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Wwise SDK 2023.1.3
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 #ifdef AK_WIN
44 
45 #elif defined (AK_MAC_OS_X)
48 
49 #elif defined (AK_IOS)
52 
53 #elif defined(AK_XBOXGC) // Gaming.Xbox platform
56 
57 #elif defined( AK_ANDROID )
60 
61 #elif defined (AK_PS4)
64 
65 #elif defined (AK_PS5)
68 
69 #elif defined( AK_LINUX_DESKTOP )
72 
73 #elif defined( AK_EMSCRIPTEN )
76 
77 #elif defined( AK_QNX )
78 #include <AK/SoundEngine/Platforms/QNX/AkQNXSoundEngine.h>
79 #include <AK/SoundEngine/Platforms/QNX/AkPlatformContext.h>
80 
81 #elif defined( AK_NX )
84 
85 #else
86 #error AkSoundEngine.h: Undefined platform
87 #endif
88 
89 #ifndef AK_ASSERT_HOOK
90  /// Function called on assert handling, optional
91  /// \sa
92  /// - AkInitSettings
94  const char * in_pszExpression, ///< Expression
95  const char * in_pszFileName, ///< File Name
96  int in_lineNumber ///< Line Number
97  );
98  #define AK_ASSERT_HOOK
99 #endif
100 
101 /// Callback function prototype for User Music notifications
102 /// It is useful for reacting to user music playback.
103 ///
104 /// \sa
105 /// - \ref AkGlobalCallbackFunc
106 /// - \ref AkPlatformInitSettings
107 /// - \ref background_music_and_dvr
108 ///
110  bool in_bBackgroundMusicMuted, ///< Flag indicating whether the busses tagged as "background music" in the project are muted or not.
111  void* in_pCookie ///< User-provided data, e.g. a user structure.
112  );
113 
114 /// Platform-independent initialization settings of output devices.
116 {
119  idDevice(0),
121  channelConfig(){};
122 
123  AkOutputSettings(const char* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
124 
125 #ifdef AK_SUPPORT_WCHAR
126  AkOutputSettings(const wchar_t* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
127 #endif
128 
129  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.
130  ///< 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).
131  ///< Typical usage: AkInitSettings.eOutputSettings.audioDeviceShareset = AK::SoundEngine::GetIDFromString("InsertYourAudioDeviceSharesetNameHere");
132  /// \sa <tt>\ref AK::SoundEngine::GetIDFromString()</tt>
133  /// \sa \ref soundengine_plugins_audiodevices
134  /// \sa \ref integrating_secondary_outputs
135  /// \sa \ref default_audio_devices
136 
137  AkUInt32 idDevice; ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
138  /// \sa \ref obtaining_device_id
139 
140  AkPanningRule ePanningRule; ///< Rule for 3D panning of signals routed to a stereo bus. In AkPanningRule_Speakers mode, the angle of the front loudspeakers
141  ///< (uSpeakerAngles[0]) is used. In AkPanningRule_Headphones mode, the speaker angles are superseded by constant power panning
142  ///< between two virtual microphones spaced 180 degrees apart.
143 
144  AkChannelConfig channelConfig; ///< Channel configuration for this output. Call AkChannelConfig::Clear() to let the engine use the default output configuration.
145  ///< Hardware might not support the selected configuration.
146 };
147 
148 /// 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.
149 /// AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
151 {
152  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.
153  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.
154  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.
155  AkFloorPlane_Default = AkFloorPlane_XZ ///< The Wwise default floor plane is ZX.
156 };
157 
158 // Function that the host runtime must call to allow for jobs to execute.
159 // in_jobType is the type originally provided by AkJobMgrSettings::FuncRequestJobWorker.
160 // in_uExecutionTimeUsec is the number of microseconds that the function should execute for before terminating.
161 // Note that the deadline is only checked after each individual job completes execution, so the function may run slightly
162 // longer than intended. The "in_uExecutionTimeUsec" should be considered a suggestion or guideline, not a strict rule.
163 // A value of 0 means that the function will run until there are no more jobs ready to be immediately executed.
165  AkJobType in_jobType,
166  AkUInt32 in_uExecutionTimeUsec
167  );
168 
169 /// Settings for the Sound Engine's internal job manager
171 {
172  /// Callback function prototype definition used for handling requests from JobMgr for new workers to perform work.
174  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.
175  AkJobType in_jobType, ///< The type of job worker that has been requested. This should be passed forward to in_fnJobWorker
176  AkUInt32 in_uNumWorkers, ///< Number of workers requested
177  void * in_pClientData ///< Data provided by client in AkJobMgrSettings
178  );
179 
180  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().
181 
182  AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]; ///< The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
183 
184  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.
185  AkUInt32 uMemorySlabSize; ///< Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
186 
187  void* pClientData; ///< Arbitrary data that will be passed back to the client when calling FuncRequestJobWorker
188 };
189 
190 /// 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)
191 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Timer was started in.
192 /// 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.
194  AkPluginID in_uPluginID,
195  const char* in_pszZoneName
196  );
197 
198 /// 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)
200 
201 ///< 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)
202 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Marker was posted in.
203 /// 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.
205  AkPluginID in_uPluginID,
206  const char* in_pszMarkerName
207  );
208 
209 /// Platform-independent initialization settings of the sound engine
210 /// \sa
211 /// - <tt>AK::SoundEngine::Init()</tt>
212 /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
213 /// - \ref soundengine_integration_init_advanced
215 {
216  AkAssertHook pfnAssertHook; ///< External assertion handling function (optional)
217 
218  AkUInt32 uMaxNumPaths; ///< Maximum number of paths for positioning
219  AkUInt32 uCommandQueueSize; ///< Size of the command queue, in bytes
220  bool bEnableGameSyncPreparation; ///< Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
221  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.
222  ///< 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.
223 
224  AkUInt32 uNumSamplesPerFrame; ///< Number of samples per audio frame (256, 512, 1024, or 2048).
225 
226  AkUInt32 uMonitorQueuePoolSize; ///< Size of the monitoring queue, in bytes. This parameter is not used in Release build.
227  AkUInt32 uCpuMonitorQueueMaxSize; ///< Maximum size of the CPU monitoring queue, per thread, in bytes. This parameter is not used in Release build.
228 
229  AkOutputSettings settingsMainOutput; ///< Main output device settings.
230  AkJobMgrSettings settingsJobManager; ///< Settings to configure the behavior of the Sound Engine's internal job manager
231 
232  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)
233 
234  bool bUseSoundBankMgrThread; ///< Use a separate thread for loading sound banks. Allows asynchronous operations.
235  bool bUseLEngineThread; ///< Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAudio(). \ref goingfurther_eventmgrthread
236 
237  AkBackgroundMusicChangeCallbackFunc BGMCallback; ///< Application-defined audio source change event callback function.
238  void* BGMCallbackCookie; ///< Application-defined user data for the audio source change event callback function.
239  const AkOSChar * szPluginDLLPath; ///< When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the game executable.
240 
241  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.
242  ///< AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
243 
244  AkReal32 fGameUnitsToMeters; ///< The number of game units in a meter.
245  ///< 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.
246  ///< This setting is also used to simulate real-world positioning of System Audio Objects, to improve the HRTF in some cases.
247 
248  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.
249 
250  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.
251 
252  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.
253 
254  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)
255  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)
256  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)
257 };
258 
259 /// Necessary settings for setting externally-loaded sources
261 {
262  AkUniqueID sourceID; ///< Source ID (available in the SoundBank content files)
263  AkUInt8* pMediaMemory; ///< Pointer to the data to be set for the source
264  AkUInt32 uMediaSize; ///< Size, in bytes, of the data to be set for the source
265 };
266 
267 /// Return values for GetSourcePlayPositions.
269 {
270  AkUniqueID audioNodeID; ///< Audio Node ID of playing item
271  AkUniqueID mediaID; ///< Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file)
272  AkTimeMs msTime; ///< Position of the source (in ms) associated with that playing item
273  AkUInt32 samplePosition; ///< Position of the source (in samples) associated with that playing item
274  AkUInt32 updateBufferTick; ///< Value of GetBufferTick() at the time the position was updated
275 };
276 
277 /// Audiokinetic namespace
278 namespace AK
279 {
280  class IReadBytes;
281  class IWriteBytes;
282 
283  /// Audiokinetic sound engine namespace
284  /// \remarks The functions in this namespace are thread-safe, unless stated otherwise.
285  namespace SoundEngine
286  {
287  ///////////////////////////////////////////////////////////////////////
288  /// @name Initialization
289  //@{
290 
291  /// Query whether or not the sound engine has been successfully initialized.
292  /// \warning This function is not thread-safe. It should not be called at the same time as \c SoundEngine::Init() or \c SoundEngine::Term().
293  /// \return \c True if the sound engine has been initialized, \c False otherwise.
294  /// \sa
295  /// - \ref soundengine_integration_init_advanced
296  /// - <tt>AK::SoundEngine::Init()</tt>
297  /// - <tt>AK::SoundEngine::Term()</tt>
299 
300  /// Initialize the sound engine.
301  /// \warning This function is not thread-safe.
302  /// \remark The initial settings should be initialized using <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
303  /// and <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt> to fill the structures with their
304  /// default settings. This is not mandatory, but it helps avoid backward compatibility problems.
305  ///
306  /// \return
307  /// - \c AK_Success if the initialization was successful
308  /// - \c AK_MemManagerNotInitialized if the memory manager is not available or not properly initialized
309  /// - \c AK_StreamMgrNotInitialized if the stream manager is not available or not properly initialized
310  /// - \c AK_SSEInstructionsNotSupported if the machine does not support SSE instruction (only on the PC)
311  /// - \c AK_InsufficientMemory if there is not enough memory available to initialize the sound engine properly
312  /// - \c AK_InvalidParameter if some parameters are invalid
313  /// - \c AK_AlreadyInitialized if the sound engine is already initialized, or if the provided settings result in insufficient
314  /// - \c AK_Fail for unknown errors, check with AK Support.
315  /// resources for the initialization.
316  /// \sa
317  /// - \ref soundengine_integration_init_advanced
318  /// - \ref workingwithsdks_initialization
319  /// - <tt>AK::SoundEngine::Term()</tt>
320  /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
321  /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
323  AkInitSettings * in_pSettings, ///< Initialization settings (can be NULL, to use the default values)
324  AkPlatformInitSettings * in_pPlatformSettings ///< Platform-specific settings (can be NULL, to use the default values)
325  );
326 
327  /// Gets the default values of the platform-independent initialization settings.
328  /// \warning This function is not thread-safe.
329  /// \sa
330  /// - \ref soundengine_integration_init_advanced
331  /// - <tt>AK::SoundEngine::Init()</tt>
332  /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
334  AkInitSettings & out_settings ///< Returned default platform-independent sound engine settings
335  );
336 
337  /// Gets the default values of the platform-specific initialization settings.
338  ///
339  /// Windows Specific:
340  /// HWND is the handle of the window associated with the audio.
341  /// Each game must specify the HWND of the application for device detection purposes.
342  /// The value returned by GetDefaultPlatformInitSettings is the foreground HWND at
343  /// the moment of the initialization of the sound engine and might not be the correct one for your game.
344  /// Each game must provide the correct HWND to use.
345  ///
346  /// \warning This function is not thread-safe.
347  /// \sa
348  /// - \ref soundengine_integration_init_advanced
349  /// - <tt>AK::SoundEngine::Init()</tt>
350  /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
352  AkPlatformInitSettings & out_platformSettings ///< Returned default platform-specific sound engine settings
353  );
354 
355  /// Terminates the sound engine.
356  /// If some sounds are still playing or events are still being processed when this function is
357  /// called, they will be stopped.
358  /// \warning This function is not thread-safe.
359  /// \warning Before calling Term, you must ensure that no other thread is accessing the sound engine.
360  /// \sa
361  /// - \ref soundengine_integration_init_advanced
362  /// - <tt>AK::SoundEngine::Init()</tt>
363  AK_EXTERNAPIFUNC( void, Term )();
364 
365  /// Gets the configured audio settings.
366  /// Call this function to get the configured audio settings.
367  ///
368  /// \warning This function is not thread-safe.
369  /// \warning Call this function only after the sound engine has been properly initialized.
370  /// \return
371  /// - \c AK_NotInitialized if <tt>AK::SoundEngine::Init()</tt> was not called
372  /// - \c AK_Success otherwise.
374  AkAudioSettings & out_audioSettings ///< Returned audio settings
375  );
376 
377  /// Gets the output speaker configuration of the specified output.
378  /// Call this function to get the speaker configuration of the output (which may not correspond
379  /// to the physical output format of the platform, in the case of downmixing provided by the platform itself).
380  /// You may initialize the sound engine with a user-specified configuration, but the resulting
381  /// configuration is determined by the sound engine, based on the platform, output type and
382  /// platform settings (for e.g. system menu or control panel option).
383  /// If the speaker configuration of the output is object-based, the speaker configuration of the
384  /// main mix is returned. To query more information on object-based output devices, see AK::SoundEngine::GetOutputDeviceConfiguration.
385  ///
386  /// It is recommended to call GetSpeakerConfiguration anytime after receiving a callback from RegisterAudioDeviceStatusCallback to know if the channel configuration has changed.
387  ///
388  /// \warning Call this function only after the sound engine has been properly initialized.
389  /// 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.
390  /// The Init.bnk must be loaded prior to this call.
391  /// \return The output configuration. An empty AkChannelConfig not AkChannelConfig::IsValid() if device does not exist or if the Init.bnk was not loaded yet.
392  /// \sa
393  /// - AkSpeakerConfig.h
394  /// - AkOutputSettings
395  /// - <tt>AK::SoundEngine::GetOutputDeviceConfiguration()</tt>
397  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
398  );
399 
400  /// Gets the configuration of the specified output device.
401  /// Call this function to get the channel configuration of the output device as well as its 3D audio capabilities.
402  /// If the configuration of the output device is object-based (io_channelConfig.eConfigType == AK_ChannelConfigType_Objects),
403  /// io_capabilities can be inspected to determine the channel configuration of the main mix (Ak3DAudioSinkCapabilities::channelConfig),
404  /// whether or not the output device uses a passthrough mix (Ak3DAudioSinkCapabilities::bPassthrough) and the maximum number of objects
405  /// that can play simultaneously on this output device (Ak3DAudioSinkCapabilities::uMax3DAudioObjects). Note that if
406  /// Ak3DAudioSinkCapabilities::bMultiChannelObjects is false, multi-channel objects will be split into multiple mono objects
407  /// before being sent to the output device.
408  ///
409  /// \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.
410  /// \return
411  /// - \c AK_Success if successful
412  /// - \c AK_IDNotFound is the output was not found in the system.
413  /// - \c AK_NotInitialized if the sound engine is not initialized
414  /// \sa
415  /// - AkSpeakerConfig.h
416  /// - AkOutputSettings
417  /// - <tt>AK::SoundEngine::GetSpeakerConfiguration()</tt>
419  AkOutputDeviceID in_idOutput,
420  AkChannelConfig& io_channelConfig,
421  Ak3DAudioSinkCapabilities& io_capabilities
422  );
423 
424  /// Gets the panning rule of the specified output.
425  /// \warning Call this function only after the sound engine has been properly initialized.
426  /// Returns the supported configuration in out_ePanningRule:
427  /// - AkPanningRule_Speakers
428  /// - AkPanningRule_Headphone
429  /// \return
430  /// - \c AK_Success if successful
431  /// - \c AK_IDNotFound is the output was not found in the system.
432  /// - \c AK_NotInitialized if the sound engine is not initialized
433  /// \sa
434  /// - AkSpeakerConfig.h
436  AkPanningRule & out_ePanningRule, ///< Returned panning rule (AkPanningRule_Speakers or AkPanningRule_Headphone) for given output.
437  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
438  );
439 
440  /// Sets the panning rule of the specified output.
441  /// This may be changed anytime once the sound engine is initialized.
442  /// \warning This function posts a message through the sound engine's internal message queue, whereas GetPanningRule() queries the current panning rule directly.
443  /// \aknote
444  /// The specified panning rule will only impact the sound if the processing format is downmixing to Stereo in the mixing process. It
445  /// will not impact the output if the audio stays in 5.1 until the end, for example.
446  /// \endaknote
448  AkPanningRule in_ePanningRule, ///< Panning rule.
449  AkOutputDeviceID in_idOutput = 0 ///< Output ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
450  );
451 
452  /// Gets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
453  /// Note that the current version of Wwise only supports positioning on the plane.
454  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
455  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
456  /// Angles must be set in ascending order.
457  /// You may call this function with io_pfSpeakerAngles set to NULL to get the expected number of angle values in io_uNumAngles,
458  /// in order to allocate your array correctly. You may also obtain this number by calling
459  /// AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ).
460  /// If io_pfSpeakerAngles is not NULL, the array is filled with up to io_uNumAngles.
461  /// Typical usage:
462  /// - AkUInt32 uNumAngles;
463  /// - GetSpeakerAngles( NULL, uNumAngles, AkOutput_Main );
464  /// - AkReal32 * pfSpeakerAngles = AkAlloca( uNumAngles * sizeof(AkReal32) );
465  /// - GetSpeakerAngles( pfSpeakerAngles, uNumAngles, AkOutput_Main );
466  /// \aknote
467  /// On most platforms, the angle set on the plane consists of 3 angles, to account for 7.1.
468  /// - 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.
469  /// - When panning to 5.1, the front speakers use angle[0], and the surround speakers use (angle[2] + angle[1]) / 2.
470  /// \endaknote
471  /// \warning Call this function only after the sound engine has been properly initialized.
472  /// \return AK_Success if device exists.
473  /// \sa SetSpeakerAngles()
475  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.
476  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.
477  AkReal32 & out_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
478  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
479  );
480 
481  /// Sets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
482  /// Note that the current version of Wwise only supports positioning on the plane.
483  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180], for a 7.1 speaker configuration.
484  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
485  /// Angles must be set in ascending order.
486  /// Note:
487  /// - This function requires the minimum speaker angle between any pair of speakers to be at least 5 degrees.
488  /// - 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.
489  ///
490  /// Typical usage:
491  /// - Initialize the sound engine and/or add secondary output(s).
492  /// - Get number of speaker angles and their value into an array using GetSpeakerAngles().
493  /// - Modify the angles and call SetSpeakerAngles().
494  /// 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().
495  /// \warning This function only applies to configurations (or subset of these configurations) that are standard and whose speakers are on the plane (2D).
496  /// \return
497  /// - \c AK_Success if successful.
498  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
499  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
500  /// - \c AK_InvalidParameter one of the parameter is invalid, check the debug log.
501  /// \sa GetSpeakerAngles()
503  const AkReal32 * in_pfSpeakerAngles, ///< Array of loudspeaker pair angles, in degrees relative to azimuth [0,180].
504  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()).
505  AkReal32 in_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
506  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
507  );
508 
509  /// Allows the game to set the volume threshold to be used by the sound engine to determine if a voice must go virtual.
510  /// This may be changed anytime once the sound engine was initialized.
511  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
512  /// \return
513  /// - \c AK_Success if successful
514  /// - \c AK_InvalidParameter if the threshold was not between 0 and -96.3 dB.
515  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
517  AkReal32 in_fVolumeThresholdDB ///< Volume Threshold, must be a value between 0 and -96.3 dB
518  );
519 
520  /// Allows the game to set the maximum number of non virtual voices to be played simultaneously.
521  /// This may be changed anytime once the sound engine was initialized.
522  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
523  /// \return
524  /// - \c AK_InvalidParameter if the threshold was not between 1 and MaxUInt16.
525  /// - \c AK_Success if successful
527  AkUInt16 in_maxNumberVoices ///< Maximum number of non-virtual voices.
528  );
529 
530  /// Allows the game to set new values for the maximum active workers for the job manager
531  /// This may be changed anytime once the sound engine was initialized.
532  /// This function may only be used if a worker function has been set via \ref AkJobMgrSettings.
533  /// \return
534  /// - \c AK_InvalidParameter in_jobType is not a valid jobtype, or in_uNewMaxActiveWorkers is not greater than 0
535  /// - \c AK_NotInitialized JobMgr system was not already initialized with a function to request for workers
536  /// - \c AK_Success if successful
538  AkJobType in_jobType, ///< JobType to set new uMaxActiveWorkers for
539  AkUInt32 in_uNewMaxActiveWorkers ///< New maximum number of active workers will request
540  );
541 
542  //@}
543 
544  ////////////////////////////////////////////////////////////////////////
545  /// @name Rendering Audio
546  //@{
547 
548  /// Processes all commands in the sound engine's command queue.
549  /// This method has to be called periodically (usually once per game frame).
550  /// \sa
551  /// - \ref concept_events
552  /// - \ref soundengine_events
553  /// - <tt>AK::SoundEngine::PostEvent()</tt>
554  /// \return Always returns AK_Success
556  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.
557  );
558 
559  //@}
560 
561  ////////////////////////////////////////////////////////////////////////
562  /// @name Component Registration
563  //@{
564 
565  /// Query interface to global plug-in context used for plug-in registration/initialization.
566  /// \return Global plug-in context.
568 
569  /// Registers a plug-in with the sound engine and sets the callback functions to create the
570  /// plug-in and its parameter node.
571  /// \aknote
572  /// 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.
573  /// \endaknote
574  /// \sa
575  /// - \ref register_effects
576  /// - \ref plugin_xml
577  /// \return
578  /// - \c AK_Success if successful
579  /// - \c AK_InvalidParameter if invalid parameters were provided
580  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
581  /// \remarks
582  /// Codecs and plug-ins must be registered before loading banks that use them.\n
583  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
584  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
585  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
586  /// posting the event will fail.
588  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
589  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
590  AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
591  AkCreatePluginCallback in_pCreateFunc, ///< Pointer to the plug-in's creation function
592  AkCreateParamCallback in_pCreateParamFunc, ///< Pointer to the plug-in's parameter node creation function
593  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.
594  );
595 
596  /// Loads a plug-in dynamic library and registers it with the sound engine.
597  /// With dynamic linking, all plugins are automatically registered.
598  /// 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.
599  /// \return
600  /// - \c AK_Success if successful.
601  /// - \c AK_FileNotFound if the DLL is not found in the OS path or if it has extraneous dependencies not found.
602  /// - \c AK_InsufficientMemory if the system ran out of resources while loading the dynamic library
603  /// - \c AK_NotCompatible if the file was found but is not binary-compatible with the system's expected executable format
604  /// - \c AK_InvalidFile if the symbol g_pAKPluginList is not exported by the dynamic library
605  /// - \c AK_Fail if an unexpected system error was encountered
607  const AkOSChar* in_DllName, ///< Name of the DLL to load, without "lib" prefix or extension.
608  const AkOSChar* in_DllPath = NULL ///< Optional path to the DLL. Will override szPLuginDLLPath that was set in AkInitSettings.
609  );
610 
611  /// Query whether plug-in is registered with the sound engine.
612  /// \return true when plug-in is registered, false otherwise.
614  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
615  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
616  AkUInt32 in_ulPluginID ///< Plug-in identifier (as declared in the plug-in description XML file)
617  );
618 
619  /// Registers a codec type with the sound engine and set the callback functions to create the
620  /// codec's file source and bank source nodes.
621  /// \aknote
622  /// 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.
623  /// \endaknote
624  /// \sa
625  /// - \ref register_effects
626  /// \return
627  /// - \c AK_Success if successful
628  /// - \c AK_InvalidParameter if invalid parameters were provided
629  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
630  /// \remarks
631  /// Codecs and plug-ins must be registered before loading banks that use them.\n
632  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
633  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
634  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
635  /// posting the Event will fail.
637  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
638  AkUInt32 in_ulCodecID, ///< Codec identifier (as declared in the plug-in description XML file)
639  AkCreateFileSourceCallback in_pFileCreateFunc, ///< Pointer to the codec's file source node creation function
640  AkCreateBankSourceCallback in_pBankCreateFunc ///< Pointer to the codec's bank source node creation function
641  );
642 
643  /// Registers a global callback function. This function will be called from the audio rendering thread, at the
644  /// location specified by in_eLocation. This function will also be called from the thread calling
645  /// AK::SoundEngine::Term with in_eLocation set to AkGlobalCallbackLocation_Term.
646  /// For example, in order to be called at every audio rendering pass, and once during teardown for releasing resources, you would call
647  /// RegisterGlobalCallback(myCallback, AkGlobalCallbackLocation_BeginRender | AkGlobalCallbackLocation_Term, myCookie, AkPluginTypeNone, 0, 0);
648  /// \remarks
649  /// A Plugin Type, Company ID and Plugin ID can be provided to this function to enable timing in the performance monitor.
650  /// 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.
651  /// It is illegal to call this function while already inside of a global callback.
652  /// This function might stall for several milliseconds before returning.
653  /// \return
654  /// - \c AK_Success if successful
655  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
656  /// \sa
657  /// - <tt>AK::SoundEngine::UnregisterGlobalCallback()</tt>
658  /// - AkGlobalCallbackFunc
659  /// - AkGlobalCallbackLocation
661  AkGlobalCallbackFunc in_pCallback, ///< Function to register as a global callback.
662  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender, ///< Callback location defined in AkGlobalCallbackLocation. Bitwise OR multiple locations if needed.
663  void * in_pCookie = NULL, ///< User cookie.
664  AkPluginType in_eType = AkPluginTypeNone, ///< Plug-in type (for example, source or effect). AkPluginTypeNone for no timing.
665  AkUInt32 in_ulCompanyID = 0, ///< Company identifier (as declared in the plug-in description XML file). 0 for no timing.
666  AkUInt32 in_ulPluginID = 0 ///< Plug-in identifier (as declared in the plug-in description XML file). 0 for no timing.
667  );
668 
669  /// Unregisters a global callback function, previously registered using RegisterGlobalCallback.
670  /// \remarks
671  /// It is legal to call this function while already inside of a global callback, If it is unregistering itself and not
672  /// another callback.
673  /// This function might stall for several milliseconds before returning.
674  /// \return
675  /// - \c AK_Success if successful
676  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
677  /// \sa
678  /// - <tt>AK::SoundEngine::RegisterGlobalCallback()</tt>
679  /// - AkGlobalCallbackFunc
680  /// - AkGlobalCallbackLocation
682  AkGlobalCallbackFunc in_pCallback, ///< Function to unregister as a global callback.
683  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender ///< Must match in_eLocation as passed to RegisterGlobalCallback for this callback.
684  );
685 
686  /// Registers a resource monitor callback function that gets all of the resource usage data contained in the
687  /// AkResourceMonitorDataSummary structure. This includes general information about the system, such as CPU usage,
688  /// active Voices, and Events. This function will be called from the audio rendering thread at the end of each frame.
689  /// \remarks
690  /// 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.
691  /// It is illegal to call this function while already inside of a resource callback.
692  /// This function might stall for several milliseconds before returning.
693  /// This function will return AK_Fail in Release
694  /// \sa
695  /// - <tt>AK::SoundEngine::UnregisterResourceMonitorCallback()</tt>
696  /// - AkResourceMonitorCallbackFunc
698  AkResourceMonitorCallbackFunc in_pCallback ///< Function to register as a resource monitor callback.
699  );
700 
701  /// Unregisters a resource monitor callback function, previously registered using RegisterResourceMonitorCallback.
702  /// \remarks
703  /// It is legal to call this function while already inside of a resource monitor callback, If it is unregistering itself and not
704  /// another callback.
705  /// This function might stall for several milliseconds before returning.
706  /// \sa
707  /// - <tt>AK::SoundEngine::RegisterResourceMonitorCallback()</tt>
708  /// - AkResourceMonitorCallbackFunc
710  AkResourceMonitorCallbackFunc in_pCallback ///< Function to unregister as a resource monitor callback.
711  );
712 
713  /// Registers a callback for the Audio Device status changes.
714  /// The callback will be called from the audio thread
715  /// Can be called prior to AK::SoundEngine::Init
716  /// \sa AK::SoundEngine::AddOutput
718  AK::AkDeviceStatusCallbackFunc in_pCallback ///< Function to register as a status callback.
719  );
720 
721  /// Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatusCallback
723  //@}
724 
725 #ifdef AK_SUPPORT_WCHAR
726  ////////////////////////////////////////////////////////////////////////
727  /// @name Getting ID from strings
728  //@{
729 
730  /// Universal converter from Unicode string to ID for the sound engine.
731  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
732  /// Note:
733  /// This function does return a AkUInt32, which is totally compatible with:
734  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
735  /// \sa
736  /// - <tt>AK::SoundEngine::PostEvent</tt>
737  /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
738  /// - <tt>AK::SoundEngine::SetSwitch</tt>
739  /// - <tt>AK::SoundEngine::SetState</tt>
740  /// - <tt>AK::SoundEngine::PostTrigger</tt>
741  /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
742  /// - <tt>AK::SoundEngine::LoadBank</tt>
743  /// - <tt>AK::SoundEngine::UnloadBank</tt>
744  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
745  /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
746  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const wchar_t* in_pszString );
747 #endif //AK_SUPPORT_WCHAR
748 
749  /// Universal converter from string to ID for the sound engine.
750  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
751  /// Note:
752  /// This function does return a AkUInt32, which is totally compatible with:
753  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
754  /// \sa
755  /// - <tt>AK::SoundEngine::PostEvent</tt>
756  /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
757  /// - <tt>AK::SoundEngine::SetSwitch</tt>
758  /// - <tt>AK::SoundEngine::SetState</tt>
759  /// - <tt>AK::SoundEngine::PostTrigger</tt>
760  /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
761  /// - <tt>AK::SoundEngine::LoadBank</tt>
762  /// - <tt>AK::SoundEngine::UnloadBank</tt>
763  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
764  /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
765  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const char* in_pszString );
766 
767  //@}
768 
769  ////////////////////////////////////////////////////////////////////////
770  /// @name Event Management
771  //@{
772 
773  /// Asynchronously posts an Event to the sound engine (by event ID).
774  /// The callback function can be used to be noticed when markers are reached or when the event is finished.
775  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
776  /// \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.
777  /// \remarks
778  /// If used, the array of external sources should contain the information for each external source triggered by the
779  /// event. When triggering an event with multiple external sources, you need to differentiate each source
780  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
781  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
782  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
783  /// \endaknote
784  /// \sa
785  /// - \ref concept_events
786  /// - \ref integrating_external_sources
787  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
788  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
789  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
791  AkUniqueID in_eventID, ///< Unique ID of the event
792  AkGameObjectID in_gameObjectID, ///< Associated game object ID
793  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
794  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
795  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
796  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
797  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
798  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.
799  );
800 
801 #ifdef AK_SUPPORT_WCHAR
802  /// Posts an Event to the sound engine (by Event name), using callbacks.
803  /// The callback function can be used to be noticed when markers are reached or when the event is finished.
804  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
805  /// \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.
806  /// \remarks
807  /// If used, the array of external sources should contain the information for each external source triggered by the
808  /// event. When triggering an event with multiple external sources, you need to differentiate each source
809  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
810  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
811  /// (therefore have a unique cookie) in order to tell them appart when filling the AkExternalSourceInfo structures.
812  /// \endaknote
813  /// \sa
814  /// - \ref concept_events
815  /// - \ref integrating_external_sources
816  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
817  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
818  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
820  const wchar_t* in_pszEventName, ///< Name of the event
821  AkGameObjectID in_gameObjectID, ///< Associated game object ID
822  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
823  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
824  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
825  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
826  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
827  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.
828  );
829 #endif //AK_SUPPORT_WCHAR
830 
831  /// Posts an Event to the sound engine (by Event name), using callbacks.
832  /// The callback function can be used to be noticed when markers are reached or when the event is finished.
833  /// An array of Wave file sources can be provided to resolve External Sources triggered by the event. P
834  /// \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.
835  /// \remarks
836  /// If used, the array of external sources should contain the information for each external source triggered by the
837  /// event. When triggering an Event with multiple external sources, you need to differentiate each source
838  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
839  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
840  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
841  /// \endaknote
842  /// \sa
843  /// - \ref concept_events
844  /// - \ref integrating_external_sources
845  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
846  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
847  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
849  const char* in_pszEventName, ///< Name of the event
850  AkGameObjectID in_gameObjectID, ///< Associated game object ID
851  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
852  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
853  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
854  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
855  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
856  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.
857  );
858 
859  // If you modify AkActionOnEventType, don't forget to modify the WAAPI validation schema accordingly.
860 
861  /// AkActionOnEventType
862  /// \sa
863  /// - <tt>AK::SoundEngine::ExecuteActionOnEvent()</tt>
865  {
868  AkActionOnEventType_Resume = 2, ///< Resume
870  AkActionOnEventType_ReleaseEnvelope = 4 ///< Release envelope
871  };
872 
873  /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
874  /// \return
875  /// - \c AK_Success if the action was successfully queued.
876  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
877  /// \sa
878  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
880  AkUniqueID in_eventID, ///< Unique ID of the event
881  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
882  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
883  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
884  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
885  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
886  );
887 
888 #ifdef AK_SUPPORT_WCHAR
889  /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
890  /// \return
891  /// - \c AK_Success if the action was successfully queued.
892  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
893  /// \sa
894  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
896  const wchar_t* in_pszEventName, ///< Name of the event
897  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
898  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
899  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
900  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
901  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
902  );
903 #endif //AK_SUPPORT_WCHAR
904 
905  /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type Play.
906  /// \return
907  /// - \c AK_Success if the action was successfully queued.
908  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
909  /// \sa
910  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
912  const char* in_pszEventName, ///< Name of the event
913  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
914  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
915  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
916  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
917  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
918  );
919 
920 
921  /// Executes a number of MIDI Events on all nodes that are referenced in the specified Event in an Action of type Play.
922  /// The time at which a MIDI Event is posted is determined by in_bAbsoluteOffsets. If false, each MIDI event will be
923  /// posted in AkMIDIPost::uOffset samples from the start of the current frame. If true, each MIDI event will be posted
924  /// at the absolute time AkMIDIPost::uOffset samples.
925  /// To obtain the current absolute time, see AK::SoundEngine::GetSampleTick.
926  /// The duration of a sample can be determined from the sound engine's audio settings, via a call to AK::SoundEngine::GetAudioSettings.
927  /// If a playing ID is specified then that playing ID must be active. Otherwise a new playing ID will be assigned.
928  /// \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.
929  /// \sa
930  /// - <tt>AK::SoundEngine::GetAudioSettings</tt>
931  /// - <tt>AK::SoundEngine::GetSampleTick</tt>
932  /// - <tt>AK::SoundEngine::StopMIDIOnEvent</tt>
933  /// - \ref soundengine_midi_event_playing_id
935  AkUniqueID in_eventID, ///< Unique ID of the Event
936  AkGameObjectID in_gameObjectID, ///< Associated game object ID
937  AkMIDIPost* in_pPosts, ///< MIDI Events to post
938  AkUInt16 in_uNumPosts, ///< Number of MIDI Events to post
939  bool in_bAbsoluteOffsets = false, ///< Set to true when AkMIDIPost::uOffset are absolute, false when relative to current frame
940  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
941  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
942  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
943  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///< Target playing ID
944  );
945 
946  /// Stops MIDI notes on all nodes that are referenced in the specified event in an action of type play,
947  /// with the specified Game Object. Invalid parameters are interpreted as wildcards. For example, calling
948  /// this function with in_eventID set to AK_INVALID_UNIQUE_ID will stop all MIDI notes for Game Object
949  /// in_gameObjectID.
950  /// \return
951  /// - \c AK_Success if the stop command was queued
952  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
953  /// \sa
954  /// - <tt>AK::SoundEngine::PostMIDIOnEvent</tt>
955  /// - \ref soundengine_midi_event_playing_id
957  AkUniqueID in_eventID = AK_INVALID_UNIQUE_ID, ///< Unique ID of the Event
958  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
959  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///< Target playing ID
960  );
961 
962 
963  /// 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
964  /// 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
965  /// uMaxCachePinnedBytes is exceeded.
966  /// \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.
967  /// \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.
968  /// \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
969  /// 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.
970  /// \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
971  /// will get cached with active priority, while all other files will get cached with inactive priority.
972  /// \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
973  /// 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.
974  /// \return
975  /// - \c AK_Success if command was queued
976  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
977  /// \sa
978  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
979  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
980  /// - <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen</tt>
981  /// - AkFileSystemFlags
983  AkUniqueID in_eventID, ///< Unique ID of the event
984  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
985  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
986  );
987 
988 #ifdef AK_SUPPORT_WCHAR
989  /// 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
990  /// 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
991  /// uMaxCachePinnedBytes is exceeded.
992  /// \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.
993  /// \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.
994  /// \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
995  /// 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.
996  /// \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
997  /// will get cached with active priority, while all other files will get cached with inactive priority.
998  /// \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
999  /// 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.
1000  /// \return
1001  /// - \c AK_Success if command was queued
1002  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1003  /// \sa
1004  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1005  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1006  /// - <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen</tt>
1007  /// - AkFileSystemFlags
1009  const wchar_t* in_pszEventName, ///< Name of the event
1010  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
1011  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
1012  );
1013 #endif //AK_SUPPORT_WCHAR
1014 
1015  /// 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
1016  /// 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
1017  /// uMaxCachePinnedBytes is exceeded.
1018  /// \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.
1019  /// \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.
1020  /// \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
1021  /// 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.
1022  /// \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
1023  /// will get cached with active priority, while all other files will get cached with inactive priority.
1024  /// \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
1025  /// 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.
1026  /// \return
1027  /// - \c AK_Success if command was queued
1028  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1029  /// \sa
1030  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1031  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1032  /// - <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen</tt>
1033  /// - AkFileSystemFlags
1035  const char* in_pszEventName, ///< Name of the event
1036  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
1037  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
1038  );
1039 
1040  /// 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
1041  /// 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.
1042  /// \return
1043  /// - \c AK_Success if command was queued
1044  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1045  /// \sa
1046  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1047  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1049  AkUniqueID in_eventID ///< Unique ID of the event
1050  );
1051 
1052 #ifdef AK_SUPPORT_WCHAR
1053  /// 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
1054  /// after <tt>AK::SoundEngine::UnpinEventInStreamCache()</tt> is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
1055  /// \return
1056  /// - \c AK_Success if command was queued
1057  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1058  /// \sa
1059  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1060  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1062  const wchar_t* in_pszEventName ///< Name of the event
1063  );
1064 #endif //AK_SUPPORT_WCHAR
1065 
1066  /// 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
1067  /// after <tt>AK::SoundEngine::UnpinEventInStreamCache()</tt> is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
1068  /// \return
1069  /// - \c AK_Success if command was queued
1070  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1071  /// \sa
1072  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1073  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1075  const char* in_pszEventName ///< Name of the event
1076  );
1077 
1078  /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1079  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1080  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1081  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see \c AkDeviceSettings
1082  /// \return
1083  /// - \c AK_Success if command was queued
1084  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1085  /// \sa
1086  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1087  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1088  /// - AkDeviceSettings
1090  AkUniqueID in_eventID, ///< Unique ID of the event
1091  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1092  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1093  );
1094 
1095  /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1096  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1097  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1098  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1099  /// \return
1100  /// - \c AK_Success if command was queued
1101  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1102  /// \sa
1103  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1104  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1105  /// - AkDeviceSettings
1107  const char* in_pszEventName, ///< Name of the event
1108  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1109  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1110  );
1111 
1112 #ifdef AK_SUPPORT_WCHAR
1113  /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1114  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1115  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1116  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1117  /// \return
1118  /// - \c AK_Success if command was queued
1119  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1120  /// \sa
1121  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1122  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1123  /// - AkDeviceSettings
1125  const wchar_t* in_pszEventName, ///< Name of the event
1126  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1127  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1128  );
1129 #endif
1130 
1131  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1132  ///
1133  /// Notes:
1134  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1135  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1136  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1137  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1138  /// the sound that is currently playing is the first sound of the sequence.
1139  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1140  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1141  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1142  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1143  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1144  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1145  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1146  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1147  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1148  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1149  /// the audio thread consumes it (after a call to RenderAudio()).
1150  ///
1151  /// Notes specific to Music Segments:
1152  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1153  /// value to seek within the Pre-Entry.
1154  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1155  /// in order to restart them if required.
1156  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1157  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1158  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1159  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1160  /// the exact position of a segment. Also, the segment will be silent during that time
1161  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1162  /// also informs you about the remaining look-ahead time.
1163  ///
1164  /// Notes specific to Music Switch Containers:
1165  /// - Seeking triggers a music transition towards the current (or target) segment.
1166  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1167  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1168  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1169  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1170  ///
1171  /// \return
1172  /// - \c AK_Success if command was queued
1173  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1174  /// \sa
1175  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1176  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1177  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1178  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1180  AkUniqueID in_eventID, ///< Unique ID of the event
1181  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1182  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1183  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1184  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.
1185  );
1186 
1187 #ifdef AK_SUPPORT_WCHAR
1188  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1189  ///
1190  /// Notes:
1191  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1192  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1193  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1194  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1195  /// the sound that is currently playing is the first sound of the sequence.
1196  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1197  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1198  /// value to seek within the Pre-Entry.
1199  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1200  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1201  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1202  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1203  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1204  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1205  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1206  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1207  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1208  /// the audio thread consumes it (after a call to RenderAudio()).
1209  ///
1210  /// Notes specific to Music Segments:
1211  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1212  /// value to seek within the Pre-Entry.
1213  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1214  /// in order to restart them if required.
1215  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1216  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1217  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1218  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1219  /// the exact position of a segment. Also, the segment will be silent during that time
1220  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1221  /// also informs you about the remaining look-ahead time.
1222  ///
1223  /// Notes specific to Music Switch Containers:
1224  /// - Seeking triggers a music transition towards the current (or target) segment.
1225  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1226  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1227  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1228  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1229  /// \return
1230  /// - \c AK_Success if command was queued
1231  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1232  /// \sa
1233  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1234  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1235  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1236  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1238  const wchar_t* in_pszEventName, ///< Name of the event
1239  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1240  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1241  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1242  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.
1243  );
1244 #endif //AK_SUPPORT_WCHAR
1245 
1246  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1247  ///
1248  /// Notes:
1249  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1250  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1251  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1252  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1253  /// the sound that is currently playing is the first sound of the sequence.
1254  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1255  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1256  /// value to seek within the Pre-Entry.
1257  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1258  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1259  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1260  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1261  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1262  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1263  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1264  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1265  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1266  /// the audio thread consumes it (after a call to RenderAudio()).
1267  ///
1268  /// Notes specific to Music Segments:
1269  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1270  /// value to seek within the Pre-Entry.
1271  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1272  /// in order to restart them if required.
1273  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1274  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1275  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1276  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1277  /// the exact position of a segment. Also, the segment will be silent during that time
1278  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1279  /// also informs you about the remaining look-ahead time.
1280  ///
1281  /// Notes specific to Music Switch Containers:
1282  /// - Seeking triggers a music transition towards the current (or target) segment.
1283  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1284  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1285  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1286  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1287  ///
1288  /// \return
1289  /// - \c AK_Success if command was queued
1290  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1291  /// \sa
1292  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1293  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1294  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1295  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1297  const char* in_pszEventName, ///< Name of the event
1298  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1299  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1300  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1301  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.
1302  );
1303 
1304  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1305  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1306  ///
1307  /// Notes:
1308  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1309  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1310  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1311  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1312  /// the sound that is currently playing is the first sound of the sequence.
1313  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1314  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1315  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1316  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1317  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1318  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1319  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1320  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1321  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1322  /// the audio thread consumes it (after a call to RenderAudio()).
1323  ///
1324  /// Notes specific to Music Segments:
1325  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1326  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1327  /// post-exit of a segment using this method. Use absolute values instead.
1328  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1329  /// in order to restart them if required.
1330  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1331  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1332  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1333  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1334  /// the exact position of a segment. Also, the segment will be silent during the time that period
1335  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1336  /// also informs you about the remaining look-ahead time.
1337  ///
1338  /// Notes specific to Music Switch Containers:
1339  /// - Seeking triggers a music transition towards the current (or target) segment.
1340  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1341  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1342  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1343  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1344  ///
1345  /// \sa
1346  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1347  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1348  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1349  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1351  AkUniqueID in_eventID, ///< Unique ID of the event
1352  AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1353  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)
1354  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1355  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.
1356  );
1357 
1358 #ifdef AK_SUPPORT_WCHAR
1359  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1360  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1361  ///
1362  /// Notes:
1363  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1364  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1365  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1366  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1367  /// the sound that is currently playing is the first sound of the sequence.
1368  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1369  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1370  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1371  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1372  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1373  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1374  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1375  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1376  /// the audio thread consumes it (after a call to RenderAudio()).
1377  ///
1378  /// Notes specific to Music Segments:
1379  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1380  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1381  /// post-exit of a segment using this method. Use absolute values instead.
1382  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1383  /// in order to restart them if required.
1384  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1385  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1386  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1387  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1388  /// the exact position of a segment. Also, the segment will be silent during the time that period
1389  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1390  /// also informs you about the remaining look-ahead time.
1391  ///
1392  /// Notes specific to Music Switch Containers:
1393  /// - Seeking triggers a music transition towards the current (or target) segment.
1394  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1395  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1396  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1397  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1398  ///
1399  /// \sa
1400  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1401  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1402  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1403  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1405  const wchar_t* in_pszEventName, ///< Name of the event
1406  AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1407  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)
1408  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1409  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.
1410  );
1411 #endif //AK_SUPPORT_WCHAR
1412 
1413  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1414  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1415  ///
1416  /// Notes:
1417  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1418  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1419  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1420  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1421  /// the sound that is currently playing is the first sound of the sequence.
1422  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1423  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1424  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1425  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1426  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1427  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1428  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1429  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1430  /// the audio thread consumes it (after a call to RenderAudio()).
1431  ///
1432  /// Notes specific to Music Segments:
1433  /// - With Music Segments, in_fPercent is relative to the Entry Cue, and the segment's duration is the
1434  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1435  /// post-exit of a segment using this method. Use absolute values instead.
1436  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1437  /// in order to restart them if required.
1438  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1439  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1440  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1441  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1442  /// the exact position of a segment. Also, the segment will be silent during the time that period
1443  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1444  /// also informs you about the remaining look-ahead time.
1445  ///
1446  /// Notes specific to Music Switch Containers:
1447  /// - Seeking triggers a music transition towards the current (or target) segment.
1448  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1449  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1450  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1451  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1452  ///
1453  /// \sa
1454  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1455  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1456  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1457  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1459  const char* in_pszEventName, ///< Name of the event
1460  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1461  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)
1462  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see notes above).
1463  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.
1464  );
1465 
1466  /// Cancels all Event callbacks associated with a specific callback cookie.\n
1467  /// \sa
1468  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1470  void * in_pCookie ///< Callback cookie to be cancelled
1471  );
1472 
1473  /// Cancels all Event callbacks associated with a specific game object.\n
1474  /// \sa
1475  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1477  AkGameObjectID in_gameObjectID ///< ID of the game object to be cancelled
1478  );
1479 
1480  /// Cancels all Event callbacks for a specific playing ID.
1481  /// \sa
1482  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1484  AkPlayingID in_playingID ///< Playing ID of the event that must not use callbacks
1485  );
1486 
1487  /// Gets the current position of the source associated with this playing ID, obtained from PostEvent(). If more than one source is playing,
1488  /// the first to play is returned.
1489  /// Notes:
1490  /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1491  /// it returns AK_Fail, even if the playing ID is valid.
1492  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1493  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1494  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1495  /// sound engine update and the source's playback rate.
1496  /// \return
1497  /// - \c AK_Success if successful.
1498  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1499  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1500  /// \sa
1501  /// - \ref soundengine_query_pos
1502  /// - \ref concept_events
1504  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1505  AkTimeMs* out_puPosition, ///< Position of the source (in ms) associated with the specified playing ID
1506  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update.
1507  );
1508 
1509  /// Gets the current position of the sources associated with this playing ID, obtained from PostEvent().
1510  /// Notes:
1511  /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1512  /// it returns AK_Fail, even if the playing ID is valid.
1513  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1514  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1515  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1516  /// sound engine update and the source's playback rate.
1517  /// - If 0 is passed in for the number of entries (*in_pcPositions == 0) then only the number of positions will be returned and the
1518  /// position array (out_puPositions) will not be updated.
1519  /// - The io_pcPositions pointer must be non-NULL.
1520  /// out_puPositions may be NULL if *io_pcPositions == 0, otherwise it must be non-NULL.
1521  /// \return
1522  /// - \c AK_Success if successful.
1523  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1524  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1525  /// \sa
1526  /// - \ref soundengine_query_pos
1527  /// - \ref concept_events
1529  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1530  AkSourcePosition* out_puPositions, ///< Audio Node IDs and positions of sources associated with the specified playing ID
1531  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
1532  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update
1533  );
1534 
1535  /// Gets the stream buffering of the sources associated with this playing ID, obtained from PostEvent().
1536  /// Notes:
1537  /// - You need to pass AK_EnableGetSourceStreamBuffering to PostEvent() in order to use this function, otherwise
1538  /// it returns AK_Fail, even if the playing ID is valid.
1539  /// - The sources stream buffering is updated at every audio frame. If there are multiple sources associated with this playing ID,
1540  /// the value returned corresponds to the least buffered source.
1541  /// - The returned buffering status out_bIsBuffering will be true If any of the sources associated with the playing ID are actively being buffered.
1542  /// 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.
1543  /// - Purely in-memory sources are excluded from this database. If all sources are in-memory, GetSourceStreamBuffering() will return AK_PlayingIDNotFound.
1544  /// - 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.
1545  /// 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.
1546  /// \return
1547  /// - \c AK_Success if successful.
1548  /// - \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.
1549  /// \sa
1550  /// - \ref concept_events
1552  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1553  AkTimeMs & out_buffering, ///< Returned amount of buffering (in ms) of the source (or one of the sources) associated with that playing ID
1554  bool & out_bIsBuffering ///< Returned buffering status of the source(s) associated with that playing ID
1555  );
1556 
1557  /// Stops the current content playing associated to the specified game object ID.
1558  /// If no game object is specified, all sounds will be stopped.
1560  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< (Optional)Specify a game object to stop only playback associated to the provided game object ID.
1561  );
1562 
1563  /// Stop the current content playing associated to the specified playing ID.
1564  /// \aknote
1565  /// This function is deprecated. Please use ExecuteActionOnPlayingID() in its place.
1566  /// \endaknote
1567  /// \sa
1568  /// - <tt>AK::SoundEngine::ExecuteActionOnPlayingID()</tt>
1570  AkPlayingID in_playingID, ///< Playing ID to be stopped.
1571  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
1572  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1573  );
1574 
1575  /// Executes an Action on the content associated to the specified playing ID.
1576  /// \sa
1577  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
1579  AkActionOnEventType in_ActionType, ///< Action to execute on the specified playing ID.
1580  AkPlayingID in_playingID, ///< Playing ID on which to execute the action.
1581  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
1582  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1583  );
1584 
1585  /// Sets the random seed value. Can be used to synchronize randomness
1586  /// across instances of the Sound Engine.
1587  /// \remark This seeds the number generator used for all container randomizations
1588  /// and the plug-in RNG; since it acts globally, this should be called right
1589  /// before any PostEvent call where randomness synchronization is required,
1590  /// and cannot guarantee similar results for continuous containers.
1591  /// \sa
1592  /// - <tt>AK::IAkPluginServiceRNG</tt>
1594  AkUInt32 in_uSeed ///< Random seed.
1595  );
1596 
1597  /// Mutes/Unmutes the busses tagged as background music.
1598  /// This is automatically called for platforms that have user-music support.
1599  /// This function is provided to give the same behavior on platforms that don't have user-music support.
1601  bool in_bMute ///< Sets true to mute, false to unmute.
1602  );
1603  //@}
1604 
1605  /// Gets the state of the Background Music busses. This state is either set directly
1606  /// with \c AK::SoundEngine::MuteBackgroundMusic or by the OS, if it has User Music services.
1607  /// \return true if the background music busses are muted, false if not.
1609  //@}
1610 
1611 
1612  /// Sends custom game data to a plug-in that resides on a bus (insert Effect or mixer plug-in).
1613  /// Data will be copied and stored into a separate list.
1614  /// Previous entry is deleted when a new one is sent.
1615  /// Sets the data pointer to NULL to clear item from the list.
1616  /// \aknote The plug-in type and ID are passed and matched with plugins set on the desired bus.
1617  /// This means that you cannot send different data to various instances of a plug-in on the same bus.\endaknote
1618  /// \return AK_Success if data was sent successfully.
1620  AkUniqueID in_busID, ///< Bus ID
1621  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.
1622  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
1623  AkUInt32 in_uCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
1624  AkUInt32 in_uPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
1625  const void* in_pData, ///< The data blob
1626  AkUInt32 in_uSizeInBytes ///< Size of data
1627  );
1628  //@}
1629 
1630  ////////////////////////////////////////////////////////////////////////
1631  /// @name Game Objects
1632  //@{
1633 
1634  /// Registers a game object.
1635  /// \return
1636  /// - \c AK_Success if successful
1637  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1638  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1639  /// matter how many times it has been registered.
1640  /// \sa
1641  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1642  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1643  /// - \ref concept_gameobjects
1645  AkGameObjectID in_gameObjectID ///< ID of the game object to be registered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF].
1646  );
1647 
1648  /// Registers a game object.
1649  /// \return
1650  /// - \c AK_Success if successful
1651  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1652  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1653  /// matter how many times it has been registered.
1654  /// \sa
1655  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1656  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1657  /// - \ref concept_gameobjects
1659  AkGameObjectID in_gameObjectID, ///< ID of the game object to be registered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF].
1660  const char * in_pszObjName ///< Name of the game object (for monitoring purpose)
1661  );
1662 
1663  /// Unregisters a game object.
1664  /// \return
1665  /// - \c AK_Success if successful
1666  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1667  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1668  /// matter how many times it has been registered. Unregistering a game object while it is
1669  /// in use is allowed, but the control over the parameters of this game object is lost.
1670  /// For example, say a sound associated with this game object is a 3D moving sound. This sound will
1671  /// stop moving when the game object is unregistered, and there will be no way to regain control over the game object.
1672  /// \sa
1673  /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
1674  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1675  /// - \ref concept_gameobjects
1677  AkGameObjectID in_gameObjectID ///< ID of the game object to be unregistered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF]. Use
1678  /// AK_INVALID_GAME_OBJECT to unregister all game objects.
1679  );
1680 
1681  /// Unregister all game objects, or all game objects with a particular matching set of property flags.
1682  /// This function to can be used to unregister all game objects.
1683  /// \return
1684  /// - \c AK_Success if successful
1685  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1686  /// matter how many times it has been registered. Unregistering a game object while it is
1687  /// in use is allowed, but the control over the parameters of this game object is lost.
1688  /// For example, if a sound associated with this game object is a 3D moving sound, it will
1689  /// stop moving once the game object is unregistered, and there will be no way to recover
1690  /// the control over this game object.
1691  /// \sa
1692  /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
1693  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1694  /// - \ref concept_gameobjects
1696  );
1697 
1698  /// Sets the position of a game object.
1699  /// \warning The object's orientation vector (in_Position.Orientation) must be normalized.
1700  /// \return
1701  /// - \c AK_Success when successful
1702  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1703  /// + in_Position makes an invalid transform
1704  /// + in_eFlags is not one of the valid enum values
1705  /// + the game object ID is in the reserved ID range.
1706  /// \sa
1707  /// - \ref soundengine_3dpositions
1709  AkGameObjectID in_GameObjectID, ///< Game Object identifier
1710  const AkSoundPosition & in_Position,///< Position to set; in_Position.Orientation must be normalized.
1711  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1712  );
1713 
1714  /// Sets multiple positions to a single game object.
1715  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1716  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1717  /// \aknote
1718  /// - Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt>
1719  /// - If a sound has diffraction enabled, it is treated as <tt>MultiPositionType_MultiDirections</tt>. <tt>MultiPositionType_MultiSources</tt> is not supported in this case.
1720  /// \endaknote
1721  /// \return
1722  /// - \c AK_Success when successful
1723  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1724  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1725  /// + in_Position makes an invalid transform
1726  /// + in_eFlags is not one of the valid enum values
1727  /// + the game object ID is in the reserved ID range.
1728  /// \sa
1729  /// - \ref soundengine_3dpositions
1730  /// - \ref soundengine_3dpositions_multiplepos
1731  /// - \ref AK::SoundEngine::MultiPositionType
1733  AkGameObjectID in_GameObjectID, ///< Game Object identifier.
1734  const AkSoundPosition * in_pPositions, ///< Array of positions to apply.
1735  AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array.
1736  MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///< \ref AK::SoundEngine::MultiPositionType
1737  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1738  );
1739 
1740  /// Sets multiple positions to a single game object, with flexible assignment of input channels.
1741  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1742  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1743  /// \aknote Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
1744  /// \return
1745  /// - \c AK_Success when successful
1746  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1747  /// - \c AK_InvalidParameter if parameters are not valid.
1748  /// \sa
1749  /// - \ref soundengine_3dpositions
1750  /// - \ref soundengine_3dpositions_multiplepos
1751  /// - \ref AK::SoundEngine::MultiPositionType
1753  AkGameObjectID in_GameObjectID, ///< Game Object identifier.
1754  const AkChannelEmitter * in_pPositions, ///< Array of positions to apply, each using its own channel mask.
1755  AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array.
1756  MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///< \ref AK::SoundEngine::MultiPositionType
1757  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1758  );
1759 
1760  /// Sets the scaling factor of a Game Object.
1761  /// Modify the attenuation computations on this Game Object to simulate sounds with a larger or smaller area of effect.
1762  /// \return
1763  /// - \c AK_Success when successful
1764  /// - \c AK_InvalidParameter if the scaling factor specified was 0 or negative.
1765  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
1767  AkGameObjectID in_GameObjectID, ///< Game object identifier
1768  AkReal32 in_fAttenuationScalingFactor ///< Scaling Factor, 1 means 100%, 0.5 means 50%, 2 means 200%, and so on.
1769  );
1770 
1771  /// Use the position of a separate game object for distance calculations for a specified listener.
1772  /// When <tt>AK::SoundEngine::SetDistanceProbe()</tt> is called, Wwise calculates distance attenuation and filtering
1773  /// based on the distance between the distance probe Game Object (\c in_distanceProbeGameObjectID) and the emitter Game Object's position.
1774  /// In third-person perspective applications, the distance probe Game Object may be set to the player character's position,
1775  /// and the listener Game Object's position to that of the camera. In this scenario, attenuation is based on
1776  /// the distance between the character and the sound, whereas panning, spatialization, and spread and focus calculations are base on the camera.
1777  /// Both Game Objects, \c in_listenerGameObjectID and \c in_distanceProbeGameObjectID must have been previously registered using <tt>AK::SoundEngine::RegisterGameObj</tt>.
1778  /// This funciton is optional. if <tt>AK::SoundEngine::SetDistanceProbe()</tt> is never called, distance calculations are based on the listener Game Object position.
1779  /// 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.
1780  /// \aknote If the distance probe Game Object is assigned multiple positions, then the first position is used for distance calculations by the listener. \endaknote
1781  /// \return
1782  /// - \c AK_Success when successful
1783  /// \sa
1784  /// - <tt>AK::SoundEngine::SetPosition()</tt>
1786  AkGameObjectID in_listenerGameObjectID, ///< Game object identifier for the listener. Must have been previously registered via RegisterGameObj.
1787  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.
1788  );
1789 
1790  //@}
1791 
1792  ////////////////////////////////////////////////////////////////////////
1793  /// @name Bank Management
1794  //@{
1795 
1796  /// Unload all currently loaded banks.
1797  /// It also internally calls ClearPreparedEvents() since at least one bank must have been loaded to allow preparing events.
1798  /// \return
1799  /// - \c AK_Success if successful
1800  /// - \c AK_NotInitialized if the sound engine was not correctly initialized or if there is not enough memory to handle the command
1801  /// \sa
1802  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1803  /// - <tt>AK::SoundEngine::LoadBank()</tt>
1804  /// - \ref soundengine_banks
1806 
1807  /// Sets the I/O settings of the bank load and prepare event processes.
1808  /// The sound engine uses default values unless explicitly set by calling this method.
1809  /// \warning This function must be called before loading banks.
1810  /// \return
1811  /// - \c AK_Success if successful
1812  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1813  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1814  /// \sa
1815  /// - \ref soundengine_banks
1816  /// - \ref streamingdevicemanager
1818  AkReal32 in_fThroughput, ///< Average throughput of bank data streaming (bytes/ms) (the default value is AK_DEFAULT_BANK_THROUGHPUT)
1819  AkPriority in_priority ///< Priority of bank streaming (the default value is AK_DEFAULT_PRIORITY)
1820  );
1821 
1822 #ifdef AK_SUPPORT_WCHAR
1823  /// Load a bank synchronously (by Unicode string).\n
1824  /// The bank name and type are passed to the Stream Manager.
1825  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1826  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1827  /// The function returns when the request has been completely processed.
1828  /// \return
1829  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1830  /// You may use this ID with UnloadBank().
1831  /// - \c AK_Success: Load or unload successful.
1832  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1833  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1834  /// - \c AK_BankReadError: I/O error.
1835  /// - \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.
1836  /// - \c AK_InvalidFile: File specified could not be opened.
1837  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
1838  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1839  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1840  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1841  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure, check the debug console)
1842  /// \remarks
1843  /// - The initialization bank must be loaded first.
1844  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1845  /// initialization bank. If you need to load SoundBanks from a different project, you
1846  /// must first unload ALL banks, including the initialization bank, then load the
1847  /// initialization bank from the other project, and finally load banks from that project.
1848  /// - Codecs and plug-ins must be registered before loading banks that use them.
1849  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1850  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1851  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1852  /// posting the event will fail.
1853  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1854  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1855  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1856  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1857  /// \sa
1858  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1859  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1860  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
1861  /// - \ref soundengine_banks
1862  /// - \ref integrating_elements_plugins
1863  /// - \ref streamingdevicemanager
1864  /// - \ref streamingmanager_lowlevel
1865  /// - \ref sdk_bank_training
1867  const wchar_t* in_pszString, ///< Name of the bank to load
1868  AkBankID & out_bankID, ///< Returned bank ID
1869  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1870  );
1871 #endif //AK_SUPPORT_WCHAR
1872 
1873  /// Loads a bank synchronously.\n
1874  /// The bank name and type are passed to the Stream Manager.
1875  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1876  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1877  /// The function returns when the request has been completely processed.
1878  /// \return
1879  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1880  /// You may use this ID with UnloadBank().
1881  /// - \c AK_Success: Load or unload successful.
1882  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1883  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1884  /// - \c AK_BankReadError: I/O error.
1885  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1886  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1887  /// - \c AK_InvalidFile: File specified could not be opened.
1888  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1889  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1890  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1891  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1892  /// \remarks
1893  /// - The initialization bank must be loaded first.
1894  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1895  /// initialization bank. If you need to load SoundBanks from a different project, you
1896  /// must first unload ALL banks, including the initialization bank, then load the
1897  /// initialization bank from the other project, and finally load banks from that project.
1898  /// - Codecs and plug-ins must be registered before loading banks that use them.
1899  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1900  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1901  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1902  /// posting the event will fail.
1903  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1904  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1905  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1906  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1907  /// \sa
1908  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1909  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1910  /// - <tt>AK::SoundEngine::GetIDFromString</tt>
1911  /// - \ref soundengine_banks
1912  /// - \ref integrating_elements_plugins
1913  /// - \ref streamingdevicemanager
1914  /// - \ref streamingmanager_lowlevel
1915  /// - \ref sdk_bank_training
1917  const char* in_pszString, ///< Name of the bank to load
1918  AkBankID & out_bankID, ///< Returned bank ID
1919  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1920  );
1921 
1922  /// Loads a bank synchronously (by ID).\n
1923  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
1924  /// The bank ID is passed to the Stream Manager.
1925  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1926  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1927  /// The function returns when the request has been completely processed.
1928  /// \return
1929  /// - \c AK_Success: Load or unload successful.
1930  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1931  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1932  /// - \c AK_BankReadError: I/O error. The bank is either shorter than expected or its data corrupted.
1933  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1934  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1935  /// - \c AK_InvalidFile: File specified could not be opened.
1936  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1937  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console or Wwise Profiler
1938  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1939  /// - \c AK_FileNotFound if the bank file was not found on disk.
1940  /// - \c AK_FilePermissionError if the file permissions are wrong for the file
1941  /// - \c AK_Fail: Load or unload failed for any other reason. , check the debug console or Wwise Profiler
1942  /// \remarks
1943  /// - The initialization bank must be loaded first.
1944  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1945  /// initialization bank. If you need to load SoundBanks from a different project, you
1946  /// must first unload ALL banks, including the initialization bank, then load the
1947  /// initialization bank from the other project, and finally load banks from that project.
1948  /// - Codecs and plug-ins must be registered before loading banks that use them.
1949  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1950  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1951  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1952  /// posting the event will fail.
1953  /// \sa
1954  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1955  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1956  /// - \ref soundengine_banks
1957  /// - \ref integrating_elements_plugins
1958  /// - \ref sdk_bank_training
1960  AkBankID in_bankID, ///< Bank ID of the bank to load
1961  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1962  );
1963 
1964  /// Loads a bank synchronously (from in-memory data, in-place, user bank only).\n
1965  ///
1966  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
1967  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
1968  ///
1969  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
1970  /// in a buffer and pass its address to the sound engine.
1971  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
1972  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1973  /// The function returns when the request has been completely processed.
1974  /// \return
1975  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
1976  /// ID with UnloadBank().
1977  /// - \c AK_Success: Load or unload successful.
1978  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1979  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1980  /// - \c AK_BankReadError: I/O error.
1981  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1982  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1983  /// - \c AK_InvalidFile: File specified could not be opened.
1984  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1985  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1986  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
1987  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
1988  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1989  /// \remarks
1990  /// - The initialization bank must be loaded first.
1991  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1992  /// initialization bank. If you need to load SoundBanks from a different project, you
1993  /// must first unload ALL banks, including the initialization bank, then load the
1994  /// initialization bank from the other project, and finally load banks from that project.
1995  /// - Codecs and plug-ins must be registered before loading banks that use them.
1996  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1997  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1998  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1999  /// posting the event will fail.
2000  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2001  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2002  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2003  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2004  /// \sa
2005  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2006  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2007  /// - \ref soundengine_banks
2008  /// - \ref integrating_elements_plugins
2009  /// - \ref sdk_bank_training
2011  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2012  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2013  AkBankID & out_bankID ///< Returned bank ID
2014  );
2015 
2016  /// Loads a bank synchronously (from in-memory data, in-place, any bank type).\n
2017  ///
2018  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2019  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2020  ///
2021  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2022  /// in a buffer and pass its address to the sound engine.
2023  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2024  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2025  /// The function returns when the request has been completely processed.
2026  /// \return
2027  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2028  /// ID with UnloadBank().
2029  /// - \c AK_Success: Load or unload successful.
2030  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2031  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2032  /// - \c AK_BankReadError: I/O error.
2033  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2034  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2035  /// - \c AK_InvalidFile: File specified could not be opened.
2036  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2037  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2038  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2039  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2040  /// \remarks
2041  /// - The initialization bank must be loaded first.
2042  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2043  /// initialization bank. If you need to load SoundBanks from a different project, you
2044  /// must first unload ALL banks, including the initialization bank, then load the
2045  /// initialization bank from the other project, and finally load banks from that project.
2046  /// - Codecs and plug-ins must be registered before loading banks that use them.
2047  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2048  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2049  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2050  /// posting the event will fail.
2051  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2052  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2053  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2054  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2055  /// \sa
2056  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2057  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2058  /// - \ref soundengine_banks
2059  /// - \ref integrating_elements_plugins
2060  /// - \ref sdk_bank_training
2062  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2063  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2064  AkBankID & out_bankID, ///< Returned bank ID
2065  AkBankType & out_bankType ///< Returned bank type
2066  );
2067 
2068  /// Loads a bank synchronously (from in-memory data, out-of-place, user bank only).\n
2069  ///
2070  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2071  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2072  ///
2073  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2074  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2075  /// allocated memory.
2076  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2077  /// over the in-place version is that there is no duplication of bank structures.
2078  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2079  /// The function returns when the request has been completely processed.
2080  /// \return
2081  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2082  /// ID with UnloadBank().
2083  /// - \c AK_Success: Load or unload successful.
2084  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2085  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2086  /// - \c AK_BankReadError: I/O error.
2087  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2088  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2089  /// - \c AK_InvalidFile: File specified could not be opened.
2090  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2091  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2092  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2093  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2094  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2095  /// \remarks
2096  /// - The initialization bank must be loaded first.
2097  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2098  /// initialization bank. If you need to load SoundBanks from a different project, you
2099  /// must first unload ALL banks, including the initialization bank, then load the
2100  /// initialization bank from the other project, and finally load banks from that project.
2101  /// - Codecs and plug-ins must be registered before loading banks that use them.
2102  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2103  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2104  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2105  /// posting the event will fail.
2106  /// \sa
2107  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2108  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2109  /// - \ref soundengine_banks
2110  /// - \ref integrating_elements_plugins
2111  /// - \ref sdk_bank_training
2113  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)
2114  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2115  AkBankID & out_bankID ///< Returned bank ID
2116  );
2117 
2118  /// Loads a bank synchronously (from in-memory data, out-of-place, any bank type).\n
2119  ///
2120  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2121  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2122  ///
2123  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2124  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2125  /// allocated memory.
2126  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2127  /// over the in-place version is that there is no duplication of bank structures.
2128  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2129  /// The function returns when the request has been completely processed.
2130  /// \return
2131  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2132  /// ID with UnloadBank().
2133  /// - \c AK_Success: Load or unload successful.
2134  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2135  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2136  /// - \c AK_BankReadError: I/O error.
2137  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2138  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2139  /// - \c AK_InvalidFile: File specified could not be opened.
2140  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2141  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2142  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2143  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2144  /// \remarks
2145  /// - The initialization bank must be loaded first.
2146  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2147  /// initialization bank. If you need to load SoundBanks from a different project, you
2148  /// must first unload ALL banks, including the initialization bank, then load the
2149  /// initialization bank from the other project, and finally load banks from that project.
2150  /// - Codecs and plug-ins must be registered before loading banks that use them.
2151  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2152  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2153  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2154  /// posting the event will fail.
2155  /// \sa
2156  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2157  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2158  /// - \ref soundengine_banks
2159  /// - \ref integrating_elements_plugins
2160  /// - \ref sdk_bank_training
2162  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)
2163  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2164  AkBankID & out_bankID, ///< Returned bank ID
2165  AkBankType & out_bankType ///< Returned bank type
2166  );
2167 
2168  /// Synchronously decodes Vorbis-encoded and Opus-encoded (Software version) media in a SoundBank. The file should already be read in memory before the decode operation. The out_pDecodedBankPtr can then be used with variants of LoadBank that load from in-memory data.
2169  /// \n
2170  /// 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.
2172  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to decode (pointer is not stored in sound engine, memory can be released after return)
2173  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to decode
2174  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.
2175  void * & out_pDecodedBankPtr, ///< Decoded bank memory location.
2176  AkUInt32 & out_uDecodedBankSize ///< Decoded bank memory size.
2177  );
2178 
2179 #ifdef AK_SUPPORT_WCHAR
2180  /// Loads a bank asynchronously (by Unicode string).\n
2181  /// The bank name is passed to the Stream Manager.
2182  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2183  /// A bank load request will be posted to the Bank Manager consumer thread.
2184  /// The function returns immediately.
2185  /// \return
2186  /// AK_Success if the scheduling was successful, AK_Fail otherwise.
2187  /// Use a callback to be notified when completed, and get the status of the request.
2188  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2189  /// You may use this ID with UnloadBank().
2190  /// \remarks
2191  /// - The initialization bank must be loaded first.
2192  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2193  /// initialization bank. If you need to load SoundBanks from a different project, you
2194  /// must first unload ALL banks, including the initialization bank, then load the
2195  /// initialization bank from the other project, and finally load banks from that project.
2196  /// - Codecs and plug-ins must be registered before loading banks that use them.
2197  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2198  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2199  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2200  /// posting the event will fail.
2201  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2202  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2203  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2204  /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2205  /// (<tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>) if you use the default Stream Manager's implementation.
2206  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2207  // as AkFileSystemFlags::pCustomParam.
2208  /// \sa
2209  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2210  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2211  /// - AkBankCallbackFunc
2212  /// - \ref soundengine_banks
2213  /// - \ref integrating_elements_plugins
2214  /// - \ref streamingdevicemanager
2215  /// - \ref streamingmanager_lowlevel
2216  /// - \ref sdk_bank_training
2218  const wchar_t* in_pszString, ///< Name/path of the bank to load
2219  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2220  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)
2221  AkBankID & out_bankID, ///< Returned bank ID
2222  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2223  );
2224 #endif //AK_SUPPORT_WCHAR
2225 
2226  /// Loads a bank asynchronously.\n
2227  /// The bank name is passed to the Stream Manager.
2228  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2229  /// A bank load request will be posted to the Bank Manager consumer thread.
2230  /// The function returns immediately.
2231  /// \return
2232  /// - \c AK_Success if the scheduling was successful,
2233  /// - \c AK_InvalidBankType if in_bankType was invalid
2234  /// Use a callback to be notified when completed, and get the status of the request.
2235  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2236  /// You may use this ID with UnloadBank().
2237  /// \remarks
2238  /// - The initialization bank must be loaded first.
2239  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2240  /// initialization bank. If you need to load SoundBanks from a different project, you
2241  /// must first unload ALL banks, including the initialization bank, then load the
2242  /// initialization bank from the other project, and finally load banks from that project.
2243  /// - Codecs and plug-ins must be registered before loading banks that use them.
2244  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2245  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2246  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2247  /// posting the Event will fail.
2248  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2249  /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2250  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2251  /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2252  /// (<tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>) if you use the default Stream Manager's implementation.
2253  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2254  // as <tt>AkFileSystemFlags::pCustomParam</tt>.
2255  /// \sa
2256  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2257  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2258  /// - AkBankCallbackFunc
2259  /// - \ref soundengine_banks
2260  /// - \ref integrating_elements_plugins
2261  /// - \ref streamingdevicemanager
2262  /// - \ref streamingmanager_lowlevel
2263  /// - \ref sdk_bank_training
2265  const char* in_pszString, ///< Name/path of the bank to load
2266  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2267  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)
2268  AkBankID & out_bankID, ///< Returned bank ID
2269  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2270  );
2271 
2272  /// Loads a bank asynchronously (by ID).\n
2273  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2274  /// The bank ID is passed to the Stream Manager.
2275  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2276  /// A bank load request will be posted to the Bank Manager consumer thread.
2277  /// The function returns immediately.
2278  /// \return
2279  /// - \c AK_Success if the scheduling was successful,
2280  /// - \c AK_InvalidBankType if in_bankType was invalid
2281  /// Use a callback to be notified when completed, and get the status of the request.
2282  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2283  /// You may use this ID with \c UnloadBank().
2284  /// \remarks
2285  /// - The initialization bank must be loaded first.
2286  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2287  /// initialization bank. If you need to load SoundBanks from a different project, you
2288  /// must first unload ALL banks, including the initialization bank, then load the
2289  /// initialization bank from the other project, and finally load banks from that project.
2290  /// - Codecs and plug-ins must be registered before loading banks that use them.
2291  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2292  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2293  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2294  /// posting the event will fail.
2295  /// - The file path should be resolved in your implementation of the Stream Manager, or in the Low-Level I/O module if
2296  /// 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.
2297  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2298  // as AkFileSystemFlags::pCustomParam.
2299  /// \sa
2300  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2301  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2302  /// - AkBankCallbackFunc
2303  /// - \ref soundengine_banks
2304  /// - \ref integrating_elements_plugins
2305  /// - \ref sdk_bank_training
2307  AkBankID in_bankID, ///< Bank ID of the bank to load
2308  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2309  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)
2310  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2311  );
2312 
2313  /// Loads a bank asynchronously (from in-memory data, in-place, user bank only).\n
2314  ///
2315  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2316  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2317  ///
2318  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2319  /// in a buffer and pass its address to the sound engine.
2320  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2321  /// A bank load request will be posted to the Bank Manager consumer thread.
2322  /// The function returns immediately.
2323  /// \return
2324  /// - \c AK_Success if the scheduling was successful,
2325  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2326  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2327  /// Use a callback to be notified when completed, and get the status of the request.
2328  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2329  /// You may use this ID with UnloadBank().
2330  /// \remarks
2331  /// - The initialization bank must be loaded first.
2332  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2333  /// initialization bank. If you need to load SoundBanks from a different project, you
2334  /// must first unload ALL banks, including the initialization bank, then load the
2335  /// initialization bank from the other project, and finally load banks from that project.
2336  /// - Codecs and plug-ins must be registered before loading banks that use them.
2337  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2338  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2339  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2340  /// posting the event will fail.
2341  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2342  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2343  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2344  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2345  /// \sa
2346  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2347  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2348  /// - AkBankCallbackFunc
2349  /// - \ref soundengine_banks
2350  /// - \ref integrating_elements_plugins
2351  /// - \ref sdk_bank_training
2353  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2354  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2355  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2356  void * in_pCookie, ///< Callback cookie
2357  AkBankID & out_bankID ///< Returned bank ID
2358  );
2359 
2360  /// Loads a bank asynchronously (from in-memory data, in-place, any bank type).\n
2361  ///
2362  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2363  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2364  ///
2365  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2366  /// in a buffer and pass its address to the sound engine.
2367  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2368  /// A bank load request will be posted to the Bank Manager consumer thread.
2369  /// The function returns immediately.
2370  /// \return
2371  /// - \c AK_Success if the scheduling was successful,
2372  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2373  /// Use a callback to be notified when completed, and get the status of the request.
2374  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2375  /// You may use this ID with UnloadBank().
2376  /// \remarks
2377  /// - The initialization bank must be loaded first.
2378  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2379  /// initialization bank. If you need to load SoundBanks from a different project, you
2380  /// must first unload ALL banks, including the initialization bank, then load the
2381  /// initialization bank from the other project, and finally load banks from that project.
2382  /// - Codecs and plug-ins must be registered before loading banks that use them.
2383  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2384  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2385  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2386  /// posting the event will fail.
2387  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2388  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2389  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2390  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2391  /// \sa
2392  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2393  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2394  /// - AkBankCallbackFunc
2395  /// - \ref soundengine_banks
2396  /// - \ref integrating_elements_plugins
2397  /// - \ref sdk_bank_training
2399  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2400  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2401  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2402  void * in_pCookie, ///< Callback cookie
2403  AkBankID & out_bankID, ///< Returned bank ID
2404  AkBankType & out_bankType ///< Returned bank type
2405  );
2406 
2407  /// Loads a bank asynchronously (from in-memory data, out-of-place, user bank only).\n
2408  ///
2409  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2410  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2411  ///
2412  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2413  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2414  /// memory.
2415  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2416  /// over the in-place version is that there is no duplication of bank structures.
2417  /// A bank load request will be posted to the Bank Manager consumer thread.
2418  /// The function returns immediately.
2419  /// \return
2420  /// - \c AK_Success if the scheduling was successful,
2421  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2422  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2423  /// Use a callback to be notified when completed, and get the status of the request.
2424  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2425  /// You may use this ID with UnloadBank().
2426  /// \remarks
2427  /// - The initialization bank must be loaded first.
2428  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2429  /// initialization bank. If you need to load SoundBanks from a different project, you
2430  /// must first unload ALL banks, including the initialization bank, then load the
2431  /// initialization bank from the other project, and finally load banks from that project.
2432  /// - Codecs and plug-ins must be registered before loading banks that use them.
2433  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2434  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2435  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2436  /// posting the event will fail.
2437  /// \sa
2438  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2439  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2440  /// - AkBankCallbackFunc
2441  /// - \ref soundengine_banks
2442  /// - \ref integrating_elements_plugins
2443  /// - \ref sdk_bank_training
2445  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)
2446  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2447  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2448  void* in_pCookie, ///< Callback cookie
2449  AkBankID& out_bankID ///< Returned bank ID
2450  );
2451 
2452  /// Loads a bank asynchronously (from in-memory data, out-of-place, any bank type).\n
2453  ///
2454  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2455  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2456  ///
2457  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2458  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2459  /// memory.
2460  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2461  /// over the in-place version is that there is no duplication of bank structures.
2462  /// A bank load request will be posted to the Bank Manager consumer thread.
2463  /// The function returns immediately.
2464  /// \return
2465  /// - \c AK_Success if the scheduling was successful,
2466  /// - \c AK_InvalidBankType if in_bankType was invalid
2467  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2468  /// Use a callback to be notified when completed, and get the status of the request.
2469  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2470  /// You may use this ID with UnloadBank().
2471  /// \remarks
2472  /// - The initialization bank must be loaded first.
2473  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2474  /// initialization bank. If you need to load SoundBanks from a different project, you
2475  /// must first unload ALL banks, including the initialization bank, then load the
2476  /// initialization bank from the other project, and finally load banks from that project.
2477  /// - Codecs and plug-ins must be registered before loading banks that use them.
2478  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2479  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2480  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2481  /// posting the event will fail.
2482  /// \sa
2483  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2484  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2485  /// - AkBankCallbackFunc
2486  /// - \ref soundengine_banks
2487  /// - \ref integrating_elements_plugins
2488  /// - \ref sdk_bank_training
2490  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is not stored in sound engine, memory can be released after callback)
2491  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2492  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2493  void * in_pCookie, ///< Callback cookie
2494  AkBankID & out_bankID, ///< Returned bank ID
2495  AkBankType & out_bankType ///< Returned bank type
2496  );
2497 
2498 #ifdef AK_SUPPORT_WCHAR
2499  /// Unloads a bank synchronously (by Unicode string).\n
2500  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2501  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2502  /// \remarks
2503  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2504  /// then it calls the synchronous version of UnloadBank() by ID.
2505  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2506  /// not the name of the file (if you changed it), nor the full path of the file.
2507  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2508  /// This means that streamed sounds or generated sounds will not be stopped.
2509  /// \sa
2510  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2511  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2512  /// - \ref soundengine_banks
2514  const wchar_t* in_pszString, ///< Name of the bank to unload
2515  const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2516  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2517  );
2518 #endif //AK_SUPPORT_WCHAR
2519 
2520  /// Unloads a bank synchronously.\n
2521  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2522  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2523  /// \remarks
2524  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2525  /// then it calls the synchronous version of UnloadBank() by ID.
2526  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2527  /// not the name of the file (if you changed it), nor the full path of the file.
2528  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2529  /// This means that streamed sounds or generated sounds will not be stopped.
2530  /// \sa
2531  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2532  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2533  /// - \ref soundengine_banks
2535  const char* in_pszString, ///< Name of the bank to unload
2536  const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2537  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2538  );
2539 
2540  /// Unloads a bank synchronously (by ID and memory pointer).\n
2541  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2542  /// \remarks
2543  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2544  /// This means that streamed sounds or generated sounds will not be stopped.
2545  /// \sa
2546  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2547  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2548  /// - \ref soundengine_banks
2550  AkBankID in_bankID, ///< ID of the bank to unload
2551  const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2552  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2553  );
2554 
2555 #ifdef AK_SUPPORT_WCHAR
2556  /// Unloads a bank asynchronously (by Unicode string).\n
2557  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2558  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2559  /// \remarks
2560  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2561  /// then it calls the synchronous version of UnloadBank() by ID.
2562  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2563  /// not the name of the file (if you changed it), nor the full path of the file.
2564  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2565  /// This means that streamed sounds or generated sounds will not be stopped.
2566  /// \sa
2567  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2568  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2569  /// - AkBankCallbackFunc
2570  /// - \ref soundengine_banks
2572  const wchar_t* in_pszString, ///< Name of the bank to unload
2573  const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2574  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2575  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2576  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2577  );
2578 #endif //AK_SUPPORT_WCHAR
2579 
2580  /// Unloads a bank asynchronously.\n
2581  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2582  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2583  /// \remarks
2584  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2585  /// then it calls the synchronous version of UnloadBank() by ID.
2586  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2587  /// not the name of the file (if you changed it), nor the full path of the file.
2588  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2589  /// This means that streamed sounds or generated sounds will not be stopped.
2590  /// \sa
2591  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2592  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2593  /// - AkBankCallbackFunc
2594  /// - \ref soundengine_banks
2596  const char* in_pszString, ///< Name of the bank to unload
2597  const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2598  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2599  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2600  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2601  );
2602 
2603  /// Unloads a bank asynchronously (by ID and memory pointer).\n
2604  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2605  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2606  /// \remarks
2607  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2608  /// This means that streamed sounds or generated sounds will not be stopped.
2609  /// \sa
2610  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2611  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2612  /// - AkBankCallbackFunc
2613  /// - \ref soundengine_banks
2615  AkBankID in_bankID, ///< ID of the bank to unload
2616  const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2617  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2618  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2619  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2620  );
2621 
2622  /// Cancels all Event callbacks associated with a specific callback cookie specified while loading Banks of preparing Events.\n
2623  /// \sa
2624  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2625  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2626  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2627  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2628  /// - AkBankCallbackFunc
2630  void * in_pCookie ///< Callback cookie to be canceled
2631  );
2632 
2633  /// Preparation type.
2634  /// \sa
2635  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2636  /// - <tt>AK::SoundEngine::PrepareGameSyncs()</tt>
2637  /// - <tt>AK::SoundEngine::PrepareBank()</tt>
2639  {
2640  Preparation_Load, ///< \c PrepareEvent() will load required information to play the specified event.
2641  Preparation_Unload, ///< \c PrepareEvent() will unload required information to play the specified event.
2642  Preparation_LoadAndDecode ///< Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
2643  };
2644 
2645  /// Parameter to be passed to <tt>AK::SoundEngine::PrepareBank()</tt>.
2646  /// Use AkBankContent_All to load both the media and structural content from the bank.
2647  /// Use AkBankContent_StructureOnly to load only the structural content, including events, from the bank and then later use the PrepareEvent() functions to load media on demand from loose files on the disk.
2648  /// \sa
2649  /// - <tt>AK::SoundEngine::PrepareBank()</tt>
2650  /// - \ref soundengine_banks_preparingbanks
2652  {
2653  AkBankContent_StructureOnly, ///< Use AkBankContent_StructureOnly to load only the structural content, including Events, and then later use the PrepareEvent() functions to load media on demand from loose files on the disk.
2654  AkBankContent_All ///< Use AkBankContent_All to load both the media and structural content.
2655  };
2656 
2657 #ifdef AK_SUPPORT_WCHAR
2658  /// This function will load the Events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from
2659  /// the bank; but, as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(),
2660  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2661  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2662  /// allowing using PrepareEvent() to load media on demand.
2663  /// \sa
2664  /// - \ref soundengine_banks_preparingbanks
2665  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2666  /// - <tt>AK::SoundEngine::PreparationType</tt>
2667  /// \remarks
2668  /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to
2669  /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2670  /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
2672  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2673  const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2674  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2675  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2676  );
2677 #endif //AK_SUPPORT_WCHAR
2678 
2679  /// This function will load the Events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from
2680  /// the bank; but, as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(),
2681  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2682  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2683  /// allowing using PrepareEvent() to load media on demand.
2684  /// \sa
2685  /// - \ref soundengine_banks_preparingbanks
2686  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2687  /// - <tt>AK::SoundEngine::PreparationType</tt>
2688  /// \remarks
2689  /// \c PrepareBank(), when called with the flag \c AkBankContent_StructureOnly, requires additional calls to \c PrepareEvent() to load the media for each event. \c PrepareEvent(), however, is unable to
2690  /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2691  /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses \c LoadBank() to load the bank in entirety.
2693  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2694  const char* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2695  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2696  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2697  );
2698 
2699  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2700  /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from
2701  /// the bank, but as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(),
2702  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2703  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2704  /// allowing using PrepareEvent() to load media on demand.
2705  /// \sa
2706  /// - \ref soundengine_banks_preparingbanks
2707  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2708  /// - <tt>AK::SoundEngine::PreparationType</tt>
2709  /// \remarks
2710  /// \c PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to
2711  /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2712  /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
2714  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2715  AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare.
2716  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2717  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2718  );
2719 
2720 #ifdef AK_SUPPORT_WCHAR
2721  /// This function will load the Events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from
2722  /// the bank, but as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(),
2723  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2724  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2725  /// allowing using PrepareEvent() to load media on demand.
2726  /// \sa
2727  /// - \ref soundengine_banks_preparingbanks
2728  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2729  /// - <tt>AK::SoundEngine::PreparationType</tt>
2730  /// \remarks
2731  /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to
2732  /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2733  /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
2735  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2736  const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2737  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2738  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2739  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2740  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2741  );
2742 #endif //AK_SUPPORT_WCHAR
2743 
2744  /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag \c AkBankContent_All is specified, \c PrepareBank() will load the media content from
2745  /// the bank, but as opposed to \c LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using \c PrepareBank(), alone or in combination with PrepareEvent(),
2746  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2747  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2748  /// allowing using PrepareEvent() to load media on demand.
2749  /// \sa
2750  /// - \ref soundengine_banks_preparingbanks
2751  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2752  /// - <tt>AK::SoundEngine::PreparationType()</tt>
2753  /// \remarks
2754  /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to
2755  /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2756  /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
2758  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2759  const char* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2760  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2761  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2762  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2763  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2764  );
2765 
2766  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2767  /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, \c PrepareBank() will load the media content from
2768  /// the bank, but as opposed to \c LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using \c PrepareBank(), alone or in combination with \c PrepareEvent(),
2769  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2770  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2771  /// allowing using PrepareEvent() to load media on demand.
2772  /// \sa
2773  /// - \ref soundengine_banks_preparingbanks
2774  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2775  /// - <tt>AK::SoundEngine::PreparationType()</tt>
2776  /// \remarks
2777  /// \c PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. \c PrepareEvent(), however, is unable to
2778  /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2779  /// for example, a game may have a tool mode that uses \c PrepareEvent() to load loose files on-demand and, also, a game mode that uses \c LoadBank() to load the bank in entirety.
2781  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2782  AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare.
2783  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2784  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2785  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2786  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2787  );
2788 
2789  /// Clear all previously prepared events.\n
2790  /// \return
2791  /// - \c AK_Success if successful.
2792  /// - \c AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command.
2793  /// \remarks
2794  /// The function \c ClearBanks() also clears all prepared events.
2795  /// \sa
2796  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
2797  /// - \c <tt>AK::SoundEngine::ClearBanks()</tt>
2799 
2800 #ifdef AK_SUPPORT_WCHAR
2801  /// Prepares or unprepares Events synchronously (by Unicode string).\n
2802  /// The Events are identified by strings, and converted to IDs internally
2803  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2804  /// Before invoking \c PrepareEvent(), use \c LoadBank() to explicitly load the SoundBank(s)
2805  /// that contain the Events and structures. When a request is posted to the
2806  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2807  /// successfully post the specified Events and load the required loose media files.
2808  /// \aknote Before version 2015.1, the required media files could be included
2809  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2810  /// however,\c PrepareEvent() now only looks for loose media files.
2811  /// \endaknote
2812  /// The function returns when the request is completely processed.
2813  /// \return
2814  /// - \c AK_Success: Prepare/un-prepare successful.
2815  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2816  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2817  /// - \c AK_BankReadError: I/O error.
2818  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2819  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2820  /// - \c AK_InvalidFile: File specified could not be opened.
2821  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2822  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2823  /// \remarks
2824  /// Whenever at least one event fails to be resolved, the actions performed for all
2825  /// other events are cancelled.
2826  /// \sa
2827  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2828  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2829  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2830  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2831  /// - \ref soundengine_banks
2832  /// - \ref sdk_bank_training
2834  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2835  const wchar_t** in_ppszString, ///< Array of event names
2836  AkUInt32 in_uNumEvent ///< Number of events in the array
2837  );
2838 #endif //AK_SUPPORT_WCHAR
2839 
2840  /// Prepares or unprepares events synchronously.\n
2841  /// The Events are identified by strings and converted to IDs internally
2842  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2843  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2844  /// that contain the Events and structures. When a request is posted to the
2845  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2846  /// successfully post the specified Events and load the required loose media files.
2847  /// \aknote Before version 2015.1, the required media files could be included
2848  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2849  /// however, PrepareEvent() now only looks for loose media files.
2850  /// \endaknote
2851  /// The function returns when the request is completely processed.
2852  /// \return
2853  /// - \c AK_Success: Prepare/un-prepare successful.
2854  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2855  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2856  /// - \c AK_BankReadError: I/O error.
2857  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2858  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2859  /// - \c AK_InvalidFile: File specified could not be opened.
2860  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2861  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2862  /// \remarks
2863  /// Whenever at least one event fails to be resolved, the actions performed for all
2864  /// other events are cancelled.
2865  /// \aknote The use of PrepareEvent is incompatible with LoadBank, using in-memory data.
2866  /// \endaknote
2867  /// \sa
2868  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2869  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2870  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2871  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2872  /// - \ref soundengine_banks
2873  /// - \ref sdk_bank_training
2875  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2876  const char** in_ppszString, ///< Array of event names
2877  AkUInt32 in_uNumEvent ///< Number of events in the array
2878  );
2879 
2880  /// Prepares or unprepares events synchronously (by ID).
2881  /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2882  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2883  /// that contain the Events and structures. When a request is posted to the
2884  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2885  /// successfully post the specified Events and load the required loose media files.
2886  /// \aknote Before version 2015.1, the required media files could be included
2887  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2888  /// however, PrepareEvent() now only looks for loose media files.
2889  /// \endaknote
2890  /// The function returns when the request is completely processed.
2891  /// \return
2892  /// - \c AK_Success: Prepare/un-prepare successful.
2893  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2894  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2895  /// - \c AK_BankReadError: I/O error.
2896  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2897  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2898  /// - \c AK_InvalidFile: File specified could not be opened.
2899  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2900  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2901  /// \remarks
2902  /// Whenever at least one event fails to be resolved, the actions performed for all
2903  /// other events are cancelled.
2904  /// \sa
2905  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2906  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2907  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2908  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2909  /// - \ref soundengine_banks
2910  /// - \ref sdk_bank_training
2912  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2913  AkUniqueID* in_pEventID, ///< Array of event IDs
2914  AkUInt32 in_uNumEvent ///< Number of event IDs in the array
2915  );
2916 
2917 #ifdef AK_SUPPORT_WCHAR
2918  /// Prepares or unprepares an event asynchronously (by Unicode string).
2919  /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2920  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2921  /// that contain the Events and structures. When a request is posted to the
2922  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2923  /// successfully post the specified Events and load the required loose media files.
2924  /// \aknote Before version 2015.1, the required media files could be included
2925  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2926  /// however, \c PrepareEvent() now only looks for loose media files.
2927  /// \endaknote
2928  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2929  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
2930  /// \remarks
2931  /// Whenever at least one Event fails to be resolved, the actions performed for all
2932  /// other Events are cancelled.
2933  /// \sa
2934  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2935  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2936  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2937  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2938  /// - AkBankCallbackFunc
2939  /// - \ref soundengine_banks
2940  /// - \ref sdk_bank_training
2942  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2943  const wchar_t** in_ppszString, ///< Array of event names
2944  AkUInt32 in_uNumEvent, ///< Number of events in the array
2945  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2946  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
2947  );
2948 #endif //AK_SUPPORT_WCHAR
2949 
2950  /// Prepares or unprepares an event asynchronously.
2951  /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2952  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2953  /// that contain the Events and structures. When a request is posted to the
2954  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2955  /// successfully post the specified Events and load the required loose media files.
2956  /// \aknote Before version 2015.1, the required media files could be included
2957  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2958  /// however, PrepareEvent() now only looks for loose media files.
2959  /// \endaknote
2960  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2961  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
2962  /// \remarks
2963  /// Whenever at least one event fails to be resolved, the actions performed for all
2964  /// other events are cancelled.
2965  /// \sa
2966  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2967  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2968  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2969  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2970  /// - AkBankCallbackFunc
2971  /// - \ref soundengine_banks
2972  /// - \ref sdk_bank_training
2974  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2975  const char** in_ppszString, ///< Array of event names
2976  AkUInt32 in_uNumEvent, ///< Number of events in the array
2977  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2978  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
2979  );
2980 
2981  /// Prepares or unprepares events asynchronously (by ID).\n
2982  /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2983  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2984  /// that contain the Events and structures. When a request is posted to the
2985  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2986  /// successfully post the specified Events and load the required loose media files.
2987  /// \aknote Before version 2015.1, the required media files could be included
2988  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2989  /// however, PrepareEvent() now only looks for loose media files.
2990  /// \endaknote
2991  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2992  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
2993  /// \remarks
2994  /// Whenever at least one event fails to be resolved, the actions performed for all
2995  /// other events are cancelled.
2996  /// \sa
2997  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2998  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2999  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3000  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3001  /// - AkBankCallbackFunc
3002  /// - \ref soundengine_banks
3003  /// - \ref sdk_bank_training
3005  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3006  AkUniqueID* in_pEventID, ///< Array of event IDs
3007  AkUInt32 in_uNumEvent, ///< Number of event IDs in the array
3008  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3009  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3010  );
3011 
3012  /// Indicates the location of a specific Media ID in memory
3013  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3014  /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid or media sizes are 0.
3016  AkSourceSettings * in_pSourceSettings, ///< Array of Source Settings
3017  AkUInt32 in_uNumSourceSettings ///< Number of Source Settings in the array
3018  );
3019 
3020  /// Removes the specified source from the list of loaded media, even if this media is already in use.
3021  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3022  /// \aknote This function is unsafe and deprecated. Use TryUnsetMedia() in its place.
3023  /// Media that is still in use by the sound engine should not be unset by this function.
3024  /// If the media is still in use, this function will attempt to forcibly kill all sounds and effects referencing this media,
3025  /// and then return AK_ResourceInUse. The client should NOT presume that the memory can be safely released at this point.
3026  /// The moment at which the memory can be safely released is unknown, and the only safe course of action is to keep the memory
3027  /// alive until the sound engine is terminated.
3028  /// \endaknote
3029  /// \return
3030  /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3031  /// - \c AK_ResourceInUse: Specified media is still in use by the sound engine, the client should not release the memory.
3032  /// - \c AK_InvalidParameter: in_pSourceSettings is invalid
3034  AkSourceSettings * in_pSourceSettings, ///< Array of Source Settings
3035  AkUInt32 in_uNumSourceSettings ///< Number of Source Settings in the array
3036  );
3037 
3038  /// Removes the specified source from the list of loaded media, only if this media is not already in use.
3039  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3040  /// \aknote Media that is still in use by the sound engine should not be unset. It is marked for removal to prevent additional use.
3041  /// If this function returns AK_ResourceInUse, then the client must not release memory for this media.
3042  /// Instead, the client should retry the TryUnsetMedia operation later with the same parameters and check for AK_Success.
3043  /// \endaknote
3044  /// If out_pUnsetResults is not null, then it is assumed to point to an array of result codes of the same length as in_pSourceSettings.
3045  /// out_pUnsetResults will be filled with either AK_Success or AK_ResourceInUse, indicating which media was still in use and not unset.
3046  /// \return
3047  /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3048  /// - \c AK_ResourceInUse: Specified media is still in use by the sound engine, and the media was not unset. Do not release memory, and try again later.
3049  /// - \c AK_InvalidParameter: in_pSourceSettings is invalid
3051  AkSourceSettings* in_pSourceSettings, ///< Array of Source Settings
3052  AkUInt32 in_uNumSourceSettings, ///< Number of Source Settings in the array
3053  AKRESULT* out_pUnsetResults ///< (optional, can be null) Array of result codes
3054  );
3055 
3056 #ifdef AK_SUPPORT_WCHAR
3057  /// Prepares or unprepares game syncs synchronously (by Unicode string).\n
3058  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3059  /// The game syncs definitions must already exist in the sound engine by having
3060  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3061  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3062  /// dependencies needed to successfully set this game sync group to one of the
3063  /// game sync values specified, and load the required banks, if applicable.
3064  /// The function returns when the request has been completely processed.
3065  /// \return
3066  /// - \c AK_Success: Prepare/un-prepare successful.
3067  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3068  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3069  /// - \c AK_BankReadError: I/O error.
3070  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3071  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3072  /// - \c AK_InvalidFile: File specified could not be opened.
3073  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3074  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3075  /// \remarks
3076  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3077  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3078  /// so you never need to call this function.
3079  /// \sa
3080  /// - \c <tt>AK::SoundEngine::GetIDFromString()</tt>
3081  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
3082  /// - \c <tt>AK::SoundEngine::LoadBank()</tt>
3083  /// - \c AkInitSettings
3084  /// - \ref soundengine_banks
3085  /// - \ref sdk_bank_training
3087  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3088  AkGroupType in_eGameSyncType, ///< The type of game sync.
3089  const wchar_t* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3090  const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3091  AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array.
3092  );
3093 #endif //AK_SUPPORT_WCHAR
3094 
3095  /// Prepares or unprepares game syncs synchronously.\n
3096  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3097  /// The game syncs definitions must already exist in the sound engine by having
3098  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3099  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3100  /// dependencies needed to successfully set this game sync group to one of the
3101  /// game sync values specified, and load the required banks, if applicable.
3102  /// The function returns when the request has been completely processed.
3103  /// \return
3104  /// - \c AK_Success: Prepare/un-prepare successful.
3105  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3106  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3107  /// - \c AK_BankReadError: I/O error.
3108  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3109  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3110  /// - \c AK_InvalidFile: File specified could not be opened.
3111  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3112  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3113  /// \remarks
3114  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3115  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3116  /// so you never need to call this function.
3117  /// \sa
3118  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3119  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3120  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3121  /// - AkInitSettings
3122  /// - \ref soundengine_banks
3123  /// - \ref sdk_bank_training
3125  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3126  AkGroupType in_eGameSyncType, ///< The type of game sync.
3127  const char* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3128  const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3129  AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array.
3130  );
3131 
3132  /// Prepares or unprepares game syncs synchronously (by ID).\n
3133  /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3134  /// The game syncs definitions must already exist in the sound engine by having
3135  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3136  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3137  /// dependencies needed to successfully set this game sync group to one of the
3138  /// game sync values specified, and load the required banks, if applicable.
3139  /// The function returns when the request has been completely processed.
3140  /// \return
3141  /// - \c AK_Success: Prepare/un-prepare successful.
3142  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3143  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3144  /// - \c AK_BankReadError: I/O error.
3145  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3146  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3147  /// - \c AK_InvalidFile: File specified could not be opened.
3148  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3149  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3150  /// \remarks
3151  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3152  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3153  /// so you never need to call this function.
3154  /// \sa
3155  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3156  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3157  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3158  /// - AkInitSettings
3159  /// - \ref soundengine_banks
3160  /// - \ref sdk_bank_training
3162  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3163  AkGroupType in_eGameSyncType, ///< The type of game sync.
3164  AkUInt32 in_GroupID, ///< The State Group ID or the Switch Group ID.
3165  AkUInt32* in_paGameSyncID, ///< Array of ID of the game syncs to either support or not support.
3166  AkUInt32 in_uNumGameSyncs ///< The number of game sync ID in the array.
3167  );
3168 
3169 #ifdef AK_SUPPORT_WCHAR
3170  /// Prepares or unprepares game syncs asynchronously (by Unicode string).\n
3171  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3172  /// The game syncs definitions must already exist in the sound engine by having
3173  /// explicitly loaded the bank(s) that contain them (with <tt>LoadBank()</tt>).
3174  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3175  /// dependencies needed to successfully set this game sync group to one of the
3176  /// game sync values specified, and load the required banks, if applicable.
3177  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3178  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3179  /// \remarks
3180  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3181  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3182  /// so you never need to call this function.
3183  /// \sa
3184  /// - \c <tt>AK::SoundEngine::GetIDFromString()</tt>
3185  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
3186  /// - \c <tt>AK::SoundEngine::LoadBank()</tt>
3187  /// - \c AkInitSettings
3188  /// - \c AkBankCallbackFunc
3189  /// - \ref soundengine_banks
3190  /// - \ref sdk_bank_training
3192  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3193  AkGroupType in_eGameSyncType, ///< The type of game sync.
3194  const wchar_t* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3195  const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3196  AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array.
3197  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3198  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3199  );
3200 #endif //AK_SUPPORT_WCHAR
3201 
3202  /// Prepares or unprepares game syncs asynchronously.\n
3203  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3204  /// The game syncs definitions must already exist in the sound engine by having
3205  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3206  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3207  /// dependencies needed to successfully set this game sync group to one of the
3208  /// game sync values specified, and load the required banks, if applicable.
3209  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3210  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3211  /// \remarks
3212  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3213  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3214  /// so you never need to call this function.
3215  /// \sa
3216  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3217  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3218  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3219  /// - AkInitSettings
3220  /// - AkBankCallbackFunc
3221  /// - \ref soundengine_banks
3222  /// - \ref sdk_bank_training
3224  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3225  AkGroupType in_eGameSyncType, ///< The type of game sync.
3226  const char* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3227  const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3228  AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array.
3229  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3230  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3231  );
3232 
3233  /// Prepares or un-prepare game syncs asynchronously (by ID).\n
3234  /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3235  /// The game syncs definitions must already exist in the sound engine by having
3236  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3237  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3238  /// dependencies needed to successfully set this game sync group to one of the
3239  /// game sync values specified, and load the required banks, if applicable.
3240  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3241  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3242  /// \remarks
3243  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3244  /// set to true. When set to false, the sound engine automatically prepares all Game Syncs when preparing Events,
3245  /// so you never need to call this function.
3246  /// \sa
3247  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3248  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3249  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3250  /// - AkInitSettings
3251  /// - AkBankCallbackFunc
3252  /// - \ref soundengine_banks
3253  /// - \ref sdk_bank_training
3255  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3256  AkGroupType in_eGameSyncType, ///< The type of game sync.
3257  AkUInt32 in_GroupID, ///< The State Group ID or the Switch Group ID.
3258  AkUInt32* in_paGameSyncID, ///< Array of ID of the Game Syncs to either support or not support.
3259  AkUInt32 in_uNumGameSyncs, ///< The number of game sync ID in the array.
3260  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3261  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3262  );
3263 
3264  //@}
3265 
3266 
3267  ////////////////////////////////////////////////////////////////////////
3268  /// @name Listeners
3269  //@{
3270 
3271  /// Sets a game object's associated listeners.
3272  /// All listeners that have previously been added via AddListener or set via SetListeners will be removed and replaced with the listeners in the array in_pListenerGameObjs.
3273  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3274  /// \return
3275  /// - \c AK_Success if successful
3276  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
3277  /// \sa
3278  /// - <tt>AK::SoundEngine::AddListener</tt>
3279  /// - <tt>AK::SoundEngine::RemoveListener</tt>
3280  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3281  /// - \ref soundengine_listeners
3283  AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3284  const AkGameObjectID* in_pListenerGameObjs, ///< Array of listener game object IDs that will be activated for in_emitterGameObj.
3285  AkUInt32 in_uNumListeners ///< Length of array
3286  );
3287 
3288  /// Add a single listener to a game object's set of associated listeners.
3289  /// Any listeners that have previously been added or set via AddListener or SetListeners will remain as listeners and in_listenerGameObj will be added as an additional listener.
3290  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3291  /// \sa
3292  /// - <tt>AK::SoundEngine::SetListeners</tt>
3293  /// - <tt>AK::SoundEngine::RemoveListener</tt>
3294  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3295  /// - \ref soundengine_listeners
3297  AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3298  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be activated for in_emitterGameObj.
3299  );
3300 
3301  /// Remove a single listener from a game object's set of active listeners.
3302  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3303  /// \sa
3304  /// - <tt>AK::SoundEngine::SetListeners</tt>
3305  /// - <tt>AK::SoundEngine::AddListener</tt>
3306  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3307  /// - \ref soundengine_listeners
3309  AkGameObjectID in_emitterGameObj, ///< Emitter game object.
3310  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be deactivated for in_emitterGameObj. Game objects must have been previously registered.
3311  );
3312 
3313  /// Sets the default set of associated listeners for game objects that have not explicitly overridden their listener sets. Upon registration, all game objects reference the default listener set, until
3314  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3315  /// All default listeners that have previously been added via AddDefaultListener or set via SetDefaultListeners will be removed and replaced with the listeners in the array in_pListenerGameObjs.
3316  /// \return Always returns AK_Success
3317  /// \sa
3318  /// - \ref soundengine_listeners
3320  const AkGameObjectID* in_pListenerObjs, ///< Array of listener game object IDs that will be activated for subsequent registrations. Game objects must have been previously registered.
3321  AkUInt32 in_uNumListeners ///< Length of array
3322  );
3323 
3324  /// Add a single listener to the default set of listeners. Upon registration, all game objects reference the default listener set, until
3325  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3326  /// \sa
3327  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3328  /// - <tt>AK::SoundEngine::RemoveDefaultListener</tt>
3329  /// - \ref soundengine_listeners
3331  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be added to the default set of listeners.
3332  );
3333 
3334  /// Remove a single listener from the default set of listeners. Upon registration, all game objects reference the default listener set, until
3335  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3336  /// \sa
3337  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3338  /// - <tt>AK::SoundEngine::AddDefaultListener</tt>
3339  /// - \ref soundengine_listeners
3341  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be removed from the default set of listeners.
3342  );
3343 
3344  /// Resets the listener associations to the default listener(s), as set by <tt>SetDefaultListeners</tt>. This will also reset per-listener gains that have been set using <tt>SetGameObjectOutputBusVolume</tt>.
3345  /// \return Always returns AK_Success
3346  /// \sa
3347  /// - <tt>AK::SoundEngine::SetListeners</tt>
3348  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3349  /// - <tt>AK::SoundEngine::SetGameObjectOutputBusVolume</tt>
3350  /// - \ref soundengine_listeners
3352  AkGameObjectID in_emitterGameObj ///< Emitter game object.
3353  );
3354 
3355  /// Sets a listener's spatialization parameters. This lets you define listener-specific
3356  /// volume offsets for each audio channel.
3357  /// If \c in_bSpatialized is false, only \c in_pVolumeOffsets is used for this listener (3D positions
3358  /// have no effect on the speaker distribution). Otherwise, \c in_pVolumeOffsets is added to the speaker
3359  /// distribution computed for this listener.
3360  /// Use helper functions of \c AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets.
3361  ///
3362  /// \remarks
3363  /// - If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig,
3364  /// standard up/downmix rules apply.
3365  /// - Sounds with 3D Spatialization set to None will not be affected by these parameters.
3366  /// \return
3367  /// - \c AK_Success if message was successfully posted to sound engine queue
3368  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3369  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
3370  /// \sa
3371  /// - \ref soundengine_listeners_spatial
3373  AkGameObjectID in_uListenerID, ///< Listener game object ID
3374  bool in_bSpatialized, ///< Spatialization toggle (True : enable spatialization, False : disable spatialization)
3375  AkChannelConfig in_channelConfig, ///< Channel configuration associated with volumes in_pVolumeOffsets. Ignored if in_pVolumeOffsets is NULL.
3376  AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets = NULL ///< Per-speaker volume offset, in dB. See AkSpeakerVolumes.h for how to manipulate this vector.
3377  );
3378 
3379  //@}
3380 
3381 
3382  ////////////////////////////////////////////////////////////////////////
3383  /// @name Game Syncs
3384  //@{
3385 
3386  /// Sets the value of a real-time parameter control (by ID).
3387  /// With this function, you may set a game parameter value with global scope or with game object scope.
3388  /// Game object scope supersedes global scope. (Once a value is set for the game object scope, it will not be affected by changes to the global scope value.) Game parameter values set with a global scope are applied to all
3389  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3390  /// To set a game parameter value with global scope, pass \c AK_INVALID_GAME_OBJECT as the game object.
3391  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3392  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3393  /// according to the interpolation curve. If you call \c <tt><tt>SetRTPCValue()</tt></tt> with <tt>in_uValueChangeDuration = 0</tt> in the
3394  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3395  /// function at every game frame, you should not use \c in_uValueChangeDuration, as it would have no effect and it is less efficient.
3396  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3397  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3398  /// \return
3399  /// - \c AK_Success if the value was successfully set
3400  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3401  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3402  /// \sa
3403  /// - \ref soundengine_rtpc
3404  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3406  AkRtpcID in_rtpcID, ///< ID of the game parameter
3407  AkRtpcValue in_value, ///< Value to set
3408  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3409  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3410  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3411  bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3412  );
3413 
3414 #ifdef AK_SUPPORT_WCHAR
3415  /// Sets the value of a real-time parameter control (by Unicode string name).
3416  /// With this function, you may set a game parameter value to global scope or to game object scope.
3417  /// Game object scope supersedes global scope. (Once a value is set for the game object scope, it will not be affected by changes to the global scope value.) Game parameter values set with global scope are applied to all
3418  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3419  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3420  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3421  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3422  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3423  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3424  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3425  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3426  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3427  /// \return
3428  /// - \c AK_Success if the value was successfully set
3429  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3430  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3431  /// \aknote Strings are case-insensitive. \endaknote
3432  /// \sa
3433  /// - \ref soundengine_rtpc
3435  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3436  AkRtpcValue in_value, ///< Value to set
3437  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3438  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3439  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3440  bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3441  );
3442 #endif //AK_SUPPORT_WCHAR
3443 
3444  /// Sets the value of a real-time parameter control.
3445  /// With this function, you may set a game parameter value with global scope or with game object scope.
3446  /// Game object scope supersedes global scope. (Once a value is set for the game object scope, it will not be affected by changes to the global scope value.) Game parameter values set with global scope are applied to all
3447  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3448  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3449  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3450  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3451  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3452  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3453  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3454  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3455  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3456  /// \return
3457  /// - \c AK_Success if the value was successfully set
3458  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3459  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3460  /// \aknote Strings are case-insensitive. \endaknote
3461  /// \sa
3462  /// - \ref soundengine_rtpc
3464  const char* in_pszRtpcName, ///< Name of the game parameter
3465  AkRtpcValue in_value, ///< Value to set
3466  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3467  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3468  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3469  bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3470  );
3471 
3472  /// Sets the value of a real-time parameter control (by ID).
3473  /// With this function, you may set a game parameter value on playing id scope.
3474  /// Playing id scope supersedes both game object scope and global scope.
3475  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3476  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3477  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3478  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3479  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3480  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3481  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3482  /// - \c AK_Success if successful
3483  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3484  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3485  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3486  /// \sa
3487  /// - \ref soundengine_rtpc
3488  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3490  AkRtpcID in_rtpcID, ///< ID of the game parameter
3491  AkRtpcValue in_value, ///< Value to set
3492  AkPlayingID in_playingID, ///< Associated playing ID
3493  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3494  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3495  bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when, for example, loading a level and you don't want the values to interpolate.
3496  );
3497 
3498 #ifdef AK_SUPPORT_WCHAR
3499  /// Sets the value of a real-time parameter control (by Unicode string name).
3500  /// With this function, you may set a game parameter value on playing ID scope.
3501  /// Playing id scope supersedes both game object scope and global scope.
3502  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3503  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3504  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3505  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3506  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3507  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3508  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3509  /// - \c AK_Success if successful
3510  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3511  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3512  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3513  /// \sa
3514  /// - \ref soundengine_rtpc
3515  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3517  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3518  AkRtpcValue in_value, ///< Value to set
3519  AkPlayingID in_playingID, ///< Associated playing ID
3520  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3521  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3522  bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when, for example, loading a level and you don't want the values to interpolate.
3523  );
3524 #endif //AK_SUPPORT_WCHAR
3525 
3526  /// Sets the value of a real-time parameter control (by string name).
3527  /// With this function, you may set a game parameter value on playing id scope.
3528  /// Playing id scope supersedes both game object scope and global scope.
3529  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3530  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3531  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3532  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3533  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3534  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3535  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3536  /// - \c AK_Success if successful
3537  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3538  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3539  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3540  /// \sa
3541  /// - \ref soundengine_rtpc
3542  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3544  const char* in_pszRtpcName, ///< Name of the game parameter
3545  AkRtpcValue in_value, ///< Value to set
3546  AkPlayingID in_playingID, ///< Associated playing ID
3547  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3548  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3549  bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3550  );
3551 
3552  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3553  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3554  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3555  /// game objects that were not overridden with a value with game object scope.
3556  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3557  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3558  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3559  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3560  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3561  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3562  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3563  /// \return
3564  /// - \c AK_Success when successful
3565  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3566  /// \sa
3567  /// - \ref soundengine_rtpc
3568  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3569  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3571  AkRtpcID in_rtpcID, ///< ID of the game parameter
3572  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3573  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3574  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3575  bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3576  );
3577 
3578 #ifdef AK_SUPPORT_WCHAR
3579  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3580  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3581  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3582  /// game objects that were not overridden with a value with game object scope.
3583  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3584  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3585  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3586  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3587  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3588  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3589  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3590  /// \return
3591  /// - \c AK_Success if successful
3592  /// - \c AK_InvalidID if in_pszParamName is NULL.
3593  /// \aknote Strings are case-insensitive. \endaknote
3594  /// \sa
3595  /// - \ref soundengine_rtpc
3596  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3598  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3599  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3600  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3601  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3602  bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3603  );
3604 #endif //AK_SUPPORT_WCHAR
3605 
3606  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3607  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3608  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3609  /// game objects that were not overridden with a value with game object scope.
3610  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3611  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3612  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3613  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3614  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3615  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3616  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3617  /// \return
3618  /// - \c AK_Success if successful
3619  /// - \c AK_InvalidID if in_pszParamName is NULL.
3620  /// \aknote Strings are case-insensitive. \endaknote
3621  /// \sa
3622  /// - \ref soundengine_rtpc
3623  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3625  const char* in_pszRtpcName, ///< Name of the game parameter
3626  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3627  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3628  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3629  bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3630  );
3631 
3632  /// Sets the State of a Switch Group (by IDs).
3633  /// \return Always returns AK_Success
3634  /// \sa
3635  /// - \ref soundengine_switch
3636  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3638  AkSwitchGroupID in_switchGroup, ///< ID of the Switch Group
3639  AkSwitchStateID in_switchState, ///< ID of the Switch
3640  AkGameObjectID in_gameObjectID ///< Associated game object ID
3641  );
3642 
3643 #ifdef AK_SUPPORT_WCHAR
3644  /// Sets the State of a Switch Group (by Unicode string names).
3645  /// \return
3646  /// - \c AK_Success if successful
3647  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3648  /// Make sure that the banks were generated with the "include string" option.
3649  /// \aknote Strings are case-insensitive. \endaknote
3650  /// \sa
3651  /// - \ref soundengine_switch
3653  const wchar_t* in_pszSwitchGroup, ///< Name of the Switch Group
3654  const wchar_t* in_pszSwitchState, ///< Name of the Switch
3655  AkGameObjectID in_gameObjectID ///< Associated game object ID
3656  );
3657 #endif //AK_SUPPORT_WCHAR
3658 
3659  /// Sets the state of a Switch Group.
3660  /// \return
3661  /// - \c AK_Success if successful
3662  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3663  /// Make sure that the banks were generated with the "include string" option.
3664  /// \aknote Strings are case-insensitive. \endaknote
3665  /// \sa
3666  /// - \ref soundengine_switch
3668  const char* in_pszSwitchGroup, ///< Name of the Switch Group
3669  const char* in_pszSwitchState, ///< Name of the Switch
3670  AkGameObjectID in_gameObjectID ///< Associated game object ID
3671  );
3672 
3673  /// Post the specified trigger (by IDs).
3674  /// \return Always returns AK_Success
3675  /// \sa
3676  /// - \ref soundengine_triggers
3677  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3679  AkTriggerID in_triggerID, ///< ID of the trigger
3680  AkGameObjectID in_gameObjectID ///< Associated game object ID
3681  );
3682 
3683 #ifdef AK_SUPPORT_WCHAR
3684  /// Posts the specified trigger (by Unicode string name).
3685  /// \return
3686  /// - \c AK_Success if successful
3687  /// - \c AK_InvalidID if the trigger name was null
3688  /// Make sure that the banks were generated with the "include string" option.
3689  /// \aknote Strings are case-insensitive. \endaknote
3690  /// \sa
3691  /// - \ref soundengine_triggers
3693  const wchar_t* in_pszTrigger, ///< Name of the trigger
3694  AkGameObjectID in_gameObjectID ///< Associated game object ID
3695  );
3696 #endif //AK_SUPPORT_WCHAR
3697 
3698  /// Posts the specified trigger.
3699  /// \return
3700  /// - \c AK_Success if successful
3701  /// - \c AK_InvalidID if the trigger name was null
3702  /// Make sure that the banks were generated with the "include string" option.
3703  /// \aknote Strings are case-insensitive. \endaknote
3704  /// \sa
3705  /// - \ref soundengine_triggers
3707  const char* in_pszTrigger, ///< Name of the trigger
3708  AkGameObjectID in_gameObjectID ///< Associated game object ID
3709  );
3710 
3711  /// Sets the state of a State Group (by IDs).
3712  /// \return Always returns AK_Success
3713  /// \sa
3714  /// - \ref soundengine_states
3715  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3717  AkStateGroupID in_stateGroup, ///< ID of the State Group
3718  AkStateID in_state ///< ID of the state
3719  );
3720 
3721 #ifdef AK_SUPPORT_WCHAR
3722  /// Sets the state of a State Group (by Unicode string names).
3723  /// \return
3724  /// - \c AK_Success if successful
3725  /// - \c AK_InvalidID if the state or State Group name was null
3726  /// Make sure that the banks were generated with the "include string" option.
3727  /// \aknote Strings are case-insensitive. \endaknote
3728  /// \sa
3729  /// - \ref soundengine_states
3730  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3732  const wchar_t* in_pszStateGroup, ///< Name of the State Group
3733  const wchar_t* in_pszState ///< Name of the state
3734  );
3735 #endif //AK_SUPPORT_WCHAR
3736 
3737  /// Sets the state of a State Group.
3738  /// \return
3739  /// - \c AK_Success if successful
3740  /// - \c AK_InvalidID if the state or State Group name was null
3741  /// Make sure that the banks were generated with the "include string" option.
3742  /// \aknote Strings are case-insensitive. \endaknote
3743  /// \sa
3744  /// - \ref soundengine_states
3745  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3747  const char* in_pszStateGroup, ///< Name of the State Group
3748  const char* in_pszState ///< Name of the state
3749  );
3750 
3751  //@}
3752 
3753  ////////////////////////////////////////////////////////////////////////
3754  /// @name Environments
3755  //@{
3756 
3757  /// Sets the Auxiliary Busses to route the specified game object
3758  /// To clear the game object's auxiliary sends, \c in_uNumSendValues must be 0.
3759  /// \sa
3760  /// - \ref soundengine_environments
3761  /// - \ref soundengine_environments_dynamic_aux_bus_routing
3762  /// - \ref soundengine_environments_id_vs_string
3763  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3764  /// \return
3765  /// - \c AK_Success if successful
3766  /// - \c AK_InvalidParameter if a duplicated environment is found in the array
3767  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3769  AkGameObjectID in_gameObjectID, ///< Associated game object ID
3770  AkAuxSendValue* in_aAuxSendValues, ///< Variable-size array of AkAuxSendValue structures
3771  ///< (it may be NULL if no environment must be set)
3772  AkUInt32 in_uNumSendValues ///< The number of auxiliary busses at the pointer's address
3773  ///< (it must be 0 if no environment is set)
3774  );
3775 
3776  /// Registers a callback to allow the game to modify or override the volume to be applied at the output of an audio bus.
3777  /// The callback must be registered once per bus ID.
3778  /// Call with <tt>in_pfnCallback = NULL</tt> to unregister.
3779  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
3780  /// \aknote The callback function will not be called for the Master Audio Bus, since the output of this bus is not a bus, but is instead an Audio Device.\endaknote
3781  /// \sa
3782  /// - \ref goingfurther_speakermatrixcallback
3783  /// - \ref soundengine_environments
3784  /// - AkSpeakerVolumeMatrixCallbackInfo
3785  /// - <tt>AK::IAkMixerInputContext</tt>
3786  /// - <tt>AK::IAkMixerPluginContext</tt>
3787  /// \return
3788  /// - \c AK_Success if successful
3789  /// - \c AK_IDNotFound if the bus is not found
3790  /// - \c AK_NotInitialized if the sound engine is not initialized
3791  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
3793  AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ).
3794  AkBusCallbackFunc in_pfnCallback, ///< Callback function.
3795  void* in_pCookie = NULL ///< User cookie.
3796  );
3797 
3798  /// Registers a callback to be called to allow the game to access metering data from any mixing bus. You may use this to monitor loudness at any point of the mixing hierarchy
3799  /// by accessing the peak, RMS, True Peak and K-weighted power (according to loudness standard ITU BS.1770). See \ref goingfurther_speakermatrixcallback for an example.
3800  /// The callback must be registered once per bus ID.
3801  /// Call with in_pfnCallback = NULL to unregister.
3802  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
3803  /// \sa
3804  /// - \ref goingfurther_speakermatrixcallback
3805  /// - AkBusMeteringCallbackFunc
3806  /// - <tt>AK::AkMetering</tt>
3807  /// \return
3808  /// - \c AK_Success if successful
3809  /// - \c AK_IDNotFound if the bus is not found
3810  /// - \c AK_NotInitialized if the sound engine is not initialized
3811  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
3813  AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ).
3814  AkBusMeteringCallbackFunc in_pfnCallback, ///< Callback function.
3815  AkMeteringFlags in_eMeteringFlags, ///< Metering flags.
3816  void* in_pCookie = NULL ///< User cookie.
3817  );
3818 
3819  /// Registers a callback to be called to allow the game to access metering data from any output device. You may use this to monitor loudness as sound leaves the Wwise sound engine
3820  /// by accessing the peak, RMS, True Peak and K-weighted power (according to loudness standard ITU BS.1770). See \ref goingfurther_speakermatrixcallback for an example.
3821  /// The callback must be registered once per device shareset ID.
3822  /// Call with in_pfnCallback = NULL to unregister.
3823  /// \sa
3824  /// - \ref goingfurther_speakermatrixcallback
3825  /// - AkOutputDeviceMeteringCallbackFunc
3826  /// - <tt>AK::AkMetering</tt>
3827  /// \return
3828  /// - \c AK_Success if successful
3829  /// - \c AK_DeviceNotFound if the device is not found
3830  /// - \c AK_NotInitialized if the sound engine is not initialized
3831  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
3833  AkOutputDeviceID in_idOutput, ///< Output ID, as returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
3834  AkOutputDeviceMeteringCallbackFunc in_pfnCallback, ///< Callback function.
3835  AkMeteringFlags in_eMeteringFlags, ///< Metering flags.
3836  void* in_pCookie = NULL ///< User cookie.
3837  );
3838 
3839  /// Sets the Output Bus Volume (direct) to be used for the specified game object.
3840  /// The control value is a number ranging from 0.0f to 1.0f.
3841  /// Output Bus Volumes are stored per listener association, so calling this function will override the default set of listeners. The game object in_emitterObjID will now reference its own set of listeners which will
3842  /// be the same as the old set of listeners, but with the new associated gain. Future changes to the default listener set will not be picked up by this game object unless ResetListenersToDefault() is called.
3843  /// \sa
3844  /// - \ref AK::SoundEngine::ResetListenersToDefault
3845  /// - \ref soundengine_environments
3846  /// - \ref soundengine_environments_setting_dry_environment
3847  /// - \ref soundengine_environments_id_vs_string
3848  /// \return
3849  /// - \c AK_Success when successful
3850  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3852  AkGameObjectID in_emitterObjID, ///< Associated emitter game object ID
3853  AkGameObjectID in_listenerObjID, ///< Associated listener game object ID. Pass AK_INVALID_GAME_OBJECT to set the Output Bus Volume for all connected listeners.
3854  AkReal32 in_fControlValue ///< A multiplier in the range [0.0f:16.0f] ( -∞ dB to +24 dB).
3855  ///< A value greater than 1.0f will amplify the sound.
3856  );
3857 
3858  /// Sets an Effect ShareSet at the specified audio node and Effect slot index.
3859  /// \aknote
3860  /// Replacing effects is preferably done through a Set Effect Event Action.
3861  /// \endaknote
3862  /// The target node cannot be a Bus, to set effects on a bus, use SetBusEffect() instead.
3863  /// \aknote The option "Override Parent" in
3864  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will
3865  /// still be the one in use and the call to SetActorMixerEffect will have no impact.
3866  /// \endaknote
3867  /// \return Always returns AK_Success
3869  AkUniqueID in_audioNodeID, ///< Can be a member of the Actor-Mixer or Interactive Music Hierarchy (not a bus).
3870  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3871  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
3872  );
3873 
3874  /// Sets an Effect ShareSet at the specified bus and Effect slot index.
3875  /// \aknote
3876  /// Replacing effects is preferably done through a Set Effect Event Action.
3877  /// \endaknote
3878  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
3879  /// This adds a reference on the audio node to an existing ShareSet.
3880  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3881  /// Bus which does not have any Effects, or removing the last Effect on a currently playing bus.
3882  /// \endaknote
3883  /// \aknote This function will replace existing Effects on the node. If the target node is not at
3884  /// the top of the hierarchy and is in the actor-mixer hierarchy, the option "Override Parent" in
3885  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3886  /// still be the one in use and the call to SetBusEffect will have no impact.
3887  /// \endaknote
3888  /// \return
3889  /// - \c AK_Success when successfully posted.
3890  /// - \c AK_IDNotFound if the Bus isn't found by in_audioNodeID
3891  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
3893  AkUniqueID in_audioNodeID, ///< Bus Short ID.
3894  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3895  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the Effect slot
3896  );
3897 
3898 #ifdef AK_SUPPORT_WCHAR
3899  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
3900  /// \aknote
3901  /// Replacing effects is preferably done through a Set Effect Event Action.
3902  /// \endaknote
3903  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
3904  /// This adds a reference on the audio node to an existing ShareSet.
3905  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3906  /// bus which does not have any Effects, or removing the last Effect on a currently playing Bus.
3907  /// \endaknote
3908  /// \aknote This function will replace existing Effects on the node. If the target node is not at
3909  /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
3910  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3911  /// still be the one in use and the call to \c SetBusEffect will have no impact.
3912  /// \endaknote
3913  /// \returns
3914  /// - \c AK_Success when successfully posted.
3915  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
3916  /// - \c AK_InvalidID if in_pszBusName is null
3917  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range or in_pszBusName is null
3919  const wchar_t* in_pszBusName, ///< Bus name
3920  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3921  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
3922  );
3923 #endif //AK_SUPPORT_WCHAR
3924 
3925  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
3926  /// \aknote
3927  /// Replacing effects is preferably done through a Set Effect Event Action.
3928  /// \endaknote
3929  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
3930  /// This adds a reference on the audio node to an existing ShareSet.
3931  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3932  /// Bus which does not have any effects, or removing the last Effect on a currently playing bus.
3933  /// \endaknote
3934  /// \aknote Make sure the new effect shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
3935  /// \aknote This function will replace existing Effects on the node. If the target node is not at
3936  /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
3937  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3938  /// still be the one in use and the call to SetBusEffect will have no impact.
3939  /// \endaknote
3940  /// \returns
3941  /// - \c AK_Success when successfully posted.
3942  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
3943  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
3944  /// - \c AK_InvalidID if in_pszBusName is null
3946  const char* in_pszBusName, ///< Bus name
3947  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3948  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
3949  );
3950 
3951  /// Sets an audio device effect shareset on the specified output device and effect slot index.
3952  /// \aknote
3953  /// Replacing effects is preferably done through a Set Effect Event Action.
3954  /// \endaknote
3955  /// \aknote Make sure the new effect shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
3956  /// \aknote This function will replace existing effects of the audio device shareset. \endaknote
3957  /// \aknote Audio device effects support is limited to one shareset per plug-in type at any time. \endaknote
3958  /// \aknote Errors are reported in the Wwise Capture Log if the effect cannot be set on the output device. \endaknote
3959 
3960  /// \returns Always returns AK_Success
3962  AkOutputDeviceID in_outputDeviceID, ///< Output ID, as returned from AddOutput or GetOutputID. Most of the time this should be 0 to designate the main (default) output
3963  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3964  AkUniqueID in_FXShareSetID ///< Effect ShareSet ID
3965  );
3966 
3967  /// Sets a Mixer ShareSet at the specified bus.
3968  /// \aknote This function has unspecified behavior when adding a mixer to a currently playing
3969  /// Bus which does not have any Effects or mixer, or removing the last mixer on a currently playing Bus.
3970  /// \endaknote
3971  /// \aknote Make sure the new mixer shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
3972  /// \aknote This function will replace existing mixers on the node.
3973  /// \endaknote
3974  /// \return Always returns AK_Success
3976  AkUniqueID in_audioNodeID, ///< Bus Short ID.
3977  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to remove.
3978  );
3979 
3980 #ifdef AK_SUPPORT_WCHAR
3981  /// Sets a Mixer ShareSet at the specified bus.
3982  /// \aknote This function has unspecified behavior when adding a mixer to a currently playing
3983  /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
3984  /// \endaknote
3985  /// \aknote Make sure the new mixer shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
3986  /// \aknote This function will replace existing mixers on the node.
3987  /// \endaknote
3988  /// \returns
3989  /// - \c AK_Success when successful
3990  /// - \c AK_InvalidID if in_pszBusName is null
3992  const wchar_t* in_pszBusName, ///< Bus name
3993  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to remove.
3994  );
3995 #endif //AK_SUPPORT_WCHAR
3996 
3997  /// Sets a Mixer ShareSet at the specified bus.
3998  /// \aknote This function has unspecified behavior when adding a mixer to a currently playing
3999  /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
4000  /// \endaknote
4001  /// \aknote Make sure the new mixer shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
4002  /// \aknote This function will replace existing mixers on the node.
4003  /// \endaknote
4004  /// \returns
4005  /// - \c AK_Success when successful
4006  /// - \c AK_InvalidID if in_pszBusName is null
4008  const char* in_pszBusName, ///< Bus name
4009  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to remove.
4010  );
4011 
4012  /// Forces channel configuration for the specified bus.
4013  /// \aknote You cannot change the configuration of the master bus.\endaknote
4014  ///
4015  /// \return Always returns AK_Success
4017  AkUniqueID in_audioNodeID, ///< Bus Short ID.
4018  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4019  );
4020 
4021 #ifdef AK_SUPPORT_WCHAR
4022  /// Forces channel configuration for the specified bus.
4023  /// \aknote You cannot change the configuration of the master bus.\endaknote
4024  ///
4025  /// \returns
4026  /// - \c AK_Success when successful
4027  /// - \c AK_InvalidID if in_pszBusName is null
4029  const wchar_t* in_pszBusName, ///< Bus name
4030  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4031  );
4032 #endif //AK_SUPPORT_WCHAR
4033 
4034  /// Forces channel configuration for the specified bus.
4035  /// \aknote You cannot change the configuration of the master bus.\endaknote
4036  ///
4037  /// \returns
4038  /// - \c AK_Success when successful
4039  /// - \c AK_InvalidID if in_pszBusName is null
4041  const char* in_pszBusName, ///< Bus name
4042  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4043  );
4044 
4045  /// Sets a game object's obstruction and occlusion levels. If SetMultiplePositions were used, values are set for all positions.
4046  /// To assign a unique obstruction and occlusion value to each sound position, instead use AK::SoundEngine::SetMultipleObstructionAndOcclusion.
4047  /// This function is used to affect how an object should be heard by a specific listener.
4048  /// \sa
4049  /// - \ref soundengine_obsocc
4050  /// - \ref soundengine_environments
4051  /// \return Always returns AK_Success
4053  AkGameObjectID in_EmitterID, ///< Emitter game object ID
4054  AkGameObjectID in_ListenerID, ///< Listener game object ID
4055  AkReal32 in_fObstructionLevel, ///< ObstructionLevel: [0.0f..1.0f]
4056  AkReal32 in_fOcclusionLevel ///< OcclusionLevel: [0.0f..1.0f]
4057  );
4058 
4059  /// Sets a game object's obstruction and occlusion value for each position defined by AK::SoundEngine::SetMultiplePositions.
4060  /// This function differs from AK::SoundEngine::SetObjectObstructionAndOcclusion as a list of obstruction/occlusion pair is provided
4061  /// and each obstruction/occlusion pair will affect the corresponding position defined at the same index.
4062  /// \aknote In the case the number of obstruction/occlusion pairs is smaller than the number of positions, remaining positions'
4063  /// obstrucion/occlusion values are set to 0.0. \endaknote
4064  /// \return
4065  /// - \c AK_Success if successful
4066  /// - \c AK_CommandTooLarge if the number of obstruction values is too large for the command queue.
4067  /// - \c AK_InvalidParameter if one of the parameter is out of range (check the debug console)
4068  /// - \c AK_InvalidFloatValue if one of the occlusion/obstruction values is NaN or Inf.
4069  /// \sa
4070  /// - \ref soundengine_obsocc
4071  /// - \ref soundengine_environments
4072  /// \return AK_Success if occlusion/obstruction values are successfully stored for this emitter
4074  AkGameObjectID in_EmitterID, ///< Emitter game object ID
4075  AkGameObjectID in_uListenerID, ///< Listener game object ID
4076  AkObstructionOcclusionValues* in_fObstructionOcclusionValues, ///< Array of obstruction/occlusion pairs to apply
4077  ///< ObstructionLevel: [0.0f..1.0f]
4078  ///< OcclusionLevel: [0.0f..1.0f]
4079  AkUInt32 in_uNumOcclusionObstruction ///< Number of obstruction/occlusion pairs specified in the provided array
4080  );
4081 
4082  /// Saves the playback history of container structures.
4083  /// This function will write history data for all currently loaded containers and instantiated game
4084  /// objects (for example, current position in Sequence Containers and previously played elements in
4085  /// Random Containers).
4086  /// \remarks
4087  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4088  /// \return
4089  /// - \c AK_Success when successful
4090  /// - \c AK_Fail is in_pBytes could not be parsed (corruption or data is truncated)
4091  /// \sa
4092  /// - <tt>AK::SoundEngine::SetContainerHistory()</tt>
4094  AK::IWriteBytes * in_pBytes ///< Pointer to IWriteBytes interface used to save the history.
4095  );
4096 
4097  /// Restores the playback history of container structures.
4098  /// This function will read history data from the passed-in stream reader interface, and apply it to all
4099  /// currently loaded containers and instantiated game objects. Game objects are matched by
4100  /// ID. History for unloaded structures and unknown game objects will be skipped.
4101  /// \remarks
4102  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4103  /// \return
4104  /// - \c AK_Success if successful
4105  /// - \c AK_InsufficientMemory if not enough memory is available for IReadBytes operation
4106  /// \sa
4107  /// - <tt>AK::SoundEngine::GetContainerHistory()</tt>
4109  AK::IReadBytes * in_pBytes ///< Pointer to IReadBytes interface used to load the history.
4110  );
4111 
4112  //@}
4113 
4114  ////////////////////////////////////////////////////////////////////////
4115  /// @name Capture
4116  //@{
4117 
4118  /// Starts recording the sound engine audio output.
4119  /// StartOutputCapture outputs a wav file per current output device of the sound engine.
4120  /// If more than one device is active, the system will create multiple files in the same output
4121  /// directory and will append numbers at the end of the provided filename.
4122  ///
4123  /// If no device is running yet, the system will return success AK_Success despite doing nothing.
4124  /// Use RegisterAudioDeviceStatusCallback to get notified when devices are created/destructed.
4125  ///
4126  /// \return AK_Success if successful, AK_Fail if there was a problem starting the output capture.
4127  /// \remark
4128  /// - The sound engine opens a stream for writing using <tt>AK::IAkStreamMgr::CreateStd()</tt>. If you are using the
4129  /// default implementation of the Stream Manager, file opening is executed in your implementation of
4130  /// the Low-Level IO interface <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>. The following
4131  /// AkFileSystemFlags are passed: uCompanyID = AKCOMPANYID_AUDIOKINETIC and uCodecID = AKCODECID_PCM,
4132  /// and the AkOpenMode is AK_OpenModeWriteOvrwr. Refer to \ref streamingmanager_lowlevel_location for
4133  /// more details on managing the deployment of your Wwise generated data.
4134  /// \return
4135  /// - \c AK_Success when successful
4136  /// - \c AK_InvalidParameter if in_CaptureFileName is null.
4137  /// - \c AK_InsufficientMemory if not enough memory is available.
4138  /// \sa
4139  /// - <tt>AK::SoundEngine::StopOutputCapture()</tt>
4140  /// - <tt>AK::StreamMgr::SetFileLocationResolver()</tt>
4141  /// - \ref streamingdevicemanager
4142  /// - \ref streamingmanager_lowlevel_location
4143  /// - RegisterAudioDeviceStatusCallback
4145  const AkOSChar* in_CaptureFileName ///< Name of the output capture file
4146  );
4147 
4148  /// Stops recording the sound engine audio output.
4149  /// \return AK_Success if successful, AK_Fail if there was a problem stopping the output capture.
4150  /// \sa
4151  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4153 
4154  /// Adds text marker in audio output file.
4155  /// \return
4156  /// - \c AK_Success when successful
4157  /// - \c AK_InvalidParameter if in_MarkerText is null.
4158  /// - \c AK_InsufficientMemory if not enough memory is available.
4159  /// \sa
4160  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4162  const char* in_MarkerText ///< Text of the marker
4163  );
4164 
4165  /// Adds binary data to a marker in audio output file.
4166  /// \return
4167  /// - \c AK_Success when successful
4168  /// - \c AK_InvalidParameter if in_pMarkerData is null or in_uMarkerDataSize is zero.
4169  /// - \c AK_InsufficientMemory if not enough memory is available.
4170  /// \sa
4171  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4173  void* in_pMarkerData, ///< Marker data
4174  AkUInt32 in_uMarkerDataSize ///< Size of the marker data
4175  );
4176 
4177  /// Gets the system sample rate.
4178  /// \return The sample rate.
4180 
4181  /// Registers a callback used for retrieving audio samples.
4182  /// The callback will be called from the audio thread during real-time rendering and from the main thread during offline rendering.
4183  /// \return
4184  /// - \c AK_Success when successful
4185  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4186  /// - \c AK_InvalidParameter when in_pfnCallback is null
4187  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4188  /// \sa
4189  /// - <tt>AK::SoundEngine::AddOutput()</tt>
4190  /// - <tt>AK::SoundEngine::GetOutputID()</tt>
4191  /// - <tt>AK::SoundEngine::UnregisterCaptureCallback()</tt>
4193  AkCaptureCallbackFunc in_pfnCallback, ///< Capture callback function to register.
4194  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4195  void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4196  );
4197 
4198  /// Unregisters a callback used for retrieving audio samples.
4199  /// \return
4200  /// - \c AK_Success when successful
4201  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4202  /// - \c AK_InvalidParameter when in_pfnCallback is null
4203  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4204  /// \sa
4205  /// - <tt>AK::SoundEngine::AddOutput()</tt>
4206  /// - <tt>AK::SoundEngine::GetOutputID()</tt>
4207  /// - <tt>AK::SoundEngine::RegisterCaptureCallback()</tt>
4209  AkCaptureCallbackFunc in_pfnCallback, ///< Capture callback function to unregister.
4210  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4211  void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4212  );
4213 
4214  /// Starts recording the sound engine profiling information into a file. This file can be read
4215  /// by Wwise Authoring. The file is created at the base path. If you have integrated Wwise I/O,
4216  /// you can use <tt>CAkDefaultIOHookDeferred::SetBasePath()</tt> (or <tt>CAkDefaultIOHookDeferred::AddBasePath()</tt>)
4217  /// to change the location where the file is saved. The profiling session records all data types possible.
4218  /// Note that this call captures peak metering for all the busses loaded and mixing
4219  /// while this call is invoked.
4220  /// \remark This function is provided as a utility tool only. It does nothing if it is
4221  /// called in the release configuration and returns AK_NotCompatible.
4223  const AkOSChar* in_CaptureFileName ///< Name of the output profiler file (.prof extension recommended)
4224  );
4225 
4226  /// Stops recording the sound engine profiling information.
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 
4231  //@}
4232 
4233  ////////////////////////////////////////////////////////////////////////
4234  /// @name Offline Rendering
4235  //@{
4236 
4237  /// Sets the offline rendering frame time in seconds.
4238  /// 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.
4239  /// \return Always returns AK_Success
4241  AkReal32 in_fFrameTimeInSeconds ///< frame time in seconds used during offline rendering
4242  );
4243 
4244  /// Enables/disables offline rendering.
4245  /// \return Always returns AK_Success
4247  bool in_bEnableOfflineRendering ///< enables/disables offline rendering
4248  );
4249 
4250  //@}
4251 
4252  ////////////////////////////////////////////////////////////////////////
4253  /// @name Secondary Outputs
4254  //@{
4255 
4256  /// Adds an output to the sound engine. Use this to add controller-attached headphones, controller speakers, DVR output, etc.
4257  /// 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).
4258  ///
4259  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4260  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4261  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4262  ///
4263  /// \sa AkOutputSettings for more details.
4264  /// \sa \ref integrating_secondary_outputs
4265  /// \sa \ref default_audio_devices
4266  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4267  /// \sa AK::AkDeviceStatusCallbackFunc
4268  /// \return
4269  /// The following codes are returned directly from the function, as opposed to the AkDeviceStatusCallback
4270  /// - \c AK_NotImplemented: Feature not supported, some platforms don't have other outputs.
4271  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations (see parameter list below).
4272  /// - \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.
4273  /// - \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.
4274  /// - \c AK_NotInitialized: If AK::SoundEngine::Init was not called or if the Init.bnk was not loaded before the call.
4275  /// - \c AK_Success: Parameters are valid.
4276  ///
4277  /// The following codes are returned from the callback.
4278  /// - \c AK_InsufficientMemory : Not enough memory to complete the operation.
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_PluginNotRegistered: The audioDeviceShareset exists but the plug-in it refers to is not installed or statically linked with the game.
4281  /// - \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.
4282  /// - \c AK_DeviceNotCompatible: The hardware does not support this type of output. Wwise will NOT fallback to any other type of output.
4283  /// - \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.
4284  /// - \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.
4286  const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4287  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
4288  const AkGameObjectID* in_pListenerIDs = NULL, ///< Specific listener(s) to attach to this device.
4289  ///< If specified, only the sounds routed to game objects linked to those listeners will play in this device.
4290  ///< It is necessary to have separate listeners if multiple devices of the same type can coexist (e.g. controller speakers)
4291  ///< If not specified, sound routing simply obey the associations between Master Busses and Audio Devices setup in the Wwise Project.
4292  AkUInt32 in_uNumListeners = 0 ///< The number of elements in the in_pListenerIDs array.
4293  );
4294 
4295  /// Removes one output added through AK::SoundEngine::AddOutput
4296  /// If a listener was associated with the device, you should consider unregistering the listener prior to call RemoveOutput
4297  /// so that Game Object/Listener routing is properly updated according to your game scenario.
4298  /// \sa \ref integrating_secondary_outputs
4299  /// \sa AK::SoundEngine::AddOutput
4300  /// \return AK_Success: Parameters are valid.
4302  AkOutputDeviceID in_idOutput ///< ID of the output to remove. Use the returned ID from AddOutput, GetOutputID, or ReplaceOutput
4303  );
4304 
4305  /// Replaces an output device previously created during engine initialization or from AddOutput, with a new output device.
4306  /// 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
4307  /// that the old output device was associated with, and preserve all listeners that were attached to the old output device.
4308  ///
4309  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4310  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4311  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4312  ///
4313  /// \sa AK::SoundEngine::AddOutput
4314  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4315  /// \sa AK::AkDeviceStatusCallbackFunc
4316  /// \return
4317  /// - \c AK_InvalidID: The audioDeviceShareset on in_settings was not valid.
4318  /// - \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.
4319  /// - \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.
4320  /// - \c AK_DeviceNotFound: The in_outputDeviceId provided does not match with any of the output devices that the sound engine is currently using.
4321  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations on in_settings
4322  /// - \c AK_Success: parameters were valid, and the remove and add will occur.
4324  const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4325  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()
4326  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.
4327  );
4328 
4329  /// Gets the compounded output ID from shareset and device id.
4330  /// 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.
4331  /// Use 0 for in_idShareset & in_idDevice to get the Main Output ID (the one usually initialized during AK::SoundEngine::Init)
4332  /// \return The id of the output
4334  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.
4335  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4336  /// \sa \ref obtaining_device_id
4337  );
4338 
4340  const char* in_szShareSet, ///< Audio Device ShareSet Name, as defined in the Wwise Project. If Null, will select the Default Output shareset (always available)
4341  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4342  /// \sa \ref obtaining_device_id
4343  );
4344 
4345  #ifdef AK_SUPPORT_WCHAR
4347  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)
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  #endif
4352 
4353  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4354  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4355  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4356  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4357  /// \return
4358  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4359  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4361  AkUniqueID in_idBus, ///< Id of the master bus
4362  AkUniqueID in_idNewDevice ///< New device shareset to replace with.
4363  );
4364 
4365  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4366  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4367  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4368  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4369  /// \return
4370  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4371  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4373  const char* in_BusName, ///< Name of the master bus
4374  const char* in_DeviceName ///< New device shareset to replace with.
4375  );
4376 
4377  #ifdef AK_SUPPORT_WCHAR
4378  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4379  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4380  /// SetBusDevice must be preceded by a call to AddOutput for the new device shareset to be registered as an output.
4381  /// \return
4382  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4383  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4385  const wchar_t* in_BusName, ///< Name of the master bus
4386  const wchar_t* in_DeviceName ///< New device shareset to replace with.
4387  );
4388  #endif
4389 
4390  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4391  /// This call is only valid for sink plug-ins that support device enumeration.
4392  /// Prerequisites: the plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4393  /// \return
4394  /// - \c AK_NotImplemented if the sink plug-in does not implement device enumeration
4395  /// - \c AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4396  /// - \c AK_NotCompatible if no device of this type are supported on the current platform
4397  /// - \c AK_Fail in case of system device manager failure (OS related)
4398  ///
4400  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
4401  AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
4402  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.
4403  AkDeviceDescription* out_deviceDescriptions ///< The output array of device descriptions.
4404  );
4405 
4406  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4407  /// This call is only valid for sink plug-ins that support device enumeration.
4408  /// Prerequisites:
4409  /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4410  /// * The audio device shareset must have been loaded from a soundbank and a device with this shareset must exist in the pipeline.
4411  /// \return
4412  /// AK_NotImplemented if the sink plug-in does not implement device enumeration
4413  /// AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4415  AkUniqueID in_audioDeviceShareSetID, ///< In: The audio device shareset ID for which to list the sink plug-in devices.
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  /// Sets the volume of a output device.
4421  /// \return
4422  /// - \c AK_Success if successful
4423  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4425  AkOutputDeviceID in_idOutput, ///< Output ID to set the volume on. As returned from AddOutput or GetOutputID
4426  AkReal32 in_fVolume ///< Volume (0.0 = Muted, 1.0 = Volume max)
4427  );
4428 
4429  /// 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).
4430  /// 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
4431  /// 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
4432  /// 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.
4433  /// \return
4434  /// AK_NotCompatible when the device ID provided does not support spatial audio, or the platform does not support spatial audio
4435  /// AK_Fail when there is some other miscellaneous failure, or the device ID provided does not match a device that the system knows about
4436  /// AK_Success when the device ID provided does support spatial audio
4438  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4439  /// \sa \ref obtaining_device_id
4440  );
4441 
4442 
4443  //@}
4444 
4445  /// 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.
4446  /// Call \c WakeupFromSuspend when your application receives the message from the OS that the process is back in foreground.
4447  /// When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when \ref RenderAudio() is called.
4448  /// It is recommended to match the <b>in_bRenderAnyway</b> parameter with the behavior of the rest of your game:
4449  /// 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.
4450  /// If you want to minimize CPU when in background, then don't allow rendering and never call RenderAudio from the game.
4451  ///
4452  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4453  /// \sa WakeupFromSuspend
4454  /// \sa \ref workingwithsdks_system_calls
4456  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().
4457  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.
4458  );
4459 
4460  /// 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.
4461  ///
4462  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4463  /// \sa Suspend
4464  /// \sa \ref workingwithsdks_system_calls
4466  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.
4467  );
4468 
4469  /// Obtains the current audio output buffer tick. This corresponds to the number of buffers produced by
4470  /// the sound engine since initialization.
4471  /// \return Tick count.
4473 
4474  /// Obtains the current audio output sample tick. This corresponds to the number of sapmles produced by
4475  /// the sound engine since initialization.
4476  /// \return Sample count.
4478  }
4479 }
4480 
4481 #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:136
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:138
AkBackgroundMusicChangeCallbackFunc BGMCallback
Application-defined audio source change event callback function.
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkTypes.h:947
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:788
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:1126
@ AkSetPositionFlags_Default
Definition: AkTypes.h:1204
AKSOUNDENGINE_API AKRESULT StartOutputCapture(const AkOSChar *in_CaptureFileName)
AkUInt32 AkRtpcID
Real time parameter control ID.
Definition: AkTypes.h:155
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:142
AkUInt32 AkBankID
Run time bank ID.
Definition: AkTypes.h:157
#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:213
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:1235
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:144
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:493
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:1200
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:1175
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:134
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:304
@ 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:145
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:795
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:149
AkGroupType
Game sync group type.
Definition: AkTypes.h:296
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:209
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:189
AkCurveInterpolation
Curve interpolation types.
Definition: AkTypes.h:924
AKSOUNDENGINE_API void SetRandomSeed(AkUInt32 in_uSeed)
#define AK_CALLBACK(_type, _name)
AkPanningRule
Headphone / speakers panning rules.
Definition: AkTypes.h:1209
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:177
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:135
AkPluginType
Definition: AkTypes.h:1249
@ AkPanningRule_Speakers
Left and right positioned 60 degrees apart (by default - see AK::SoundEngine::GetSpeakerAngles()).
Definition: AkTypes.h:1210
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:931
AKSOUNDENGINE_API AKRESULT SetContainerHistory(AK::IReadBytes *in_pBytes)
void(* AkAssertHook)(const char *in_pszExpression, const char *in_pszFileName, int in_lineNumber)
Definition: AkSoundEngine.h:93
AKSOUNDENGINE_API AKRESULT SetMixer(AkUniqueID in_audioNodeID, AkUniqueID in_shareSetID)
static const AkPlayingID AK_INVALID_PLAYING_ID
Invalid playing ID.
Definition: AkTypes.h:179
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:154
@ 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:176
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:1250
Definition: AkMidiTypes.h:237
AkUInt64 AkOutputDeviceID
Audio Output device ID.
Definition: AkTypes.h:167
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:1149
AkReal32 AkRtpcValue
Real time parameter control value.
Definition: AkTypes.h:156
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:153
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:1128
AKSOUNDENGINE_API AkUInt64 GetSampleTick()
AKSOUNDENGINE_API AK::IAkGlobalPluginContext * GetGlobalPluginContext()
AkUInt32 AkBankType
Run time bank type.
Definition: AkTypes.h:158
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:171
AkUInt32 AkPlayingID
Playing ID.
Definition: AkTypes.h:137
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:161
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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