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_ak_spatial_audio_types_8h_source
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Wwise SDK 2023.1.3
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AkSpatialAudioTypes.h
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56 const AkUInt32 kHashListBlockAllocItemCount = 50; // Number of items per block to allocate for in AkStochasticCollectionHashList
70 typedef AkArrayAllocatorAlignedSimd<AkMemID_SpatialAudioGeometry> ArrayPoolSpatialAudioGeometrySIMD;
76 typedef AkString<ArrayPoolSpatialAudio, wchar_t> WString; ///< Wide string type for use in Wwise Spatial Audio
77 typedef AkString<ArrayPoolSpatialAudio, AkOSChar> OsString; ///< OS string type for use in Wwise Spatial Audio
78 typedef AkString<ArrayPoolSpatialAudio, char> String; ///< String type for use in Wwise Spatial Audio
126 /// Spatial Audio Room ID type. This ID type exists in the same ID-space as game object ID's. The client is responsible for not choosing room ID's
127 /// that conflict with registered game objects' ID's. Internally, the spatial audio rooms and portals API manages registration and un-registration of game objects that
128 /// represent rooms using AkRoomID's provided by the client; AkRoomID's are converted to AkGameObjectID's by calling AsGameObjectID().
144 AkGameObjectID AsGameObjectID() const { return IsValid() ? (AkGameObjectID)id : OutdoorsGameObjID; }
156 /// A game object ID that is in the reserved range, used for 'outdoor' rooms, i.e. when not in a room.
157 /// \akwarning This AkGameObjectID is the underlying game object ID of the outdoor room, and should not be confused with the actual outdoor room's ID, AK::SpatialAudio::kOutdoorRoomID.\endakwarning
177 /// The outdoor room ID. This room is created automatically and is typically used for outdoors, i.e. when not in a room.
182 ///< Unique ID for portals. This ID type exists in the same ID-space as game object ID's. The client is responsible for not choosing portal ID's
183 /// that conflict with registered game objects' ID's. Internally, the spatial audio rooms and portals API manages registration and un-registration of game objects that
184 /// represent portals using AkPortalID's provided by the client; AkPortalID's are convertied to AkGameObjectID's by calling AsGameObjectID().
bool operator>(AkSpatialAudioID rhs) const
Definition: AkSpatialAudioTypes.h:111
Definition: AkArray.h:62
const AkUInt32 kDefaultDiffractionMaxPaths
Definition: AkSpatialAudioTypes.h:54
AkArrayAllocatorAlignedSimd< AkMemID_SpatialAudio > ArrayPoolSpatialAudioSIMD
Definition: AkSpatialAudioTypes.h:64
AkSet< AkRoomID, ArrayPoolSpatialAudio > AkRoomIDSet
Definition: AkSpatialAudioTypes.h:160
Definition: AkSet.h:57
AkArrayAllocatorNoAlign< AkMemID_SpatialAudioPaths > ArrayPoolSpatialAudioPaths
Definition: AkSpatialAudioTypes.h:66
Definition: AkSpatialAudioTypes.h:164
static AkRoomID FromGameObjectID(AkGameObjectID in_fromGameObject)
Conversion function used to convert to AkGameObjectIDs to AkRoomID.
Definition: AkSpatialAudioTypes.h:147
bool operator!=(AkRoomHierarchyID rhs) const
Definition: AkSpatialAudioTypes.h:168
AkArrayAllocatorAlignedSimd< AkMemID_SpatialAudioGeometry > ArrayPoolSpatialAudioGeometrySIMD
Definition: AkSpatialAudioTypes.h:70
AkDbString< ArrayPoolSpatialAudio, char, CAkLock > DbString
Instanced string type.
Definition: AkSpatialAudioTypes.h:79
bool operator==(AkSpatialAudioID rhs) const
Definition: AkSpatialAudioTypes.h:108
bool operator!=(AkSpatialAudioID rhs) const
Definition: AkSpatialAudioTypes.h:109
AkString< ArrayPoolSpatialAudio, AkOSChar > OsString
OS string type for use in Wwise Spatial Audio.
Definition: AkSpatialAudioTypes.h:77
Definition: AkString.h:66
AkSpatialAudioID(const void *ptr)
Conversion from a pointer to a AkSpatialAudioID.
Definition: AkSpatialAudioTypes.h:106
AkString< ArrayPoolSpatialAudio, char > String
String type for use in Wwise Spatial Audio.
Definition: AkSpatialAudioTypes.h:78
AkGameObjectID AsGameObjectID() const
Conversion function used to convert AkRoomID's to AkGameObjectIDs.
Definition: AkSpatialAudioTypes.h:144
bool operator>=(AkSpatialAudioID rhs) const
Definition: AkSpatialAudioTypes.h:113
AkGameObjectID AsGameObjectID() const
Conversion function used internally to convert from a AkSpatialAudioID to a AkGameObjectID.
Definition: AkSpatialAudioTypes.h:119
const AkUInt32 kHashListBlockAllocItemCount
Definition: AkSpatialAudioTypes.h:56
constexpr AkSpatialAudioID()
Default constructor. Creates an invalid ID.
Definition: AkSpatialAudioTypes.h:100
bool operator<(AkSpatialAudioID rhs) const
Definition: AkSpatialAudioTypes.h:110
constexpr AkRoomID kOutdoorRoomID
The outdoor room ID. This room is created automatically and is typically used for outdoors,...
Definition: AkSpatialAudioTypes.h:178
constexpr AkRoomID()
Default constructor. Creates an invalid ID.
Definition: AkSpatialAudioTypes.h:135
AkRoomID(const void *ptr)
Conversion from a pointer to a AkRoomID.
Definition: AkSpatialAudioTypes.h:141
bool operator<=(AkSpatialAudioID rhs) const
Definition: AkSpatialAudioTypes.h:112
Definition: AkSpatialAudioTypes.h:133
AkArrayAllocatorNoAlign< AkMemID_SpatialAudio > ArrayPoolSpatialAudio
Definition: AkSpatialAudioTypes.h:63
bool operator==(AkRoomHierarchyID rhs) const
Definition: AkSpatialAudioTypes.h:167
AkArrayAllocatorAlignedSimd< AkMemID_SpatialAudioPaths > ArrayPoolSpatialAudioPathsSIMD
Definition: AkSpatialAudioTypes.h:67
const AkUInt32 kDefaultDiffractionMaxEdges
Definition: AkSpatialAudioTypes.h:53
const AkUInt32 kPortalToPortalDiffractionMaxPaths
Definition: AkSpatialAudioTypes.h:61
Definition: AkArray.h:38
Definition: AkString.h:277
AkString< ArrayPoolSpatialAudio, wchar_t > WString
Wide string type for use in Wwise Spatial Audio.
Definition: AkSpatialAudioTypes.h:76
AkArrayAllocatorNoAlign< AkMemID_SpatialAudioGeometry > ArrayPoolSpatialAudioGeometry
Definition: AkSpatialAudioTypes.h:69
AkRoomHierarchyID(AkRoomID in_roomID)
Definition: AkSpatialAudioTypes.h:166
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