListeners ///< Length of array
3329  );
3330 
3331  /// Add a single listener to the default set of listeners. Upon registration, all game objects reference the default listener set, until
3332  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3333  /// \sa
3334  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3335  /// - <tt>AK::SoundEngine::RemoveDefaultListener</tt>
3336  /// - \ref soundengine_listeners
3338  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be added to the default set of listeners.
3339  );
3340 
3341  /// Remove a single listener from the default set of listeners. Upon registration, all game objects reference the default listener set, until
3342  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3343  /// \sa
3344  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3345  /// - <tt>AK::SoundEngine::AddDefaultListener</tt>
3346  /// - \ref soundengine_listeners
3348  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be removed from the default set of listeners.
3349  );
3350 
3351  /// 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>.
3352  /// \return Always returns AK_Success
3353  /// \sa
3354  /// - <tt>AK::SoundEngine::SetListeners</tt>
3355  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3356  /// - <tt>AK::SoundEngine::SetGameObjectOutputBusVolume</tt>
3357  /// - \ref soundengine_listeners
3359  AkGameObjectID in_emitterGameObj ///< Emitter game object.
3360  );
3361 
3362  /// Sets a listener's spatialization parameters. This lets you define listener-specific
3363  /// volume offsets for each audio channel.
3364  /// If \c in_bSpatialized is false, only \c in_pVolumeOffsets is used for this listener (3D positions
3365  /// have no effect on the speaker distribution). Otherwise, \c in_pVolumeOffsets is added to the speaker
3366  /// distribution computed for this listener.
3367  /// Use helper functions of \c AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets.
3368  ///
3369  /// \remarks
3370  /// - If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig,
3371  /// standard up/downmix rules apply.
3372  /// - Sounds with 3D Spatialization set to None will not be affected by these parameters.
3373  /// \return
3374  /// - \c AK_Success if message was successfully posted to sound engine queue
3375  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3376  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
3377  /// \sa
3378  /// - \ref soundengine_listeners_spatial
3380  AkGameObjectID in_uListenerID, ///< Listener game object ID
3381  bool in_bSpatialized, ///< Spatialization toggle (True : enable spatialization, False : disable spatialization)
3382  AkChannelConfig in_channelConfig, ///< Channel configuration associated with volumes in_pVolumeOffsets. Ignored if in_pVolumeOffsets is NULL.
3383  AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets = NULL ///< Per-speaker volume offset, in dB. See AkSpeakerVolumes.h for how to manipulate this vector.
3384  );
3385 
3386  //@}
3387 
3388 
3389  ////////////////////////////////////////////////////////////////////////
3390  /// @name Game Syncs
3391  //@{
3392 
3393  /// Sets the value of a real-time parameter control (by ID).
3394  /// With this function, you may set a game parameter value with global scope or with game object scope.
3395  /// 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
3396  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3397  /// To set a game parameter value with global scope, pass \c AK_INVALID_GAME_OBJECT as the game object.
3398  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3399  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3400  /// according to the interpolation curve. If you call \c <tt><tt>SetRTPCValue()</tt></tt> with <tt>in_uValueChangeDuration = 0</tt> in the
3401  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3402  /// function at every game frame, you should not use \c in_uValueChangeDuration, as it would have no effect and it is less efficient.
3403  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3404  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3405  /// \return
3406  /// - \c AK_Success if the value was successfully set
3407  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3408  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3409  /// \sa
3410  /// - \ref soundengine_rtpc
3411  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3413  AkRtpcID in_rtpcID, ///< ID of the game parameter
3414  AkRtpcValue in_value, ///< Value to set
3415  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3416  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3417  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3418  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.
3419  );
3420 
3421 #ifdef AK_SUPPORT_WCHAR
3422  /// Sets the value of a real-time parameter control (by Unicode string name).
3423  /// With this function, you may set a game parameter value to global scope or to game object scope.
3424  /// 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
3425  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3426  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3427  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3428  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3429  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3430  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3431  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3432  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3433  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3434  /// \return
3435  /// - \c AK_Success if the value was successfully set
3436  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3437  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3438  /// \aknote Strings are case-insensitive. \endaknote
3439  /// \sa
3440  /// - \ref soundengine_rtpc
3442  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3443  AkRtpcValue in_value, ///< Value to set
3444  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3445  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3446  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3447  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.
3448  );
3449 #endif //AK_SUPPORT_WCHAR
3450 
3451  /// Sets the value of a real-time parameter control.
3452  /// With this function, you may set a game parameter value with global scope or with game object scope.
3453  /// 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
3454  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3455  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3456  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3457  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3458  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3459  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3460  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3461  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3462  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3463  /// \return
3464  /// - \c AK_Success if the value was successfully set
3465  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3466  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3467  /// \aknote Strings are case-insensitive. \endaknote
3468  /// \sa
3469  /// - \ref soundengine_rtpc
3471  const char* in_pszRtpcName, ///< Name of the game parameter
3472  AkRtpcValue in_value, ///< Value to set
3473  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3474  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3475  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3476  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.
3477  );
3478 
3479  /// Sets the value of a real-time parameter control (by ID).
3480  /// With this function, you may set a game parameter value on playing id scope.
3481  /// Playing id scope supersedes both game object scope and global scope.
3482  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3483  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3484  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3485  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3486  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3487  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3488  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3489  /// - \c AK_Success if successful
3490  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3491  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3492  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3493  /// \sa
3494  /// - \ref soundengine_rtpc
3495  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3497  AkRtpcID in_rtpcID, ///< ID of the game parameter
3498  AkRtpcValue in_value, ///< Value to set
3499  AkPlayingID in_playingID, ///< Associated playing ID
3500  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3501  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3502  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.
3503  );
3504 
3505 #ifdef AK_SUPPORT_WCHAR
3506  /// Sets the value of a real-time parameter control (by Unicode string name).
3507  /// With this function, you may set a game parameter value on playing ID scope.
3508  /// Playing id scope supersedes both game object scope and global scope.
3509  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3510  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3511  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3512  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3513  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3514  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3515  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3516  /// - \c AK_Success if successful
3517  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3518  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3519  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3520  /// \sa
3521  /// - \ref soundengine_rtpc
3522  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3524  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3525  AkRtpcValue in_value, ///< Value to set
3526  AkPlayingID in_playingID, ///< Associated playing ID
3527  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3528  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3529  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.
3530  );
3531 #endif //AK_SUPPORT_WCHAR
3532 
3533  /// Sets the value of a real-time parameter control (by string name).
3534  /// With this function, you may set a game parameter value on playing id scope.
3535  /// Playing id scope supersedes both game object scope and global scope.
3536  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3537  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3538  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3539  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3540  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3541  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3542  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3543  /// - \c AK_Success if successful
3544  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3545  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3546  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3547  /// \sa
3548  /// - \ref soundengine_rtpc
3549  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3551  const char* in_pszRtpcName, ///< Name of the game parameter
3552  AkRtpcValue in_value, ///< Value to set
3553  AkPlayingID in_playingID, ///< Associated playing ID
3554  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3555  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3556  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.
3557  );
3558 
3559  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3560  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3561  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3562  /// game objects that were not overridden with a value with game object scope.
3563  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3564  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3565  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3566  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3567  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3568  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3569  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3570  /// \return
3571  /// - \c AK_Success when successful
3572  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3573  /// \sa
3574  /// - \ref soundengine_rtpc
3575  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3576  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3578  AkRtpcID in_rtpcID, ///< ID of the game parameter
3579  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3580  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3581  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3582  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.
3583  );
3584 
3585 #ifdef AK_SUPPORT_WCHAR
3586  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3587  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3588  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3589  /// game objects that were not overridden with a value with game object scope.
3590  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3591  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3592  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3593  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3594  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3595  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3596  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3597  /// \return
3598  /// - \c AK_Success if successful
3599  /// - \c AK_InvalidID if in_pszParamName is NULL.
3600  /// \aknote Strings are case-insensitive. \endaknote
3601  /// \sa
3602  /// - \ref soundengine_rtpc
3603  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3605  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3606  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3607  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3608  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3609  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.
3610  );
3611 #endif //AK_SUPPORT_WCHAR
3612 
3613  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3614  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3615  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3616  /// game objects that were not overridden with a value with game object scope.
3617  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3618  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3619  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3620  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3621  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3622  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3623  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3624  /// \return
3625  /// - \c AK_Success if successful
3626  /// - \c AK_InvalidID if in_pszParamName is NULL.
3627  /// \aknote Strings are case-insensitive. \endaknote
3628  /// \sa
3629  /// - \ref soundengine_rtpc
3630  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3632  const char* in_pszRtpcName, ///< Name of the game parameter
3633  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3634  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3635  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3636  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.
3637  );
3638 
3639  /// Sets the State of a Switch Group (by IDs).
3640  /// \return Always returns AK_Success
3641  /// \sa
3642  /// - \ref soundengine_switch
3643  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3645  AkSwitchGroupID in_switchGroup, ///< ID of the Switch Group
3646  AkSwitchStateID in_switchState, ///< ID of the Switch
3647  AkGameObjectID in_gameObjectID ///< Associated game object ID
3648  );
3649 
3650 #ifdef AK_SUPPORT_WCHAR
3651  /// Sets the State of a Switch Group (by Unicode string names).
3652  /// \return
3653  /// - \c AK_Success if successful
3654  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3655  /// Make sure that the banks were generated with the "include string" option.
3656  /// \aknote Strings are case-insensitive. \endaknote
3657  /// \sa
3658  /// - \ref soundengine_switch
3660  const wchar_t* in_pszSwitchGroup, ///< Name of the Switch Group
3661  const wchar_t* in_pszSwitchState, ///< Name of the Switch
3662  AkGameObjectID in_gameObjectID ///< Associated game object ID
3663  );
3664 #endif //AK_SUPPORT_WCHAR
3665 
3666  /// Sets the state of a Switch Group.
3667  /// \return
3668  /// - \c AK_Success if successful
3669  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3670  /// Make sure that the banks were generated with the "include string" option.
3671  /// \aknote Strings are case-insensitive. \endaknote
3672  /// \sa
3673  /// - \ref soundengine_switch
3675  const char* in_pszSwitchGroup, ///< Name of the Switch Group
3676  const char* in_pszSwitchState, ///< Name of the Switch
3677  AkGameObjectID in_gameObjectID ///< Associated game object ID
3678  );
3679 
3680  /// Post the specified trigger (by IDs).
3681  /// \return Always returns AK_Success
3682  /// \sa
3683  /// - \ref soundengine_triggers
3684  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3686  AkTriggerID in_triggerID, ///< ID of the trigger
3687  AkGameObjectID in_gameObjectID ///< Associated game object ID
3688  );
3689 
3690 #ifdef AK_SUPPORT_WCHAR
3691  /// Posts the specified trigger (by Unicode string name).
3692  /// \return
3693  /// - \c AK_Success if successful
3694  /// - \c AK_InvalidID if the trigger name was null
3695  /// Make sure that the banks were generated with the "include string" option.
3696  /// \aknote Strings are case-insensitive. \endaknote
3697  /// \sa
3698  /// - \ref soundengine_triggers
3700  const wchar_t* in_pszTrigger, ///< Name of the trigger
3701  AkGameObjectID in_gameObjectID ///< Associated game object ID
3702  );
3703 #endif //AK_SUPPORT_WCHAR
3704 
3705  /// Posts the specified trigger.
3706  /// \return
3707  /// - \c AK_Success if successful
3708  /// - \c AK_InvalidID if the trigger name was null
3709  /// Make sure that the banks were generated with the "include string" option.
3710  /// \aknote Strings are case-insensitive. \endaknote
3711  /// \sa
3712  /// - \ref soundengine_triggers
3714  const char* in_pszTrigger, ///< Name of the trigger
3715  AkGameObjectID in_gameObjectID ///< Associated game object ID
3716  );
3717 
3718  /// Sets the state of a State Group (by IDs).
3719  /// \return Always returns AK_Success
3720  /// \sa
3721  /// - \ref soundengine_states
3722  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3724  AkStateGroupID in_stateGroup, ///< ID of the State Group
3725  AkStateID in_state ///< ID of the state
3726  );
3727 
3728 #ifdef AK_SUPPORT_WCHAR
3729  /// Sets the state of a State Group (by Unicode string names).
3730  /// \return
3731  /// - \c AK_Success if successful
3732  /// - \c AK_InvalidID if the state or State Group name was null
3733  /// Make sure that the banks were generated with the "include string" option.
3734  /// \aknote Strings are case-insensitive. \endaknote
3735  /// \sa
3736  /// - \ref soundengine_states
3737  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3739  const wchar_t* in_pszStateGroup, ///< Name of the State Group
3740  const wchar_t* in_pszState ///< Name of the state
3741  );
3742 #endif //AK_SUPPORT_WCHAR
3743 
3744  /// Sets the state of a State Group.
3745  /// \return
3746  /// - \c AK_Success if successful
3747  /// - \c AK_InvalidID if the state or State Group name was null
3748  /// Make sure that the banks were generated with the "include string" option.
3749  /// \aknote Strings are case-insensitive. \endaknote
3750  /// \sa
3751  /// - \ref soundengine_states
3752  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3754  const char* in_pszStateGroup, ///< Name of the State Group
3755  const char* in_pszState ///< Name of the state
3756  );
3757 
3758  //@}
3759 
3760  ////////////////////////////////////////////////////////////////////////
3761  /// @name Environments
3762  //@{
3763 
3764  /// Sets the Auxiliary Busses to route the specified game object
3765  /// To clear the game object's auxiliary sends, \c in_uNumSendValues must be 0.
3766  /// \sa
3767  /// - \ref soundengine_environments
3768  /// - \ref soundengine_environments_dynamic_aux_bus_routing
3769  /// - \ref soundengine_environments_id_vs_string
3770  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3771  /// \return
3772  /// - \c AK_Success if successful
3773  /// - \c AK_InvalidParameter if a duplicated environment is found in the array
3774  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3776  AkGameObjectID in_gameObjectID, ///< Associated game object ID
3777  AkAuxSendValue* in_aAuxSendValues, ///< Variable-size array of AkAuxSendValue structures
3778  ///< (it may be NULL if no environment must be set)
3779  AkUInt32 in_uNumSendValues ///< The number of auxiliary busses at the pointer's address
3780  ///< (it must be 0 if no environment is set)
3781  );
3782 
3783  /// Registers a callback to allow the game to modify or override the volume to be applied at the output of an audio bus.
3784  /// The callback must be registered once per bus ID.
3785  /// Call with <tt>in_pfnCallback = NULL</tt> to unregister.
3786  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
3787  /// \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
3788  /// \sa
3789  /// - \ref goingfurther_speakermatrixcallback
3790  /// - \ref soundengine_environments
3791  /// - AkSpeakerVolumeMatrixCallbackInfo
3792  /// - <tt>AK::IAkMixerInputContext</tt>
3793  /// - <tt>AK::IAkMixerPluginContext</tt>
3794  /// \return
3795  /// - \c AK_Success if successful
3796  /// - \c AK_IDNotFound if the bus is not found
3797  /// - \c AK_NotInitialized if the sound engine is not initialized
3798  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
3800  AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ).
3801  AkBusCallbackFunc in_pfnCallback, ///< Callback function.
3802  void* in_pCookie = NULL ///< User cookie.
3803  );
3804 
3805  /// 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
3806  /// 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.
3807  /// The callback must be registered once per bus ID.
3808  /// Call with in_pfnCallback = NULL to unregister.
3809  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
3810  /// \sa
3811  /// - \ref goingfurther_speakermatrixcallback
3812  /// - AkBusMeteringCallbackFunc
3813  /// - <tt>AK::AkMetering</tt>
3814  /// \return
3815  /// - \c AK_Success if successful
3816  /// - \c AK_IDNotFound if the bus is not found
3817  /// - \c AK_NotInitialized if the sound engine is not initialized
3818  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
3820  AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ).
3821  AkBusMeteringCallbackFunc in_pfnCallback, ///< Callback function.
3822  AkMeteringFlags in_eMeteringFlags, ///< Metering flags.
3823  void* in_pCookie = NULL ///< User cookie.
3824  );
3825 
3826  /// 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
3827  /// 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.
3828  /// The callback must be registered once per device shareset ID.
3829  /// Call with in_pfnCallback = NULL to unregister.
3830  /// \sa
3831  /// - \ref goingfurther_speakermatrixcallback
3832  /// - AkOutputDeviceMeteringCallbackFunc
3833  /// - <tt>AK::AkMetering</tt>
3834  /// \return
3835  /// - \c AK_Success if successful
3836  /// - \c AK_DeviceNotFound if the device is not found
3837  /// - \c AK_NotInitialized if the sound engine is not initialized
3838  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
3840  AkOutputDeviceID in_idOutput, ///< Output ID, as returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
3841  AkOutputDeviceMeteringCallbackFunc in_pfnCallback, ///< Callback function.
3842  AkMeteringFlags in_eMeteringFlags, ///< Metering flags.
3843  void* in_pCookie = NULL ///< User cookie.
3844  );
3845 
3846  /// Sets the Output Bus Volume (direct) to be used for the specified game object.
3847  /// The control value is a number ranging from 0.0f to 1.0f.
3848  /// 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
3849  /// 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.
3850  /// \sa
3851  /// - \ref AK::SoundEngine::ResetListenersToDefault
3852  /// - \ref soundengine_environments
3853  /// - \ref soundengine_environments_setting_dry_environment
3854  /// - \ref soundengine_environments_id_vs_string
3855  /// \return
3856  /// - \c AK_Success when successful
3857  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3859  AkGameObjectID in_emitterObjID, ///< Associated emitter game object ID
3860  AkGameObjectID in_listenerObjID, ///< Associated listener game object ID. Pass AK_INVALID_GAME_OBJECT to set the Output Bus Volume for all connected listeners.
3861  AkReal32 in_fControlValue ///< A multiplier in the range [0.0f:16.0f] ( -∞ dB to +24 dB).
3862  ///< A value greater than 1.0f will amplify the sound.
3863  );
3864 
3865  /// Sets an Effect ShareSet at the specified audio node and Effect slot index.
3866  /// \aknote
3867  /// Replacing effects is preferably done through a Set Effect Event Action.
3868  /// \endaknote
3869  /// The target node cannot be a Bus, to set effects on a bus, use SetBusEffect() instead.
3870  /// \aknote The option "Override Parent" in
3871  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will
3872  /// still be the one in use and the call to SetActorMixerEffect will have no impact.
3873  /// \endaknote
3874  /// \return Always returns AK_Success
3876  AkUniqueID in_audioNodeID, ///< Can be a member of the Actor-Mixer or Interactive Music Hierarchy (not a bus).
3877  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3878  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
3879  );
3880 
3881  /// Sets an Effect ShareSet at the specified bus and Effect slot index.
3882  /// \aknote
3883  /// Replacing effects is preferably done through a Set Effect Event Action.
3884  /// \endaknote
3885  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
3886  /// This adds a reference on the audio node to an existing ShareSet.
3887  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3888  /// Bus which does not have any Effects, or removing the last Effect on a currently playing bus.
3889  /// \endaknote
3890  /// \aknote This function will replace existing Effects on the node. If the target node is not at
3891  /// the top of the hierarchy and is in the actor-mixer hierarchy, the option "Override Parent" in
3892  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3893  /// still be the one in use and the call to SetBusEffect will have no impact.
3894  /// \endaknote
3895  /// \return
3896  /// - \c AK_Success when successfully posted.
3897  /// - \c AK_IDNotFound if the Bus isn't found by in_audioNodeID
3898  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
3900  AkUniqueID in_audioNodeID, ///< Bus Short ID.
3901  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3902  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the Effect slot
3903  );
3904 
3905 #ifdef AK_SUPPORT_WCHAR
3906  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
3907  /// \aknote
3908  /// Replacing effects is preferably done through a Set Effect Event Action.
3909  /// \endaknote
3910  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
3911  /// This adds a reference on the audio node to an existing ShareSet.
3912  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3913  /// bus which does not have any Effects, or removing the last Effect on a currently playing Bus.
3914  /// \endaknote
3915  /// \aknote This function will replace existing Effects on the node. If the target node is not at
3916  /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
3917  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3918  /// still be the one in use and the call to \c SetBusEffect will have no impact.
3919  /// \endaknote
3920  /// \returns
3921  /// - \c AK_Success when successfully posted.
3922  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
3923  /// - \c AK_InvalidID if in_pszBusName is null
3924  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range or in_pszBusName is null
3926  const wchar_t* in_pszBusName, ///< Bus name
3927  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3928  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
3929  );
3930 #endif //AK_SUPPORT_WCHAR
3931 
3932  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
3933  /// \aknote
3934  /// Replacing effects is preferably done through a Set Effect Event Action.
3935  /// \endaknote
3936  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
3937  /// This adds a reference on the audio node to an existing ShareSet.
3938  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3939  /// Bus which does not have any effects, or removing the last Effect on a currently playing bus.
3940  /// \endaknote
3941  /// \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
3942  /// \aknote This function will replace existing Effects on the node. If the target node is not at
3943  /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
3944  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3945  /// still be the one in use and the call to SetBusEffect will have no impact.
3946  /// \endaknote
3947  /// \returns
3948  /// - \c AK_Success when successfully posted.
3949  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
3950  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
3951  /// - \c AK_InvalidID if in_pszBusName is null
3953  const char* in_pszBusName, ///< Bus name
3954  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3955  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
3956  );
3957 
3958  /// Sets an audio device effect shareset on the specified output device and effect slot index.
3959  /// \aknote
3960  /// Replacing effects is preferably done through a Set Effect Event Action.
3961  /// \endaknote
3962  /// \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
3963  /// \aknote This function will replace existing effects of the audio device shareset. \endaknote
3964  /// \aknote Audio device effects support is limited to one shareset per plug-in type at any time. \endaknote
3965  /// \aknote Errors are reported in the Wwise Capture Log if the effect cannot be set on the output device. \endaknote
3966 
3967  /// \returns Always returns AK_Success
3969  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
3970  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3971  AkUniqueID in_FXShareSetID ///< Effect ShareSet ID
3972  );
3973 
3974  /// Sets a Mixer ShareSet at the specified bus.
3975  /// \aknote This function has unspecified behavior when adding a mixer to a currently playing
3976  /// Bus which does not have any Effects or mixer, or removing the last mixer on a currently playing Bus.
3977  /// \endaknote
3978  /// \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
3979  /// \aknote This function will replace existing mixers on the node.
3980  /// \endaknote
3981  /// \return Always returns AK_Success
3983  AkUniqueID in_audioNodeID, ///< Bus Short ID.
3984  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to remove.
3985  );
3986 
3987 #ifdef AK_SUPPORT_WCHAR
3988  /// Sets a Mixer ShareSet at the specified bus.
3989  /// \aknote This function has unspecified behavior when adding a mixer to a currently playing
3990  /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
3991  /// \endaknote
3992  /// \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
3993  /// \aknote This function will replace existing mixers on the node.
3994  /// \endaknote
3995  /// \returns
3996  /// - \c AK_Success when successful
3997  /// - \c AK_InvalidID if in_pszBusName is null
3999  const wchar_t* in_pszBusName, ///< Bus name
4000  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to remove.
4001  );
4002 #endif //AK_SUPPORT_WCHAR
4003 
4004  /// Sets a Mixer ShareSet at the specified bus.
4005  /// \aknote This function has unspecified behavior when adding a mixer to a currently playing
4006  /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
4007  /// \endaknote
4008  /// \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
4009  /// \aknote This function will replace existing mixers on the node.
4010  /// \endaknote
4011  /// \returns
4012  /// - \c AK_Success when successful
4013  /// - \c AK_InvalidID if in_pszBusName is null
4015  const char* in_pszBusName, ///< Bus name
4016  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to remove.
4017  );
4018 
4019  /// Forces channel configuration for the specified bus.
4020  /// \aknote You cannot change the configuration of the master bus.\endaknote
4021  ///
4022  /// \return Always returns AK_Success
4024  AkUniqueID in_audioNodeID, ///< Bus Short ID.
4025  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4026  );
4027 
4028 #ifdef AK_SUPPORT_WCHAR
4029  /// Forces channel configuration for the specified bus.
4030  /// \aknote You cannot change the configuration of the master bus.\endaknote
4031  ///
4032  /// \returns
4033  /// - \c AK_Success when successful
4034  /// - \c AK_InvalidID if in_pszBusName is null
4036  const wchar_t* in_pszBusName, ///< Bus name
4037  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4038  );
4039 #endif //AK_SUPPORT_WCHAR
4040 
4041  /// Forces channel configuration for the specified bus.
4042  /// \aknote You cannot change the configuration of the master bus.\endaknote
4043  ///
4044  /// \returns
4045  /// - \c AK_Success when successful
4046  /// - \c AK_InvalidID if in_pszBusName is null
4048  const char* in_pszBusName, ///< Bus name
4049  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4050  );
4051 
4052  /// Sets a game object's obstruction and occlusion levels. If SetMultiplePositions were used, values are set for all positions.
4053  /// To assign a unique obstruction and occlusion value to each sound position, instead use AK::SoundEngine::SetMultipleObstructionAndOcclusion.
4054  /// This function is used to affect how an object should be heard by a specific listener.
4055  /// \sa
4056  /// - \ref soundengine_obsocc
4057  /// - \ref soundengine_environments
4058  /// \return Always returns AK_Success
4060  AkGameObjectID in_EmitterID, ///< Emitter game object ID
4061  AkGameObjectID in_ListenerID, ///< Listener game object ID
4062  AkReal32 in_fObstructionLevel, ///< ObstructionLevel: [0.0f..1.0f]
4063  AkReal32 in_fOcclusionLevel ///< OcclusionLevel: [0.0f..1.0f]
4064  );
4065 
4066  /// Sets a game object's obstruction and occlusion value for each position defined by AK::SoundEngine::SetMultiplePositions.
4067  /// This function differs from AK::SoundEngine::SetObjectObstructionAndOcclusion as a list of obstruction/occlusion pair is provided
4068  /// and each obstruction/occlusion pair will affect the corresponding position defined at the same index.
4069  /// \aknote In the case the number of obstruction/occlusion pairs is smaller than the number of positions, remaining positions'
4070  /// obstrucion/occlusion values are set to 0.0. \endaknote
4071  /// \return
4072  /// - \c AK_Success if successful
4073  /// - \c AK_CommandTooLarge if the number of obstruction values is too large for the command queue.
4074  /// - \c AK_InvalidParameter if one of the parameter is out of range (check the debug console)
4075  /// - \c AK_InvalidFloatValue if one of the occlusion/obstruction values is NaN or Inf.
4076  /// \sa
4077  /// - \ref soundengine_obsocc
4078  /// - \ref soundengine_environments
4079  /// \return AK_Success if occlusion/obstruction values are successfully stored for this emitter
4081  AkGameObjectID in_EmitterID, ///< Emitter game object ID
4082  AkGameObjectID in_uListenerID, ///< Listener game object ID
4083  AkObstructionOcclusionValues* in_fObstructionOcclusionValues, ///< Array of obstruction/occlusion pairs to apply
4084  ///< ObstructionLevel: [0.0f..1.0f]
4085  ///< OcclusionLevel: [0.0f..1.0f]
4086  AkUInt32 in_uNumOcclusionObstruction ///< Number of obstruction/occlusion pairs specified in the provided array
4087  );
4088 
4089  /// Saves the playback history of container structures.
4090  /// This function will write history data for all currently loaded containers and instantiated game
4091  /// objects (for example, current position in Sequence Containers and previously played elements in
4092  /// Random Containers).
4093  /// \remarks
4094  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4095  /// \return
4096  /// - \c AK_Success when successful
4097  /// - \c AK_Fail is in_pBytes could not be parsed (corruption or data is truncated)
4098  /// \sa
4099  /// - <tt>AK::SoundEngine::SetContainerHistory()</tt>
4101  AK::IWriteBytes * in_pBytes ///< Pointer to IWriteBytes interface used to save the history.
4102  );
4103 
4104  /// Restores the playback history of container structures.
4105  /// This function will read history data from the passed-in stream reader interface, and apply it to all
4106  /// currently loaded containers and instantiated game objects. Game objects are matched by
4107  /// ID. History for unloaded structures and unknown game objects will be skipped.
4108  /// \remarks
4109  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4110  /// \return
4111  /// - \c AK_Success if successful
4112  /// - \c AK_InsufficientMemory if not enough memory is available for IReadBytes operation
4113  /// \sa
4114  /// - <tt>AK::SoundEngine::GetContainerHistory()</tt>
4116  AK::IReadBytes * in_pBytes ///< Pointer to IReadBytes interface used to load the history.
4117  );
4118 
4119  //@}
4120 
4121  ////////////////////////////////////////////////////////////////////////
4122  /// @name Capture
4123  //@{
4124 
4125  /// Starts recording the sound engine audio output.
4126  /// StartOutputCapture outputs a wav file per current output device of the sound engine.
4127  /// If more than one device is active, the system will create multiple files in the same output
4128  /// directory and will append numbers at the end of the provided filename.
4129  ///
4130  /// If no device is running yet, the system will return success AK_Success despite doing nothing.
4131  /// Use RegisterAudioDeviceStatusCallback to get notified when devices are created/destructed.
4132  ///
4133  /// \return AK_Success if successful, AK_Fail if there was a problem starting the output capture.
4134  /// \remark
4135  /// - The sound engine opens a stream for writing using <tt>AK::IAkStreamMgr::CreateStd()</tt>. If you are using the
4136  /// default implementation of the Stream Manager, file opening is executed in your implementation of
4137  /// the Low-Level IO interface <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>. The following
4138  /// AkFileSystemFlags are passed: uCompanyID = AKCOMPANYID_AUDIOKINETIC and uCodecID = AKCODECID_PCM,
4139  /// and the AkOpenMode is AK_OpenModeWriteOvrwr. Refer to \ref streamingmanager_lowlevel_location for
4140  /// more details on managing the deployment of your Wwise generated data.
4141  /// \return
4142  /// - \c AK_Success when successful
4143  /// - \c AK_InvalidParameter if in_CaptureFileName is null.
4144  /// - \c AK_InsufficientMemory if not enough memory is available.
4145  /// \sa
4146  /// - <tt>AK::SoundEngine::StopOutputCapture()</tt>
4147  /// - <tt>AK::StreamMgr::SetFileLocationResolver()</tt>
4148  /// - \ref streamingdevicemanager
4149  /// - \ref streamingmanager_lowlevel_location
4150  /// - RegisterAudioDeviceStatusCallback
4152  const AkOSChar* in_CaptureFileName ///< Name of the output capture file
4153  );
4154 
4155  /// Stops recording the sound engine audio output.
4156  /// \return AK_Success if successful, AK_Fail if there was a problem stopping the output capture.
4157  /// \sa
4158  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4160 
4161  /// Adds text marker in audio output file.
4162  /// \return
4163  /// - \c AK_Success when successful
4164  /// - \c AK_InvalidParameter if in_MarkerText is null.
4165  /// - \c AK_InsufficientMemory if not enough memory is available.
4166  /// \sa
4167  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4169  const char* in_MarkerText ///< Text of the marker
4170  );
4171 
4172  /// Adds binary data to a marker in audio output file.
4173  /// \return
4174  /// - \c AK_Success when successful
4175  /// - \c AK_InvalidParameter if in_pMarkerData is null or in_uMarkerDataSize is zero.
4176  /// - \c AK_InsufficientMemory if not enough memory is available.
4177  /// \sa
4178  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4180  void* in_pMarkerData, ///< Marker data
4181  AkUInt32 in_uMarkerDataSize ///< Size of the marker data
4182  );
4183 
4184  /// Gets the system sample rate.
4185  /// \return The sample rate.
4187 
4188  /// Registers a callback used for retrieving audio samples.
4189  /// The callback will be called from the audio thread during real-time rendering and from the main thread during offline rendering.
4190  /// \return
4191  /// - \c AK_Success when successful
4192  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4193  /// - \c AK_InvalidParameter when in_pfnCallback is null
4194  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4195  /// \sa
4196  /// - <tt>AK::SoundEngine::AddOutput()</tt>
4197  /// - <tt>AK::SoundEngine::GetOutputID()</tt>
4198  /// - <tt>AK::SoundEngine::UnregisterCaptureCallback()</tt>
4200  AkCaptureCallbackFunc in_pfnCallback, ///< Capture callback function to register.
4201  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4202  void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4203  );
4204 
4205  /// Unregisters a callback used for retrieving audio samples.
4206  /// \return
4207  /// - \c AK_Success when successful
4208  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4209  /// - \c AK_InvalidParameter when in_pfnCallback is null
4210  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4211  /// \sa
4212  /// - <tt>AK::SoundEngine::AddOutput()</tt>
4213  /// - <tt>AK::SoundEngine::GetOutputID()</tt>
4214  /// - <tt>AK::SoundEngine::RegisterCaptureCallback()</tt>
4216  AkCaptureCallbackFunc in_pfnCallback, ///< Capture callback function to unregister.
4217  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4218  void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4219  );
4220 
4221  /// Starts recording the sound engine profiling information into a file. This file can be read
4222  /// by Wwise Authoring. The file is created at the base path. If you have integrated Wwise I/O,
4223  /// you can use <tt>CAkDefaultIOHookDeferred::SetBasePath()</tt> (or <tt>CAkDefaultIOHookDeferred::AddBasePath()</tt>)
4224  /// to change the location where the file is saved. The profiling session records all data types possible.
4225  /// Note that this call captures peak metering for all the busses loaded and mixing
4226  /// while this call is invoked.
4227  /// \remark This function is provided as a utility tool only. It does nothing if it is
4228  /// called in the release configuration and returns AK_NotCompatible.
4230  const AkOSChar* in_CaptureFileName ///< Name of the output profiler file (.prof extension recommended)
4231  );
4232 
4233  /// Stops recording the sound engine profiling information.
4234  /// \remark This function is provided as a utility tool only. It does nothing if it is
4235  /// called in the release configuration and returns AK_NotCompatible.
4237 
4238  //@}
4239 
4240  ////////////////////////////////////////////////////////////////////////
4241  /// @name Offline Rendering
4242  //@{
4243 
4244  /// Sets the offline rendering frame time in seconds.
4245  /// When offline rendering is enabled, every call to \ref RenderAudio() will generate sample data as if this much time has elapsed. If the frame time argument is less than or equal to zero, every call to RenderAudio() will generate one audio buffer.
4246  /// \return Always returns AK_Success
4248  AkReal32 in_fFrameTimeInSeconds ///< frame time in seconds used during offline rendering
4249  );
4250 
4251  /// Enables/disables offline rendering.
4252  /// \return Always returns AK_Success
4254  bool in_bEnableOfflineRendering ///< enables/disables offline rendering
4255  );
4256 
4257  //@}
4258 
4259  ////////////////////////////////////////////////////////////////////////
4260  /// @name Secondary Outputs
4261  //@{
4262 
4263  /// Adds an output to the sound engine. Use this to add controller-attached headphones, controller speakers, DVR output, etc.
4264  /// The in_Settings parameter contains an Audio Device shareset to specify the output plugin to use and a device ID to specify the instance, if necessary (e.g. which game controller).
4265  ///
4266  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4267  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4268  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4269  ///
4270  /// \sa AkOutputSettings for more details.
4271  /// \sa \ref integrating_secondary_outputs
4272  /// \sa \ref default_audio_devices
4273  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4274  /// \sa AK::AkDeviceStatusCallbackFunc
4275  /// \return
4276  /// The following codes are returned directly from the function, as opposed to the AkDeviceStatusCallback
4277  /// - \c AK_NotImplemented: Feature not supported, some platforms don't have other outputs.
4278  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations (see parameter list below).
4279  /// - \c AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
4280  /// - \c AK_DeviceNotReady: The idDevice on in_settings doesn't match with a valid hardware device. Either the device doesn't exist or is disabled. Disconnected devices (headphones) are not considered "not ready" therefore won't cause this error.
4281  /// - \c AK_NotInitialized: If AK::SoundEngine::Init was not called or if the Init.bnk was not loaded before the call.
4282  /// - \c AK_Success: Parameters are valid.
4283  ///
4284  /// The following codes are returned from the callback.
4285  /// - \c AK_InsufficientMemory : Not enough memory to complete the operation.
4286  /// - \c AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
4287  /// - \c AK_PluginNotRegistered: The audioDeviceShareset exists but the plug-in it refers to is not installed or statically linked with the game.
4288  /// - \c AK_NotCompatible: The hardware does not support this type of output. Wwise will try to use the System output instead, and a separate callback will fire when that completes.
4289  /// - \c AK_DeviceNotCompatible: The hardware does not support this type of output. Wwise will NOT fallback to any other type of output.
4290  /// - \c AK_Fail: Generic code for any non-permanent conditions (e.g. disconnection) that prevent the use of the output. Wwise has created the output and sounds will be routed to it, but this output is currently silent until the temporary condition resolves.
4291  /// - \c AK_NoDistinctListener: Outputs of the same type (same ShareSet, like controller speakers) must have distinct Listeners to make a proper routing. This doesn't happen if there is only one output of that type.
4293  const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4294  AkOutputDeviceID *out_pDeviceID = NULL, ///< (Optional) Output ID to use with all other Output management functions. Leave to NULL if not required. \ref AK::SoundEngine::GetOutputID
4295  const AkGameObjectID* in_pListenerIDs = NULL, ///< Specific listener(s) to attach to this device.
4296  ///< If specified, only the sounds routed to game objects linked to those listeners will play in this device.
4297  ///< It is necessary to have separate listeners if multiple devices of the same type can coexist (e.g. controller speakers)
4298  ///< If not specified, sound routing simply obey the associations between Master Busses and Audio Devices setup in the Wwise Project.
4299  AkUInt32 in_uNumListeners = 0 ///< The number of elements in the in_pListenerIDs array.
4300  );
4301 
4302  /// Removes one output added through AK::SoundEngine::AddOutput
4303  /// If a listener was associated with the device, you should consider unregistering the listener prior to call RemoveOutput
4304  /// so that Game Object/Listener routing is properly updated according to your game scenario.
4305  /// \sa \ref integrating_secondary_outputs
4306  /// \sa AK::SoundEngine::AddOutput
4307  /// \return AK_Success: Parameters are valid.
4309  AkOutputDeviceID in_idOutput ///< ID of the output to remove. Use the returned ID from AddOutput, GetOutputID, or ReplaceOutput
4310  );
4311 
4312  /// Replaces an output device previously created during engine initialization or from AddOutput, with a new output device.
4313  /// In addition to simply removing one output device and adding a new one, the new output device will also be used on all of the master buses
4314  /// that the old output device was associated with, and preserve all listeners that were attached to the old output device.
4315  ///
4316  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4317  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4318  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4319  ///
4320  /// \sa AK::SoundEngine::AddOutput
4321  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4322  /// \sa AK::AkDeviceStatusCallbackFunc
4323  /// \return
4324  /// - \c AK_InvalidID: The audioDeviceShareset on in_settings was not valid.
4325  /// - \c AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
4326  /// - \c AK_DeviceNotReady: The idDevice on in_settings doesn't match with a valid hardware device. Either the device doesn't exist or is disabled. Disconnected devices (headphones) are not considered "not ready" therefore won't cause this error.
4327  /// - \c AK_DeviceNotFound: The in_outputDeviceId provided does not match with any of the output devices that the sound engine is currently using.
4328  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations on in_settings
4329  /// - \c AK_Success: parameters were valid, and the remove and add will occur.
4331  const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4332  AkOutputDeviceID in_outputDeviceId, ///< AkOutputDeviceID of the output to replace. Use 0 to target the current main output, regardless of its id. Otherwise, use the AkOuptutDeviceID returned from AddOutput() or ReplaceOutput(), or generated by GetOutputID()
4333  AkOutputDeviceID *out_pOutputDeviceId = NULL ///< (Optional) Pointer into which the method writes the AkOutputDeviceID of the new output device. If the call fails, the value pointed to will not be modified.
4334  );
4335 
4336  /// Gets the compounded output ID from shareset and device id.
4337  /// Outputs are defined by their type (Audio Device shareset) and their specific system ID. A system ID could be reused for other device types on some OS or platforms, hence the compounded ID.
4338  /// Use 0 for in_idShareset & in_idDevice to get the Main Output ID (the one usually initialized during AK::SoundEngine::Init)
4339  /// \return The id of the output
4341  AkUniqueID in_idShareset, ///< Audio Device ShareSet ID, as defined in the Wwise Project. If needed, use AK::SoundEngine::GetIDFromString() to convert from a string. Set to AK_INVALID_UNIQUE_ID to use the default.
4342  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4343  /// \sa \ref obtaining_device_id
4344  );
4345 
4347  const char* in_szShareSet, ///< Audio Device ShareSet Name, as defined in the Wwise Project. If Null, will select the Default Output shareset (always available)
4348  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4349  /// \sa \ref obtaining_device_id
4350  );
4351 
4352  #ifdef AK_SUPPORT_WCHAR
4354  const wchar_t* in_szShareSet, ///< Audio Device ShareSet Name, as defined in the Wwise Project. If Null, will select the Default Output shareset (always available)
4355  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4356  /// \sa \ref obtaining_device_id
4357  );
4358  #endif
4359 
4360  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4361  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4362  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4363  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4364  /// \return
4365  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4366  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4368  AkUniqueID in_idBus, ///< Id of the master bus
4369  AkUniqueID in_idNewDevice ///< New device shareset to replace with.
4370  );
4371 
4372  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4373  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4374  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4375  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4376  /// \return
4377  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4378  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4380  const char* in_BusName, ///< Name of the master bus
4381  const char* in_DeviceName ///< New device shareset to replace with.
4382  );
4383 
4384  #ifdef AK_SUPPORT_WCHAR
4385  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4386  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4387  /// SetBusDevice must be preceded by a call to AddOutput for the new device shareset to be registered as an output.
4388  /// \return
4389  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4390  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4392  const wchar_t* in_BusName, ///< Name of the master bus
4393  const wchar_t* in_DeviceName ///< New device shareset to replace with.
4394  );
4395  #endif
4396 
4397  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4398  /// \remarks
4399  /// This call is only valid for sink plug-ins that support device enumeration.
4400  /// Prerequisites:
4401  /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4402  /// * A physical device recognized by this plug-in must exist in the system.
4403  ///
4404  /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4405  /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4406  /// Note that it is optional to implement device enumeration on custom sink plug-ins.
4407  /// \return
4408  /// - \c AK_NotImplemented if the sink plug-in does not implement device enumeration
4409  /// - \c AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4410  /// - \c AK_NotCompatible if no device of this type are supported on the current platform
4411  /// - \c AK_Fail in case of system device manager failure (OS related)
4412  ///
4414  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
4415  AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
4416  AkUInt32& io_maxNumDevices, ///< In: The length of the out_deviceDescriptions array. Out: If out_deviceDescriptions is not-null, this will be set to the number of entries in out_deviceDescriptions that was populated. If out_deviceDescriptions is null, this will be set to the number of devices that may be available.
4417  AkDeviceDescription* out_deviceDescriptions ///< The output array of device descriptions.
4418  );
4419 
4420  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4421  /// \remarks
4422  /// This call is only valid for sink plug-ins that support device enumeration.
4423  /// Prerequisites:
4424  /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4425  /// * The audio device shareset must have been loaded from a soundbank, and a physical device recognized by this plug-in must exist in the system.
4426  ///
4427  /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4428  /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4429  /// Note that it is optional to implement device enumeration on custom sink plug-ins.
4430  /// \return
4431  /// AK_NotImplemented if the sink plug-in does not implement device enumeration
4432  /// AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4434  AkUniqueID in_audioDeviceShareSetID, ///< In: The audio device shareset ID for which to list the sink plug-in devices.
4435  AkUInt32& io_maxNumDevices, ///< In: The length of the out_deviceDescriptions array. Out: If out_deviceDescriptions is not-null, this will be set to the number of entries in out_deviceDescriptions that was populated. If out_deviceDescriptions is null, this will be set to the number of devices that may be available.
4436  AkDeviceDescription* out_deviceDescriptions ///< The output array of device descriptions.
4437  );
4438 
4439  /// Sets the volume of a output device.
4440  /// \return
4441  /// - \c AK_Success if successful
4442  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4444  AkOutputDeviceID in_idOutput, ///< Output ID to set the volume on. As returned from AddOutput or GetOutputID
4445  AkReal32 in_fVolume ///< Volume (0.0 = Muted, 1.0 = Volume max)
4446  );
4447 
4448  /// Returns whether or not the audio device matching the device ID provided supports spatial audio (i.e. the functionality is enabled, and more than 0 dynamic objects are supported).
4449  /// If Spatial Audio is supported, then you can call Init, AddOutput, or ReplaceOutput with an Audio Device Shareset corresponding to the respective platform-specific plug-in that
4450  /// provides spatial audio, such as the Microsoft Spatial Sound Platform for Windows. Note that on Xbox One, you need to call EnableSpatialAudio() before the sound engine is
4451  /// initialized, or initialize the sound engine with AkPlatformInitSettings::bEnableSpatialAudio set to true if you want spatial audio support; otherwise this will always return AK_NotCompatible.
4452  /// \return
4453  /// AK_NotCompatible when the device ID provided does not support spatial audio, or the platform does not support spatial audio
4454  /// AK_Fail when there is some other miscellaneous failure, or the device ID provided does not match a device that the system knows about
4455  /// AK_Success when the device ID provided does support spatial audio
4457  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4458  /// \sa \ref obtaining_device_id
4459  );
4460 
4461 
4462  //@}
4463 
4464  /// This function should be called to put the sound engine in background mode, where audio isn't processed anymore. This needs to be called if the console has a background mode or some suspended state.
4465  /// Call \c WakeupFromSuspend when your application receives the message from the OS that the process is back in foreground.
4466  /// When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when \ref RenderAudio() is called.
4467  /// It is recommended to match the <b>in_bRenderAnyway</b> parameter with the behavior of the rest of your game:
4468  /// if your game still runs in background and you must keep some kind of coherent state between the audio engine and game, then allow rendering.
4469  /// If you want to minimize CPU when in background, then don't allow rendering and never call RenderAudio from the game.
4470  ///
4471  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4472  /// \sa WakeupFromSuspend
4473  /// \sa \ref workingwithsdks_system_calls
4475  bool in_bRenderAnyway = false, ///< If set to true, audio processing will still occur, but not outputted. When set to false, no audio will be processed at all, even upon reception of RenderAudio().
4476  bool in_bFadeOut = true ///< Delay the suspend by one audio frame in order to fade-out. When false, the suspend takes effect immediately but audio may glitch.
4477  );
4478 
4479  /// This function should be called to wake up the sound engine and start processing audio again. This needs to be called if the console has a background mode or some suspended state.
4480  ///
4481  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4482  /// \sa Suspend
4483  /// \sa \ref workingwithsdks_system_calls
4485  AkUInt32 in_uDelayMs = 0 /// Delay (in milliseconds) before the wake up occurs. Rounded up to audio frame granularity. Adding a delay is useful if there is a possibility that another OS event may override the wake-up in the near future.
4486  );
4487 
4488  /// Obtains the current audio output buffer tick. This corresponds to the number of buffers produced by
4489  /// the sound engine since initialization.
4490  /// \return Tick count.
4492 
4493  /// Obtains the current audio output sample tick. This corresponds to the number of sapmles produced by
4494  /// the sound engine since initialization.
4495  /// \return Sample count.
4497  }
4498 }
4499 
4500 #endif // _AK_SOUNDENGINE_H_
AkOutputSettings settingsMainOutput
Main output device settings.
AKSOUNDENGINE_API AKRESULT RegisterPluginDLL(const AkOSChar *in_DllName, const AkOSChar *in_DllPath=NULL)
AkUInt32 uMonitorQueuePoolSize
Size of the monitoring queue, in bytes. This parameter is not used in Release build.
AkUInt32 AkStateGroupID
State group ID.
Definition: AkTypes.h:54
AKSOUNDENGINE_API AKRESULT RemoveDefaultListener(AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT PrepareEvent(PreparationType in_PreparationType, const char **in_ppszString, AkUInt32 in_uNumEvent)
AKSOUNDENGINE_API AkUInt32 GetSampleRate()
void(* AkProfilerPostMarkerFunc)(AkPluginID in_uPluginID, const char *in_pszMarkerName)
AKSOUNDENGINE_API AKRESULT SetRTPCValue(AkRtpcID in_rtpcID, AkRtpcValue in_value, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AKSOUNDENGINE_API AKRESULT SetOutputDeviceEffect(AkOutputDeviceID in_outputDeviceID, AkUInt32 in_uFXIndex, AkUniqueID in_FXShareSetID)
uint16_t AkUInt16
Unsigned 16-bit integer.
AKSOUNDENGINE_API AKRESULT SetSpeakerAngles(const AkReal32 *in_pfSpeakerAngles, AkUInt32 in_uNumAngles, AkReal32 in_fHeightAngle, AkOutputDeviceID in_idOutput=0)
Audiokinetic namespace.
AkInt32 AkTimeMs
Time in ms.
Definition: AkTypes.h:56
AkBackgroundMusicChangeCallbackFunc BGMCallback
Application-defined audio source change event callback function.
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkTypes.h:865
AKSOUNDENGINE_API void ExecuteActionOnPlayingID(AkActionOnEventType in_ActionType, AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
Obstruction/occlusion pair for a position.
Definition: AkTypes.h:706
AKSOUNDENGINE_API AKRESULT LoadBankMemoryView(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkBankID &out_bankID)
AkUInt8 * pMediaMemory
Pointer to the data to be set for the source.
AkPanningRule ePanningRule
AKSOUNDENGINE_API AKRESULT PrepareGameSyncs(PreparationType in_PreparationType, AkGroupType in_eGameSyncType, const char *in_pszGroupName, const char **in_ppszGameSyncName, AkUInt32 in_uNumGameSyncs)
AKSOUNDENGINE_API AKRESULT GetSourcePlayPositions(AkPlayingID in_PlayingID, AkSourcePosition *out_puPositions, AkUInt32 *io_pcPositions, bool in_bExtrapolate=true)
AKSOUNDENGINE_API AKRESULT Init(AkInitSettings *in_pSettings, AkPlatformInitSettings *in_pPlatformSettings)
AKSOUNDENGINE_API AKRESULT SetSwitch(AkSwitchGroupID in_switchGroup, AkSwitchStateID in_switchState, AkGameObjectID in_gameObjectID)
AKSOUNDENGINE_API bool IsPluginRegistered(AkPluginType in_eType, AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID)
void(* AkResourceMonitorCallbackFunc)(const AkResourceMonitorDataSummary *in_pdataSummary)
Definition: AkCallback.h:375
void(* AkJobWorkerFunc)(AkJobType in_jobType, AkUInt32 in_uExecutionTimeUsec)
AKSOUNDENGINE_API AKRESULT StopMIDIOnEvent(AkUniqueID in_eventID=AK_INVALID_UNIQUE_ID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkPlayingID in_playingID=AK_INVALID_PLAYING_ID)
AKSOUNDENGINE_API AKRESULT GetSourceStreamBuffering(AkPlayingID in_PlayingID, AkTimeMs &out_buffering, bool &out_bIsBuffering)
@ AkBankContent_StructureOnly
Use AkBankContent_StructureOnly to load only the structural content, including Events,...
IAkSoftwareCodec *(* AkCreateFileSourceCallback)(void *in_pCtx)
Registered file source creation function prototype.
Definition: AkTypes.h:1044
@ AkSetPositionFlags_Default
Definition: AkTypes.h:1122
AKSOUNDENGINE_API AKRESULT StartOutputCapture(const AkOSChar *in_CaptureFileName)
AkUInt32 AkRtpcID
Real time parameter control ID.
Definition: AkTypes.h:73
AkProfilerPopTimerFunc fnProfilerPopTimer
External (optional) function for tracking performance of the sound engine that is called when a timer...
AKSOUNDENGINE_API AKRESULT SetMaxNumVoicesLimit(AkUInt16 in_maxNumberVoices)
AKSOUNDENGINE_API AKRESULT RegisterOutputDeviceMeteringCallback(AkOutputDeviceID in_idOutput, AkOutputDeviceMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
AkUInt32 uNumSamplesPerFrame
Number of samples per audio frame (256, 512, 1024, or 2048).
@ AkFloorPlane_Default
The Wwise default floor plane is ZX.
AKSOUNDENGINE_API AKRESULT SetDefaultListeners(const AkGameObjectID *in_pListenerObjs, AkUInt32 in_uNumListeners)
AKSOUNDENGINE_API AKRESULT RegisterBusVolumeCallback(AkUniqueID in_busID, AkBusCallbackFunc in_pfnCallback, void *in_pCookie=NULL)
AKSOUNDENGINE_API AKRESULT UnregisterAllGameObj()
AKSOUNDENGINE_API AKRESULT ResetRTPCValue(AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AkUInt64 AkGameObjectID
Game object ID.
Definition: AkTypes.h:60
AkUInt32 AkBankID
Run time bank ID.
Definition: AkTypes.h:75
#define AK_EXTERNAPIFUNC(_type, _name)
@ AkFloorPlane_XY
The floor is oriented along the XY-plane. The front vector points towards +X, the up vector towards +...
AkReal32 fDebugOutOfRangeLimit
Debug setting: Only used when bDebugOutOfRangeCheckEnabled is true. This defines the maximum values s...
AKSOUNDENGINE_API AKRESULT RegisterGlobalCallback(AkGlobalCallbackFunc in_pCallback, AkUInt32 in_eLocation=AkGlobalCallbackLocation_BeginRender, void *in_pCookie=NULL, AkPluginType in_eType=AkPluginTypeNone, AkUInt32 in_ulCompanyID=0, AkUInt32 in_ulPluginID=0)
AKSOUNDENGINE_API void CancelEventCallbackCookie(void *in_pCookie)
AKRESULT
Standard function call result.
Definition: AkTypes.h:131
AkUInt32 updateBufferTick
Value of GetBufferTick() at the time the position was updated.
AKRESULT(* AkGetDeviceListCallback)(AkUInt32 &io_maxNumDevices, AkDeviceDescription *out_deviceDescriptions)
Registered plugin device enumeration function prototype, used for providing lists of devices by plug-...
Definition: IAkPlugin.h:1181
AKSOUNDENGINE_API AKRESULT RegisterGameObj(AkGameObjectID in_gameObjectID)
void(* AkGlobalCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkGlobalCallbackLocation in_eLocation, void *in_pCookie)
Definition: AkCallback.h:368
@ Preparation_LoadAndDecode
Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
AkMeteringFlags
Metering flags. Used for specifying bus metering, through AK::SoundEngine::RegisterBusVolumeCallback(...
Definition: AkTypes.h:1153
AKSOUNDENGINE_API AKRESULT GetContainerHistory(AK::IWriteBytes *in_pBytes)
AKSOUNDENGINE_API AKRESULT LoadBank(const char *in_pszString, AkBankID &out_bankID, AkBankType in_bankType=AkBankType_User)
AkInt32 AkMemPoolId
Memory pool ID.
Definition: AkTypes.h:62
AKSOUNDENGINE_API AKRESULT SetState(AkStateGroupID in_stateGroup, AkStateID in_state)
Platform-independent initialization settings of output devices.
AKSOUNDENGINE_API bool IsInitialized()
@ Preparation_Unload
PrepareEvent() will unload required information to play the specified event.
@ AkBankContent_All
Use AkBankContent_All to load both the media and structural content.
void(* AkBusMeteringCallbackFunc)(AkBusMeteringCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:286
AKSOUNDENGINE_API AKRESULT SetOfflineRenderingFrameTime(AkReal32 in_fFrameTimeInSeconds)
char AkOSChar
Generic character string.
Definition: AkTypes.h:60
uint8_t AkUInt8
Unsigned 8-bit integer.
AKSOUNDENGINE_API AKRESULT ClearBanks()
AKSOUNDENGINE_API AKRESULT UnregisterAudioDeviceStatusCallback()
Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatus...
AkUInt32 uMaxNumPaths
Maximum number of paths for positioning.
AKSOUNDENGINE_API AKRESULT WakeupFromSuspend(AkUInt32 in_uDelayMs=0)
AKSOUNDENGINE_API AKRESULT SetMultipleObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_uListenerID, AkObstructionOcclusionValues *in_fObstructionOcclusionValues, AkUInt32 in_uNumOcclusionObstruction)
AkUInt32 samplePosition
Position of the source (in samples) associated with that playing item.
AKSOUNDENGINE_API AKRESULT SetOutputVolume(AkOutputDeviceID in_idOutput, AkReal32 in_fVolume)
AKSOUNDENGINE_API AKRESULT GetPanningRule(AkPanningRule &out_ePanningRule, AkOutputDeviceID in_idOutput=0)
void(* AkOutputDeviceMeteringCallbackFunc)(AkOutputDeviceMeteringCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:296
AkFloorPlane eFloorPlane
AKSOUNDENGINE_API AKRESULT SetBankLoadIOSettings(AkReal32 in_fThroughput, AkPriority in_priority)
#define NULL
Definition: AkTypes.h:46
AKSOUNDENGINE_API AKRESULT AddOutputCaptureMarker(const char *in_MarkerText)
AKSOUNDENGINE_API AKRESULT RegisterAudioDeviceStatusCallback(AK::AkDeviceStatusCallbackFunc in_pCallback)
AKSOUNDENGINE_API AKRESULT PostTrigger(AkTriggerID in_triggerID, AkGameObjectID in_gameObjectID)
float AkReal32
32-bit floating point
AKSOUNDENGINE_API AKRESULT PinEventInStreamCache(AkUniqueID in_eventID, AkPriority in_uActivePriority, AkPriority in_uInactivePriority)
AKSOUNDENGINE_API void CancelEventCallbackGameObject(AkGameObjectID in_gameObjectID)
Position and orientation of game objects in the world (i.e. supports 64-bit-precision position)
Definition: AkTypes.h:411
AKSOUNDENGINE_API AKRESULT ReplaceOutput(const AkOutputSettings &in_Settings, AkOutputDeviceID in_outputDeviceId, AkOutputDeviceID *out_pOutputDeviceId=NULL)
AKSOUNDENGINE_API void GetDefaultInitSettings(AkInitSettings &out_settings)
AKSOUNDENGINE_API AKRESULT RegisterPlugin(AkPluginType in_eType, AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID, AkCreatePluginCallback in_pCreateFunc, AkCreateParamCallback in_pCreateParamFunc, AkGetDeviceListCallback in_pGetDeviceList=NULL)
FuncRequestJobWorker fnRequestJobWorker
Function called by the job manager when a new worker needs to be requested. When null,...
AKSOUNDENGINE_API AKRESULT SetActorMixerEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
AkSetPositionFlags
Flags to independently set the position of the emitter or listener component on a game object.
Definition: AkTypes.h:1118
AKSOUNDENGINE_API AKRESULT RegisterCodec(AkUInt32 in_ulCompanyID, AkUInt32 in_ulCodecID, AkCreateFileSourceCallback in_pFileCreateFunc, AkCreateBankSourceCallback in_pBankCreateFunc)
@ MultiPositionType_MultiDirections
Simulate one sound coming from multiple directions. Useful for repositionning sounds based on wall op...
Definition: AkTypes.h:1093
bool bUseLEngineThread
Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAud...
AKSOUNDENGINE_API AKRESULT StopProfilerCapture()
AKSOUNDENGINE_API AKRESULT SetObjectObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 in_fObstructionLevel, AkReal32 in_fOcclusionLevel)
AKSOUNDENGINE_API AkOutputDeviceID GetOutputID(AkUniqueID in_idShareset, AkUInt32 in_idDevice)
AkOutputSettings(const char *in_szDeviceShareSet, AkUniqueID in_idDevice=AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig=AkChannelConfig(), AkPanningRule in_ePanning=AkPanningRule_Speakers)
AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]
The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
AKSOUNDENGINE_API AKRESULT DecodeBank(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkMemPoolId in_uPoolForDecodedBank, void *&out_pDecodedBankPtr, AkUInt32 &out_uDecodedBankSize)
AkUInt32 AkUniqueID
Unique 32-bit ID.
Definition: AkTypes.h:52
AKSOUNDENGINE_API AKRESULT StartProfilerCapture(const AkOSChar *in_CaptureFileName)
void(* AkProfilerPopTimerFunc)()
External (optional) function for tracking performance of the sound engine that is called when a timer...
Configured audio settings.
Definition: AkTypes.h:222
@ AkFloorPlane_XZ
The floor is oriented along the ZX-plane. The front vector points towards +Z, the up vector towards +...
AkUInt32 uContinuousPlaybackLookAhead
Default is 1 audio quantum, also known as an audio frame. Its size is equal to AkInitSettings::uNumSa...
AKSOUNDENGINE_API AKRESULT RemoveOutput(AkOutputDeviceID in_idOutput)
bool bEnableGameSyncPreparation
Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
AkUInt32 AkPluginID
Source or effect plug-in ID.
Definition: AkTypes.h:63
AKSOUNDENGINE_API AkUInt32 GetBufferTick()
AKSOUNDENGINE_API AKRESULT RegisterResourceMonitorCallback(AkResourceMonitorCallbackFunc in_pCallback)
void * pClientData
Arbitrary data that will be passed back to the client when calling FuncRequestJobWorker.
AKSOUNDENGINE_API AKRESULT GetOutputDeviceConfiguration(AkOutputDeviceID in_idOutput, AkChannelConfig &io_channelConfig, Ak3DAudioSinkCapabilities &io_capabilities)
AKSOUNDENGINE_API AKRESULT GetDeviceSpatialAudioSupport(AkUInt32 in_idDevice)
AKSOUNDENGINE_API AKRESULT AddListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
AkAssertHook pfnAssertHook
External assertion handling function (optional)
Necessary settings for setting externally-loaded sources.
AkUInt32 uMemorySlabSize
Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
AKSOUNDENGINE_API AKRESULT SeekOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkTimeMs in_iPosition, bool in_bSeekToNearestMarker=false, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AkUInt32 uMaxHardwareTimeoutMs
Amount of time to wait for HW devices to trigger an audio interrupt. If there is no interrupt after t...
AKSOUNDENGINE_API AKRESULT SetScalingFactor(AkGameObjectID in_GameObjectID, AkReal32 in_fAttenuationScalingFactor)
AKSOUNDENGINE_API AKRESULT RegisterCaptureCallback(AkCaptureCallbackFunc in_pfnCallback, AkOutputDeviceID in_idOutput=AK_INVALID_OUTPUT_DEVICE_ID, void *in_pCookie=NULL)
@ Preparation_Load
PrepareEvent() will load required information to play the specified event.
AKSOUNDENGINE_API AKRESULT UnregisterGameObj(AkGameObjectID in_gameObjectID)
AKSOUNDENGINE_API AKRESULT SetJobMgrMaxActiveWorkers(AkJobType in_jobType, AkUInt32 in_uNewMaxActiveWorkers)
AKSOUNDENGINE_API AKRESULT RenderAudio(bool in_bAllowSyncRender=true)
AkJobMgrSettings settingsJobManager
Settings to configure the behavior of the Sound Engine's internal job manager.
void(* AkCaptureCallbackFunc)(AkAudioBuffer &in_CaptureBuffer, AkOutputDeviceID in_idOutput, void *in_pCookie)
Definition: AkCallback.h:408
Positioning information for a sound, with specified subset of its channels.
Definition: AkTypes.h:713
AKSOUNDENGINE_API AKRESULT SetListenerSpatialization(AkGameObjectID in_uListenerID, bool in_bSpatialized, AkChannelConfig in_channelConfig, AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets=NULL)
AKSOUNDENGINE_API AKRESULT SetGameObjectAuxSendValues(AkGameObjectID in_gameObjectID, AkAuxSendValue *in_aAuxSendValues, AkUInt32 in_uNumSendValues)
AkInt8 AkPriority
Priority.
Definition: AkTypes.h:67
AkGroupType
Game sync group type.
Definition: AkTypes.h:214
Settings for the Sound Engine's internal job manager.
AKSOUNDENGINE_API AkPlayingID PostMIDIOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkMIDIPost *in_pPosts, AkUInt16 in_uNumPosts, bool in_bAbsoluteOffsets=false, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, AkPlayingID in_playingID=AK_INVALID_PLAYING_ID)
static const AkUInt32 AK_NUM_JOB_TYPES
Number of possible job types recognized by the Sound Engine.
Definition: AkTypes.h:127
void(* AkCallbackFunc)(AkCallbackType in_eType, AkCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:266
AKRESULT(* AkBackgroundMusicChangeCallbackFunc)(bool in_bBackgroundMusicMuted, void *in_pCookie)
AKSOUNDENGINE_API AKRESULT UnregisterCaptureCallback(AkCaptureCallbackFunc in_pfnCallback, AkOutputDeviceID in_idOutput=AK_INVALID_OUTPUT_DEVICE_ID, void *in_pCookie=NULL)
AKSOUNDENGINE_API AKRESULT AddOutputCaptureBinaryMarker(void *in_pMarkerData, AkUInt32 in_uMarkerDataSize)
AKSOUNDENGINE_API AkChannelConfig GetSpeakerConfiguration(AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API AKRESULT GetAudioSettings(AkAudioSettings &out_audioSettings)
AkUInt32 uMediaSize
Size, in bytes, of the data to be set for the source.
AKSOUNDENGINE_API AKRESULT UnloadBank(const char *in_pszString, const void *in_pInMemoryBankPtr, AkBankType in_bankType=AkBankType_User)
AkReal32 fGameUnitsToMeters
AKSOUNDENGINE_API AKRESULT RegisterBusMeteringCallback(AkUniqueID in_busID, AkBusMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
static const AkUInt32 AK_INVALID_OUTPUT_DEVICE_ID
Invalid Device ID.
Definition: AkTypes.h:107
AkCurveInterpolation
Curve interpolation types.
Definition: AkTypes.h:842
AKSOUNDENGINE_API void SetRandomSeed(AkUInt32 in_uSeed)
#define AK_CALLBACK(_type, _name)
AkPanningRule
Headphone / speakers panning rules.
Definition: AkTypes.h:1127
const AkOSChar * szPluginDLLPath
When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the gam...
void(* AkBusCallbackFunc)(AkSpeakerVolumeMatrixCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:276
AkUInt32 uNumMemorySlabs
Number of memory slabs to pre-allocate for job manager memory. At least one slab per worker thread sh...
AKSOUNDENGINE_API void GetDefaultPlatformInitSettings(AkPlatformInitSettings &out_platformSettings)
AKSOUNDENGINE_API AKRESULT TryUnsetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings, AKRESULT *out_pUnsetResults)
AKSOUNDENGINE_API AKRESULT SetMultiplePositions(AkGameObjectID in_GameObjectID, const AkSoundPosition *in_pPositions, AkUInt16 in_NumPositions, MultiPositionType in_eMultiPositionType=MultiPositionType_MultiDirections, AkSetPositionFlags in_eFlags=AkSetPositionFlags_Default)
AKSOUNDENGINE_API AKRESULT GetSourcePlayPosition(AkPlayingID in_PlayingID, AkTimeMs *out_puPosition, bool in_bExtrapolate=true)
AKSOUNDENGINE_API AKRESULT SetDistanceProbe(AkGameObjectID in_listenerGameObjectID, AkGameObjectID in_distanceProbeGameObjectID)
AKSOUNDENGINE_API AKRESULT SetListeners(AkGameObjectID in_emitterGameObj, const AkGameObjectID *in_pListenerGameObjs, AkUInt32 in_uNumListeners)
AKSOUNDENGINE_API AKRESULT SetPosition(AkGameObjectID in_GameObjectID, const AkSoundPosition &in_Position, AkSetPositionFlags in_eFlags=AkSetPositionFlags_Default)
static const AkUniqueID AK_INVALID_UNIQUE_ID
Invalid unique 32-bit ID.
Definition: AkTypes.h:95
AKSOUNDENGINE_API AKRESULT SendPluginCustomGameData(AkUniqueID in_busID, AkGameObjectID in_busObjectID, AkPluginType in_eType, AkUInt32 in_uCompanyID, AkUInt32 in_uPluginID, const void *in_pData, AkUInt32 in_uSizeInBytes)
AkUInt32 AkStateID
State ID.
Definition: AkTypes.h:53
AkPluginType
Definition: AkTypes.h:1167
@ AkPanningRule_Speakers
Left and right positioned 60 degrees apart (by default - see AK::SoundEngine::GetSpeakerAngles()).
Definition: AkTypes.h:1128
AKSOUNDENGINE_API AKRESULT SetBusEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
void(* AkBankCallbackFunc)(AkUInt32 in_bankID, const void *in_pInMemoryBankPtr, AKRESULT in_eLoadResult, void *in_pCookie)
Definition: AkCallback.h:326
AKSOUNDENGINE_API void MuteBackgroundMusic(bool in_bMute)
@ AkCurveInterpolation_Linear
Linear (Default)
Definition: AkTypes.h:849
AKSOUNDENGINE_API AKRESULT SetContainerHistory(AK::IReadBytes *in_pBytes)
void(* AkAssertHook)(const char *in_pszExpression, const char *in_pszFileName, int in_lineNumber)
AKSOUNDENGINE_API AKRESULT SetMixer(AkUniqueID in_audioNodeID, AkUniqueID in_shareSetID)
static const AkPlayingID AK_INVALID_PLAYING_ID
Invalid playing ID.
Definition: AkTypes.h:97
AKSOUNDENGINE_API AkUInt32 GetIDFromString(const char *in_pszString)
AKSOUNDENGINE_API AKRESULT PrepareBank(AK::SoundEngine::PreparationType in_PreparationType, const char *in_pszString, AK::SoundEngine::AkBankContent in_uFlags=AkBankContent_All, AkBankType in_bankType=AkBankType_User)
AKSOUNDENGINE_API AKRESULT SetOfflineRendering(bool in_bEnableOfflineRendering)
AKSOUNDENGINE_API AKRESULT LoadBankMemoryCopy(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkBankID &out_bankID)
AKSOUNDENGINE_API AKRESULT SetPanningRule(AkPanningRule in_ePanningRule, AkOutputDeviceID in_idOutput=0)
uint64_t AkUInt64
Unsigned 64-bit integer.
AKSOUNDENGINE_API AKRESULT AddDefaultListener(AkGameObjectID in_listenerGameObj)
AkUInt32 AkSwitchStateID
Switch ID.
Definition: AkTypes.h:72
@ AkActionOnEventType_Resume
Resume.
AKSOUNDENGINE_API AKRESULT SetGameObjectOutputBusVolume(AkGameObjectID in_emitterObjID, AkGameObjectID in_listenerObjID, AkReal32 in_fControlValue)
AKSOUNDENGINE_API AKRESULT AddOutput(const AkOutputSettings &in_Settings, AkOutputDeviceID *out_pDeviceID=NULL, const AkGameObjectID *in_pListenerIDs=NULL, AkUInt32 in_uNumListeners=0)
AKSOUNDENGINE_API AKRESULT Suspend(bool in_bRenderAnyway=false, bool in_bFadeOut=true)
AKSOUNDENGINE_API AKRESULT StopOutputCapture()
AkUInt32 uCpuMonitorQueueMaxSize
Maximum size of the CPU monitoring queue, per thread, in bytes. This parameter is not used in Release...
AK::IAkPluginParam *(* AkCreateParamCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin parameter node creation function prototype.
Definition: IAkPlugin.h:1179
AKSOUNDENGINE_API AKRESULT ResetListenersToDefault(AkGameObjectID in_emitterGameObj)
@ AkActionOnEventType_Break
Break.
AKSOUNDENGINE_API AKRESULT SetBusDevice(AkUniqueID in_idBus, AkUniqueID in_idNewDevice)
AKSOUNDENGINE_API AKRESULT ExecuteActionOnEvent(AkUniqueID in_eventID, AkActionOnEventType in_ActionType, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AKSOUNDENGINE_API AKRESULT SetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings)
AKSOUNDENGINE_API void CancelBankCallbackCookie(void *in_pCookie)
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
Definition: AkTypes.h:94
AkUniqueID audioDeviceShareset
@ AkFloorPlane_YZ
The floor is oriented along the YZ-plane. The front vector points towards +Y, the up vector towards +...
AkTimeMs msTime
Position of the source (in ms) associated with that playing item.
@ AkActionOnEventType_Stop
Stop.
void * BGMCallbackCookie
Application-defined user data for the audio source change event callback function.
AkUniqueID sourceID
Source ID (available in the SoundBank content files)
uint32_t AkUInt32
Unsigned 32-bit integer.
AkChannelConfig channelConfig
bool bUseSoundBankMgrThread
Use a separate thread for loading sound banks. Allows asynchronous operations.
void(* AkDeviceStatusCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkUniqueID in_idAudioDeviceShareset, AkUInt32 in_idDeviceID, AkAudioDeviceEvent in_idEvent, AKRESULT in_AkResult)
Definition: AkCallback.h:390
AkUniqueID mediaID
Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file...
@ AkPluginTypeNone
Unknown/invalid plug-in type.
Definition: AkTypes.h:1168
Definition: AkMidiTypes.h:237
AkUInt64 AkOutputDeviceID
Audio Output device ID.
Definition: AkTypes.h:85
bool bDebugOutOfRangeCheckEnabled
Debug setting: Enable checks for out-of-range (and NAN) floats in the processing code....
AkUniqueID audioNodeID
Audio Node ID of playing item.
AKSOUNDENGINE_API AKRESULT UnpinEventInStreamCache(AkUniqueID in_eventID)
AKSOUNDENGINE_API AKRESULT SetRTPCValueByPlayingID(AkRtpcID in_rtpcID, AkRtpcValue in_value, AkPlayingID in_playingID, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
@ AkBankType_User
User-defined bank.
Definition: AkTypes.h:1067
AkReal32 AkRtpcValue
Real time parameter control value.
Definition: AkTypes.h:74
AKSOUNDENGINE_API AKRESULT UnregisterResourceMonitorCallback(AkResourceMonitorCallbackFunc in_pCallback)
AKSOUNDENGINE_API AKRESULT UnregisterGlobalCallback(AkGlobalCallbackFunc in_pCallback, AkUInt32 in_eLocation=AkGlobalCallbackLocation_BeginRender)
AkProfilerPostMarkerFunc fnProfilerPostMarker
External (optional) function for tracking significant events in the sound engine, to act as a marker ...
AkUInt32 AkSwitchGroupID
Switch group ID.
Definition: AkTypes.h:71
AKSOUNDENGINE_API AKRESULT ClearPreparedEvents()
Return values for GetSourcePlayPositions.
AKSOUNDENGINE_API AKRESULT SetVolumeThreshold(AkReal32 in_fVolumeThresholdDB)
AKSOUNDENGINE_API AkPlayingID PostEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, AkUInt32 in_cExternals=0, AkExternalSourceInfo *in_pExternalSources=NULL, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AKSOUNDENGINE_API void Term()
AkUInt32 uCommandQueueSize
Size of the command queue, in bytes.
AKSOUNDENGINE_API AKRESULT GetDeviceList(AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID, AkUInt32 &io_maxNumDevices, AkDeviceDescription *out_deviceDescriptions)
AKSOUNDENGINE_API void StopAll(AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
AK::IAkPlugin *(* AkCreatePluginCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin creation function prototype.
Definition: IAkPlugin.h:1177
IAkSoftwareCodec *(* AkCreateBankSourceCallback)(void *in_pCtx)
Registered bank source node creation function prototype.
Definition: AkTypes.h:1046
AKSOUNDENGINE_API AkUInt64 GetSampleTick()
AKSOUNDENGINE_API AK::IAkGlobalPluginContext * GetGlobalPluginContext()
AkUInt32 AkBankType
Run time bank type.
Definition: AkTypes.h:76
AKSOUNDENGINE_API AKRESULT UnsetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings)
@ AkActionOnEventType_ReleaseEnvelope
Release envelope.
AkFloorPlane
AKSOUNDENGINE_API AKRESULT SetBusConfig(AkUniqueID in_audioNodeID, AkChannelConfig in_channelConfig)
AkUInt32 AkJobType
Job type identifier.
Definition: AkTypes.h:89
AkUInt32 AkPlayingID
Playing ID.
Definition: AkTypes.h:55
AKSOUNDENGINE_API bool GetBackgroundMusicMute()
@ AkActionOnEventType_Pause
Pause.
void(* AkProfilerPushTimerFunc)(AkPluginID in_uPluginID, const char *in_pszZoneName)
AkProfilerPushTimerFunc fnProfilerPushTimer
External (optional) function for tracking performance of the sound engine that is called when a timer...
AKSOUNDENGINE_API void StopPlayingID(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
@ AkGlobalCallbackLocation_BeginRender
Start of frame rendering, after having processed game messages.
Definition: AkCallback.h:342
void(* FuncRequestJobWorker)(AkJobWorkerFunc in_fnJobWorker, AkJobType in_jobType, AkUInt32 in_uNumWorkers, void *in_pClientData)
Callback function prototype definition used for handling requests from JobMgr for new workers to perf...
AkUInt32 uBankReadBufferSize
The number of bytes read by the BankReader when new data needs to be loaded from disk during serializ...
AKSOUNDENGINE_API AKRESULT RemoveListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT GetBufferStatusForPinnedEvent(AkUniqueID in_eventID, AkReal32 &out_fPercentBuffered, bool &out_bCachePinnedMemoryFull)
AkUInt32 AkTriggerID
Trigger ID.
Definition: AkTypes.h:79
AKSOUNDENGINE_API AKRESULT GetSpeakerAngles(AkReal32 *io_pfSpeakerAngles, AkUInt32 &io_uNumAngles, AkReal32 &out_fHeightAngle, AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API void CancelEventCallback(AkPlayingID in_playingID)

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