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Wwise SDK 2023.1.4
AK::SoundEngine::Query Namespace Reference

Classes

struct  GameObjDst
 

Functions

Game Objects
AKSOUNDENGINE_API AKRESULT GetPosition (AkGameObjectID in_GameObjectID, AkSoundPosition &out_rPosition)
 
Listeners
AKSOUNDENGINE_API AKRESULT GetListeners (AkGameObjectID in_GameObjectID, AkGameObjectID *out_ListenerObjectIDs, AkUInt32 &oi_uNumListeners)
 
AKSOUNDENGINE_API AKRESULT GetListenerPosition (AkGameObjectID in_uListenerID, AkListenerPosition &out_rPosition)
 
AKSOUNDENGINE_API AKRESULT GetListenerSpatialization (AkGameObjectID in_uListenerID, bool &out_rbSpatialized, AK::SpeakerVolumes::VectorPtr &out_pVolumeOffsets, AkChannelConfig &out_channelConfig)
 

Game Syncs

enum  RTPCValue_type {
  RTPCValue_Default, RTPCValue_Global, RTPCValue_GameObject, RTPCValue_PlayingID,
  RTPCValue_Unavailable
}
 
AKSOUNDENGINE_API AKRESULT GetRTPCValue (AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID, AkPlayingID in_playingID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType)
 
AKSOUNDENGINE_API AKRESULT GetRTPCValue (const char *in_pszRtpcName, AkGameObjectID in_gameObjectID, AkPlayingID in_playingID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType)
 
AKSOUNDENGINE_API AKRESULT GetSwitch (AkSwitchGroupID in_switchGroup, AkGameObjectID in_gameObjectID, AkSwitchStateID &out_rSwitchState)
 
AKSOUNDENGINE_API AKRESULT GetSwitch (const char *in_pstrSwitchGroupName, AkGameObjectID in_GameObj, AkSwitchStateID &out_rSwitchState)
 
AKSOUNDENGINE_API AKRESULT GetState (AkStateGroupID in_stateGroup, AkStateID &out_rState)
 
AKSOUNDENGINE_API AKRESULT GetState (const char *in_pstrStateGroupName, AkStateID &out_rState)
 

Environments

typedef AkArray< AkGameObjectID, AkGameObjectIDAkGameObjectsList
 
typedef AkArray< GameObjDst, const GameObjDst & > AkRadiusList
 
AKSOUNDENGINE_API AKRESULT GetGameObjectAuxSendValues (AkGameObjectID in_gameObjectID, AkAuxSendValue *out_paAuxSendValues, AkUInt32 &io_ruNumSendValues)
 
AKSOUNDENGINE_API AKRESULT GetGameObjectDryLevelValue (AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfControlValue)
 
AKSOUNDENGINE_API AKRESULT GetObjectObstructionAndOcclusion (AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfObstructionLevel, AkReal32 &out_rfOcclusionLevel)
 
AKSOUNDENGINE_API AKRESULT QueryAudioObjectIDs (AkUniqueID in_eventID, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos)
 
AKSOUNDENGINE_API AKRESULT QueryAudioObjectIDs (const char *in_pszEventName, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos)
 
AKSOUNDENGINE_API AKRESULT GetPositioningInfo (AkUniqueID in_ObjectID, AkPositioningInfo &out_rPositioningInfo)
 
AKSOUNDENGINE_API AKRESULT GetActiveGameObjects (AkGameObjectsList &io_GameObjectList)
 
AKSOUNDENGINE_API bool GetIsGameObjectActive (AkGameObjectID in_GameObjId)
 
AKSOUNDENGINE_API AKRESULT GetMaxRadius (AkRadiusList &io_RadiusList)
 
AKSOUNDENGINE_API AkReal32 GetMaxRadius (AkGameObjectID in_GameObjId)
 
AKSOUNDENGINE_API AkUniqueID GetEventIDFromPlayingID (AkPlayingID in_playingID)
 
AKSOUNDENGINE_API AkGameObjectID GetGameObjectFromPlayingID (AkPlayingID in_playingID)
 
AKSOUNDENGINE_API AKRESULT GetPlayingIDsFromGameObject (AkGameObjectID in_GameObjId, AkUInt32 &io_ruNumIDs, AkPlayingID *out_aPlayingIDs)
 
AKSOUNDENGINE_API AKRESULT GetCustomPropertyValue (AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkInt32 &out_iValue)
 
AKSOUNDENGINE_API AKRESULT GetCustomPropertyValue (AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkReal32 &out_fValue)
 

Detailed Description

Query namespace

Remarks
The functions in this namespace are thread-safe, unless stated otherwise. We recommend that you use these functions in development builds only, because they can cause CPU spikes.

Warning: The functions in this namespace might stall for several milliseconds before returning because they cannot execute while the main sound engine tick is running. They should therefore not be called from any game-critical thread, such as the main game loop. However, if the function definition states that it does not require the main audio lock, no delay should occur.

There might be a significant delay between a Sound Engine call, such as PostEvent, and the information being returned in a Query, such as GetIsGameObjectActive.


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