Version
menu_open
Wwise SDK 2022.1.4
Create Recurring Calls to Perform Audio Processing

Introduction

Now that the sound engine has been fully initialized, we need to make some recurring calls so the various modules can process data. This is typically done in the game loop, once per frame. Our sample program will call the following function at more or less regular intervals in the main message loop:

void ProcessAudio()
{
... Recurring call to the sound engine will be done here ...
}

Sound Engine Processing

We call AK::SoundEngine::RenderAudio() so the sound engine processes all pending bank load/unload requests, events, position changes, states, switches, RTPCs, etc. If communications are enabled, they are also processed within RenderAudio().

void ProcessAudio()
{
// Process bank requests, events, positions, RTPC, etc.
}

Refer to Integrating Events in Your Game for more information.

You have now set up the frame rendering for your game. To continue, refer to Terminate the Different Modules of the Sound Engine.

AKSOUNDENGINE_API AKRESULT RenderAudio(bool in_bAllowSyncRender=true)

Was this page helpful?

Need Support?

Questions? Problems? Need more info? Contact us, and we can help!

Visit our Support page

Tell us about your project. We're here to help.

Register your project and we'll help you get started with no strings attached!

Get started with Wwise