Wwise SDK 2022.1.4
_ak_win_sound_engine_8h_source
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Wwise SDK 2022.1.4
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AkWinSoundEngine.h
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51 ///< the moment of the initialization of the sound engine and might not be the correct one for your game.
58 AkThreadProperties threadBankManager; ///< Bank manager threading properties (its default priority is AK_THREAD_PRIORITY_NORMAL)
59 AkThreadProperties threadMonitor; ///< Monitor threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL). This parameter is not used in Release build.
62 AkUInt16 uNumRefillsInVoice; ///< Number of refill buffers in voice buffer. 2 == double-buffered, defaults to 4.
64 AkUInt32 uSampleRate; ///< Sampling Rate. Default is 48000 Hz. Use 24000hz for low quality. Any positive reasonable sample rate is supported. However be careful setting a custom value. Using an odd or really low sample rate may result in malfunctionning sound engine.
66 bool bEnableAvxSupport; ///< Enables run-time detection of AVX and AVX2 SIMD support in the engine and plug-ins. Disabling this may improve CPU performance by allowing for higher CPU clockspeeds.
68 AkUInt32 uMaxSystemAudioObjects; ///< Dictates how many Microsoft Spatial Sound dynamic objects will be reserved by the System sink. On Windows, other running processes will be prevented from reserving these objects. Set to 0 to disable the use of System Audio Objects. Default is 128.
80 /// \return Non-addref'd pointer to XAudio2 interface. NULL if sound engine is not initialized or XAudio2 is not used.
81 /// The returned pointer can be of either XAudio 2.7, XAudio 2.8, Xaudio 2.9 depending on the Windows version the game is running on. Use QueryInterface to identify which one and cast appropriately
85 /// \return Non-addref'd pointer to DirectSound interface. NULL if sound engine is not initialized or DirectSound is not used.
89 /// \note CoInitialize must have been called for the calling thread. See Microsoft's documentation about CoInitialize for more details.
93 /// Finds an audio endpoint that matches the token in the device name or device ID and returns an ID.
94 /// This is a helper function that searches in the device ID (as returned by IMMDevice->GetId) and
95 /// in the property PKEY_Device_FriendlyName. The token parameter is case-sensitive. If you need to do matching on different conditions, use IMMDeviceEnumerator directly and AK::GetDeviceID.
96 /// \note CoInitialize must have been called for the calling thread. See Microsoft's documentation about CoInitialize for more details.
97 /// \return The device ID as returned by IMMDevice->GetId, hashed by AK::SoundEngine::GetIDFromName()
100 /// Get the user-friendly name for the specified device. Call repeatedly with index starting at 0 and increasing to get all available devices, including disabled and unplugged devices, until the returned string is null and out_uDeviceID is zero.
101 /// The number of indexable devices for the given uDeviceStateMask can be fetched by calling AK::SoundEngine::GetWindowsDeviceCount().
102 /// You can also get the default device information by specifying index=-1. The default device is the one with a green checkmark in the Audio Playback Device panel in Windows.
103 /// The returned out_uDeviceID parameter is the Device ID to use with Wwise. Use it to specify the main device in AkPlatformInitSettings.idAudioDevice.
104 /// \note CoInitialize must have been called for the calling thread. See Microsoft's documentation about CoInitialize for more details.
105 /// \return The name of the device at the "index" specified. The pointer is valid until the next call to GetWindowsDeviceName.
107 AkInt32 index, ///< Index of the device in the array. -1 to get information on the default device.
108 AkUInt32 &out_uDeviceID, ///< Device ID for Wwise. This is the same as what is returned from AK::GetDeviceID and AK::GetDeviceIDFromName. Use it to specify the main device in AkPlatformInitSettings.idAudioDevice.
109 AkAudioDeviceState uDeviceStateMask = AkDeviceState_All ///< Optional bitmask used to filter the device based on their state.
113 /// \note CoInitialize must have been called for the calling thread. See Microsoft's documentation about CoInitialize for more details.
116 AkAudioDeviceState uDeviceStateMask = AkDeviceState_All ///< Optional bitmask used to filter the device based on their state.
119 /// Get the Audio Endpoint for the specified device index. Call repeatedly with index starting at 0 and increasing to get all available devices, including disabled and unplugged devices, until the false is returned.
120 /// You can also get the default device information by specifying index=-1. The default device is the one with a green checkmark in the Audio Playback Device panel in Windows.
121 /// The returned out_uDeviceID parameter is the Device ID to use with Wwise. Use it to specify the main device in AkPlatformInitSettings.idAudioDevice.
122 /// The returned out_ppDevice is a pointer to a pointer variable to which the method writes the address of the IMMDevice. out_ppDevice is optional; if it is null, then no action is taken.
123 /// If the method returns false, *out_ppDevice is null. If the method successed, *out_ppDevice will be a counted reference to the interface, and the caller is responsible for releasing the interface when it is no longer needed, by calling Release(), or encapsulating the device in a COM Smart Pointer.
124 /// \note CoInitialize must have been called for the calling thread. See Microsoft's documentation about CoInitialize for more details.
127 AkInt32 in_index, ///< Index of the device in the array. -1 to get information on the default device.
128 AkUInt32& out_uDeviceID, ///< Device ID for Wwise. This is the same as what is returned from AK::GetDeviceID and AK::GetDeviceIDFromName. Use it to specify the main device in AkPlatformInitSettings.idAudioDevice.
129 IMMDevice** out_ppDevice, ///< pointer to a pointer variable to which the method writes the address of the IMMDevice in question.
130 AkAudioDeviceState uDeviceStateMask = AkDeviceState_All ///< Optional bitmask used to filter the device based on their state.
135 /// Get the device ID corresponding to a Universal Windows Platform Gamepad reference. This device ID can be used to add/remove motion output for that gamepad.
136 /// \note The ID returned is unique to Wwise and does not correspond to any sensible value outside of Wwise.
138 /// \return Unique device ID, or AK_INVALID_DEVICE_ID if the reference is no longer valid (such as if the gamepad was disconnected)
139 AK_EXTERNAPIFUNC(AkDeviceID, GetDeviceIDFromGamepad) (Windows::Gaming::Input::Gamepad^ rGamepad);
Definition: AkPlatformFuncs.h:47
AKSOUNDENGINE_API IDirectSound8 * GetDirectSoundInstance()
Definition: AkPlatformInitSettings.h:35
AKSOUNDENGINE_API AkUInt32 GetDeviceID(IMMDevice *in_pDevice)
AKSOUNDENGINE_API bool GetWindowsDevice(AkInt32 in_index, AkUInt32 &out_uDeviceID, IMMDevice **out_ppDevice, AkAudioDeviceState uDeviceStateMask=AkDeviceState_All)
AKSOUNDENGINE_API const wchar_t * GetWindowsDeviceName(AkInt32 index, AkUInt32 &out_uDeviceID, AkAudioDeviceState uDeviceStateMask=AkDeviceState_All)
AKSOUNDENGINE_API IUnknown * GetWwiseXAudio2Interface()
AKSOUNDENGINE_API AkUInt32 GetDeviceIDFromName(wchar_t *in_szToken)
AKSOUNDENGINE_API AkDeviceID GetDeviceIDFromGamepad(Windows::Gaming::Input::Gamepad^ rGamepad)
AKSOUNDENGINE_API AkUInt32 GetWindowsDeviceCount(AkAudioDeviceState uDeviceStateMask=AkDeviceState_All)
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