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Wwise SDK 2025.1.3
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 #if defined(AK_NULL_PLATFORM)
42 // null platform has no platform-specific soundengine
43 struct AkPlatformInitSettings { };
44 #elif defined(AK_WIN)
47 
48 #elif defined (AK_MAC_OS_X)
51 
52 #elif defined (AK_IOS)
55 
56 #elif defined(AK_XBOXGC) // Gaming.Xbox platform
59 
60 #elif defined( AK_ANDROID )
63 
64 #elif defined( AK_HARMONY )
67 
68 #elif defined (AK_PS4)
71 
72 #elif defined (AK_PS5)
75 
76 #elif defined( AK_LINUX_DESKTOP )
79 
80 #elif defined( AK_EMSCRIPTEN )
83 
84 #elif defined( AK_QNX )
85 #include <AK/SoundEngine/Platforms/QNX/AkQNXSoundEngine.h>
86 #include <AK/SoundEngine/Platforms/QNX/AkPlatformContext.h>
87 
88 #elif defined( AK_NX )
91 
92 #elif defined( AK_OUNCE )
95 
96 #else
97 #error AkSoundEngine.h: Undefined platform
98 #endif
99 
100 #ifndef AK_ASSERT_HOOK
101  /// Function called on assert handling, optional
102  /// \sa
103  /// - AkInitSettings
105  const char * in_pszExpression, ///< Expression
106  const char * in_pszFileName, ///< File Name
107  int in_lineNumber ///< Line Number
108  );
109  #define AK_ASSERT_HOOK
110 #endif
111 
112 /// Callback function prototype for User Music notifications
113 /// It is useful for reacting to user music playback.
114 ///
115 /// \sa
116 /// - \ref AkGlobalCallbackFunc
117 /// - \ref AkPlatformInitSettings
118 /// - \ref background_music_and_dvr
119 ///
121  bool in_bBackgroundMusicMuted, ///< Flag indicating whether the busses tagged as "background music" in the project are muted or not.
122  void* in_pCookie ///< User-provided data, e.g. a user structure.
123  );
124 
125 /// 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.
126 /// AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
128 {
129  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.
130  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.
131  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.
132  AkFloorPlane_Last, ///< End of enum, invalid value.
133  AkFloorPlane_Default = AkFloorPlane_XZ ///< The Wwise default floor plane is ZX.
134 };
135 
136 // Function that the host runtime must call to allow for jobs to execute.
137 // in_jobType is the type originally provided by AkJobMgrSettings::FuncRequestJobWorker.
138 // in_uExecutionTimeUsec is the number of microseconds that the function should execute for before terminating.
139 // Note that the deadline is only checked after each individual job completes execution, so the function may run slightly
140 // longer than intended. The "in_uExecutionTimeUsec" should be considered a suggestion or guideline, not a strict rule.
141 // A value of 0 means that the function will run until there are no more jobs ready to be immediately executed.
143  AkJobType in_jobType,
144  AkUInt32 in_uExecutionTimeUsec
145  );
146 
147 /// Settings for the Sound Engine's internal job manager
149 {
150  /// Callback function prototype definition used for handling requests from JobMgr for new workers to perform work.
152  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.
153  AkJobType in_jobType, ///< The type of job worker that has been requested. This should be passed forward to in_fnJobWorker
154  AkUInt32 in_uNumWorkers, ///< Number of workers requested
155  void * in_pClientData ///< Data provided by client in AkJobMgrSettings
156  );
157 
158  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().
159 
160  AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]; ///< The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
161 
162  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.
163  AkUInt32 uMemorySlabSize; ///< Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
164 
165  void* pClientData; ///< Arbitrary data that will be passed back to the client when calling FuncRequestJobWorker
166 };
167 
168 /// 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)
169 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Timer was started in.
170 /// 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.
172  AkPluginID in_uPluginID,
173  const char* in_pszZoneName
174  );
175 
176 /// 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)
178 
179 ///< 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)
180 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Marker was posted in.
181 /// 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.
183  AkPluginID in_uPluginID,
184  const char* in_pszMarkerName
185  );
186 
187 /// Platform-independent initialization settings of the sound engine
188 /// \sa
189 /// - <tt>AK::SoundEngine::Init()</tt>
190 /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
191 /// - \ref soundengine_integration_init_advanced
193 {
194  AkAssertHook pfnAssertHook; ///< External assertion handling function (optional)
195 
196  AkUInt32 uMaxNumPaths; ///< Maximum number of paths for positioning
197  AkUInt32 uCommandQueueSize; ///< Size of the command queue, in bytes
198  bool bEnableGameSyncPreparation; ///< Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
199  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.
200  ///< 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.
201  AkReal32 fStreamingLookAheadRatio; ///< Multiplication factor for all streaming look-ahead heuristic values, for music streams.
202 
203  AkUInt32 uNumSamplesPerFrame; ///< Number of samples per audio frame (256, 512, 1024, or 2048).
204 
205  AkUInt32 uMonitorQueuePoolSize; ///< Size of the monitoring queue, in bytes. This parameter is not used in Release build.
206  AkUInt32 uCpuMonitorQueueMaxSize; ///< Maximum size of the CPU monitoring queue, per thread, in bytes. This parameter is not used in Release build.
207 
208  AkOutputSettings settingsMainOutput; ///< Main output device settings.
209  AkJobMgrSettings settingsJobManager; ///< Settings to configure the behavior of the Sound Engine's internal job manager
210 
211  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)
212 
213  bool bUseSoundBankMgrThread; ///< Use a Wwise-owned thread for loading sound banks. If set to false, bank-loading will occur only inside a call to AK::SoundEngine::ProcessBanks(). \sa \ref goingfurther_bankmgrthread
214  bool bUseLEngineThread; ///< Use a Wwise-owned thread for processing audio. If set to false, audio processing will occur only inside a call to AK::SoundEngine::RenderAudio(). \sa \ref goingfurther_eventmgrthread
215 
216  AkBackgroundMusicChangeCallbackFunc BGMCallback; ///< Application-defined audio source change event callback function.
217  void* BGMCallbackCookie; ///< Application-defined user data for the audio source change event callback function.
218  const AkOSChar * szPluginDLLPath; ///< When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the game executable.
219 
220  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.
221  ///< AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
222 
223  AkReal32 fGameUnitsToMeters; ///< The number of game units in a meter.
224  ///< 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.
225  ///< This setting is also used to simulate real-world positioning of System Audio Objects, to improve the HRTF in some cases.
226  ///< Note that for legacy reasons, this setting's name is misleading. Its value should represent the number of game units *per* meter.
227  ///< For example, if your game engine sends positions in centimeters, the value of fGameUnitsToMeters should be 100.
228 
229  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.
230 
231  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.
232 
233  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.
234 
235  bool bOfflineRendering; ///< Enables/disables offline rendering. \ref goingfurther_offlinerendering
236 
237  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)
238  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)
239  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)
240 };
241 
242 /// Necessary settings for setting externally-loaded sources
244 {
245  AkUniqueID sourceID; ///< Source ID (available in the SoundBank content files)
246  AkUInt8* pMediaMemory; ///< Pointer to the data to be set for the source
247  AkUInt32 uMediaSize; ///< Size, in bytes, of the data to be set for the source
248 };
249 
250 /// Return values for GetSourcePlayPositions.
252 {
253  AkUniqueID audioNodeID; ///< Audio Node ID of playing item
254  AkUniqueID mediaID; ///< Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file)
255  AkTimeMs msTime; ///< Position of the source (in ms) associated with that playing item
256  AkUInt32 samplePosition; ///< Position of the source (in samples) associated with that playing item
257  AkUInt32 updateBufferTick; ///< Value of GetBufferTick() at the time the position was updated
258 };
259 
260 /// Audiokinetic namespace
261 namespace AK
262 {
263  class IReadBytes;
264  class IWriteBytes;
265 
266  /// Audiokinetic sound engine namespace
267  /// \remarks The functions in this namespace are thread-safe, unless stated otherwise.
268  namespace SoundEngine
269  {
270  ///////////////////////////////////////////////////////////////////////
271  /// @name Initialization
272  //@{
273 
274  /// Query whether or not the sound engine has been successfully initialized.
275  /// \warning This function is not thread-safe. It should not be called at the same time as \c SoundEngine::Init() or \c SoundEngine::Term().
276  /// \return \c True if the sound engine has been initialized, \c False otherwise.
277  /// \sa
278  /// - \ref soundengine_integration_init_advanced
279  /// - <tt>AK::SoundEngine::Init()</tt>
280  /// - <tt>AK::SoundEngine::Term()</tt>
282 
283  /// Initialize the sound engine.
284  /// \warning This function is not thread-safe.
285  /// \remark The initial settings should be initialized using <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
286  /// and <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt> to fill the structures with their
287  /// default settings. This is not mandatory, but it helps avoid backward compatibility problems.
288  ///
289  /// \return
290  /// - \c AK_Success if the initialization was successful
291  /// - \c AK_MemManagerNotInitialized if the memory manager is not available or not properly initialized
292  /// - \c AK_StreamMgrNotInitialized if the stream manager is not available or not properly initialized
293  /// - \c AK_SSEInstructionsNotSupported if the machine does not support SSE instruction (only on the PC)
294  /// - \c AK_InsufficientMemory if there is not enough memory available to initialize the sound engine properly
295  /// - \c AK_InvalidParameter if some parameters are invalid
296  /// - \c AK_AlreadyInitialized if the sound engine is already initialized, or if the provided settings result in insufficient
297  /// - \c AK_Fail for unknown errors, check with AK Support.
298  /// resources for the initialization.
299  /// \sa
300  /// - \ref soundengine_integration_init_advanced
301  /// - \ref workingwithsdks_initialization
302  /// - <tt>AK::SoundEngine::Term()</tt>
303  /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
304  /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
306  AkInitSettings * in_pSettings, ///< Initialization settings (can be NULL, to use the default values)
307  AkPlatformInitSettings * in_pPlatformSettings ///< Platform-specific settings (can be NULL, to use the default values)
308  );
309 
310  /// Gets the default values of the platform-independent initialization settings.
311  /// \warning This function is not thread-safe.
312  /// \sa
313  /// - \ref soundengine_integration_init_advanced
314  /// - <tt>AK::SoundEngine::Init()</tt>
315  /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
317  AkInitSettings & out_settings ///< Returned default platform-independent sound engine settings
318  );
319 
320  /// Gets the default values of the platform-specific initialization settings.
321  ///
322  /// \warning This function is not thread-safe.
323  /// \sa
324  /// - \ref soundengine_integration_init_advanced
325  /// - <tt>AK::SoundEngine::Init()</tt>
326  /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
328  AkPlatformInitSettings & out_platformSettings ///< Returned default platform-specific sound engine settings
329  );
330 
331  /// Terminates the sound engine.
332  /// If some sounds are still playing or events are still being processed when this function is
333  /// called, they will be stopped.
334  /// \warning This function is not thread-safe.
335  /// \warning Before calling Term, you must ensure that no other thread is accessing the sound engine.
336  /// \sa
337  /// - \ref soundengine_integration_init_advanced
338  /// - <tt>AK::SoundEngine::Init()</tt>
339  AK_EXTERNAPIFUNC( void, Term )();
340 
341  /// Gets the configured audio settings.
342  /// Call this function to get the configured audio settings.
343  ///
344  /// \warning This function is not thread-safe.
345  /// \warning Call this function only after the sound engine has been properly initialized.
346  /// \return
347  /// - \c AK_NotInitialized if <tt>AK::SoundEngine::Init()</tt> was not called
348  /// - \c AK_Success otherwise.
350  AkAudioSettings & out_audioSettings ///< Returned audio settings
351  );
352 
353  /// Gets the output speaker configuration of the specified output.
354  /// Call this function to get the speaker configuration of the output (which may not correspond
355  /// to the physical output format of the platform, in the case of downmixing provided by the platform itself).
356  /// You may initialize the sound engine with a user-specified configuration, but the resulting
357  /// configuration is determined by the sound engine, based on the platform, output type and
358  /// platform settings (for e.g. system menu or control panel option).
359  /// If the speaker configuration of the output is object-based, the speaker configuration of the
360  /// main mix is returned. To query more information on object-based output devices, see AK::SoundEngine::GetOutputDeviceConfiguration.
361  ///
362  /// It is recommended to call GetSpeakerConfiguration anytime after receiving a callback from RegisterAudioDeviceStatusCallback to know if the channel configuration has changed.
363  ///
364  /// \warning Call this function only after the sound engine has been properly initialized.
365  /// 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.
366  /// The Init.bnk must be loaded prior to this call.
367  /// \return The output configuration. An empty AkChannelConfig not AkChannelConfig::IsValid() if device does not exist or if the Init.bnk was not loaded yet.
368  /// \sa
369  /// - AkSpeakerConfig.h
370  /// - AkOutputSettings
371  /// - <tt>AK::SoundEngine::GetOutputDeviceConfiguration()</tt>
373  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
374  );
375 
376  /// Gets the configuration of the specified output device.
377  /// Call this function to get the channel configuration of the output device as well as its 3D audio capabilities.
378  /// If the configuration of the output device is object-based (io_channelConfig.eConfigType == AK_ChannelConfigType_Objects),
379  /// io_capabilities can be inspected to determine the channel configuration of the main mix (Ak3DAudioSinkCapabilities::channelConfig),
380  /// whether or not the output device uses a passthrough mix (Ak3DAudioSinkCapabilities::bPassthrough) and the maximum number of objects
381  /// that can play simultaneously on this output device (Ak3DAudioSinkCapabilities::uMax3DAudioObjects). Note that if
382  /// Ak3DAudioSinkCapabilities::bMultiChannelObjects is false, multi-channel objects will be split into multiple mono objects
383  /// before being sent to the output device.
384  ///
385  /// \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.
386  /// \return
387  /// - \c AK_Success if successful
388  /// - \c AK_IDNotFound is the output was not found in the system.
389  /// - \c AK_NotInitialized if the sound engine is not initialized
390  /// \sa
391  /// - AkSpeakerConfig.h
392  /// - AkOutputSettings
393  /// - <tt>AK::SoundEngine::GetSpeakerConfiguration()</tt>
395  AkOutputDeviceID in_idOutput,
396  AkChannelConfig& io_channelConfig,
397  Ak3DAudioSinkCapabilities& io_capabilities
398  );
399 
400  /// Gets the panning rule of the specified output.
401  /// \warning Call this function only after the sound engine has been properly initialized.
402  /// Returns the supported configuration in out_ePanningRule:
403  /// - AkPanningRule_Speakers
404  /// - AkPanningRule_Headphone
405  /// \return
406  /// - \c AK_Success if successful
407  /// - \c AK_IDNotFound is the output was not found in the system.
408  /// - \c AK_NotInitialized if the sound engine is not initialized
409  /// \sa
410  /// - AkSpeakerConfig.h
412  AkPanningRule & out_ePanningRule, ///< Returned panning rule (AkPanningRule_Speakers or AkPanningRule_Headphone) for given output.
413  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
414  );
415 
416  /// Sets the panning rule of the specified output.
417  /// This may be changed anytime once the sound engine is initialized.
418  /// \warning This function posts a message through the sound engine's internal message queue, whereas GetPanningRule() queries the current panning rule directly.
419  /// \aknote
420  /// The specified panning rule will only impact the sound if the processing format is downmixing to Stereo in the mixing process. It
421  /// will not impact the output if the audio stays in 5.1 until the end, for example.
422  /// \endaknote
424  AkPanningRule in_ePanningRule, ///< Panning rule.
425  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
426  );
427 
428  /// Gets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
429  /// Note that the current version of Wwise only supports positioning on the plane.
430  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
431  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
432  /// Angles must be set in ascending order.
433  /// You may call this function with io_pfSpeakerAngles set to NULL to get the expected number of angle values in io_uNumAngles,
434  /// in order to allocate your array correctly. You may also obtain this number by calling
435  /// AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ).
436  /// If io_pfSpeakerAngles is not NULL, the array is filled with up to io_uNumAngles.
437  /// Typical usage:
438  /// - AkUInt32 uNumAngles;
439  /// - GetSpeakerAngles( NULL, uNumAngles, AkOutput_Main );
440  /// - AkReal32 * pfSpeakerAngles = AkAlloca( uNumAngles * sizeof(AkReal32) );
441  /// - GetSpeakerAngles( pfSpeakerAngles, uNumAngles, AkOutput_Main );
442  /// \aknote
443  /// On most platforms, the angle set on the plane consists of 3 angles, to account for 7.1.
444  /// - 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.
445  /// - When panning to 5.1, the front speakers use angle[0], and the surround speakers use (angle[2] + angle[1]) / 2.
446  /// \endaknote
447  /// \warning Call this function only after the sound engine has been properly initialized.
448  /// \return AK_Success if device exists.
449  /// \sa SetSpeakerAngles()
451  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.
452  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.
453  AkReal32 & out_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
454  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
455  );
456 
457  /// Sets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
458  /// Note that the current version of Wwise only supports positioning on the plane.
459  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180], for a 7.1 speaker configuration.
460  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
461  /// Angles must be set in ascending order.
462  /// Note:
463  /// - This function requires the minimum speaker angle between any pair of speakers to be at least 5 degrees.
464  /// - 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.
465  ///
466  /// Typical usage:
467  /// - Initialize the sound engine and/or add secondary output(s).
468  /// - Get number of speaker angles and their value into an array using GetSpeakerAngles().
469  /// - Modify the angles and call SetSpeakerAngles().
470  /// 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().
471  /// \warning This function only applies to configurations (or subset of these configurations) that are standard and whose speakers are on the plane (2D).
472  /// \return
473  /// - \c AK_Success if successful.
474  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
475  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
476  /// - \c AK_InvalidParameter one of the parameter is invalid, check the debug log. Speaker angles must be [0, 180] and height angle must be [-90, 90]. Height angle must not be 0, regardless if height channels are used.
477  /// \sa GetSpeakerAngles()
479  const AkReal32 * in_pfSpeakerAngles, ///< Array of loudspeaker pair angles, in degrees relative to azimuth ]0,180].
480  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()).
481  AkReal32 in_fHeightAngle = AK_DEFAULT_HEIGHT_ANGLE, ///< Elevation of the height layer, in degrees relative to the plane [-90,90], but it cannot be 0.
482  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
483  );
484 
485  /// Allows the game to set the volume threshold to be used by the sound engine to determine if a voice must go virtual.
486  /// This may be changed anytime once the sound engine was initialized.
487  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
488  /// \return
489  /// - \c AK_Success if successful
490  /// - \c AK_InvalidParameter if the threshold was not between 0 and -96.3 dB.
491  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
493  AkReal32 in_fVolumeThresholdDB ///< Volume Threshold, must be a value between 0 and -96.3 dB
494  );
495 
496  /// Allows the game to set the maximum number of non virtual voices to be played simultaneously.
497  /// This may be changed anytime once the sound engine was initialized.
498  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
499  /// \return
500  /// - \c AK_InvalidParameter if the threshold was not between 1 and MaxUInt16.
501  /// - \c AK_Success if successful
503  AkUInt16 in_maxNumberVoices ///< Maximum number of non-virtual voices.
504  );
505 
506  /// Allows the game to set new values for the maximum active workers for the job manager
507  /// This may be changed anytime once the sound engine was initialized.
508  /// This function may only be used if a worker function has been set via \ref AkJobMgrSettings.
509  /// \return
510  /// - \c AK_InvalidParameter in_jobType is not a valid jobtype, or in_uNewMaxActiveWorkers is not greater than 0
511  /// - \c AK_NotInitialized JobMgr system was not already initialized with a function to request for workers
512  /// - \c AK_Success if successful
514  AkJobType in_jobType, ///< JobType to set new uMaxActiveWorkers for
515  AkUInt32 in_uNewMaxActiveWorkers ///< New maximum number of active workers will request
516  );
517 
518  //@}
519 
520  ////////////////////////////////////////////////////////////////////////
521  /// @name Rendering Audio
522  //@{
523 
524  /// Processes all commands in the sound engine's command queue.
525  /// This method has to be called periodically (once per game frame).
526  /// \sa
527  /// - \ref concept_events
528  /// - \ref soundengine_events
529  /// - <tt>AK::SoundEngine::PostEvent()</tt>
530  /// \return Always returns AK_Success
532  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.
533  );
534 
535  //@}
536 
537  ////////////////////////////////////////////////////////////////////////
538  /// @name Component Registration
539  //@{
540 
541  /// Query interface to global plug-in context used for plug-in registration/initialization.
542  /// \return Global plug-in context.
544 
545  /// Registers a plug-in with the sound engine and sets the callback functions to create the
546  /// plug-in and its parameter node.
547  /// \aknote
548  /// 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.
549  /// \endaknote
550  /// \sa
551  /// - \ref register_effects
552  /// - \ref plugin_xml
553  /// \return
554  /// - \c AK_Success if successful
555  /// - \c AK_InvalidParameter if invalid parameters were provided
556  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
557  /// \remarks
558  /// Codecs and plug-ins must be registered before loading banks that use them.\n
559  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
560  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
561  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
562  /// posting the event will fail.
564  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
565  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
566  AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
567  AkCreatePluginCallback in_pCreateFunc, ///< Pointer to the plug-in's creation function
568  AkCreateParamCallback in_pCreateParamFunc, ///< Pointer to the plug-in's parameter node creation function
569  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.
570  );
571 
572  /// Loads a plug-in dynamic library and registers it with the sound engine.
573  /// With dynamic linking, all plugins are automatically registered.
574  /// 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.
575  /// \return
576  /// - \c AK_Success if successful.
577  /// - \c AK_FileNotFound if the DLL is not found in the OS path or if it has extraneous dependencies not found.
578  /// - \c AK_InsufficientMemory if the system ran out of resources while loading the dynamic library
579  /// - \c AK_NotCompatible if the file was found but is not binary-compatible with the system's expected executable format
580  /// - \c AK_InvalidFile if the symbol g_pAKPluginList is not exported by the dynamic library
581  /// - \c AK_Fail if an unexpected system error was encountered
583  const AkOSChar* in_DllName, ///< Name of the DLL to load, without "lib" prefix or extension.
584  const AkOSChar* in_DllPath = NULL ///< Optional path to the DLL. Will override szPluginDLLPath that was set in AkInitSettings.
585  );
586 
587  /// Query whether plug-in is registered with the sound engine.
588  /// \return true when plug-in is registered, false otherwise.
590  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
591  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
592  AkUInt32 in_ulPluginID ///< Plug-in identifier (as declared in the plug-in description XML file)
593  );
594 
595  /// Registers a codec type with the sound engine and set the callback functions to create the
596  /// codec's file source and bank source nodes.
597  /// \aknote
598  /// 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.
599  /// \endaknote
600  /// \sa
601  /// - \ref register_effects
602  /// \return
603  /// - \c AK_Success if successful
604  /// - \c AK_InvalidParameter if invalid parameters were provided
605  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
606  /// \remarks
607  /// Codecs and plug-ins must be registered before loading banks that use them.\n
608  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
609  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
610  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
611  /// posting the Event will fail.
613  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
614  AkUInt32 in_ulCodecID, ///< Codec identifier (as declared in the plug-in description XML file)
615  AkCreateFileSourceCallback in_pFileCreateFunc, ///< Pointer to the codec's file source node creation function
616  AkCreateBankSourceCallback in_pBankCreateFunc ///< Pointer to the codec's bank source node creation function
617  );
618 
619  /// Registers a global callback function. This function will be called from the audio rendering thread, at the
620  /// location specified by in_eLocation. This function will also be called from the thread calling
621  /// AK::SoundEngine::Term with in_eLocation set to AkGlobalCallbackLocation_Term.
622  /// For example, in order to be called at every audio rendering pass, and once during teardown for releasing resources, you would call
623  /// RegisterGlobalCallback(myCallback, AkGlobalCallbackLocation_BeginRender | AkGlobalCallbackLocation_Term, myCookie, AkPluginTypeNone, 0, 0);
624  /// \remarks
625  /// A Plugin Type, Company ID and Plugin ID can be provided to this function to enable timing in the performance monitor.
626  /// 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.
627  /// It is illegal to call this function while already inside of a global callback.
628  /// This function might stall for several milliseconds before returning.
629  /// \return
630  /// - \c AK_Success if successful
631  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
632  /// \sa
633  /// - <tt>AK::SoundEngine::UnregisterGlobalCallback()</tt>
634  /// - AkGlobalCallbackFunc
635  /// - AkGlobalCallbackLocation
637  AkGlobalCallbackFunc in_pCallback, ///< Function to register as a global callback.
638  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender, ///< Callback location defined in AkGlobalCallbackLocation. Bitwise OR multiple locations if needed.
639  void * in_pCookie = NULL, ///< User cookie.
640  AkPluginType in_eType = AkPluginTypeNone, ///< Plug-in type (for example, source or effect). AkPluginTypeNone for no timing.
641  AkUInt32 in_ulCompanyID = 0, ///< Company identifier (as declared in the plug-in description XML file). 0 for no timing.
642  AkUInt32 in_ulPluginID = 0 ///< Plug-in identifier (as declared in the plug-in description XML file). 0 for no timing.
643  );
644 
645  /// Unregisters a global callback function, previously registered using RegisterGlobalCallback.
646  /// \remarks
647  /// It is legal to call this function while already inside of a global callback, If it is unregistering itself and not
648  /// another callback.
649  /// This function might stall for several milliseconds before returning.
650  /// \return
651  /// - \c AK_Success if successful
652  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
653  /// \sa
654  /// - <tt>AK::SoundEngine::RegisterGlobalCallback()</tt>
655  /// - AkGlobalCallbackFunc
656  /// - AkGlobalCallbackLocation
658  AkGlobalCallbackFunc in_pCallback, ///< Function to unregister as a global callback.
659  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender ///< Must match in_eLocation as passed to RegisterGlobalCallback for this callback.
660  );
661 
662  /// Registers a resource monitor callback function that gets all of the resource usage data contained in the
663  /// AkResourceMonitorDataSummary structure. This includes general information about the system, such as CPU usage,
664  /// active Voices, and Events. This function will be called from the audio rendering thread at the end of each frame.
665  /// \remarks
666  /// 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.
667  /// It is illegal to call this function while already inside of a resource callback.
668  /// This function might stall for several milliseconds before returning.
669  /// This function will return AK_Fail in Release
670  /// \sa
671  /// - <tt>AK::SoundEngine::UnregisterResourceMonitorCallback()</tt>
672  /// - AkResourceMonitorCallbackFunc
674  AkResourceMonitorCallbackFunc in_pCallback ///< Function to register as a resource monitor callback.
675  );
676 
677  /// Unregisters a resource monitor callback function, previously registered using RegisterResourceMonitorCallback.
678  /// \remarks
679  /// It is legal to call this function while already inside of a resource monitor callback, If it is unregistering itself and not
680  /// another callback.
681  /// This function might stall for several milliseconds before returning.
682  /// \sa
683  /// - <tt>AK::SoundEngine::RegisterResourceMonitorCallback()</tt>
684  /// - AkResourceMonitorCallbackFunc
686  AkResourceMonitorCallbackFunc in_pCallback ///< Function to unregister as a resource monitor callback.
687  );
688 
689  /// Registers a callback for the Audio Device status changes.
690  /// The callback will be called from the audio thread
691  /// Can be called prior to AK::SoundEngine::Init
692  /// \sa AK::SoundEngine::AddOutput
694  AK::AkDeviceStatusCallbackFunc in_pCallback ///< Function to register as a status callback.
695  );
696 
697  /// Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatusCallback
699  //@}
700 
701 #ifdef AK_SUPPORT_WCHAR
702  ////////////////////////////////////////////////////////////////////////
703  /// @name Getting ID from strings
704  //@{
705 
706  /// Universal converter from Unicode string to ID for the sound engine.
707  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
708  /// Note:
709  /// This function does return a AkUInt32, which is totally compatible with:
710  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
711  /// \sa
712  /// - <tt>AK::SoundEngine::PostEvent</tt>
713  /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
714  /// - <tt>AK::SoundEngine::SetSwitch</tt>
715  /// - <tt>AK::SoundEngine::SetState</tt>
716  /// - <tt>AK::SoundEngine::PostTrigger</tt>
717  /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
718  /// - <tt>AK::SoundEngine::LoadBank</tt>
719  /// - <tt>AK::SoundEngine::UnloadBank</tt>
720  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
721  /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
722  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const wchar_t* in_pszString );
723 #endif //AK_SUPPORT_WCHAR
724 
725  /// Universal converter from string to ID for the sound engine.
726  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
727  /// Note:
728  /// This function does return a AkUInt32, which is totally compatible with:
729  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
730  /// \sa
731  /// - <tt>AK::SoundEngine::PostEvent</tt>
732  /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
733  /// - <tt>AK::SoundEngine::SetSwitch</tt>
734  /// - <tt>AK::SoundEngine::SetState</tt>
735  /// - <tt>AK::SoundEngine::PostTrigger</tt>
736  /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
737  /// - <tt>AK::SoundEngine::LoadBank</tt>
738  /// - <tt>AK::SoundEngine::UnloadBank</tt>
739  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
740  /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
741  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const char* in_pszString );
742 
743  //@}
744 
745  ////////////////////////////////////////////////////////////////////////
746  /// @name Event Management
747  //@{
748 
749  /// Asynchronously posts an Event to the sound engine (by event ID).\n
750  /// The Event must be loaded through a SoundBank before the call to PostEvent.
751  /// The callback function can be used to be notified when markers are reached or when the event is finished (see \ref AkCallbackType).
752  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
753  /// \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.
754  /// \remarks
755  /// If used, the array of external sources should contain the information for each external source triggered by the
756  /// event. When triggering an event with multiple external sources, you need to differentiate each source
757  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
758  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
759  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
760  /// \endaknote
761  /// \aknote
762  /// If Wwise Authoring is connected to the game and "Profile And Edit (Sync All)" is used, the required Event doesn't have to be loaded before this function is called.
763  /// If the Event is missing, it will be requested from Wwise Authoring directly, which might cause additional latency.
764  /// \endaknote
765  /// \sa
766  /// - \ref concept_events
767  /// - \ref integrating_external_sources
768  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
769  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
770  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
772  AkUniqueID in_eventID, ///< Unique ID of the event
773  AkGameObjectID in_gameObjectID, ///< Associated game object ID
774  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
775  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
776  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
777  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
778  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
779  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.
780  );
781 
782 #ifdef AK_SUPPORT_WCHAR
783  /// Posts an Event to the sound engine (by Event name)\n
784  /// The Event must be loaded through a SoundBank before the call to PostEvent.
785  /// The callback function can be used to be notified when markers are reached or when the event is finished (see \ref AkCallbackType).
786  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
787  /// \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.
788  /// \remarks
789  /// If used, the array of external sources should contain the information for each external source triggered by the
790  /// event. When triggering an event with multiple external sources, you need to differentiate each source
791  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
792  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
793  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
794  /// \endaknote
795  /// \aknote
796  /// If Wwise Authoring is connected to the game and "Profile And Edit (Sync All)" is used, the required Event doesn't have to be loaded before this function is called.
797  /// If the Event is missing, it will be requested from Wwise Authoring directly, which might cause additional latency.
798  /// \endaknote
799  /// \sa
800  /// - \ref concept_events
801  /// - \ref integrating_external_sources
802  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
803  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
804  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
806  const wchar_t* in_pszEventName, ///< Name of the event
807  AkGameObjectID in_gameObjectID, ///< Associated game object ID
808  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
809  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
810  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
811  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
812  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
813  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.
814  );
815 #endif //AK_SUPPORT_WCHAR
816 
817  /// Posts an Event to the sound engine (by Event name)\n
818  /// The Event must be loaded through a SoundBank before the call to PostEvent.
819  /// The callback function can be used to be notified when markers are reached or when the event is finished (see \ref AkCallbackType).
820  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
821  /// \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.
822  /// \remarks
823  /// If used, the array of external sources should contain the information for each external source triggered by the
824  /// event. When triggering an event with multiple external sources, you need to differentiate each source
825  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
826  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
827  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
828  /// \endaknote
829  /// \aknote
830  /// If Wwise Authoring is connected to the game and "Profile And Edit (Sync All)" is used, the required Event doesn't have to be loaded before this function is called.
831  /// If the Event is missing, it will be requested from Wwise Authoring directly, which might cause additional latency.
832  /// \endaknote
833  /// \sa
834  /// - \ref concept_events
835  /// - \ref integrating_external_sources
836  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
837  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
838  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
840  const char* in_pszEventName, ///< Name of the event
841  AkGameObjectID in_gameObjectID, ///< Associated game object ID
842  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
843  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
844  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
845  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
846  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
847  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.
848  );
849 
850  // \deprecated Use AkActionOnEventType in the global scope.
858 
859  /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
860  /// \return
861  /// - \c AK_Success if the action was successfully queued.
862  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
863  /// \sa
864  /// - <tt>AkActionOnEventType</tt>
866  AkUniqueID in_eventID, ///< Unique ID of the event
867  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
868  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
869  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
870  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
871  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
872  );
873 
874 #ifdef AK_SUPPORT_WCHAR
875  /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
876  /// \return
877  /// - \c AK_Success if the action was successfully queued.
878  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
879  /// \sa
880  /// - <tt>AkActionOnEventType</tt>
882  const wchar_t* in_pszEventName, ///< Name of the event
883  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
884  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
885  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
886  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
887  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
888  );
889 #endif //AK_SUPPORT_WCHAR
890 
891  /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type Play.
892  /// \return
893  /// - \c AK_Success if the action was successfully queued.
894  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
895  /// \sa
896  /// - <tt>AkActionOnEventType</tt>
898  const char* in_pszEventName, ///< Name of the event
899  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
900  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
901  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
902  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
903  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
904  );
905 
906 
907  /// Executes a number of MIDI Events on all nodes that are referenced in the specified Event in an Action of type Play.
908  /// The time at which a MIDI Event is posted is determined by in_bAbsoluteOffsets. If false, each MIDI event will be
909  /// posted in AkMIDIPost::uOffset samples from the start of the current frame. If true, each MIDI event will be posted
910  /// at the absolute time AkMIDIPost::uOffset samples.
911  /// To obtain the current absolute time, see AK::SoundEngine::GetSampleTick.
912  /// The duration of a sample can be determined from the sound engine's audio settings, via a call to AK::SoundEngine::GetAudioSettings.
913  /// If a playing ID is specified then that playing ID must be active. Otherwise a new playing ID will be assigned.
914  /// \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.
915  /// \sa
916  /// - <tt>AK::SoundEngine::GetAudioSettings</tt>
917  /// - <tt>AK::SoundEngine::GetSampleTick</tt>
918  /// - <tt>AK::SoundEngine::StopMIDIOnEvent</tt>
919  /// - \ref soundengine_midi_event_playing_id
921  AkUniqueID in_eventID, ///< Unique ID of the Event
922  AkGameObjectID in_gameObjectID, ///< Associated game object ID
923  AkMIDIPost* in_pPosts, ///< MIDI Events to post
924  AkUInt16 in_uNumPosts, ///< Number of MIDI Events to post
925  bool in_bAbsoluteOffsets = false, ///< Set to true when AkMIDIPost::uOffset are absolute, false when relative to current frame
926  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
927  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
928  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
929  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///< Target playing ID
930  );
931 
932  /// Stops MIDI notes on all nodes that are referenced in the specified event in an action of type play,
933  /// with the specified Game Object. Invalid parameters are interpreted as wildcards. For example, calling
934  /// this function with in_eventID set to AK_INVALID_UNIQUE_ID will stop all MIDI notes for Game Object
935  /// in_gameObjectID.
936  /// \return
937  /// - \c AK_Success if the stop command was queued
938  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
939  /// \sa
940  /// - <tt>AK::SoundEngine::PostMIDIOnEvent</tt>
941  /// - \ref soundengine_midi_event_playing_id
943  AkUniqueID in_eventID = AK_INVALID_UNIQUE_ID, ///< Unique ID of the Event
944  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
945  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///< Target playing ID
946  );
947 
948 
949  /// 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
950  /// 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
951  /// uMaxCachePinnedBytes is exceeded.
952  /// \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.
953  /// \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.
954  /// \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
955  /// 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.
956  /// \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
957  /// will get cached with active priority, while all other files will get cached with inactive priority.
958  /// \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
959  /// 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.
960  /// \return
961  /// - \c AK_Success if command was queued
962  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
963  /// \sa
964  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
965  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
966  /// - <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen</tt>
967  /// - AkFileSystemFlags
969  AkUniqueID in_eventID, ///< Unique ID of the event
970  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
971  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
972  );
973 
974 #ifdef AK_SUPPORT_WCHAR
975  /// 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
976  /// 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
977  /// uMaxCachePinnedBytes is exceeded.
978  /// \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.
979  /// \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.
980  /// \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
981  /// 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.
982  /// \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
983  /// will get cached with active priority, while all other files will get cached with inactive priority.
984  /// \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
985  /// 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.
986  /// \return
987  /// - \c AK_Success if command was queued
988  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
989  /// \sa
990  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
991  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
992  /// - <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen</tt>
993  /// - AkFileSystemFlags
995  const wchar_t* in_pszEventName, ///< Name of the event
996  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
997  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
998  );
999 #endif //AK_SUPPORT_WCHAR
1000 
1001  /// 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
1002  /// 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
1003  /// uMaxCachePinnedBytes is exceeded.
1004  /// \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.
1005  /// \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.
1006  /// \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
1007  /// 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.
1008  /// \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
1009  /// will get cached with active priority, while all other files will get cached with inactive priority.
1010  /// \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
1011  /// 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.
1012  /// \return
1013  /// - \c AK_Success if command was queued
1014  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1015  /// \sa
1016  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1017  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1018  /// - <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen</tt>
1019  /// - AkFileSystemFlags
1021  const char* in_pszEventName, ///< Name of the event
1022  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
1023  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
1024  );
1025 
1026  /// 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
1027  /// 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.
1028  /// \return
1029  /// - \c AK_Success if command was queued
1030  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1031  /// \sa
1032  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1033  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1035  AkUniqueID in_eventID ///< Unique ID of the event
1036  );
1037 
1038 #ifdef AK_SUPPORT_WCHAR
1039  /// 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
1040  /// 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.
1041  /// \return
1042  /// - \c AK_Success if command was queued
1043  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1044  /// \sa
1045  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1046  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1048  const wchar_t* in_pszEventName ///< Name of the event
1049  );
1050 #endif //AK_SUPPORT_WCHAR
1051 
1052  /// 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
1053  /// 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.
1054  /// \return
1055  /// - \c AK_Success if command was queued
1056  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1057  /// \sa
1058  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1059  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1061  const char* in_pszEventName ///< Name of the event
1062  );
1063 
1064  /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1065  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1066  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1067  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see \c AkDeviceSettings
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::UnpinEventInStreamCache</tt>
1074  /// - AkDeviceSettings
1076  AkUniqueID in_eventID, ///< Unique ID of the event
1077  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1078  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1079  );
1080 
1081  /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1082  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1083  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1084  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1085  /// \return
1086  /// - \c AK_Success if command was queued
1087  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1088  /// \sa
1089  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1090  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1091  /// - AkDeviceSettings
1093  const char* in_pszEventName, ///< Name of the event
1094  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1095  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1096  );
1097 
1098 #ifdef AK_SUPPORT_WCHAR
1099  /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1100  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1101  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1102  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1103  /// \return
1104  /// - \c AK_Success if command was queued
1105  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1106  /// \sa
1107  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1108  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1109  /// - AkDeviceSettings
1111  const wchar_t* in_pszEventName, ///< Name of the event
1112  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1113  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1114  );
1115 #endif
1116 
1117  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1118  ///
1119  /// Notes:
1120  /// - This works with all objects of the Containers hierarchy, including Music Segments and Music Switch Containers.
1121  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1122  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1123  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1124  /// the sound that is currently playing is the first sound of the sequence.
1125  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1126  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1127  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1128  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1129  /// With objects of the Containers hierarchy, markers are embedded in wave files by an external wave editor.
1130  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1131  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1132  /// to nearest marker. In the case of interactive music objects (Music Segments, Music Switch Containers, and Music Playlist Containers), user (wave) markers are ignored:
1133  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1134  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1135  /// the audio thread consumes it (after a call to RenderAudio()).
1136  ///
1137  /// Notes specific to Music Segments:
1138  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1139  /// value to seek within the Pre-Entry.
1140  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1141  /// in order to restart them if required.
1142  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1143  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1144  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1145  /// value that was passed to the method. Use <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt> to query
1146  /// the exact position of a segment. Also, the segment will be silent during that time
1147  /// (so that it restarts precisely at the position that you specified). <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1148  /// also informs you about the remaining look-ahead time.
1149  ///
1150  /// Notes specific to Music Switch Containers:
1151  /// - Seeking triggers a music transition towards the current (or target) segment.
1152  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1153  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1154  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1155  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1156  ///
1157  /// \return
1158  /// - \c AK_Success if command was queued
1159  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1160  /// \sa
1161  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1162  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1163  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1164  /// - <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1166  AkUniqueID in_eventID, ///< Unique ID of the event
1167  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1168  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1169  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1170  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.
1171  );
1172 
1173 #ifdef AK_SUPPORT_WCHAR
1174  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1175  ///
1176  /// Notes:
1177  /// - This works with all objects of the Containers hierarchy, and also with Music Segments and Music Switch Containers.
1178  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1179  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1180  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1181  /// the sound that is currently playing is the first sound of the sequence.
1182  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1183  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1184  /// value to seek within the Pre-Entry.
1185  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1186  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1187  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1188  /// With objects of the Containers hierarchy, markers are embedded in wave files by an external wave editor.
1189  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1190  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1191  /// to nearest marker. In the case of interactive music objects (Music Segments, Music Switch Containers, and Music Playlist Containers), user (wave) markers are ignored:
1192  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1193  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1194  /// the audio thread consumes it (after a call to RenderAudio()).
1195  ///
1196  /// Notes specific to Music Segments:
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  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1200  /// in order to restart them if required.
1201  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1202  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1203  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1204  /// value that was passed to the method. Use <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt> to query
1205  /// the exact position of a segment. Also, the segment will be silent during that time
1206  /// (so that it restarts precisely at the position that you specified). <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1207  /// also informs you about the remaining look-ahead time.
1208  ///
1209  /// Notes specific to Music Switch Containers:
1210  /// - Seeking triggers a music transition towards the current (or target) segment.
1211  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1212  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1213  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1214  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1215  /// \return
1216  /// - \c AK_Success if command was queued
1217  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1218  /// \sa
1219  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1220  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1221  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1222  /// - <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1224  const wchar_t* in_pszEventName, ///< Name of the event
1225  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1226  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1227  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1228  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.
1229  );
1230 #endif //AK_SUPPORT_WCHAR
1231 
1232  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1233  ///
1234  /// Notes:
1235  /// - This works with all objects of the Containers hierarchy, and also with Music Segments and Music Switch Containers.
1236  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1237  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1238  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1239  /// the sound that is currently playing is the first sound of the sequence.
1240  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1241  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1242  /// value to seek within the Pre-Entry.
1243  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1244  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1245  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1246  /// With objects of the Containers hierarchy, markers are embedded in wave files by an external wave editor.
1247  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1248  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1249  /// to nearest marker. In the case of interactive music objects (Music Segments, Music Switch Containers, and Music Playlist Containers), user (wave) markers are ignored:
1250  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1251  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1252  /// the audio thread consumes it (after a call to RenderAudio()).
1253  ///
1254  /// Notes specific to Music Segments:
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  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1258  /// in order to restart them if required.
1259  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1260  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1261  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1262  /// value that was passed to the method. Use <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt> to query
1263  /// the exact position of a segment. Also, the segment will be silent during that time
1264  /// (so that it restarts precisely at the position that you specified). <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1265  /// also informs you about the remaining look-ahead time.
1266  ///
1267  /// Notes specific to Music Switch Containers:
1268  /// - Seeking triggers a music transition towards the current (or target) segment.
1269  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1270  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1271  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1272  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1273  ///
1274  /// \return
1275  /// - \c AK_Success if command was queued
1276  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1277  /// \sa
1278  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1279  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1280  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1281  /// - <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1283  const char* in_pszEventName, ///< Name of the event
1284  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1285  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1286  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1287  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.
1288  );
1289 
1290  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1291  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1292  ///
1293  /// Notes:
1294  /// - This works with all objects of the Containers hierarchy, and also with Music Segments and Music Switch Containers.
1295  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1296  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1297  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1298  /// the sound that is currently playing is the first sound of the sequence.
1299  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1300  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1301  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1302  /// With objects of the Containers hierarchy, markers are embedded in wave files by an external wave editor.
1303  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1304  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1305  /// to nearest marker. In the case of interactive music objects (Music Segments, Music Switch Containers, and Music Playlist Containers), user (wave) markers are ignored:
1306  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1307  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1308  /// the audio thread consumes it (after a call to RenderAudio()).
1309  ///
1310  /// Notes specific to Music Segments:
1311  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1312  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1313  /// post-exit of a segment using this method. Use absolute values instead.
1314  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1315  /// in order to restart them if required.
1316  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1317  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1318  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1319  /// value that was passed to the method. Use <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt> to query
1320  /// the exact position of a segment. Also, the segment will be silent during the time that period
1321  /// (so that it restarts precisely at the position that you specified). <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1322  /// also informs you about the remaining look-ahead time.
1323  ///
1324  /// Notes specific to Music Switch Containers:
1325  /// - Seeking triggers a music transition towards the current (or target) segment.
1326  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1327  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1328  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1329  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1330  ///
1331  /// \sa
1332  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1333  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1334  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1335  /// - <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1337  AkUniqueID in_eventID, ///< Unique ID of the event
1338  AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1339  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)
1340  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1341  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.
1342  );
1343 
1344 #ifdef AK_SUPPORT_WCHAR
1345  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1346  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1347  ///
1348  /// Notes:
1349  /// - This works with all objects of the Containers hierarchy, and also with Music Segments and Music Switch Containers.
1350  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1351  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1352  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1353  /// the sound that is currently playing is the first sound of the sequence.
1354  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1355  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1356  /// With objects of the Containers hierarchy, markers are embedded in wave files by an external wave editor.
1357  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1358  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1359  /// to nearest marker. In the case of interactive music objects (Music Segments, Music Switch Containers, and Music Playlist Containers), user (wave) markers are ignored:
1360  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1361  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1362  /// the audio thread consumes it (after a call to RenderAudio()).
1363  ///
1364  /// Notes specific to Music Segments:
1365  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1366  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1367  /// post-exit of a segment using this method. Use absolute values instead.
1368  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1369  /// in order to restart them if required.
1370  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1371  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1372  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1373  /// value that was passed to the method. Use <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt> to query
1374  /// the exact position of a segment. Also, the segment will be silent during the time that period
1375  /// (so that it restarts precisely at the position that you specified). <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1376  /// also informs you about the remaining look-ahead time.
1377  ///
1378  /// Notes specific to Music Switch Containers:
1379  /// - Seeking triggers a music transition towards the current (or target) segment.
1380  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1381  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1382  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1383  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1384  ///
1385  /// \sa
1386  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1387  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1388  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1389  /// - <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1391  const wchar_t* in_pszEventName, ///< Name of the event
1392  AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1393  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)
1394  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1395  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.
1396  );
1397 #endif //AK_SUPPORT_WCHAR
1398 
1399  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1400  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1401  ///
1402  /// Notes:
1403  /// - This works with all objects of the Containers hierarchy, and also with Music Segments and Music Switch Containers.
1404  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1405  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1406  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1407  /// the sound that is currently playing is the first sound of the sequence.
1408  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1409  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1410  /// With objects of the Containers hierarchy, markers are embedded in wave files by an external wave editor.
1411  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1412  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1413  /// to nearest marker. In the case of interactive music objects (Music Segments, Music Switch Containers, and Music Playlist Containers), user (wave) markers are ignored:
1414  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1415  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1416  /// the audio thread consumes it (after a call to RenderAudio()).
1417  ///
1418  /// Notes specific to Music Segments:
1419  /// - With Music Segments, in_fPercent is relative to the Entry Cue, and the segment's duration is the
1420  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1421  /// post-exit of a segment using this method. Use absolute values instead.
1422  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1423  /// in order to restart them if required.
1424  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1425  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1426  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1427  /// value that was passed to the method. Use <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt> to query
1428  /// the exact position of a segment. Also, the segment will be silent during the time that period
1429  /// (so that it restarts precisely at the position that you specified). <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1430  /// also informs you about the remaining look-ahead time.
1431  ///
1432  /// Notes specific to Music Switch Containers:
1433  /// - Seeking triggers a music transition towards the current (or target) segment.
1434  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1435  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1436  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1437  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1438  ///
1439  /// \sa
1440  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1441  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1442  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1443  /// - <tt>AK::SoundEngine::GetPlayingSegmentInfo()</tt>
1445  const char* in_pszEventName, ///< Name of the event
1446  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1447  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)
1448  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see notes above).
1449  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.
1450  );
1451 
1452  /// Cancels all Event callbacks associated with a specific callback cookie.\n
1453  /// \sa
1454  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1456  void * in_pCookie ///< Callback cookie to be cancelled
1457  );
1458 
1459  /// Cancels all Event callbacks associated with a specific game object.\n
1460  /// \sa
1461  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1463  AkGameObjectID in_gameObjectID ///< ID of the game object to be cancelled
1464  );
1465 
1466  /// Cancels all Event callbacks for a specific playing ID.
1467  /// \sa
1468  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1470  AkPlayingID in_playingID ///< Playing ID of the event that must not use callbacks
1471  );
1472 
1473  /// Gets the current position of the source associated with this playing ID, obtained from PostEvent(). If more than one source is playing,
1474  /// the first to play is returned.
1475  /// Notes:
1476  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1477  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1478  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1479  /// sound engine update and the source's playback rate.
1480  /// \return
1481  /// - \c AK_Success if successful.
1482  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1483  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1484  /// \sa
1485  /// - \ref soundengine_query_pos
1486  /// - \ref concept_events
1488  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1489  AkTimeMs* out_puPosition, ///< Position of the source (in ms) associated with the specified playing ID
1490  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update.
1491  );
1492 
1493  /// Gets the current position of the sources associated with this playing ID, obtained from PostEvent().
1494  /// Notes:
1495  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1496  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1497  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1498  /// sound engine update and the source's playback rate.
1499  /// - If 0 is passed in for the number of entries (*in_pcPositions == 0) then only the number of positions will be returned and the
1500  /// position array (out_puPositions) will not be updated.
1501  /// - The io_pcPositions pointer must be non-NULL.
1502  /// out_puPositions may be NULL if *io_pcPositions == 0, otherwise it must be non-NULL.
1503  /// - Positions are returned in no particular order.
1504  /// \return
1505  /// - \c AK_Success if successful.
1506  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1507  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1508  /// \sa
1509  /// - \ref soundengine_query_pos
1510  /// - \ref concept_events
1512  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1513  AkSourcePosition* out_puPositions, ///< Audio Node IDs and positions of sources associated with the specified playing ID
1514  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
1515  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update
1516  );
1517 
1518  /// Query information on the active segment of a music object that is playing. Use the playing ID
1519  /// that was returned from AK::SoundEngine::PostEvent(), provided that the event contained a play
1520  /// action that was targeting a music object. For any interactive music object (Music Segments, Music Switch Containers, and Music Playlist Containers),
1521  /// there is only one segment that is active at a time.
1522  /// To be able to query segment information, you must pass the AK_EnableGetMusicPlayPosition flag
1523  /// to the AK::SoundEngine::PostEvent() method. This informs the sound engine that the source associated
1524  /// with this event should be given special consideration because GetPlayingSegmentInfo() can be called
1525  /// at any time for this AkPlayingID.
1526  /// Notes:
1527  /// - If the music object is a single segment, you will get negative values for AkSegmentInfo::iCurrentPosition
1528  /// during the pre-entry. This will never occur with other types of music objects because the
1529  /// pre-entry of a segment always overlaps another active segment.
1530  /// - The active segment during the pre-entry of the first segment of a Playlist Container or a Music Switch
1531  /// Container is "nothing", as well as during the post-exit of the last segment of a Playlist (and beyond).
1532  /// - When the active segment is "nothing", out_uSegmentInfo is filled with zeros.
1533  /// - If in_bExtrapolate is true (default), AkSegmentInfo::iCurrentPosition is corrected by the amount of time elapsed
1534  /// since the beginning of the audio frame. It is thus possible that it slightly overshoots the total segment length.
1535  /// \return AK_Success if there is a playing music structure associated with the specified playing ID.
1536  /// \sa
1537  /// - AK::SoundEngine::PostEvent
1538  /// - AkSegmentInfo
1540  AkPlayingID in_PlayingID, ///< Playing ID returned by AK::SoundEngine::PostEvent().
1541  AkSegmentInfo& out_segmentInfo, ///< Structure containing information about the active segment of the music structure that is playing.
1542  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update.
1543  );
1544 
1545  /// Gets the stream buffering of the sources associated with this playing ID, obtained from PostEvent().
1546  /// Notes:
1547  /// - You need to pass AK_EnableGetSourceStreamBuffering to PostEvent() in order to use this function, otherwise
1548  /// it returns AK_Fail, even if the playing ID is valid.
1549  /// - The sources stream buffering is updated at every audio frame. If there are multiple sources associated with this playing ID,
1550  /// the value returned corresponds to the least buffered source.
1551  /// - The returned buffering status out_bIsBuffering will be true If any of the sources associated with the playing ID are actively being buffered.
1552  /// 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.
1553  /// - Purely in-memory sources are excluded from this database. If all sources are in-memory, GetSourceStreamBuffering() will return AK_PlayingIDNotFound.
1554  /// - 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.
1555  /// 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.
1556  /// \return
1557  /// - \c AK_Success if successful.
1558  /// - \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.
1559  /// \sa
1560  /// - \ref concept_events
1562  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1563  AkTimeMs & out_buffering, ///< Returned amount of buffering (in ms) of the source (or one of the sources) associated with that playing ID
1564  bool & out_bIsBuffering ///< Returned buffering status of the source(s) associated with that playing ID
1565  );
1566 
1567  /// Stops the current content playing associated to the specified game object ID.
1568  /// If no game object is specified, all sounds will be stopped.
1570  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< (Optional)Specify a game object to stop only playback associated to the provided game object ID.
1571  );
1572 
1573  /// Stop the current content playing associated to the specified playing ID.
1574  /// \aknote
1575  /// This function is deprecated. It is functionally identical to ExecuteActionOnPlayingID() using AkActionOnEventType_Stop.
1576  /// API call in Wwise Capture Log will show ExecuteActionOnPlayingID when calling this function.
1577  /// Use ExecuteActionOnPlayingID() instead.
1578  /// \endaknote
1579  /// \sa
1580  /// - <tt>AK::SoundEngine::ExecuteActionOnPlayingID()</tt>
1582  AkPlayingID in_playingID, ///< Playing ID to be stopped.
1583  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
1584  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1585  );
1586 
1587  /// Executes an Action on the content associated to the specified playing ID.
1588  /// \sa
1589  /// - <tt>AkActionOnEventType</tt>
1591  AkActionOnEventType in_ActionType, ///< Action to execute on the specified playing ID.
1592  AkPlayingID in_playingID, ///< Playing ID on which to execute the action.
1593  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
1594  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1595  );
1596 
1597  /// Sets the random seed value. Can be used to synchronize randomness
1598  /// across instances of the Sound Engine.
1599  /// \remark This seeds the number generator used for all container randomization
1600  /// and the plug-in RNG; since it acts globally, this should be called right
1601  /// before any PostEvent call where randomness synchronization is required,
1602  /// and cannot guarantee similar results for continuous containers.
1603  /// \sa
1604  /// - <tt>AK::IAkPluginServiceRNG</tt>
1606  AkUInt32 in_uSeed ///< Random seed.
1607  );
1608 
1609  /// Mutes/Unmutes the busses tagged as background music.
1610  /// This is automatically called for platforms that have user-music support.
1611  /// This function is provided to give the same behavior on platforms that don't have user-music support.
1613  bool in_bMute ///< Sets true to mute, false to unmute.
1614  );
1615  //@}
1616 
1617  /// Gets the state of the Background Music busses. This state is either set directly
1618  /// with \c AK::SoundEngine::MuteBackgroundMusic or by the OS, if it has User Music services.
1619  /// \return true if the background music busses are muted, false if not.
1621  //@}
1622 
1623 
1624  /// Sends custom game data to a plug-in that resides on a bus (effect plug-in) or a voice (source plug-in).
1625  /// Data will be copied and stored into a separate list.
1626  /// Previous entry is deleted when a new one is sent.
1627  /// Sets the data pointer to NULL to clear item from the list.
1628  /// \aknote The plug-in type and ID are passed and matched with plugins set on the desired bus.
1629  /// This means that multiple instances of the same plug-in on a given bus' effect chain will always receive the same data.
1630  /// \endaknote
1631  /// \return AK_Success if data was sent successfully.
1633  AkUniqueID in_busID, ///< Bus ID. For source plug-ins, specify AK_INVALID_UNIQUE_ID.
1634  AkGameObjectID in_gameObjectID, ///< Game Object ID. Pass AK_INVALID_GAME_OBJECT to send custom data with global scope. Game object scope supersedes global scope, as with RTPCs.
1635  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
1636  AkUInt32 in_uCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
1637  AkUInt32 in_uPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
1638  const void* in_pData, ///< The data blob
1639  AkUInt32 in_uSizeInBytes ///< Size of data
1640  );
1641  //@}
1642 
1643  ////////////////////////////////////////////////////////////////////////
1644  /// @name Game Objects
1645  //@{
1646 
1647  /// Registers a game object.
1648  /// \return
1649  /// - \c AK_Success if successful
1650  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1651  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1652  /// matter how many times it has been registered.
1653  /// \sa
1654  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1655  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1656  /// - \ref concept_gameobjects
1658  AkGameObjectID in_gameObjectID ///< ID of the game object to be registered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF].
1659  );
1660 
1661  /// Registers a game object.
1662  /// \return
1663  /// - \c AK_Success if successful
1664  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1665  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1666  /// matter how many times it has been registered.
1667  /// \sa
1668  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1669  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1670  /// - \ref concept_gameobjects
1672  AkGameObjectID in_gameObjectID, ///< ID of the game object to be registered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF].
1673  const char * in_pszObjName ///< Name of the game object (for monitoring purpose)
1674  );
1675 
1676  /// Unregisters a game object.
1677  /// \return
1678  /// - \c AK_Success if successful
1679  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1680  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1681  /// matter how many times it has been registered. Unregistering a game object while it is
1682  /// in use is allowed, but the control over the parameters of this game object is lost.
1683  /// For example, say a sound associated with this game object is a 3D moving sound. This sound will
1684  /// stop moving when the game object is unregistered, and there will be no way to regain control over the game object.
1685  /// \sa
1686  /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
1687  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1688  /// - \ref concept_gameobjects
1690  AkGameObjectID in_gameObjectID ///< ID of the game object to be unregistered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF]. Use
1691  ///< AK_INVALID_GAME_OBJECT to unregister all game objects.
1692  );
1693 
1694  /// Unregister all game objects, or all game objects with a particular matching set of property flags.
1695  /// This function to can be used to unregister all game objects.
1696  /// \return
1697  /// - \c AK_Success if successful
1698  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1699  /// matter how many times it has been registered. Unregistering a game object while it is
1700  /// in use is allowed, but the control over the parameters of this game object is lost.
1701  /// For example, if a sound associated with this game object is a 3D moving sound, it will
1702  /// stop moving once the game object is unregistered, and there will be no way to recover
1703  /// the control over this game object.
1704  /// \sa
1705  /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
1706  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1707  /// - \ref concept_gameobjects
1709  );
1710 
1711  /// Sets the position of a game object.
1712  /// \warning The object's orientation vector (in_Position.Orientation) must be normalized.
1713  /// \return
1714  /// - \c AK_Success when successful
1715  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1716  /// + in_Position makes an invalid transform
1717  /// + in_eFlags is not one of the valid enum values
1718  /// + the game object ID is in the reserved ID range.
1719  /// \sa
1720  /// - \ref soundengine_3dpositions
1722  AkGameObjectID in_GameObjectID, ///< Game Object identifier
1723  const AkSoundPosition & in_Position,///< Position to set; in_Position.Orientation must be normalized.
1724  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1725  );
1726 
1727  /// Sets multiple positions to a single game object.
1728  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1729  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1730  /// \aknote
1731  /// - Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt>
1732  /// - If a sound has diffraction enabled, it is treated as <tt>AkMultiPositionType_MultiDirections</tt>. <tt>AkMultiPositionType_MultiSources</tt> is not supported in this case.
1733  /// \endaknote
1734  /// \return
1735  /// - \c AK_Success when successful
1736  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1737  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1738  /// + in_Position makes an invalid transform
1739  /// + in_eFlags is not one of the valid enum values
1740  /// + the game object ID is in the reserved ID range.
1741  /// \sa
1742  /// - \ref soundengine_3dpositions
1743  /// - \ref soundengine_3dpositions_multiplepos
1744  /// - \ref AkMultiPositionType
1746  AkGameObjectID in_GameObjectID, ///< Game Object identifier.
1747  const AkSoundPosition * in_pPositions, ///< Array of positions to apply.
1748  AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array.
1749  AkMultiPositionType in_eMultiPositionType = AkMultiPositionType_MultiDirections, ///< \ref AkMultiPositionType
1750  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1751  );
1752 
1753  /// Sets multiple positions to a single game object, with flexible assignment of input channels.
1754  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1755  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1756  /// \aknote Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
1757  /// \return
1758  /// - \c AK_Success when successful
1759  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1760  /// - \c AK_InvalidParameter if parameters are not valid.
1761  /// \sa
1762  /// - \ref soundengine_3dpositions
1763  /// - \ref soundengine_3dpositions_multiplepos
1764  /// - \ref AkMultiPositionType
1766  AkGameObjectID in_GameObjectID, ///< Game Object identifier.
1767  const AkChannelEmitter * in_pPositions, ///< Array of positions to apply, each using its own channel mask.
1768  AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array.
1769  AkMultiPositionType in_eMultiPositionType = AkMultiPositionType_MultiDirections, ///< \ref AkMultiPositionType
1770  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1771  );
1772 
1773  /// Sets the scaling factor of a Game Object.
1774  /// Modify the attenuation computations on this Game Object to simulate sounds with a larger or smaller area of effect.
1775  /// \return
1776  /// - \c AK_Success when successful
1777  /// - \c AK_InvalidParameter if the scaling factor specified was 0 or negative.
1778  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
1780  AkGameObjectID in_GameObjectID, ///< Game object identifier
1781  AkReal32 in_fAttenuationScalingFactor ///< Scaling Factor, 1 means 100%, 0.5 means 50%, 2 means 200%, and so on.
1782  );
1783 
1784  /// Use the position of a separate game object for distance calculations for a specified listener.
1785  /// When <tt>AK::SoundEngine::SetDistanceProbe()</tt> is called, Wwise calculates distance attenuation and filtering
1786  /// based on the distance between the distance probe Game Object (\c in_distanceProbeGameObjectID) and the emitter Game Object's position.
1787  /// In third-person perspective applications, the distance probe Game Object may be set to the player character's position,
1788  /// and the listener Game Object's position to that of the camera. In this scenario, attenuation is based on
1789  /// the distance between the character and the sound, whereas panning, spatialization, and spread and focus calculations are base on the camera.
1790  /// Both Game Objects, \c in_listenerGameObjectID and \c in_distanceProbeGameObjectID must have been previously registered using <tt>AK::SoundEngine::RegisterGameObj</tt>.
1791  /// This function is optional. if <tt>AK::SoundEngine::SetDistanceProbe()</tt> is never called, distance calculations are based on the listener Game Object position.
1792  /// 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.
1793  /// \aknote If the distance probe Game Object is assigned multiple positions, then the first position is used for distance calculations by the listener. \endaknote
1794  /// \return
1795  /// - \c AK_Success when successful
1796  /// \sa
1797  /// - <tt>AK::SoundEngine::SetPosition()</tt>
1799  AkGameObjectID in_listenerGameObjectID, ///< Game object identifier for the listener. Must have been previously registered via RegisterGameObj.
1800  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.
1801  );
1802 
1803  //@}
1804 
1805  ////////////////////////////////////////////////////////////////////////
1806  /// @name Bank Management
1807  //@{
1808 
1809  /// Processes all pending asynchronous bank operations.
1810  /// This function must be called periodically (once per game frame, for example) when using asynchronous bank-loading functions. Its purpose is to
1811  /// process all queued asynchronous LoadBank, UnloadBank, PrepareBank, etc (functions using a callback). The work done in this function can be slow or blocking.
1812  /// Therefore, the calling thread must not be a critical thread. It is recommended to have a dedicated thread for this, or a job/task if such a system exists.
1813  ///
1814  /// When <tt>AkInitSettings::bUseSoundBankMgrThread</tt> is <tt>false</tt>, this function processes all pending operations immediately on the calling thread.
1815  ///
1816  /// \akcaution
1817  /// Do not call this function from multiple different threads.
1818  /// Synchronous Bank and Prepare (functions without callbacks) calls implicitely call this function. Therefore, synchronous Bank and Prepare
1819  /// calls should always be called from the same thread that is calling <tt>AK::SoundEngine::ProcessBanks</tt>.
1820  /// \endakcaution
1821  ///
1822  /// \sa
1823  /// - <tt>AK::SoundEngine::LoadBank</tt>
1824  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
1825  /// - \ref goingfurther_eventmgrthread
1827 
1828  /// Unload all currently loaded banks.
1829  /// It also internally calls ClearPreparedEvents() since at least one bank must have been loaded to allow preparing events.
1830  /// \return
1831  /// - \c AK_Success if successful
1832  /// - \c AK_NotInitialized if the sound engine was not correctly initialized or if there is not enough memory to handle the command
1833  /// \sa
1834  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1835  /// - <tt>AK::SoundEngine::LoadBank()</tt>
1836  /// - \ref soundengine_banks
1838 
1839  /// Sets the I/O settings of the bank load and prepare event processes.
1840  /// The sound engine uses default values unless explicitly set by calling this method.
1841  /// \warning This function must be called before loading banks.
1842  /// \return
1843  /// - \c AK_Success if successful
1844  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1845  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1846  /// \sa
1847  /// - \ref soundengine_banks
1848  /// - \ref streamingdevicemanager
1850  AkReal32 in_fThroughput, ///< Average throughput of bank data streaming (bytes/ms) (the default value is AK_DEFAULT_BANK_THROUGHPUT)
1851  AkPriority in_priority ///< Priority of bank streaming (the default value is AK_DEFAULT_PRIORITY)
1852  );
1853 
1854 #ifdef AK_SUPPORT_WCHAR
1855  /// Load a bank synchronously (by Unicode string).\n
1856  /// The bank name and type are passed to the Stream Manager.
1857  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
1858  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1859  /// The function returns when the request has been completely processed.
1860  /// \return
1861  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1862  /// You may use this ID with UnloadBank().
1863  /// - \c AK_Success: Load or unload successful.
1864  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1865  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1866  /// - \c AK_BankReadError: I/O error.
1867  /// - \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.
1868  /// - \c AK_InvalidFile: File specified could not be opened.
1869  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
1870  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1871  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1872  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1873  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure, check the debug console)
1874  /// \remarks
1875  /// - The initialization bank (Init.bnk) must be loaded first.
1876  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1877  /// initialization bank. If you need to load SoundBanks from a different project, you
1878  /// must first unload ALL banks, including the initialization bank, then load the
1879  /// initialization bank from the other project, and finally load banks from that project.
1880  /// - Codecs and plug-ins must be registered before loading banks that use them.
1881  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1882  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1883  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1884  /// posting the event will fail.
1885  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1886  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1887  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1888  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1889  /// \aknote
1890  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will return AK_Success even if the file is not found.
1891  /// The Capture Log will still report the missing file. For example, this will be the case when SoundBanks were not generated.
1892  /// If this option is selected, you can work without SoundBanks as long as Wwise Authoring is connected.
1893  /// The Init.bnk is still required to initialize the sound engine properly.
1894  /// \endaknote
1895  /// \sa
1896  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1897  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1898  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
1899  /// - \ref soundengine_banks
1900  /// - \ref integrating_elements_plugins
1901  /// - \ref streamingdevicemanager
1902  /// - \ref streamingmanager_lowlevel
1903  /// - \ref sdk_bank_training
1905  const wchar_t* in_pszString, ///< Name of the bank to load
1906  AkBankID & out_bankID, ///< Returned bank ID
1907  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1908  );
1909 #endif //AK_SUPPORT_WCHAR
1910 
1911  /// Loads a bank synchronously.\n
1912  /// The bank name and type are passed to the Stream Manager.
1913  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
1914  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1915  /// The function returns when the request has been completely processed.
1916  /// \return
1917  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1918  /// You may use this ID with UnloadBank().
1919  /// - \c AK_Success: Load or unload successful.
1920  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1921  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1922  /// - \c AK_BankReadError: I/O error.
1923  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1924  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1925  /// - \c AK_InvalidFile: File specified could not be opened.
1926  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1927  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1928  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1929  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1930  /// \remarks
1931  /// - The initialization bank (Init.bnk) must be loaded first.
1932  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1933  /// initialization bank. If you need to load SoundBanks from a different project, you
1934  /// must first unload ALL banks, including the initialization bank, then load the
1935  /// initialization bank from the other project, and finally load banks from that project.
1936  /// - Codecs and plug-ins must be registered before loading banks that use them.
1937  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1938  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1939  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1940  /// posting the event will fail.
1941  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1942  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1943  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1944  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1945  /// \aknote
1946  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will return AK_Success even if the file is not found.
1947  /// The Capture Log will still report the missing file. For example, this will be the case when SoundBanks were not generated.
1948  /// If this option is selected, you can work without SoundBanks as long as Wwise Authoring is connected.
1949  /// The Init.bnk is still required to initialize the sound engine properly.
1950  /// \endaknote
1951  /// \sa
1952  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1953  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1954  /// - <tt>AK::SoundEngine::GetIDFromString</tt>
1955  /// - \ref soundengine_banks
1956  /// - \ref integrating_elements_plugins
1957  /// - \ref streamingdevicemanager
1958  /// - \ref streamingmanager_lowlevel
1959  /// - \ref sdk_bank_training
1961  const char* in_pszString, ///< Name of the bank to load
1962  AkBankID & out_bankID, ///< Returned bank ID
1963  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1964  );
1965 
1966  /// Loads a bank synchronously (by ID).\n
1967  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
1968  /// The bank ID is passed to the Stream Manager.
1969  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
1970  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1971  /// The function returns when the request has been completely processed.
1972  /// \return
1973  /// - \c AK_Success: Load or unload successful.
1974  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1975  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1976  /// - \c AK_BankReadError: I/O error. The bank is either shorter than expected or its data corrupted.
1977  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1978  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1979  /// - \c AK_InvalidFile: File specified could not be opened.
1980  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1981  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console or Wwise Profiler
1982  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1983  /// - \c AK_FileNotFound if the bank file was not found on disk.
1984  /// - \c AK_FilePermissionError if the file permissions are wrong for the file
1985  /// - \c AK_Fail: Load or unload failed for any other reason. , check the debug console or Wwise Profiler
1986  /// \remarks
1987  /// - The initialization bank (Init.bnk) must be loaded first.
1988  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1989  /// initialization bank. If you need to load SoundBanks from a different project, you
1990  /// must first unload ALL banks, including the initialization bank, then load the
1991  /// initialization bank from the other project, and finally load banks from that project.
1992  /// - Codecs and plug-ins must be registered before loading banks that use them.
1993  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1994  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1995  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1996  /// posting the event will fail.
1997  /// \aknote
1998  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will return AK_Success even if the file is not found.
1999  /// The Capture Log will still report the missing file. For example, this will be the case when SoundBanks were not generated.
2000  /// If this option is selected, you can work without SoundBanks as long as Wwise Authoring is connected.
2001  /// The Init.bnk is still required to initialize the sound engine properly.
2002  /// \endaknote
2003  /// \sa
2004  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2005  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2006  /// - \ref soundengine_banks
2007  /// - \ref integrating_elements_plugins
2008  /// - \ref sdk_bank_training
2010  AkBankID in_bankID, ///< Bank ID of the bank to load
2011  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2012  );
2013 
2014  /// Loads a bank synchronously (from in-memory data, in-place, user bank only).\n
2015  ///
2016  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2017  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2018  ///
2019  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2020  /// in a buffer and pass its address to the sound engine.
2021  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2022  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2023  /// The function returns when the request has been completely processed.
2024  /// \return
2025  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2026  /// ID with UnloadBank().
2027  /// - \c AK_Success: Load or unload successful.
2028  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2029  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2030  /// - \c AK_BankReadError: I/O error.
2031  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2032  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2033  /// - \c AK_InvalidFile: File specified could not be opened.
2034  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2035  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2036  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2037  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2038  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2039  /// \remarks
2040  /// - The initialization bank (Init.bnk) must be loaded first.
2041  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2042  /// initialization bank. If you need to load SoundBanks from a different project, you
2043  /// must first unload ALL banks, including the initialization bank, then load the
2044  /// initialization bank from the other project, and finally load banks from that project.
2045  /// - Codecs and plug-ins must be registered before loading banks that use them.
2046  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2047  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2048  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2049  /// posting the event will fail.
2050  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2051  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2052  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2053  /// \sa
2054  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2055  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2056  /// - \ref soundengine_banks
2057  /// - \ref integrating_elements_plugins
2058  /// - \ref sdk_bank_training
2060  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2061  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2062  AkBankID & out_bankID ///< Returned bank ID
2063  );
2064 
2065  /// Loads a bank synchronously (from in-memory data, in-place, any bank type).\n
2066  ///
2067  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2068  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2069  ///
2070  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2071  /// in a buffer and pass its address to the sound engine.
2072  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2073  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2074  /// The function returns when the request has been completely processed.
2075  /// \return
2076  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2077  /// ID with UnloadBank().
2078  /// - \c AK_Success: Load or unload successful.
2079  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2080  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2081  /// - \c AK_BankReadError: I/O error.
2082  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2083  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2084  /// - \c AK_InvalidFile: File specified could not be opened.
2085  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2086  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2087  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2088  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2089  /// \remarks
2090  /// - The initialization bank (Init.bnk) must be loaded first.
2091  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2092  /// initialization bank. If you need to load SoundBanks from a different project, you
2093  /// must first unload ALL banks, including the initialization bank, then load the
2094  /// initialization bank from the other project, and finally load banks from that project.
2095  /// - Codecs and plug-ins must be registered before loading banks that use them.
2096  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2097  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2098  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2099  /// posting the event will fail.
2100  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2101  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2102  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2103  /// \sa
2104  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2105  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2106  /// - \ref soundengine_banks
2107  /// - \ref integrating_elements_plugins
2108  /// - \ref sdk_bank_training
2110  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2111  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2112  AkBankID & out_bankID, ///< Returned bank ID
2113  AkBankType & out_bankType ///< Returned bank type
2114  );
2115 
2116  /// Loads a bank synchronously (from in-memory data, out-of-place, user bank only).\n
2117  ///
2118  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2119  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2120  ///
2121  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2122  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2123  /// allocated memory.
2124  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2125  /// over the in-place version is that there is no duplication of bank structures.
2126  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2127  /// The function returns when the request has been completely processed.
2128  /// \return
2129  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2130  /// ID with UnloadBank().
2131  /// - \c AK_Success: Load or unload successful.
2132  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2133  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2134  /// - \c AK_BankReadError: I/O error.
2135  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2136  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2137  /// - \c AK_InvalidFile: File specified could not be opened.
2138  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2139  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2140  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2141  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2142  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2143  /// \remarks
2144  /// - The initialization bank (Init.bnk) must be loaded first.
2145  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2146  /// initialization bank. If you need to load SoundBanks from a different project, you
2147  /// must first unload ALL banks, including the initialization bank, then load the
2148  /// initialization bank from the other project, and finally load banks from that project.
2149  /// - Codecs and plug-ins must be registered before loading banks that use them.
2150  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2151  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2152  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2153  /// posting the event will fail.
2154  /// \sa
2155  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2156  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2157  /// - \ref soundengine_banks
2158  /// - \ref integrating_elements_plugins
2159  /// - \ref sdk_bank_training
2161  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)
2162  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2163  AkBankID & out_bankID ///< Returned bank ID
2164  );
2165 
2166  /// Loads a bank synchronously (from in-memory data, out-of-place, any bank type).\n
2167  ///
2168  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2169  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2170  ///
2171  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2172  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2173  /// allocated memory.
2174  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2175  /// over the in-place version is that there is no duplication of bank structures.
2176  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2177  /// The function returns when the request has been completely processed.
2178  /// \return
2179  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2180  /// ID with UnloadBank().
2181  /// - \c AK_Success: Load or unload successful.
2182  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2183  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2184  /// - \c AK_BankReadError: I/O error.
2185  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2186  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2187  /// - \c AK_InvalidFile: File specified could not be opened.
2188  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2189  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2190  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2191  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2192  /// \remarks
2193  /// - The initialization bank (Init.bnk) must be loaded first.
2194  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2195  /// initialization bank. If you need to load SoundBanks from a different project, you
2196  /// must first unload ALL banks, including the initialization bank, then load the
2197  /// initialization bank from the other project, and finally load banks from that project.
2198  /// - Codecs and plug-ins must be registered before loading banks that use them.
2199  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2200  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2201  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2202  /// posting the event will fail.
2203  /// \sa
2204  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2205  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2206  /// - \ref soundengine_banks
2207  /// - \ref integrating_elements_plugins
2208  /// - \ref sdk_bank_training
2210  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)
2211  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2212  AkBankID & out_bankID, ///< Returned bank ID
2213  AkBankType & out_bankType ///< Returned bank type
2214  );
2215 
2216  /// 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.
2217  /// \n
2218  /// 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.
2220  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)
2221  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to decode
2222  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.
2223  void * & out_pDecodedBankPtr, ///< Decoded bank memory location.
2224  AkUInt32 & out_uDecodedBankSize ///< Decoded bank memory size.
2225  );
2226 
2227 #ifdef AK_SUPPORT_WCHAR
2228  /// Loads a bank asynchronously (by Unicode string).\n
2229  /// The bank name is passed to the Stream Manager.
2230  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2231  /// A bank load request will be posted to the Bank Manager consumer thread.
2232  /// The function returns immediately.
2233  /// \return
2234  /// AK_Success if the scheduling was successful, AK_Fail otherwise.
2235  /// Use a callback to be notified when completed, and get the status of the request.
2236  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2237  /// You may use this ID with UnloadBank().
2238  /// \remarks
2239  /// - The initialization bank (Init.bnk) must be loaded first.
2240  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2241  /// initialization bank. If you need to load SoundBanks from a different project, you
2242  /// must first unload ALL banks, including the initialization bank, then load the
2243  /// initialization bank from the other project, and finally load banks from that project.
2244  /// - Codecs and plug-ins must be registered before loading banks that use them.
2245  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2246  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2247  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2248  /// posting the event will fail.
2249  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2250  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2251  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2252  /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2253  /// (<tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>) if you use the default Stream Manager's implementation.
2254  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2255  /// as AkFileSystemFlags::pCustomParam.
2256  /// \aknote
2257  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will succeed even if the file is not found.
2258  /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2259  /// This allows working without sound banks, as long as the Wwise Authoring is connected.
2260  /// The Init.bnk is still required to initialize the sound engine properly though.
2261  /// \endaknote
2262  /// \sa
2263  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2264  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2265  /// - AkBankCallbackFunc
2266  /// - \ref soundengine_banks
2267  /// - \ref integrating_elements_plugins
2268  /// - \ref streamingdevicemanager
2269  /// - \ref streamingmanager_lowlevel
2270  /// - \ref sdk_bank_training
2272  const wchar_t* in_pszString, ///< Name/path of the bank to load
2273  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2274  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)
2275  AkBankID & out_bankID, ///< Returned bank ID
2276  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2277  );
2278 #endif //AK_SUPPORT_WCHAR
2279 
2280  /// Loads a bank asynchronously.\n
2281  /// The bank name is passed to the Stream Manager.
2282  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2283  /// A bank load request will be posted to the Bank Manager consumer thread.
2284  /// The function returns immediately.
2285  /// \return
2286  /// - \c AK_Success if the scheduling was successful,
2287  /// - \c AK_InvalidBankType if in_bankType was invalid
2288  /// Use a callback to be notified when completed, and get the status of the request.
2289  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2290  /// You may use this ID with UnloadBank().
2291  /// \remarks
2292  /// - The initialization bank (Init.bnk) must be loaded first.
2293  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2294  /// initialization bank. If you need to load SoundBanks from a different project, you
2295  /// must first unload ALL banks, including the initialization bank, then load the
2296  /// initialization bank from the other project, and finally load banks from that project.
2297  /// - Codecs and plug-ins must be registered before loading banks that use them.
2298  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2299  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2300  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2301  /// posting the Event will fail.
2302  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2303  /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2304  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2305  /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2306  /// (<tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>) if you use the default Stream Manager's implementation.
2307  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2308  /// as <tt>AkFileSystemFlags::pCustomParam</tt>.
2309  /// \aknote
2310  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will succeed even if the file is not found.
2311  /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2312  /// This allows working without sound banks, as long as Wwise Authoring is connected.
2313  /// The Init.bnk is still required to initialize the sound engine properly though.
2314  /// \endaknote
2315  /// \sa
2316  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2317  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2318  /// - AkBankCallbackFunc
2319  /// - \ref soundengine_banks
2320  /// - \ref integrating_elements_plugins
2321  /// - \ref streamingdevicemanager
2322  /// - \ref streamingmanager_lowlevel
2323  /// - \ref sdk_bank_training
2325  const char* in_pszString, ///< Name/path of the bank to load
2326  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2327  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)
2328  AkBankID & out_bankID, ///< Returned bank ID
2329  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2330  );
2331 
2332  /// Loads a bank asynchronously (by ID).\n
2333  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2334  /// The bank ID is passed to the Stream Manager.
2335  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2336  /// A bank load request will be posted to the Bank Manager consumer thread.
2337  /// The function returns immediately.
2338  /// \return
2339  /// - \c AK_Success if the scheduling was successful,
2340  /// - \c AK_InvalidBankType if in_bankType was invalid
2341  /// Use a callback to be notified when completed, and get the status of the request.
2342  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2343  /// You may use this ID with \c UnloadBank().
2344  /// \remarks
2345  /// - The initialization bank (Init.bnk) must be loaded first.
2346  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2347  /// initialization bank. If you need to load SoundBanks from a different project, you
2348  /// must first unload ALL banks, including the initialization bank, then load the
2349  /// initialization bank from the other project, and finally load banks from that project.
2350  /// - Codecs and plug-ins must be registered before loading banks that use them.
2351  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2352  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2353  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2354  /// posting the event will fail.
2355  /// - The file path should be resolved in your implementation of the Stream Manager, or in the Low-Level I/O module if
2356  /// 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.
2357  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2358  /// as AkFileSystemFlags::pCustomParam.
2359  /// \aknote
2360  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will succeed even if the file is not found.
2361  /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2362  /// This allows working without sound banks, as long as Wwise Authoring is connected.
2363  /// The Init.bnk is still required to initialize the sound engine properly though.
2364  /// \endaknote
2365  /// \sa
2366  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2367  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2368  /// - AkBankCallbackFunc
2369  /// - \ref soundengine_banks
2370  /// - \ref integrating_elements_plugins
2371  /// - \ref sdk_bank_training
2373  AkBankID in_bankID, ///< Bank ID of the bank to load
2374  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2375  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)
2376  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2377  );
2378 
2379  /// Loads a bank asynchronously (from in-memory data, in-place, user bank only).\n
2380  ///
2381  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2382  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2383  ///
2384  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2385  /// in a buffer and pass its address to the sound engine.
2386  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2387  /// A bank load request will be posted to the Bank Manager consumer thread.
2388  /// The function returns immediately.
2389  /// \return
2390  /// - \c AK_Success if the scheduling was successful,
2391  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2392  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2393  /// Use a callback to be notified when completed, and get the status of the request.
2394  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2395  /// You may use this ID with UnloadBank().
2396  /// \remarks
2397  /// - The initialization bank (Init.bnk) must be loaded first.
2398  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2399  /// initialization bank. If you need to load SoundBanks from a different project, you
2400  /// must first unload ALL banks, including the initialization bank, then load the
2401  /// initialization bank from the other project, and finally load banks from that project.
2402  /// - Codecs and plug-ins must be registered before loading banks that use them.
2403  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2404  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2405  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2406  /// posting the event will fail.
2407  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2408  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2409  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2410  /// \sa
2411  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2412  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2413  /// - AkBankCallbackFunc
2414  /// - \ref soundengine_banks
2415  /// - \ref integrating_elements_plugins
2416  /// - \ref sdk_bank_training
2418  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2419  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2420  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2421  void * in_pCookie, ///< Callback cookie
2422  AkBankID & out_bankID ///< Returned bank ID
2423  );
2424 
2425  /// Loads a bank asynchronously (from in-memory data, in-place, any bank type).\n
2426  ///
2427  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2428  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2429  ///
2430  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2431  /// in a buffer and pass its address to the sound engine.
2432  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2433  /// A bank load request will be posted to the Bank Manager consumer thread.
2434  /// The function returns immediately.
2435  /// \return
2436  /// - \c AK_Success if the scheduling was successful,
2437  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2438  /// Use a callback to be notified when completed, and get the status of the request.
2439  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2440  /// You may use this ID with UnloadBank().
2441  /// \remarks
2442  /// - The initialization bank (Init.bnk) must be loaded first.
2443  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2444  /// initialization bank. If you need to load SoundBanks from a different project, you
2445  /// must first unload ALL banks, including the initialization bank, then load the
2446  /// initialization bank from the other project, and finally load banks from that project.
2447  /// - Codecs and plug-ins must be registered before loading banks that use them.
2448  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2449  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2450  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2451  /// posting the event will fail.
2452  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2453  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2454  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2455  /// \sa
2456  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2457  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2458  /// - AkBankCallbackFunc
2459  /// - \ref soundengine_banks
2460  /// - \ref integrating_elements_plugins
2461  /// - \ref sdk_bank_training
2463  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2464  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2465  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2466  void * in_pCookie, ///< Callback cookie
2467  AkBankID & out_bankID, ///< Returned bank ID
2468  AkBankType & out_bankType ///< Returned bank type
2469  );
2470 
2471  /// Loads a bank asynchronously (from in-memory data, out-of-place, user bank only).\n
2472  ///
2473  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2474  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2475  ///
2476  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2477  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2478  /// memory.
2479  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2480  /// over the in-place version is that there is no duplication of bank structures.
2481  /// A bank load request will be posted to the Bank Manager consumer thread.
2482  /// The function returns immediately.
2483  /// \return
2484  /// - \c AK_Success if the scheduling was successful,
2485  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2486  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2487  /// Use a callback to be notified when completed, and get the status of the request.
2488  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2489  /// You may use this ID with UnloadBank().
2490  /// \remarks
2491  /// - The initialization bank (Init.bnk) must be loaded first.
2492  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2493  /// initialization bank. If you need to load SoundBanks from a different project, you
2494  /// must first unload ALL banks, including the initialization bank, then load the
2495  /// initialization bank from the other project, and finally load banks from that project.
2496  /// - Codecs and plug-ins must be registered before loading banks that use them.
2497  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2498  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2499  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2500  /// posting the event will fail.
2501  /// \sa
2502  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2503  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2504  /// - AkBankCallbackFunc
2505  /// - \ref soundengine_banks
2506  /// - \ref integrating_elements_plugins
2507  /// - \ref sdk_bank_training
2509  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)
2510  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2511  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2512  void* in_pCookie, ///< Callback cookie
2513  AkBankID& out_bankID ///< Returned bank ID
2514  );
2515 
2516  /// Loads a bank asynchronously (from in-memory data, out-of-place, any bank type).\n
2517  ///
2518  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2519  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2520  ///
2521  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2522  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2523  /// memory.
2524  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2525  /// over the in-place version is that there is no duplication of bank structures.
2526  /// A bank load request will be posted to the Bank Manager consumer thread.
2527  /// The function returns immediately.
2528  /// \return
2529  /// - \c AK_Success if the scheduling was successful,
2530  /// - \c AK_InvalidBankType if in_bankType was invalid
2531  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2532  /// Use a callback to be notified when completed, and get the status of the request.
2533  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2534  /// You may use this ID with UnloadBank().
2535  /// \remarks
2536  /// - The initialization bank (Init.bnk) must be loaded first.
2537  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2538  /// initialization bank. If you need to load SoundBanks from a different project, you
2539  /// must first unload ALL banks, including the initialization bank, then load the
2540  /// initialization bank from the other project, and finally load banks from that project.
2541  /// - Codecs and plug-ins must be registered before loading banks that use them.
2542  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2543  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2544  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2545  /// posting the event will fail.
2546  /// \sa
2547  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2548  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2549  /// - AkBankCallbackFunc
2550  /// - \ref soundengine_banks
2551  /// - \ref integrating_elements_plugins
2552  /// - \ref sdk_bank_training
2554  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)
2555  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2556  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2557  void * in_pCookie, ///< Callback cookie
2558  AkBankID & out_bankID, ///< Returned bank ID
2559  AkBankType & out_bankType ///< Returned bank type
2560  );
2561 
2562 #ifdef AK_SUPPORT_WCHAR
2563  /// Unloads a bank synchronously (by Unicode string).\n
2564  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2565  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2566  /// \remarks
2567  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2568  /// then it calls the synchronous version of UnloadBank() by ID.
2569  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2570  /// not the name of the file (if you changed it), nor the full path of the file.
2571  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2572  /// This means that streamed sounds or generated sounds will not be stopped.
2573  /// \sa
2574  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2575  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2576  /// - \ref soundengine_banks
2578  const wchar_t* in_pszString, ///< Name of the bank to unload
2579  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.
2580  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2581  );
2582 #endif //AK_SUPPORT_WCHAR
2583 
2584  /// Unloads a bank synchronously.\n
2585  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2586  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2587  /// \remarks
2588  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2589  /// then it calls the synchronous version of UnloadBank() by ID.
2590  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2591  /// not the name of the file (if you changed it), nor the full path of the file.
2592  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2593  /// This means that streamed sounds or generated sounds will not be stopped.
2594  /// \sa
2595  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2596  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2597  /// - \ref soundengine_banks
2599  const char* in_pszString, ///< Name of the bank to unload
2600  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.
2601  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2602  );
2603 
2604  /// Unloads a bank synchronously (by ID and memory pointer).\n
2605  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
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  /// - \ref soundengine_banks
2614  AkBankID in_bankID, ///< ID of the bank to unload
2615  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.
2616  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2617  );
2618 
2619 #ifdef AK_SUPPORT_WCHAR
2620  /// Unloads a bank asynchronously (by Unicode string).\n
2621  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2622  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2623  /// \remarks
2624  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2625  /// then it calls the synchronous version of UnloadBank() by ID.
2626  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2627  /// not the name of the file (if you changed it), nor the full path of the file.
2628  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2629  /// This means that streamed sounds or generated sounds will not be stopped.
2630  /// \sa
2631  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2632  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2633  /// - AkBankCallbackFunc
2634  /// - \ref soundengine_banks
2636  const wchar_t* in_pszString, ///< Name of the bank to unload
2637  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.
2638  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2639  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2640  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2641  );
2642 #endif //AK_SUPPORT_WCHAR
2643 
2644  /// Unloads a bank asynchronously.\n
2645  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2646  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2647  /// \remarks
2648  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2649  /// then it calls the synchronous version of UnloadBank() by ID.
2650  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2651  /// not the name of the file (if you changed it), nor the full path of the file.
2652  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2653  /// This means that streamed sounds or generated sounds will not be stopped.
2654  /// \sa
2655  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2656  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2657  /// - AkBankCallbackFunc
2658  /// - \ref soundengine_banks
2660  const char* in_pszString, ///< Name of the bank to unload
2661  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.
2662  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2663  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2664  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2665  );
2666 
2667  /// Unloads a bank asynchronously (by ID and memory pointer).\n
2668  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2669  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2670  /// \remarks
2671  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2672  /// This means that streamed sounds or generated sounds will not be stopped.
2673  /// \sa
2674  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2675  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2676  /// - AkBankCallbackFunc
2677  /// - \ref soundengine_banks
2679  AkBankID in_bankID, ///< ID of the bank to unload
2680  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.
2681  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2682  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2683  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2684  );
2685 
2686  /// Cancels all Event callbacks associated with a specific callback cookie specified while loading Banks of preparing Events.\n
2687  /// \sa
2688  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2689  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2690  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2691  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2692  /// - AkBankCallbackFunc
2694  void * in_pCookie ///< Callback cookie to be canceled
2695  );
2696 
2697  /// Preparation type.
2698  /// \sa
2699  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2700  /// - <tt>AK::SoundEngine::PrepareGameSyncs()</tt>
2701  /// - <tt>AK::SoundEngine::PrepareBank()</tt>
2703  {
2704  Preparation_Load, ///< \c PrepareEvent() will load required information to play the specified event.
2705  Preparation_Unload, ///< \c PrepareEvent() will unload required information to play the specified event.
2706  Preparation_LoadAndDecode, ///< Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
2707  Preparation_Last, ///< End of enum, invalid value.
2708  };
2709 
2710  /// Parameter to be passed to <tt>AK::SoundEngine::PrepareBank()</tt>.
2711  /// Use AkBankContent_All to load both the media and structural content from the bank.
2712  /// 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.
2713  /// \sa
2714  /// - <tt>AK::SoundEngine::PrepareBank()</tt>
2715  /// - \ref soundengine_banks_preparingbanks
2717  {
2718  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.
2719  AkBankContent_All, ///< Use AkBankContent_All to load both the media and structural content.
2720  AkBankContent_Last ///< End of enum, invalid value.
2721  };
2722 
2723 #ifdef AK_SUPPORT_WCHAR
2724  /// 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
2725  /// 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(),
2726  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2727  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2728  /// allowing using PrepareEvent() to load media on demand.
2729  /// \sa
2730  /// - \ref soundengine_banks_preparingbanks
2731  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2732  /// - <tt>AK::SoundEngine::PreparationType</tt>
2733  /// \remarks
2734  /// 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
2735  /// 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;
2736  /// 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.
2738  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2739  const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2740  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2741  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2742  );
2743 #endif //AK_SUPPORT_WCHAR
2744 
2745  /// 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
2746  /// 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(),
2747  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2748  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2749  /// allowing using PrepareEvent() to load media on demand.
2750  /// \sa
2751  /// - \ref soundengine_banks_preparingbanks
2752  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2753  /// - <tt>AK::SoundEngine::PreparationType</tt>
2754  /// \remarks
2755  /// \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
2756  /// 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;
2757  /// 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.
2759  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2760  const char* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2761  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2762  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2763  );
2764 
2765  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2766  /// 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
2767  /// 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(),
2768  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2769  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2770  /// allowing using PrepareEvent() to load media on demand.
2771  /// \sa
2772  /// - \ref soundengine_banks_preparingbanks
2773  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2774  /// - <tt>AK::SoundEngine::PreparationType</tt>
2775  /// \remarks
2776  /// \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
2777  /// 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;
2778  /// 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.
2780  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2781  AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare.
2782  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2783  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2784  );
2785 
2786 #ifdef AK_SUPPORT_WCHAR
2787  /// 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
2788  /// 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(),
2789  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2790  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2791  /// allowing using PrepareEvent() to load media on demand.
2792  /// \sa
2793  /// - \ref soundengine_banks_preparingbanks
2794  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2795  /// - <tt>AK::SoundEngine::PreparationType</tt>
2796  /// \remarks
2797  /// 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
2798  /// 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;
2799  /// 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.
2801  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2802  const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2803  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2804  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2805  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2806  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2807  );
2808 #endif //AK_SUPPORT_WCHAR
2809 
2810  /// 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
2811  /// 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(),
2812  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2813  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2814  /// allowing using PrepareEvent() to load media on demand.
2815  /// \sa
2816  /// - \ref soundengine_banks_preparingbanks
2817  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2818  /// - <tt>AK::SoundEngine::PreparationType()</tt>
2819  /// \remarks
2820  /// 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
2821  /// 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;
2822  /// 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.
2824  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2825  const char* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2826  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2827  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2828  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2829  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2830  );
2831 
2832  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2833  /// 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
2834  /// 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(),
2835  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2836  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2837  /// allowing using PrepareEvent() to load media on demand.
2838  /// \sa
2839  /// - \ref soundengine_banks_preparingbanks
2840  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2841  /// - <tt>AK::SoundEngine::PreparationType()</tt>
2842  /// \remarks
2843  /// \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
2844  /// 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;
2845  /// 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.
2847  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2848  AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare.
2849  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2850  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2851  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2852  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2853  );
2854 
2855  /// Clear all previously prepared events.\n
2856  /// \return
2857  /// - \c AK_Success if successful.
2858  /// - \c AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command.
2859  /// \remarks
2860  /// The function \c ClearBanks() also clears all prepared events.
2861  /// \sa
2862  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2863  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2865 
2866 #ifdef AK_SUPPORT_WCHAR
2867  /// Prepares or unprepares Events synchronously (by Unicode string).\n
2868  /// The Events are identified by strings, and converted to IDs internally
2869  /// (see \ref soundengine_banks_general for a discussion on using strings and IDs).
2870  /// Before invoking \c PrepareEvent(), use \c LoadBank() to explicitly load the SoundBank(s)
2871  /// that contain the Events and structures. When a request is posted to the
2872  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2873  /// successfully post the specified Events and load the required loose media files.
2874  /// \aknote Before version 2015.1, the required media files could be included
2875  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2876  /// however,\c PrepareEvent() now only looks for loose media files.
2877  /// \endaknote
2878  /// The function returns when the request is completely processed.
2879  /// \return
2880  /// - \c AK_Success: Prepare/un-prepare successful.
2881  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2882  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2883  /// - \c AK_BankReadError: I/O error.
2884  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2885  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2886  /// - \c AK_InvalidFile: File specified could not be opened.
2887  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2888  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2889  /// \remarks
2890  /// Whenever at least one event fails to be resolved, the actions performed for all
2891  /// other events are cancelled.
2892  /// \sa
2893  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2894  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2895  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2896  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2897  /// - \ref soundengine_banks
2898  /// - \ref sdk_bank_training
2900  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2901  const wchar_t** in_ppszString, ///< Array of event names
2902  AkUInt32 in_uNumEvent ///< Number of events in the array
2903  );
2904 #endif //AK_SUPPORT_WCHAR
2905 
2906  /// Prepares or unprepares events synchronously.\n
2907  /// The Events are identified by strings and converted to IDs internally
2908  /// (see \ref soundengine_banks_general for a discussion on using strings and IDs).
2909  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2910  /// that contain the Events and structures. When a request is posted to the
2911  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2912  /// successfully post the specified Events and load the required loose media files.
2913  /// \aknote Before version 2015.1, the required media files could be included
2914  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2915  /// however, PrepareEvent() now only looks for loose media files.
2916  /// \endaknote
2917  /// The function returns when the request is completely processed.
2918  /// \return
2919  /// - \c AK_Success: Prepare/un-prepare successful.
2920  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2921  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2922  /// - \c AK_BankReadError: I/O error.
2923  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2924  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2925  /// - \c AK_InvalidFile: File specified could not be opened.
2926  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2927  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2928  /// \remarks
2929  /// Whenever at least one event fails to be resolved, the actions performed for all
2930  /// other events are cancelled.
2931  /// \aknote The use of PrepareEvent is incompatible with LoadBank, using in-memory data.
2932  /// \endaknote
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  /// - \ref soundengine_banks
2939  /// - \ref sdk_bank_training
2941  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2942  const char** in_ppszString, ///< Array of event names
2943  AkUInt32 in_uNumEvent ///< Number of events in the array
2944  );
2945 
2946  /// Prepares or unprepares events synchronously (by ID).
2947  /// The Events are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
2948  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2949  /// that contain the Events and structures. When a request is posted to the
2950  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2951  /// successfully post the specified Events and load the required loose media files.
2952  /// \aknote Before version 2015.1, the required media files could be included
2953  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2954  /// however, PrepareEvent() now only looks for loose media files.
2955  /// \endaknote
2956  /// The function returns when the request is completely processed.
2957  /// \return
2958  /// - \c AK_Success: Prepare/un-prepare successful.
2959  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2960  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2961  /// - \c AK_BankReadError: I/O error.
2962  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2963  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2964  /// - \c AK_InvalidFile: File specified could not be opened.
2965  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2966  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2967  /// \remarks
2968  /// Whenever at least one event fails to be resolved, the actions performed for all
2969  /// other events are cancelled.
2970  /// \sa
2971  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2972  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2973  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2974  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2975  /// - \ref soundengine_banks
2976  /// - \ref sdk_bank_training
2978  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2979  AkUniqueID* in_pEventID, ///< Array of event IDs
2980  AkUInt32 in_uNumEvent ///< Number of event IDs in the array
2981  );
2982 
2983 #ifdef AK_SUPPORT_WCHAR
2984  /// Prepares or unprepares an event asynchronously (by Unicode string).
2985  /// The Events are identified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
2986  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2987  /// that contain the Events and structures. When a request is posted to the
2988  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2989  /// successfully post the specified Events and load the required loose media files.
2990  /// \aknote Before version 2015.1, the required media files could be included
2991  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2992  /// however, \c PrepareEvent() now only looks for loose media files.
2993  /// \endaknote
2994  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2995  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
2996  /// \remarks
2997  /// Whenever at least one Event fails to be resolved, the actions performed for all
2998  /// other Events are cancelled.
2999  /// \sa
3000  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3001  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
3002  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3003  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3004  /// - AkBankCallbackFunc
3005  /// - \ref soundengine_banks
3006  /// - \ref sdk_bank_training
3008  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3009  const wchar_t** in_ppszString, ///< Array of event names
3010  AkUInt32 in_uNumEvent, ///< Number of events in the array
3011  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3012  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3013  );
3014 #endif //AK_SUPPORT_WCHAR
3015 
3016  /// Prepares or unprepares an event asynchronously.
3017  /// The Events are identified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3018  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
3019  /// that contain the Events and structures. When a request is posted to the
3020  /// Bank Manager consumer thread, it will resolve all dependencies needed to
3021  /// successfully post the specified Events and load the required loose media files.
3022  /// \aknote Before version 2015.1, the required media files could be included
3023  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
3024  /// however, PrepareEvent() now only looks for loose media files.
3025  /// \endaknote
3026  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3027  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3028  /// \remarks
3029  /// Whenever at least one event fails to be resolved, the actions performed for all
3030  /// other events are cancelled.
3031  /// \sa
3032  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3033  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
3034  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3035  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3036  /// - AkBankCallbackFunc
3037  /// - \ref soundengine_banks
3038  /// - \ref sdk_bank_training
3040  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3041  const char** in_ppszString, ///< Array of event names
3042  AkUInt32 in_uNumEvent, ///< Number of events in the array
3043  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3044  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3045  );
3046 
3047  /// Prepares or unprepares events asynchronously (by ID).\n
3048  /// The Events are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3049  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
3050  /// that contain the Events and structures. When a request is posted to the
3051  /// Bank Manager consumer thread, it will resolve all dependencies needed to
3052  /// successfully post the specified Events and load the required loose media files.
3053  /// \aknote Before version 2015.1, the required media files could be included
3054  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
3055  /// however, PrepareEvent() now only looks for loose media files.
3056  /// \endaknote
3057  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3058  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3059  /// \remarks
3060  /// Whenever at least one event fails to be resolved, the actions performed for all
3061  /// other events are cancelled.
3062  /// \sa
3063  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3064  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
3065  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3066  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3067  /// - AkBankCallbackFunc
3068  /// - \ref soundengine_banks
3069  /// - \ref sdk_bank_training
3071  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3072  AkUniqueID* in_pEventID, ///< Array of event IDs
3073  AkUInt32 in_uNumEvent, ///< Number of event IDs in the array
3074  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3075  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3076  );
3077 
3078 #ifdef AK_SUPPORT_WCHAR
3079  /// Prepares or unprepares busses synchronously (by Unicode string).\n
3080  /// The Busses are identified by strings and converted to IDs internally
3081  /// (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3082  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3083  /// that contain the Bus structures. When a request is posted to the
3084  /// Bank Manager consumer thread, it will load the required loose media files for effects
3085  /// placed on the specified busses.
3086  /// The function returns when the request is completely processed.
3087  /// \return
3088  /// - \c AK_Success: Prepare/un-prepare successful.
3089  /// - \c AK_IDNotFound: At least one of the bus IDs does not exist.
3090  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3091  /// - \c AK_BankReadError: I/O error.
3092  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3093  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3094  /// - \c AK_InvalidFile: File specified could not be opened.
3095  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3096  /// - \c AK_Fail: Load or unload failed for any other reason.
3097  /// \remarks
3098  /// Whenever at least one bus fails to be resolved, the actions performed for all
3099  /// other busses are cancelled.
3100  /// \sa
3101  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3102  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3103  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3104  /// - AkBankCallbackFunc
3105  /// - \ref soundengine_banks
3106  /// - \ref sdk_bank_training
3108  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3109  const wchar_t** in_ppszString, ///< Array of bus names
3110  AkUInt32 in_uBusses ///< Number of bus names in the array
3111  );
3112 #endif //AK_SUPPORT_WCHAR
3113 
3114  /// Prepares or unprepares busses synchronously.\n
3115  /// The Busses are identified by strings and converted to IDs internally
3116  /// (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3117  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3118  /// that contain the Bus structures. When a request is posted to the
3119  /// Bank Manager consumer thread, it will load the required loose media files for effects
3120  /// placed on the specified busses.
3121  /// The function returns when the request is completely processed.
3122  /// \return
3123  /// - \c AK_Success: Prepare/un-prepare successful.
3124  /// - \c AK_IDNotFound: At least one of the bus IDs does not exist.
3125  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3126  /// - \c AK_BankReadError: I/O error.
3127  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3128  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3129  /// - \c AK_InvalidFile: File specified could not be opened.
3130  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3131  /// - \c AK_Fail: Load or unload failed for any other reason.
3132  /// \remarks
3133  /// Whenever at least one bus fails to be resolved, the actions performed for all
3134  /// other busses are cancelled.
3135  /// \sa
3136  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3137  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3138  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3139  /// - AkBankCallbackFunc
3140  /// - \ref soundengine_banks
3141  /// - \ref sdk_bank_training
3143  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3144  const char** in_ppszString, ///< Array of bus names
3145  AkUInt32 in_uBusses ///< Number of bus names in the array
3146  );
3147 
3148  /// Prepares or unprepares busses synchronously (by ID).\n
3149  /// The Busses are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3150  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3151  /// that contain the Bus structures. When a request is posted to the
3152  /// Bank Manager consumer thread, it will load the required loose media files for effects
3153  /// placed on the specified busses.
3154  /// The function returns when the request is completely processed.
3155  /// \return
3156  /// - \c AK_Success: Prepare/un-prepare successful.
3157  /// - \c AK_IDNotFound: At least one of the bus IDs does not exist.
3158  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3159  /// - \c AK_BankReadError: I/O error.
3160  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3161  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3162  /// - \c AK_InvalidFile: File specified could not be opened.
3163  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3164  /// - \c AK_Fail: Load or unload failed for any other reason.
3165  /// \remarks
3166  /// Whenever at least one bus fails to be resolved, the actions performed for all
3167  /// other busses are cancelled.
3168  /// \sa
3169  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3170  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3171  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3172  /// - AkBankCallbackFunc
3173  /// - \ref soundengine_banks
3174  /// - \ref sdk_bank_training
3176  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3177  AkUniqueID* in_pBusID, ///< Array of bus IDs
3178  AkUInt32 in_uBusses ///< Number of bus IDs in the array
3179  );
3180 
3181 #ifdef AK_SUPPORT_WCHAR
3182  /// Prepares or unprepares busses asynchronously (by Unicode string).\n
3183  /// The Busses are identified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3184  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3185  /// that contain the Bus structures. When a request is posted to the
3186  /// Bank Manager consumer thread, it will load the required loose media files for effects
3187  /// placed on the specified busses.
3188  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3189  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3190  /// \remarks
3191  /// Whenever at least one bus fails to be resolved, the actions performed for all
3192  /// other busses are cancelled.
3193  /// \sa
3194  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3195  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3196  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3197  /// - AkBankCallbackFunc
3198  /// - \ref soundengine_banks
3199  /// - \ref sdk_bank_training
3201  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3202  const wchar_t** in_ppszString, ///< Array of bus names
3203  AkUInt32 in_uBusses, ///< Number of bus names in the array
3204  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3205  void* in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3206  );
3207 #endif //AK_SUPPORT_WCHAR
3208 
3209  /// Prepares or unprepares busses asynchronously.\n
3210  /// The Busses are identified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3211  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3212  /// that contain the Bus structures. When a request is posted to the
3213  /// Bank Manager consumer thread, it will load the required loose media files for effects
3214  /// placed on the specified busses.
3215  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3216  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3217  /// \remarks
3218  /// Whenever at least one bus fails to be resolved, the actions performed for all
3219  /// other busses are cancelled.
3220  /// \sa
3221  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3222  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3223  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3224  /// - AkBankCallbackFunc
3225  /// - \ref soundengine_banks
3226  /// - \ref sdk_bank_training
3228  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3229  const char** in_ppszString, ///< Array of bus names
3230  AkUInt32 in_uBusses, ///< Number of bus names in the array
3231  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3232  void* in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3233  );
3234 
3235  /// Prepares or unprepares busses asynchronously (by ID).\n
3236  /// The Busses are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3237  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3238  /// that contain the Bus structures. When a request is posted to the
3239  /// Bank Manager consumer thread, it will load the required loose media files for effects
3240  /// placed on the specified busses.
3241  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3242  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3243  /// \remarks
3244  /// Whenever at least one bus fails to be resolved, the actions performed for all
3245  /// other busses are cancelled.
3246  /// \sa
3247  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3248  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3249  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3250  /// - AkBankCallbackFunc
3251  /// - \ref soundengine_banks
3252  /// - \ref sdk_bank_training
3254  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3255  AkUniqueID* in_pBusID, ///< Array of bus IDs
3256  AkUInt32 in_uBusses, ///< Number of bus IDs in the array
3257  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3258  void* in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3259  );
3260 
3261  /// Indicates the location of a specific Media ID in memory
3262  /// The sources are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3263  /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid or media sizes are 0.
3265  AkSourceSettings * in_pSourceSettings, ///< Array of Source Settings
3266  AkUInt32 in_uNumSourceSettings ///< Number of Source Settings in the array
3267  );
3268 
3269  /// Removes the specified source from the list of loaded media, only if this media is not already in use.
3270  /// The sources are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3271  /// \aknote Media that is still in use by the sound engine should not be unset. It is marked for removal to prevent additional use.
3272  /// If this function returns AK_ResourceInUse, then the client must not release memory for this media.
3273  /// Instead, the client should retry the TryUnsetMedia operation later with the same parameters and check for AK_Success.
3274  /// \endaknote
3275  /// 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.
3276  /// out_pUnsetResults will be filled with either AK_Success or AK_ResourceInUse, indicating which media was still in use and not unset.
3277  /// \return
3278  /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3279  /// - \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.
3280  /// - \c AK_InvalidParameter: in_pSourceSettings is invalid
3282  AkSourceSettings* in_pSourceSettings, ///< Array of Source Settings
3283  AkUInt32 in_uNumSourceSettings, ///< Number of Source Settings in the array
3284  AKRESULT* out_pUnsetResults ///< (optional, can be null) Array of result codes
3285  );
3286 
3287 #ifdef AK_SUPPORT_WCHAR
3288  /// Prepares or unprepares game syncs synchronously (by Unicode string).\n
3289  /// The group and game syncs are specified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3290  /// The game syncs definitions must already exist in the sound engine by having
3291  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3292  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3293  /// dependencies needed to successfully set this game sync group to one of the
3294  /// game sync values specified, and load the required banks, if applicable.
3295  /// The function returns when the request has been completely processed.
3296  /// \return
3297  /// - \c AK_Success: Prepare/un-prepare successful.
3298  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3299  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3300  /// - \c AK_BankReadError: I/O error.
3301  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3302  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3303  /// - \c AK_InvalidFile: File specified could not be opened.
3304  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3305  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3306  /// \remarks
3307  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3308  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3309  /// so you never need to call this function.
3310  /// \sa
3311  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3312  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3313  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3314  /// - \c AkInitSettings
3315  /// - \ref soundengine_banks
3316  /// - \ref sdk_bank_training
3318  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3319  AkGroupType in_eGameSyncType, ///< The type of game sync.
3320  const wchar_t* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3321  const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3322  AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array.
3323  );
3324 #endif //AK_SUPPORT_WCHAR
3325 
3326  /// Prepares or unprepares game syncs synchronously.\n
3327  /// The group and game syncs are specified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3328  /// The game syncs definitions must already exist in the sound engine by having
3329  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3330  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3331  /// dependencies needed to successfully set this game sync group to one of the
3332  /// game sync values specified, and load the required banks, if applicable.
3333  /// The function returns when the request has been completely processed.
3334  /// \return
3335  /// - \c AK_Success: Prepare/un-prepare successful.
3336  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3337  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3338  /// - \c AK_BankReadError: I/O error.
3339  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3340  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3341  /// - \c AK_InvalidFile: File specified could not be opened.
3342  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3343  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3344  /// \remarks
3345  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3346  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3347  /// so you never need to call this function.
3348  /// \sa
3349  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3350  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3351  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3352  /// - AkInitSettings
3353  /// - \ref soundengine_banks
3354  /// - \ref sdk_bank_training
3356  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3357  AkGroupType in_eGameSyncType, ///< The type of game sync.
3358  const char* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3359  const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3360  AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array.
3361  );
3362 
3363  /// Prepares or unprepares game syncs synchronously (by ID).\n
3364  /// The group and game syncs are specified by ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3365  /// The game syncs definitions must already exist in the sound engine by having
3366  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3367  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3368  /// dependencies needed to successfully set this game sync group to one of the
3369  /// game sync values specified, and load the required banks, if applicable.
3370  /// The function returns when the request has been completely processed.
3371  /// \return
3372  /// - \c AK_Success: Prepare/un-prepare successful.
3373  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3374  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3375  /// - \c AK_BankReadError: I/O error.
3376  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3377  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3378  /// - \c AK_InvalidFile: File specified could not be opened.
3379  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3380  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3381  /// \remarks
3382  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3383  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3384  /// so you never need to call this function.
3385  /// \sa
3386  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3387  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3388  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3389  /// - AkInitSettings
3390  /// - \ref soundengine_banks
3391  /// - \ref sdk_bank_training
3393  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3394  AkGroupType in_eGameSyncType, ///< The type of game sync.
3395  AkUInt32 in_GroupID, ///< The State Group ID or the Switch Group ID.
3396  AkUInt32* in_paGameSyncID, ///< Array of ID of the game syncs to either support or not support.
3397  AkUInt32 in_uNumGameSyncs ///< The number of game sync ID in the array.
3398  );
3399 
3400 #ifdef AK_SUPPORT_WCHAR
3401  /// Prepares or unprepares game syncs asynchronously (by Unicode string).\n
3402  /// The group and game syncs are specified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3403  /// The game syncs definitions must already exist in the sound engine by having
3404  /// explicitly loaded the bank(s) that contain them (with <tt>LoadBank()</tt>).
3405  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3406  /// dependencies needed to successfully set this game sync group to one of the
3407  /// game sync values specified, and load the required banks, if applicable.
3408  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3409  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3410  /// \remarks
3411  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3412  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3413  /// so you never need to call this function.
3414  /// \sa
3415  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3416  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3417  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3418  /// - \c AkInitSettings
3419  /// - \c AkBankCallbackFunc
3420  /// - \ref soundengine_banks
3421  /// - \ref sdk_bank_training
3423  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3424  AkGroupType in_eGameSyncType, ///< The type of game sync.
3425  const wchar_t* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3426  const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3427  AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array.
3428  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3429  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3430  );
3431 #endif //AK_SUPPORT_WCHAR
3432 
3433  /// Prepares or unprepares game syncs asynchronously.\n
3434  /// The group and game syncs are specified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3435  /// The game syncs definitions must already exist in the sound engine by having
3436  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3437  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3438  /// dependencies needed to successfully set this game sync group to one of the
3439  /// game sync values specified, and load the required banks, if applicable.
3440  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3441  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3442  /// \remarks
3443  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3444  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3445  /// so you never need to call this function.
3446  /// \sa
3447  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3448  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3449  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3450  /// - AkInitSettings
3451  /// - AkBankCallbackFunc
3452  /// - \ref soundengine_banks
3453  /// - \ref sdk_bank_training
3455  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3456  AkGroupType in_eGameSyncType, ///< The type of game sync.
3457  const char* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3458  const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3459  AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array.
3460  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3461  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3462  );
3463 
3464  /// Prepares or un-prepare game syncs asynchronously (by ID).\n
3465  /// The group and game syncs are specified by ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3466  /// The game syncs definitions must already exist in the sound engine by having
3467  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3468  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3469  /// dependencies needed to successfully set this game sync group to one of the
3470  /// game sync values specified, and load the required banks, if applicable.
3471  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3472  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3473  /// \remarks
3474  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3475  /// set to true. When set to false, the sound engine automatically prepares all Game Syncs when preparing Events,
3476  /// so you never need to call this function.
3477  /// \sa
3478  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3479  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3480  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3481  /// - AkInitSettings
3482  /// - AkBankCallbackFunc
3483  /// - \ref soundengine_banks
3484  /// - \ref sdk_bank_training
3486  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3487  AkGroupType in_eGameSyncType, ///< The type of game sync.
3488  AkUInt32 in_GroupID, ///< The State Group ID or the Switch Group ID.
3489  AkUInt32* in_paGameSyncID, ///< Array of ID of the Game Syncs to either support or not support.
3490  AkUInt32 in_uNumGameSyncs, ///< The number of game sync ID in the array.
3491  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3492  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3493  );
3494 
3495  //@}
3496 
3497 
3498  ////////////////////////////////////////////////////////////////////////
3499  /// @name Listeners
3500  //@{
3501 
3502  /// Sets a game object's associated listeners.
3503  /// 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.
3504  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3505  /// \return
3506  /// - \c AK_Success if successful
3507  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
3508  /// \sa
3509  /// - <tt>AK::SoundEngine::AddListener</tt>
3510  /// - <tt>AK::SoundEngine::RemoveListener</tt>
3511  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3512  /// - \ref soundengine_listeners
3514  AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3515  const AkGameObjectID* in_pListenerGameObjs, ///< Array of listener game object IDs that will be activated for in_emitterGameObj.
3516  AkUInt32 in_uNumListeners ///< Length of array
3517  );
3518 
3519  /// Add a single listener to a game object's set of associated listeners.
3520  /// 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.
3521  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3522  /// \sa
3523  /// - <tt>AK::SoundEngine::SetListeners</tt>
3524  /// - <tt>AK::SoundEngine::RemoveListener</tt>
3525  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3526  /// - \ref soundengine_listeners
3528  AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3529  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be activated for in_emitterGameObj.
3530  );
3531 
3532  /// Remove a single listener from a game object's set of active listeners.
3533  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3534  /// \sa
3535  /// - <tt>AK::SoundEngine::SetListeners</tt>
3536  /// - <tt>AK::SoundEngine::AddListener</tt>
3537  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3538  /// - \ref soundengine_listeners
3540  AkGameObjectID in_emitterGameObj, ///< Emitter game object.
3541  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be deactivated for in_emitterGameObj. Game objects must have been previously registered.
3542  );
3543 
3544  /// 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
3545  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3546  /// 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.
3547  /// \return Always returns AK_Success
3548  /// \sa
3549  /// - \ref soundengine_listeners
3551  const AkGameObjectID* in_pListenerObjs, ///< Array of listener game object IDs that will be activated for subsequent registrations. Game objects must have been previously registered.
3552  AkUInt32 in_uNumListeners ///< Length of array
3553  );
3554 
3555  /// Add a single listener to the default set of listeners. Upon registration, all game objects reference the default listener set, until
3556  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3557  /// \sa
3558  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3559  /// - <tt>AK::SoundEngine::RemoveDefaultListener</tt>
3560  /// - \ref soundengine_listeners
3562  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be added to the default set of listeners.
3563  );
3564 
3565  /// Remove a single listener from the default set of listeners. Upon registration, all game objects reference the default listener set, until
3566  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3567  /// \sa
3568  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3569  /// - <tt>AK::SoundEngine::AddDefaultListener</tt>
3570  /// - \ref soundengine_listeners
3572  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be removed from the default set of listeners.
3573  );
3574 
3575  /// 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>.
3576  /// \return Always returns AK_Success
3577  /// \sa
3578  /// - <tt>AK::SoundEngine::SetListeners</tt>
3579  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3580  /// - <tt>AK::SoundEngine::SetGameObjectOutputBusVolume</tt>
3581  /// - \ref soundengine_listeners
3583  AkGameObjectID in_emitterGameObj ///< Emitter game object.
3584  );
3585 
3586  /// Sets a listener's spatialization parameters. This lets you define listener-specific
3587  /// volume offsets for each audio channel.
3588  /// If \c in_bSpatialized is false, only \c in_pVolumeOffsets is used for this listener (3D positions
3589  /// have no effect on the speaker distribution). Otherwise, \c in_pVolumeOffsets is added to the speaker
3590  /// distribution computed for this listener.
3591  /// Use helper functions of \c AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets.
3592  ///
3593  /// \remarks
3594  /// - If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig,
3595  /// standard up/downmix rules apply.
3596  /// - Sounds with 3D Spatialization set to None will not be affected by these parameters.
3597  /// \return
3598  /// - \c AK_Success if message was successfully posted to sound engine queue
3599  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3600  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
3601  /// \sa
3602  /// - \ref soundengine_listeners_spatial
3604  AkGameObjectID in_uListenerID, ///< Listener game object ID
3605  bool in_bSpatialized, ///< Spatialization toggle (True : enable spatialization, False : disable spatialization)
3606  AkChannelConfig in_channelConfig, ///< Channel configuration associated with volumes in_pVolumeOffsets. Ignored if in_pVolumeOffsets is NULL.
3607  AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets = NULL ///< Per-speaker volume offset, in dB. See AkSpeakerVolumes.h for how to manipulate this vector.
3608  );
3609 
3610  //@}
3611 
3612 
3613  ////////////////////////////////////////////////////////////////////////
3614  /// @name Game Syncs
3615  //@{
3616 
3617  /// Sets the value of a real-time parameter control (by ID).
3618  /// With this function, you may set a game parameter value with global scope or with game object scope.
3619  /// 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
3620  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3621  /// To set a game parameter value with global scope, pass \c AK_INVALID_GAME_OBJECT as the game object.
3622  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3623  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3624  /// according to the interpolation curve. If you call <tt>SetRTPCValue()</tt> with <tt>in_uValueChangeDuration = 0</tt> in the
3625  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3626  /// function at every game frame, you should not use \c in_uValueChangeDuration, as it would have no effect and it is less efficient.
3627  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3628  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3629  /// \return
3630  /// - \c AK_Success if the value was successfully set
3631  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3632  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3633  /// \sa
3634  /// - \ref soundengine_rtpc
3635  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3637  AkRtpcID in_rtpcID, ///< ID of the game parameter
3638  AkRtpcValue in_value, ///< Value to set
3639  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3640  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3641  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3642  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.
3643  );
3644 
3645 #ifdef AK_SUPPORT_WCHAR
3646  /// Sets the value of a real-time parameter control (by Unicode string name).
3647  /// With this function, you may set a game parameter value to global scope or to game object scope.
3648  /// 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
3649  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3650  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3651  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3652  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3653  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3654  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3655  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3656  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3657  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3658  /// \return
3659  /// - \c AK_Success if the value was successfully set
3660  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3661  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3662  /// \aknote Strings are case-insensitive. \endaknote
3663  /// \sa
3664  /// - \ref soundengine_rtpc
3666  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3667  AkRtpcValue in_value, ///< Value to set
3668  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3669  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3670  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3671  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.
3672  );
3673 #endif //AK_SUPPORT_WCHAR
3674 
3675  /// Sets the value of a real-time parameter control.
3676  /// With this function, you may set a game parameter value with global scope or with game object scope.
3677  /// 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
3678  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3679  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3680  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3681  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3682  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3683  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3684  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3685  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3686  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3687  /// \return
3688  /// - \c AK_Success if the value was successfully set
3689  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3690  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3691  /// \aknote Strings are case-insensitive. \endaknote
3692  /// \sa
3693  /// - \ref soundengine_rtpc
3695  const char* in_pszRtpcName, ///< Name of the game parameter
3696  AkRtpcValue in_value, ///< Value to set
3697  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3698  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3699  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3700  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.
3701  );
3702 
3703  /// Sets the value of a real-time parameter control (by ID).
3704  /// With this function, you may set a game parameter value on playing id scope.
3705  /// Playing id scope supersedes both game object scope and global scope.
3706  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3707  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3708  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3709  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3710  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3711  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3712  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3713  /// - \c AK_Success if successful
3714  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3715  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3716  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3717  /// \sa
3718  /// - \ref soundengine_rtpc
3719  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3721  AkRtpcID in_rtpcID, ///< ID of the game parameter
3722  AkRtpcValue in_value, ///< Value to set
3723  AkPlayingID in_playingID, ///< Associated playing ID
3724  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3725  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3726  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.
3727  );
3728 
3729 #ifdef AK_SUPPORT_WCHAR
3730  /// Sets the value of a real-time parameter control (by Unicode string name).
3731  /// With this function, you may set a game parameter value on playing ID scope.
3732  /// Playing id scope supersedes both game object scope and global scope.
3733  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3734  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3735  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3736  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3737  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3738  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3739  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3740  /// - \c AK_Success if successful
3741  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3742  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3743  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3744  /// \sa
3745  /// - \ref soundengine_rtpc
3746  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3748  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3749  AkRtpcValue in_value, ///< Value to set
3750  AkPlayingID in_playingID, ///< Associated playing ID
3751  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3752  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3753  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.
3754  );
3755 #endif //AK_SUPPORT_WCHAR
3756 
3757  /// Sets the value of a real-time parameter control (by string name).
3758  /// With this function, you may set a game parameter value on playing id scope.
3759  /// Playing id scope supersedes both game object scope and global scope.
3760  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3761  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3762  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3763  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3764  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3765  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3766  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3767  /// - \c AK_Success if successful
3768  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3769  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3770  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3771  /// \sa
3772  /// - \ref soundengine_rtpc
3773  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3775  const char* in_pszRtpcName, ///< Name of the game parameter
3776  AkRtpcValue in_value, ///< Value to set
3777  AkPlayingID in_playingID, ///< Associated playing ID
3778  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3779  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3780  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.
3781  );
3782 
3783  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3784  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3785  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3786  /// game objects that were not overridden with a value with game object scope.
3787  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3788  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3789  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3790  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3791  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3792  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3793  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3794  /// \return
3795  /// - \c AK_Success when successful
3796  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3797  /// \sa
3798  /// - \ref soundengine_rtpc
3799  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3800  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3802  AkRtpcID in_rtpcID, ///< ID of the game parameter
3803  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3804  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3805  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3806  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.
3807  );
3808 
3809 #ifdef AK_SUPPORT_WCHAR
3810  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3811  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3812  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3813  /// game objects that were not overridden with a value with game object scope.
3814  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3815  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3816  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3817  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3818  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3819  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3820  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3821  /// \return
3822  /// - \c AK_Success if successful
3823  /// - \c AK_InvalidID if in_pszParamName is NULL.
3824  /// \aknote Strings are case-insensitive. \endaknote
3825  /// \sa
3826  /// - \ref soundengine_rtpc
3827  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3829  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3830  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3831  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3832  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3833  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.
3834  );
3835 #endif //AK_SUPPORT_WCHAR
3836 
3837  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3838  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3839  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3840  /// game objects that were not overridden with a value with game object scope.
3841  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3842  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3843  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3844  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3845  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3846  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3847  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3848  /// \return
3849  /// - \c AK_Success if successful
3850  /// - \c AK_InvalidID if in_pszParamName is NULL.
3851  /// \aknote Strings are case-insensitive. \endaknote
3852  /// \sa
3853  /// - \ref soundengine_rtpc
3854  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3856  const char* in_pszRtpcName, ///< Name of the game parameter
3857  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3858  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3859  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3860  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.
3861  );
3862 
3863  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3864  /// With this function, you may reset a game parameter to its default value on playing id scope.
3865  /// Playing id scope supersedes both game object scope and global scope.
3866  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3867  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3868  /// according to the interpolation curve.
3869  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3870  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3871  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3872  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3873  /// \return
3874  /// - \c AK_Success when successful
3875  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0)
3876  /// \sa
3877  /// - \ref soundengine_rtpc
3878  /// - <tt>AK::SoundEngine::SetRTPCValueByPlayingID()</tt>
3880  AkRtpcID in_rtpcID, ///< ID of the game parameter
3881  AkPlayingID in_playingID, ///< Associated playing ID
3882  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3883  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3884  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.
3885  );
3886 
3887 #ifdef AK_SUPPORT_WCHAR
3888  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3889  /// With this function, you may reset a game parameter to its default value on playing id scope.
3890  /// Playing id scope supersedes both game object scope and global scope.
3891  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3892  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3893  /// according to the interpolation curve.
3894  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3895  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3896  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3897  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3898  /// \return
3899  /// - \c AK_Success when successful
3900  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
3901  /// \aknote Strings are case-insensitive. \endaknote
3902  /// \sa
3903  /// - \ref soundengine_rtpc
3904  /// - <tt>AK::SoundEngine::SetRTPCValueByPlayingID()</tt>
3905  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3907  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3908  AkPlayingID in_playingID, ///< Associated playing ID
3909  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3910  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3911  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.
3912  );
3913 #endif //AK_SUPPORT_WCHAR
3914 
3915  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3916  /// With this function, you may reset a game parameter to its default value on playing id scope.
3917  /// Playing id scope supersedes both game object scope and global scope.
3918  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3919  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3920  /// according to the interpolation curve.
3921  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3922  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3923  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3924  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3925  /// \return
3926  /// - \c AK_Success when successful
3927  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
3928  /// \aknote Strings are case-insensitive. \endaknote
3929  /// \sa
3930  /// - \ref soundengine_rtpc
3931  /// - <tt>AK::SoundEngine::SetRTPCValueByPlayingID()</tt>
3932  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3934  const char* in_pszRtpcName, ///< Name of the game parameter
3935  AkPlayingID in_playingID, ///< Associated playing ID
3936  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3937  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3938  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.
3939  );
3940 
3941  /// Sets the State of a Switch Group (by IDs).
3942  /// \return Always returns AK_Success
3943  /// \sa
3944  /// - \ref soundengine_switch
3945  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3947  AkSwitchGroupID in_switchGroup, ///< ID of the Switch Group
3948  AkSwitchStateID in_switchState, ///< ID of the Switch
3949  AkGameObjectID in_gameObjectID ///< Associated game object ID
3950  );
3951 
3952 #ifdef AK_SUPPORT_WCHAR
3953  /// Sets the State of a Switch Group (by Unicode string names).
3954  /// \return
3955  /// - \c AK_Success if successful
3956  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3957  /// Make sure that the banks were generated with the "include string" option.
3958  /// \aknote Strings are case-insensitive. \endaknote
3959  /// \sa
3960  /// - \ref soundengine_switch
3962  const wchar_t* in_pszSwitchGroup, ///< Name of the Switch Group
3963  const wchar_t* in_pszSwitchState, ///< Name of the Switch
3964  AkGameObjectID in_gameObjectID ///< Associated game object ID
3965  );
3966 #endif //AK_SUPPORT_WCHAR
3967 
3968  /// Sets the state of a Switch Group.
3969  /// \return
3970  /// - \c AK_Success if successful
3971  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3972  /// Make sure that the banks were generated with the "include string" option.
3973  /// \aknote Strings are case-insensitive. \endaknote
3974  /// \sa
3975  /// - \ref soundengine_switch
3977  const char* in_pszSwitchGroup, ///< Name of the Switch Group
3978  const char* in_pszSwitchState, ///< Name of the Switch
3979  AkGameObjectID in_gameObjectID ///< Associated game object ID
3980  );
3981 
3982  /// Post the specified trigger (by IDs).
3983  /// \return Always returns AK_Success
3984  /// \sa
3985  /// - \ref soundengine_triggers
3986  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3988  AkTriggerID in_triggerID, ///< ID of the trigger
3989  AkGameObjectID in_gameObjectID ///< Associated game object ID
3990  );
3991 
3992 #ifdef AK_SUPPORT_WCHAR
3993  /// Posts the specified trigger (by Unicode string name).
3994  /// \return
3995  /// - \c AK_Success if successful
3996  /// - \c AK_InvalidID if the trigger name was null
3997  /// Make sure that the banks were generated with the "include string" option.
3998  /// \aknote Strings are case-insensitive. \endaknote
3999  /// \sa
4000  /// - \ref soundengine_triggers
4002  const wchar_t* in_pszTrigger, ///< Name of the trigger
4003  AkGameObjectID in_gameObjectID ///< Associated game object ID
4004  );
4005 #endif //AK_SUPPORT_WCHAR
4006 
4007  /// Posts the specified trigger.
4008  /// \return
4009  /// - \c AK_Success if successful
4010  /// - \c AK_InvalidID if the trigger name was null
4011  /// Make sure that the banks were generated with the "include string" option.
4012  /// \aknote Strings are case-insensitive. \endaknote
4013  /// \sa
4014  /// - \ref soundengine_triggers
4016  const char* in_pszTrigger, ///< Name of the trigger
4017  AkGameObjectID in_gameObjectID ///< Associated game object ID
4018  );
4019 
4020  /// Sets the state of a State Group (by IDs).
4021  /// \return Always returns AK_Success
4022  /// \sa
4023  /// - \ref soundengine_states
4024  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
4026  AkStateGroupID in_stateGroup, ///< ID of the State Group
4027  AkStateID in_state ///< ID of the state
4028  );
4029 
4030 #ifdef AK_SUPPORT_WCHAR
4031  /// Sets the state of a State Group (by Unicode string names).
4032  /// \return
4033  /// - \c AK_Success if successful
4034  /// - \c AK_InvalidID if the state or State Group name was null
4035  /// Make sure that the banks were generated with the "include string" option.
4036  /// \aknote Strings are case-insensitive. \endaknote
4037  /// \sa
4038  /// - \ref soundengine_states
4039  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
4041  const wchar_t* in_pszStateGroup, ///< Name of the State Group
4042  const wchar_t* in_pszState ///< Name of the state
4043  );
4044 #endif //AK_SUPPORT_WCHAR
4045 
4046  /// Sets the state of a State Group.
4047  /// \return
4048  /// - \c AK_Success if successful
4049  /// - \c AK_InvalidID if the state or State Group name was null
4050  /// Make sure that the banks were generated with the "include string" option.
4051  /// \aknote Strings are case-insensitive. \endaknote
4052  /// \sa
4053  /// - \ref soundengine_states
4054  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
4056  const char* in_pszStateGroup, ///< Name of the State Group
4057  const char* in_pszState ///< Name of the state
4058  );
4059 
4060  //@}
4061 
4062  ////////////////////////////////////////////////////////////////////////
4063  /// @name Environments
4064  //@{
4065 
4066  /// Sets the Auxiliary Busses to route the specified game object
4067  /// To clear the game object's auxiliary sends, \c in_uNumSendValues must be 0.
4068  /// \sa
4069  /// - \ref soundengine_environments
4070  /// - \ref soundengine_environments_dynamic_aux_bus_routing
4071  /// - \ref soundengine_environments_id_vs_string
4072  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
4073  /// \return
4074  /// - \c AK_Success if successful
4075  /// - \c AK_InvalidParameter if a duplicated environment is found in the array
4076  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4078  AkGameObjectID in_gameObjectID, ///< Associated game object ID
4079  AkAuxSendValue* in_aAuxSendValues, ///< Variable-size array of AkAuxSendValue structures
4080  ///< (it may be NULL if no environment must be set)
4081  AkUInt32 in_uNumSendValues ///< The number of auxiliary busses at the pointer's address
4082  ///< (it must be 0 if no environment is set)
4083  );
4084 
4085  /// Registers a callback to allow the game to modify or override the volume to be applied at the output of an audio bus.
4086  /// The callback must be registered once per bus ID.
4087  /// Call with <tt>in_pfnCallback = NULL</tt> to unregister.
4088  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
4089  /// \aknote The callback function will not be called for the Main Audio Bus, since the output of this bus is not a bus, but is instead an Audio Device.\endaknote
4090  /// \sa
4091  /// - \ref goingfurther_speakermatrixcallback
4092  /// - \ref soundengine_environments
4093  /// - AkSpeakerVolumeMatrixCallbackInfo
4094  /// - <tt>AK::IAkMixerInputContext</tt>
4095  /// - <tt>AK::IAkMixerPluginContext</tt>
4096  /// \return
4097  /// - \c AK_Success if successful
4098  /// - \c AK_IDNotFound if the bus is not found
4099  /// - \c AK_NotInitialized if the sound engine is not initialized
4100  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
4102  AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ).
4103  AkBusCallbackFunc in_pfnCallback, ///< Callback function.
4104  void* in_pCookie = NULL ///< User cookie.
4105  );
4106 
4107  /// 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
4108  /// 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.
4109  /// The callback must be registered once per bus ID.
4110  /// Call with in_pfnCallback = NULL or in_eMeteringFlags = AK_NoMetering to unregister.
4111  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
4112  /// \sa
4113  /// - \ref goingfurther_speakermatrixcallback
4114  /// - AkBusMeteringCallbackFunc
4115  /// - <tt>AK::AkMetering</tt>
4116  /// \return
4117  /// - \c AK_Success if successful
4118  /// - \c AK_IDNotFound if the bus is not found
4119  /// - \c AK_NotInitialized if the sound engine is not initialized
4120  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
4122  AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ).
4123  AkBusMeteringCallbackFunc in_pfnCallback, ///< Callback function.
4124  AkMeteringFlags in_eMeteringFlags, ///< Metering flags.
4125  void* in_pCookie = NULL ///< User cookie.
4126  );
4127 
4128  /// 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
4129  /// 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.
4130  /// The callback must be registered once per device shareset ID.
4131  /// Call with in_pfnCallback = NULL or in_eMeteringFlags = AK_NoMetering to unregister.
4132  /// \sa
4133  /// - \ref goingfurther_speakermatrixcallback
4134  /// - AkOutputDeviceMeteringCallbackFunc
4135  /// - <tt>AK::AkMetering</tt>
4136  /// \return
4137  /// - \c AK_Success if successful
4138  /// - \c AK_DeviceNotFound if the device is not found
4139  /// - \c AK_NotInitialized if the sound engine is not initialized
4140  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
4142  AkOutputDeviceID in_idOutput, ///< Output ID, as returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
4143  AkOutputDeviceMeteringCallbackFunc in_pfnCallback, ///< Callback function.
4144  AkMeteringFlags in_eMeteringFlags, ///< Metering flags.
4145  void* in_pCookie = NULL ///< User cookie.
4146  );
4147 
4148  /// Sets the Output Bus Volume (direct) to be used for the specified game object.
4149  /// The control value is a number ranging from 0.0f to 1.0f.
4150  /// 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
4151  /// 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.
4152  /// \sa
4153  /// - \ref AK::SoundEngine::ResetListenersToDefault
4154  /// - \ref soundengine_environments
4155  /// - \ref soundengine_environments_setting_dry_environment
4156  /// - \ref soundengine_environments_id_vs_string
4157  /// \return
4158  /// - \c AK_Success when successful
4159  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4161  AkGameObjectID in_emitterObjID, ///< Associated emitter game object ID
4162  AkGameObjectID in_listenerObjID, ///< Associated listener game object ID. Pass AK_INVALID_GAME_OBJECT to set the Output Bus Volume for all connected listeners.
4163  AkReal32 in_fControlValue ///< A multiplier in the range [0.0f:16.0f] ( -∞ dB to +24 dB).
4164  ///< A value greater than 1.0f will amplify the sound.
4165  );
4166 
4167  /// Sets an Effect ShareSet at the specified audio node and Effect slot index.
4168  /// \aknote
4169  /// Replacing effects is preferably done through a Set Effect Event Action.
4170  /// \endaknote
4171  /// The target node cannot be a Bus, to set effects on a bus, use SetBusEffect() instead.
4172  /// \aknote The option "Override Parent" in
4173  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will
4174  /// still be the one in use and the call to SetContainerEffect will have no impact.
4175  /// \endaknote
4176  /// \return Always returns AK_Success
4178  AkUniqueID in_audioNodeID, ///< Can be a member of the Containers Hierarchy (not a bus).
4179  AkUInt32 in_uFXIndex, ///< Effect slot index (0-254)
4180  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
4181  );
4182 
4183 
4184  /// Sets an Effect ShareSet at the specified audio node and Effect slot index.
4185  /// \aknote
4186  /// This function is deprecated. Use SetContainerEffect instead.
4187  /// \endaknote
4188  /// \aknote
4189  /// Replacing effects is preferably done through a Set Effect Event Action.
4190  /// \endaknote
4191  /// The target node cannot be a Bus, to set effects on a bus, use SetBusEffect() instead.
4192  /// \aknote The option "Override Parent" in
4193  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will
4194  /// still be the one in use and the call to SetActorMixerEffect will have no impact.
4195  /// \endaknote
4196  /// \return Always returns AK_Success
4198  AkUniqueID in_audioNodeID, ///< Can be a member of the Containers Hierarchy (not a bus).
4199  AkUInt32 in_uFXIndex, ///< Effect slot index (0-254)
4200  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
4201  );
4202 
4203  /// Sets an Effect ShareSet at the specified bus and Effect slot index.
4204  /// \aknote
4205  /// Replacing effects is preferably done through a Set Effect Event Action.
4206  /// \endaknote
4207  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
4208  /// This adds a reference on the audio node to an existing ShareSet.
4209  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4210  /// Bus which does not have any Effects, or removing the last Effect on a currently playing bus.
4211  /// \endaknote
4212  /// \aknote This function will replace existing Effects on the node. If the target node is not at
4213  /// the top of the hierarchy and is in the Containers hierarchy, the option "Override Parent" in
4214  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4215  /// still be the one in use and the call to SetBusEffect will have no impact.
4216  /// \endaknote
4217  /// \return
4218  /// - \c AK_Success when successfully posted.
4219  /// - \c AK_IDNotFound if the Bus isn't found by in_audioNodeID
4220  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
4222  AkUniqueID in_audioNodeID, ///< Bus Short ID.
4223  AkUInt32 in_uFXIndex, ///< Effect slot index (0-254)
4224  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the Effect slot
4225  );
4226 
4227 #ifdef AK_SUPPORT_WCHAR
4228  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
4229  /// \aknote
4230  /// Replacing effects is preferably done through a Set Effect Event Action.
4231  /// \endaknote
4232  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
4233  /// This adds a reference on the audio node to an existing ShareSet.
4234  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4235  /// bus which does not have any Effects, or removing the last Effect on a currently playing Bus.
4236  /// \endaknote
4237  /// \aknote This function will replace existing Effects on the node. If the target node is not at
4238  /// the top of the hierarchy and is in the Containers, the option "Override Parent" in
4239  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4240  /// still be the one in use and the call to \c SetBusEffect will have no impact.
4241  /// \endaknote
4242  /// \returns
4243  /// - \c AK_Success when successfully posted.
4244  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
4245  /// - \c AK_InvalidID if in_pszBusName is null
4246  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range or in_pszBusName is null
4248  const wchar_t* in_pszBusName, ///< Bus name
4249  AkUInt32 in_uFXIndex, ///< Effect slot index (0-254)
4250  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
4251  );
4252 #endif //AK_SUPPORT_WCHAR
4253 
4254  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
4255  /// \aknote
4256  /// Replacing effects is preferably done through a Set Effect Event Action.
4257  /// \endaknote
4258  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
4259  /// This adds a reference on the audio node to an existing ShareSet.
4260  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4261  /// Bus which does not have any effects, or removing the last Effect on a currently playing bus.
4262  /// \endaknote
4263  /// \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
4264  /// \aknote This function will replace existing Effects on the node. If the target node is not at
4265  /// the top of the hierarchy and is in the Containers, the option "Override Parent" in
4266  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4267  /// still be the one in use and the call to SetBusEffect will have no impact.
4268  /// \endaknote
4269  /// \returns
4270  /// - \c AK_Success when successfully posted.
4271  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
4272  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
4273  /// - \c AK_InvalidID if in_pszBusName is null
4275  const char* in_pszBusName, ///< Bus name
4276  AkUInt32 in_uFXIndex, ///< Effect slot index (0-254)
4277  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
4278  );
4279 
4280  /// Sets an audio device effect shareset on the specified output device and effect slot index.
4281  /// \aknote
4282  /// Replacing effects is preferably done through a Set Effect Event Action.
4283  /// \endaknote
4284  /// \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
4285  /// \aknote This function will replace existing effects of the audio device shareset. \endaknote
4286  /// \aknote Audio device effects support is limited to one shareset per plug-in type at any time. \endaknote
4287  /// \aknote Errors are reported in the Wwise Capture Log if the effect cannot be set on the output device. \endaknote
4288 
4289  /// \returns Always returns AK_Success
4291  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
4292  AkUInt32 in_uFXIndex, ///< Effect slot index (0-254)
4293  AkUniqueID in_FXShareSetID ///< Effect ShareSet ID
4294  );
4295 
4296  /// Forces channel configuration for the specified bus.
4297  /// \aknote You cannot change the configuration of the master bus.\endaknote
4298  ///
4299  /// \return Always returns AK_Success
4301  AkUniqueID in_audioNodeID, ///< Bus Short ID.
4302  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4303  );
4304 
4305 #ifdef AK_SUPPORT_WCHAR
4306  /// Forces channel configuration for the specified bus.
4307  /// \aknote You cannot change the configuration of the master bus.\endaknote
4308  ///
4309  /// \returns
4310  /// - \c AK_Success when successful
4311  /// - \c AK_InvalidID if in_pszBusName is null
4313  const wchar_t* in_pszBusName, ///< Bus name
4314  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4315  );
4316 #endif //AK_SUPPORT_WCHAR
4317 
4318  /// Forces channel configuration for the specified bus.
4319  /// \aknote You cannot change the configuration of the master bus.\endaknote
4320  ///
4321  /// \returns
4322  /// - \c AK_Success when successful
4323  /// - \c AK_InvalidID if in_pszBusName is null
4325  const char* in_pszBusName, ///< Bus name
4326  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4327  );
4328 
4329  /// Resets the channel configuration for the specified bus back to the value loaded from soundbanks.
4330  /// Useful to clear any value set by AK::SoundEngine::SetBusConfig.
4331  /// \aknote You cannot change the configuration of the master bus.\endaknote
4332  ///
4333  /// \return Always returns AK_Success
4335  AkUniqueID in_audioNodeID ///< Bus Short ID.
4336  );
4337 
4338 #ifdef AK_SUPPORT_WCHAR
4339  /// Resets the channel configuration for the specified bus back to the value loaded from soundbanks.
4340  /// Useful to clear any value set by AK::SoundEngine::SetBusConfig.
4341  /// \aknote You cannot change the configuration of the master bus.\endaknote
4342  ///
4343  /// \returns
4344  /// - \c AK_Success when successful
4345  /// - \c AK_InvalidID if in_pszBusName is null
4347  const wchar_t* in_pszBusName ///< Bus name
4348  );
4349 #endif //AK_SUPPORT_WCHAR
4350 
4351  /// Resets the channel configuration for the specified bus back to the value loaded from soundbanks.
4352  /// Useful to clear any value set by AK::SoundEngine::SetBusConfig.
4353  /// \aknote You cannot change the configuration of the master bus.\endaknote
4354  ///
4355  /// \returns
4356  /// - \c AK_Success when successful
4357  /// - \c AK_InvalidID if in_pszBusName is null
4359  const char* in_pszBusName ///< Bus name
4360  );
4361 
4362  /// Forces channel configuration for the specified Sidechain Mix at run-time.
4363  ///
4364  /// Standard, ambisonic, and anonymous channel configs are supported.
4365  /// If a channel config of type AK_ChannelConfigType_UseDeviceMain or AK_ChannelConfigType_UseDevicePassthrough are specified,
4366  /// then the Primary Device's channel config for its Main Mix or Passthrough Mix is used, as appropriate.
4367  /// Audio Object channel configs are not supported for Sidechain Mixes.
4368  ///
4369  /// An invalid channel configuration (from default constructor) can be used to clear any previously-set config set via the soundengine API, and revert to what was loaded from soundbanks.
4370  ///
4371  /// \return Always returns AK_Success
4373  AkUniqueID in_sidechainMixId, ///< SidechainMix Short ID.
4374  AkChannelConfig in_channelConfig ///< Desired channel configuration.
4375  );
4376 
4377 #ifdef AK_SUPPORT_WCHAR
4378  /// Forces channel configuration for the specified Sidechain Mix at run-time.
4379  ///
4380  /// Standard, ambisonic, and anonymous channel configs are supported.
4381  /// If a channel config of type AK_ChannelConfigType_UseDeviceMain or AK_ChannelConfigType_UseDevicePassthrough are specified,
4382  /// then the Primary Device's channel config for its Main Mix or Passthrough Mix is used, as appropriate.
4383  /// Audio Object channel configs are not supported for Sidechain Mixes.
4384  ///
4385  /// An invalid channel configuration (from default constructor) can be used to clear any previously-set config set via the soundengine API, and revert to what was loaded from soundbanks.
4386  ///
4387  /// \returns
4388  /// - \c AK_Success when successful
4389  /// - \c AK_InvalidID if in_pszSidechainMixName is null
4391  const wchar_t* in_pszSidechainMixName, ///< SidechainMix name
4392  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4393  );
4394 #endif //AK_SUPPORT_WCHAR
4395 
4396  /// Forces channel configuration for the specified Sidechain Mix at run-time.
4397  ///
4398  /// Standard, ambisonic, and anonymous channel configs are supported.
4399  /// If a channel config of type AK_ChannelConfigType_UseDeviceMain or AK_ChannelConfigType_UseDevicePassthrough are specified,
4400  /// then the Primary Device's channel config for its Main Mix or Passthrough Mix is used, as appropriate.
4401  /// Audio Object channel configs are not supported for Sidechain Mixes.
4402  ///
4403  /// An invalid channel configuration (from default constructor) can be used to clear any previously-set config set via the soundengine API, and revert to what was loaded from soundbanks.
4404  ///
4405  /// \returns
4406  /// - \c AK_Success when successful
4407  /// - \c AK_InvalidID if in_pszSidechainMixName is null
4409  const char* in_pszSidechainMixName, ///< SidechainMix name
4410  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4411  );
4412 
4413  /// Sets a game object's obstruction and occlusion levels. If SetMultiplePositions were used, values are set for all positions.
4414  /// To assign a unique obstruction and occlusion value to each sound position, instead use AK::SoundEngine::SetMultipleObstructionAndOcclusion.
4415  /// This function is used to affect how an object should be heard by a specific listener.
4416  /// \sa
4417  /// - \ref soundengine_obsocc
4418  /// - \ref soundengine_environments
4419  /// \return Always returns AK_Success
4421  AkGameObjectID in_EmitterID, ///< Emitter game object ID
4422  AkGameObjectID in_ListenerID, ///< Listener game object ID
4423  AkReal32 in_fObstructionLevel, ///< ObstructionLevel: [0.0f..1.0f]
4424  AkReal32 in_fOcclusionLevel ///< OcclusionLevel: [0.0f..1.0f]
4425  );
4426 
4427  /// Sets a game object's obstruction and occlusion value for each position defined by AK::SoundEngine::SetMultiplePositions.
4428  /// This function differs from AK::SoundEngine::SetObjectObstructionAndOcclusion as a list of obstruction/occlusion pair is provided
4429  /// and each obstruction/occlusion pair will affect the corresponding position defined at the same index.
4430  /// \aknote In the case the number of obstruction/occlusion pairs is smaller than the number of positions, remaining positions'
4431  /// obstruction/occlusion values are set to 0.0. \endaknote
4432  /// \return
4433  /// - \c AK_Success if successful
4434  /// - \c AK_CommandTooLarge if the number of obstruction values is too large for the command queue.
4435  /// - \c AK_InvalidParameter if one of the parameter is out of range (check the debug console)
4436  /// - \c AK_InvalidFloatValue if one of the occlusion/obstruction values is NaN or Inf.
4437  /// \sa
4438  /// - \ref soundengine_obsocc
4439  /// - \ref soundengine_environments
4440  /// \return AK_Success if occlusion/obstruction values are successfully stored for this emitter
4442  AkGameObjectID in_EmitterID, ///< Emitter game object ID
4443  AkGameObjectID in_uListenerID, ///< Listener game object ID
4444  AkObstructionOcclusionValues* in_fObstructionOcclusionValues, ///< Array of obstruction/occlusion pairs to apply
4445  ///< ObstructionLevel: [0.0f..1.0f]
4446  ///< OcclusionLevel: [0.0f..1.0f]
4447  AkUInt32 in_uNumOcclusionObstruction ///< Number of obstruction/occlusion pairs specified in the provided array
4448  );
4449 
4450  /// Saves the playback history of container structures.
4451  /// This function will write history data for all currently loaded containers and instantiated game
4452  /// objects (for example, current position in Sequence Containers and previously played elements in
4453  /// Random Containers).
4454  /// \remarks
4455  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4456  /// \return
4457  /// - \c AK_Success when successful
4458  /// - \c AK_Fail is in_pBytes could not be parsed (corruption or data is truncated)
4459  /// \sa
4460  /// - <tt>AK::SoundEngine::SetContainerHistory()</tt>
4462  AK::IWriteBytes * in_pBytes ///< Pointer to IWriteBytes interface used to save the history.
4463  );
4464 
4465  /// Restores the playback history of container structures.
4466  /// This function will read history data from the passed-in stream reader interface, and apply it to all
4467  /// currently loaded containers and instantiated game objects. Game objects are matched by
4468  /// ID. History for unloaded structures and unknown game objects will be skipped.
4469  /// \remarks
4470  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4471  /// \return
4472  /// - \c AK_Success if successful
4473  /// - \c AK_InsufficientMemory if not enough memory is available for IReadBytes operation
4474  /// \sa
4475  /// - <tt>AK::SoundEngine::GetContainerHistory()</tt>
4477  AK::IReadBytes * in_pBytes ///< Pointer to IReadBytes interface used to load the history.
4478  );
4479 
4480  //@}
4481 
4482  ////////////////////////////////////////////////////////////////////////
4483  /// @name Capture
4484  //@{
4485 
4486  /// Starts recording the sound engine audio output.
4487  /// StartOutputCapture outputs a wav file per current output device of the sound engine.
4488  /// If more than one device is active, the system will create multiple files in the same output
4489  /// directory and will append numbers at the end of the provided filename.
4490  ///
4491  /// If no device is running yet, the system will return success AK_Success despite doing nothing.
4492  /// Use RegisterAudioDeviceStatusCallback to get notified when devices are created/destructed.
4493  ///
4494  /// \return AK_Success if successful, AK_Fail if there was a problem starting the output capture.
4495  /// \remark
4496  /// - The sound engine opens a stream for writing using <tt>AK::IAkStreamMgr::CreateStd()</tt>. If you are using the
4497  /// default implementation of the Stream Manager, file opening is executed in your implementation of
4498  /// the Low-Level IO interface <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>. The following
4499  /// AkFileSystemFlags are passed: uCompanyID = AKCOMPANYID_AUDIOKINETIC and uCodecID = AKCODECID_PCM,
4500  /// and the AkOpenMode is AK_OpenModeWriteOvrwr. See \ref streamingmanager_lowlevel_location for
4501  /// more details on managing the deployment of your Wwise generated data.
4502  /// \return
4503  /// - \c AK_Success when successful
4504  /// - \c AK_InvalidParameter if in_CaptureFileName is null.
4505  /// - \c AK_InsufficientMemory if not enough memory is available.
4506  /// \sa
4507  /// - <tt>AK::SoundEngine::StopOutputCapture()</tt>
4508  /// - <tt>AK::StreamMgr::SetFileLocationResolver()</tt>
4509  /// - \ref streamingdevicemanager
4510  /// - \ref streamingmanager_lowlevel_location
4511  /// - RegisterAudioDeviceStatusCallback
4513  const AkOSChar* in_CaptureFileName ///< Name of the output capture file
4514  );
4515 
4516  /// Stops recording the sound engine audio output.
4517  /// \return AK_Success if successful, AK_Fail if there was a problem stopping the output capture.
4518  /// \sa
4519  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4521 
4522  /// Adds text marker in audio output file.
4523  /// \return
4524  /// - \c AK_Success when successful
4525  /// - \c AK_InvalidParameter if in_MarkerText is null.
4526  /// - \c AK_InsufficientMemory if not enough memory is available.
4527  /// \sa
4528  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4530  const char* in_MarkerText, ///< Text of the marker
4531  AkUInt32 in_uSamplePos = AK_INVALID_SAMPLE_POS ///< Sample to attach the marker to. If set to AK_INVALID_SAMPLE_POS, marker is added at the current recording time.
4532  );
4533 
4534  /// Adds binary data to a marker in audio output file.
4535  /// \return
4536  /// - \c AK_Success when successful
4537  /// - \c AK_InvalidParameter if in_pMarkerData is null or in_uMarkerDataSize is zero.
4538  /// - \c AK_InsufficientMemory if not enough memory is available.
4539  /// \sa
4540  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4542  void* in_pMarkerData, ///< Marker data
4543  AkUInt32 in_uMarkerDataSize, ///< Size of the marker data
4544  AkUInt32 in_uSamplePos = AK_INVALID_SAMPLE_POS ///< Sample to attach the marker to. If set to AK_INVALID_SAMPLE_POS, marker is added at the current recording time.
4545  );
4546 
4547  /// Gets the system sample rate.
4548  /// \return The sample rate.
4550 
4551  /// Registers a callback used for retrieving audio samples.
4552  /// The callback will be called from the audio thread during real-time rendering and from the main thread during offline rendering.
4553  /// \return
4554  /// - \c AK_Success when successful
4555  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4556  /// - \c AK_InvalidParameter when in_pfnCallback is null
4557  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4558  /// \sa
4559  /// - <tt>AK::SoundEngine::AddOutput()</tt>
4560  /// - <tt>AK::SoundEngine::GetOutputID()</tt>
4561  /// - <tt>AK::SoundEngine::UnregisterCaptureCallback()</tt>
4563  AkCaptureCallbackFunc in_pfnCallback, ///< Capture callback function to register.
4564  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4565  void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4566  );
4567 
4568  /// Unregisters a callback used for retrieving audio samples.
4569  /// \return
4570  /// - \c AK_Success when successful
4571  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4572  /// - \c AK_InvalidParameter when in_pfnCallback is null
4573  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4574  /// \sa
4575  /// - <tt>AK::SoundEngine::AddOutput()</tt>
4576  /// - <tt>AK::SoundEngine::GetOutputID()</tt>
4577  /// - <tt>AK::SoundEngine::RegisterCaptureCallback()</tt>
4579  AkCaptureCallbackFunc in_pfnCallback, ///< Capture callback function to unregister.
4580  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4581  void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4582  );
4583 
4584  /// Starts recording the sound engine profiling information into a file. This file can be read
4585  /// by Wwise Authoring. The file is created at the base path. If you have integrated Wwise I/O,
4586  /// you can use <tt>CAkDefaultIOHookDeferred::SetBasePath()</tt> (or <tt>CAkDefaultIOHookDeferred::AddBasePath()</tt>)
4587  /// to change the location where the file is saved. The profiling session records all data types possible.
4588  /// Note that this call captures peak metering for all the busses loaded and mixing
4589  /// while this call is invoked.
4590  /// \remark This function is provided as a utility tool only. It does nothing if it is
4591  /// called in the release configuration and returns AK_NotCompatible.
4593  const AkOSChar* in_CaptureFileName ///< Name of the output profiler file (.prof extension recommended)
4594  );
4595 
4596  /// Stops recording the sound engine profiling information.
4597  /// \remark This function is provided as a utility tool only. It does nothing if it is
4598  /// called in the release configuration and returns AK_NotCompatible.
4600 
4601  //@}
4602 
4603  ////////////////////////////////////////////////////////////////////////
4604  /// @name Offline Rendering
4605  //@{
4606 
4607  /// Sets the offline rendering frame time in seconds.
4608  /// 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.
4609  ///
4610  /// \sa \ref goingfurther_offlinerendering
4611  /// \return Always returns AK_Success
4613  AkReal32 in_fFrameTimeInSeconds ///< frame time in seconds used during offline rendering
4614  );
4615 
4616  /// Enables/disables offline rendering.
4617  ///
4618  /// \sa \ref goingfurther_offlinerendering
4619  /// \return Always returns AK_Success
4621  bool in_bEnableOfflineRendering ///< enables/disables offline rendering
4622  );
4623 
4624  //@}
4625 
4626  ////////////////////////////////////////////////////////////////////////
4627  /// @name Secondary Outputs
4628  //@{
4629 
4630  /// Adds an output to the sound engine. Use this to add controller-attached headphones, controller speakers, DVR output, etc.
4631  /// 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).
4632  ///
4633  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4634  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4635  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4636  ///
4637  /// \sa AkOutputSettings for more details.
4638  /// \sa \ref integrating_secondary_outputs
4639  /// \sa \ref default_audio_devices
4640  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4641  /// \sa AK::AkDeviceStatusCallbackFunc
4642  /// \return
4643  /// The following codes are returned directly from the function, as opposed to the AkDeviceStatusCallback
4644  /// - \c AK_NotImplemented: Feature not supported, some platforms don't have other outputs.
4645  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations (see parameter list below).
4646  /// - \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.
4647  /// - \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.
4648  /// - \c AK_NotInitialized: If AK::SoundEngine::Init was not called or if the Init.bnk was not loaded before the call.
4649  /// - \c AK_Success: Parameters are valid.
4650  ///
4651  /// The following codes are returned from the callback.
4652  /// - \c AK_InsufficientMemory : Not enough memory to complete the operation.
4653  /// - \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.
4654  /// - \c AK_PluginNotRegistered: The audioDeviceShareset exists but the plug-in it refers to is not installed or statically linked with the game.
4655  /// - \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.
4656  /// - \c AK_DeviceNotCompatible: The hardware does not support this type of output. Wwise will NOT fallback to any other type of output.
4657  /// - \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.
4658  /// - \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.
4660  const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4661  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
4662  const AkGameObjectID* in_pListenerIDs = NULL, ///< Specific listener(s) to attach to this device.
4663  ///< If specified, only the sounds routed to game objects linked to those listeners will play in this device.
4664  ///< It is necessary to have separate listeners if multiple devices of the same type can coexist (e.g. controller speakers)
4665  ///< If not specified, sound routing simply obey the associations between Master Busses and Audio Devices setup in the Wwise Project.
4666  AkUInt32 in_uNumListeners = 0 ///< The number of elements in the in_pListenerIDs array.
4667  );
4668 
4669  /// Removes one output added through AK::SoundEngine::AddOutput
4670  /// If a listener was associated with the device, you should consider unregistering the listener prior to call RemoveOutput
4671  /// so that Game Object/Listener routing is properly updated according to your game scenario.
4672  /// \sa \ref integrating_secondary_outputs
4673  /// \sa AK::SoundEngine::AddOutput
4674  /// \return AK_Success: Parameters are valid.
4676  AkOutputDeviceID in_idOutput ///< ID of the output to remove. Use the returned ID from AddOutput, GetOutputID, or ReplaceOutput
4677  );
4678 
4679  /// Replaces an output device previously created during engine initialization or from AddOutput, with a new output device.
4680  /// 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
4681  /// that the old output device was associated with, and preserve all listeners that were attached to the old output device.
4682  ///
4683  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4684  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4685  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4686  ///
4687  /// \sa AK::SoundEngine::AddOutput
4688  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4689  /// \sa AK::AkDeviceStatusCallbackFunc
4690  /// \return
4691  /// - \c AK_InvalidID: The audioDeviceShareset on in_settings was not valid.
4692  /// - \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.
4693  /// - \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.
4694  /// - \c AK_DeviceNotFound: The in_outputDeviceId provided does not match with any of the output devices that the sound engine is currently using.
4695  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations on in_settings
4696  /// - \c AK_Success: parameters were valid, and the remove and add will occur.
4698  const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4699  AkOutputDeviceID in_outputDeviceId, ///< AkOutputDeviceID of the output to replace. Use 0 to target the current main output, regardless of its id. Otherwise, use the AkOutputDeviceID returned from AddOutput() or ReplaceOutput(), or generated by GetOutputID()
4700  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.
4701  );
4702 
4703  /// Gets the compounded output ID from shareset and device id.
4704  /// 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.
4705  /// Use 0 for in_idShareset & in_idDevice to get the Main Output ID (the one usually initialized during AK::SoundEngine::Init)
4706  /// \return The id of the output
4708  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.
4709  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4710  ///< \sa \ref obtaining_device_id
4711  );
4712 
4714  const char* in_szShareSet, ///< Audio Device ShareSet Name, as defined in the Wwise Project. If Null, will select the Default Output shareset (always available)
4715  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4716  ///< \sa \ref obtaining_device_id
4717  );
4718 
4719  #ifdef AK_SUPPORT_WCHAR
4721  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)
4722  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4723  ///< \sa \ref obtaining_device_id
4724  );
4725  #endif
4726 
4727  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4728  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4729  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4730  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4731  /// \return
4732  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4733  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4735  AkUniqueID in_idBus, ///< Id of the master bus
4736  AkUniqueID in_idNewDevice ///< New device shareset to replace with.
4737  );
4738 
4739  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4740  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4741  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4742  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4743  /// \return
4744  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4745  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4747  const char* in_BusName, ///< Name of the master bus
4748  const char* in_DeviceName ///< New device shareset to replace with.
4749  );
4750 
4751  #ifdef AK_SUPPORT_WCHAR
4752  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4753  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4754  /// SetBusDevice must be preceded by a call to AddOutput for the new device shareset to be registered as an output.
4755  /// \return
4756  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4757  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4759  const wchar_t* in_BusName, ///< Name of the master bus
4760  const wchar_t* in_DeviceName ///< New device shareset to replace with.
4761  );
4762  #endif
4763 
4764  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4765  /// \remarks
4766  /// This call is only valid for sink plug-ins that support device enumeration.
4767  /// Prerequisites:
4768  /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4769  /// * A physical device recognized by this plug-in must exist in the system.
4770  ///
4771  /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4772  /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4773  /// Note that it is optional to implement device enumeration on custom sink plug-ins.
4774  /// \return
4775  /// - \c AK_NotImplemented if the sink plug-in does not implement device enumeration
4776  /// - \c AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4777  /// - \c AK_NotCompatible if no device of this type are supported on the current platform
4778  /// - \c AK_Fail in case of system device manager failure (OS related)
4779  ///
4781  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
4782  AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
4783  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.
4784  AkDeviceDescription* out_deviceDescriptions ///< The output array of device descriptions.
4785  );
4786 
4787  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4788  /// \remarks
4789  /// This call is only valid for sink plug-ins that support device enumeration.
4790  /// Prerequisites:
4791  /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4792  /// * The audio device shareset must have been loaded from a soundbank, and a physical device recognized by this plug-in must exist in the system.
4793  ///
4794  /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4795  /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4796  /// Note that it is optional to implement device enumeration on custom sink plug-ins.
4797  /// \return
4798  /// AK_NotImplemented if the sink plug-in does not implement device enumeration
4799  /// AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4801  AkUniqueID in_audioDeviceShareSetID, ///< In: The audio device shareset ID for which to list the sink plug-in devices.
4802  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.
4803  AkDeviceDescription* out_deviceDescriptions ///< The output array of device descriptions.
4804  );
4805 
4806  /// Sets the volume of a output device.
4807  /// \return
4808  /// - \c AK_Success if successful
4809  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4811  AkOutputDeviceID in_idOutput, ///< Output ID to set the volume on. As returned from AddOutput or GetOutputID
4812  AkReal32 in_fVolume ///< Volume (0.0 = Muted, 1.0 = Volume max)
4813  );
4814 
4815  /// 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).
4816  /// 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
4817  /// 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
4818  /// 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.
4819  /// \return
4820  /// AK_NotCompatible when the device ID provided does not support spatial audio, or the platform does not support spatial audio
4821  /// AK_Fail when there is some other miscellaneous failure, or the device ID provided does not match a device that the system knows about
4822  /// AK_Success when the device ID provided does support spatial audio
4824  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4825  ///< \sa \ref obtaining_device_id
4826  );
4827 
4828 
4829  //@}
4830 
4831  /// 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.
4832  /// Call \c WakeupFromSuspend when your application receives the message from the OS that the process is back in foreground.
4833  /// When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when \ref RenderAudio() is called.
4834  /// It is recommended to match the <b>in_bRenderAnyway</b> parameter with the behavior of the rest of your game:
4835  /// 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.
4836  /// If you want to minimize CPU when in background, then don't allow rendering and never call RenderAudio from the game.
4837  ///
4838  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4839  /// \sa WakeupFromSuspend
4840  /// \sa \ref workingwithsdks_system_calls
4842  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().
4843  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.
4844  );
4845 
4846  /// 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.
4847  ///
4848  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4849  /// \sa Suspend
4850  /// \sa \ref workingwithsdks_system_calls
4852  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.
4853  );
4854 
4855  /// Obtains the current audio output buffer tick. This corresponds to the number of buffers produced by
4856  /// the sound engine since initialization.
4857  /// \return Tick count.
4859 
4860  /// Obtains the current audio output sample tick. This corresponds to the number of samples produced by
4861  /// the sound engine since initialization.
4862  /// \return Sample count.
4864 
4865  /// Resets all global changes made to the sound engine.
4866  /// This includes:
4867  /// - States
4868  /// - RTPCs in the global scope
4869  /// - Changes made on sound object by Event Actions like Set Volume, Set Pitch, etc or equivalent API calls.
4870  /// - Mute/solo status
4871  /// - Effects set dynamically through SetEffect or a Set Effect Action.
4872  /// - Random and Sequence containers histories (last played, etc)
4873  /// \note
4874  /// To reset Game Object specific values, use AK::SoundEngine::UnregisterGameObj or AK::SoundEngine::UnregisterAllGameObj
4875  /// then AK::SoundEngine::RegisterGameObj if the game object is still needed.
4877 
4878  /// Sets the assertion handling function that the Sound Engine and other modules use.
4879  /// The assertion hook can be set via this function prior to Sound Engine initialization in order to catch early initialization assertion failures.
4880  /// However, during Sound Engine initialization, the assertion handler is replaced with the value of <tt>AkInitSettings:pfnAssertHook</tt>.
4881  /// After Sound Engine initialization, the assertion handler cannot be replaced.
4882  ///
4883  /// \aknote
4884  /// This function has no effect on Release builds.
4885  /// \endaknote
4886  ///
4887  /// \return AK_Success when called before Sound Engine initialization, or AK_AlreadyInitialized if Sound Engine was already initialized
4889  }
4890 }
4891 
4892 #endif // _AK_SOUNDENGINE_H_
AkOutputSettings settingsMainOutput
Main output device settings.
AKSOUNDENGINE_API AKRESULT RegisterPluginDLL(const AkOSChar *in_DllName, const AkOSChar *in_DllPath=NULL)
AkPanningRule
Headphone / speakers panning rules.
Definition: AkEnums.h:243
AkUInt32 uMonitorQueuePoolSize
Size of the monitoring queue, in bytes. This parameter is not used in Release build.
AKSOUNDENGINE_API AKRESULT GetPlayingSegmentInfo(AkPlayingID in_PlayingID, AkSegmentInfo &out_segmentInfo, bool in_bExtrapolate=true)
void(* AkBankCallbackFunc)(AkUInt32 in_bankID, const void *in_pInMemoryBankPtr, enum AKRESULT in_eLoadResult, void *in_pCookie)
AkEventCallbackFunc AkCallbackFunc
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()
AKSOUNDENGINE_API void ProcessBanks()
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.
AkUInt32 AkBankID
Run time bank ID.
Definition: AkTypedefs.h:54
static const AkUInt32 AK_INVALID_OUTPUT_DEVICE_ID
Invalid Device ID.
Definition: AkConstants.h:47
AkUInt32 AkSwitchGroupID
Switch group ID.
Definition: AkTypedefs.h:50
#define AK_DEFAULT_HEIGHT_ANGLE
Definition of data structures for AkAudioObject.
AkBackgroundMusicChangeCallbackFunc BGMCallback
Application-defined audio source change event callback function.
Auxiliary bus sends information per game object per given auxiliary bus.
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.
AKSOUNDENGINE_API AKRESULT LoadBankMemoryView(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkBankID &out_bankID)
AkUInt32 AkJobType
Job type identifier.
Definition: AkTypedefs.h:68
AkUInt8 * pMediaMemory
Pointer to the data to be set for the source.
void(* AkCaptureCallbackFunc)(AkAudioBuffer &in_CaptureBuffer, AkOutputDeviceID in_idOutput, void *in_pCookie)
void(* AkBusMeteringCallbackFunc)(AkBusMeteringCallbackInfo *in_pCallbackInfo)
AKSOUNDENGINE_API AKRESULT AddOutputCaptureBinaryMarker(void *in_pMarkerData, AkUInt32 in_uMarkerDataSize, AkUInt32 in_uSamplePos=AK_INVALID_SAMPLE_POS)
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(* 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,...
@ AkPluginTypeNone
Unknown/invalid plug-in type.
Definition: AkEnums.h:282
AkMeteringFlags
Metering flags. Used for specifying bus metering, through AK::SoundEngine::RegisterBusVolumeCallback(...
Definition: AkEnums.h:265
AKSOUNDENGINE_API AKRESULT StartOutputCapture(const AkOSChar *in_CaptureFileName)
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.
const ::AkActionOnEventType AkActionOnEventType_Resume
AKSOUNDENGINE_API AKRESULT SetDefaultListeners(const AkGameObjectID *in_pListenerObjs, AkUInt32 in_uNumListeners)
AkUInt64 AkGameObjectID
Game object ID.
Definition: AkTypedefs.h:39
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)
#define AK_EXTERNAPIFUNC(_type, _name)
AkCurveInterpolation
Curve interpolation types.
Definition: AkEnums.h:185
@ 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)
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:1407
AKSOUNDENGINE_API AKRESULT RegisterGameObj(AkGameObjectID in_gameObjectID)
@ Preparation_LoadAndDecode
Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
AKSOUNDENGINE_API AKRESULT GetContainerHistory(AK::IWriteBytes *in_pBytes)
const ::AkActionOnEventType AkActionOnEventType_Pause
const ::AkActionOnEventType AkActionOnEventType_Stop
AKSOUNDENGINE_API AKRESULT LoadBank(const char *in_pszString, AkBankID &out_bankID, AkBankType in_bankType=AkBankType_User)
AKSOUNDENGINE_API AKRESULT SetState(AkStateGroupID in_stateGroup, AkStateID in_state)
Structure used to query info on active playing segments.
Platform-independent initialization settings of output devices.
AKSOUNDENGINE_API bool IsInitialized()
@ Preparation_Unload
PrepareEvent() will unload required information to play the specified event.
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
Definition: AkConstants.h:33
@ AkBankContent_All
Use AkBankContent_All to load both the media and structural content.
AKSOUNDENGINE_API AKRESULT SetOfflineRenderingFrameTime(AkReal32 in_fFrameTimeInSeconds)
char AkOSChar
Generic character string.
Definition: AkTypes.h:60
uint8_t AkUInt8
Unsigned 8-bit integer.
AkUInt32 AkUniqueID
Unique 32-bit ID.
Definition: AkTypedefs.h:31
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.
AkInt32 AkMemPoolId
Memory pool ID.
Definition: AkTypedefs.h:41
AKSOUNDENGINE_API AKRESULT SetOutputVolume(AkOutputDeviceID in_idOutput, AkReal32 in_fVolume)
AKSOUNDENGINE_API AKRESULT GetPanningRule(AkPanningRule &out_ePanningRule, AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API AKRESULT ResetRTPCValueByPlayingID(AkRtpcID in_rtpcID, AkPlayingID in_playingID, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AkFloorPlane eFloorPlane
AKSOUNDENGINE_API AKRESULT SetBankLoadIOSettings(AkReal32 in_fThroughput, AkPriority in_priority)
AKSOUNDENGINE_API AKRESULT RegisterAudioDeviceStatusCallback(AK::AkDeviceStatusCallbackFunc in_pCallback)
void(* AkResourceMonitorCallbackFunc)(const struct AkResourceMonitorDataSummary *in_pdataSummary)
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)
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)
AKSOUNDENGINE_API AKRESULT RegisterCodec(AkUInt32 in_ulCompanyID, AkUInt32 in_ulCodecID, AkCreateFileSourceCallback in_pFileCreateFunc, AkCreateBankSourceCallback in_pBankCreateFunc)
AkUInt32 AkStateGroupID
State group ID.
Definition: AkTypedefs.h:33
bool bUseLEngineThread
Use a Wwise-owned thread for processing audio. If set to false, audio processing will occur only insi...
void(* AkOutputDeviceMeteringCallbackFunc)(AkOutputDeviceMeteringCallbackInfo *in_pCallbackInfo)
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)
AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]
The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
AkInt32 AkTimeMs
Time in ms.
Definition: AkTypedefs.h:35
AKSOUNDENGINE_API AKRESULT DecodeBank(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkMemPoolId in_uPoolForDecodedBank, void *&out_pDecodedBankPtr, AkUInt32 &out_uDecodedBankSize)
const ::AkActionOnEventType AkActionOnEventType_Break
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.
@ 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)
@ AkFloorPlane_Last
End of enum, invalid value.
bool bEnableGameSyncPreparation
Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
AkUInt32 AkSwitchStateID
Switch ID.
Definition: AkTypedefs.h:51
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)
AKSOUNDENGINE_API AKRESULT SetSidechainMixConfig(AkUniqueID in_sidechainMixId, AkChannelConfig in_channelConfig)
AkGroupType
Game sync group type.
Definition: AkEnums.h:117
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.
const ::AkActionOnEventType AkActionOnEventType_ReleaseEnvelope
AKSOUNDENGINE_API AKRESULT UnregisterGameObj(AkGameObjectID in_gameObjectID)
AKSOUNDENGINE_API AKRESULT SetJobMgrMaxActiveWorkers(AkJobType in_jobType, AkUInt32 in_uNewMaxActiveWorkers)
@ AkMultiPositionType_MultiDirections
Simulate one sound coming from multiple directions. Useful for repositionning sounds based on wall op...
Definition: AkEnums.h:319
static const AkPlayingID AK_INVALID_PLAYING_ID
Invalid playing ID.
Definition: AkConstants.h:36
AKSOUNDENGINE_API AKRESULT SetContainerEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
AKSOUNDENGINE_API AKRESULT RenderAudio(bool in_bAllowSyncRender=true)
AkJobMgrSettings settingsJobManager
Settings to configure the behavior of the Sound Engine's internal job manager.
Positioning information for a sound, with specified subset of its channels.
Definition: Ak3DObjects.h:390
AkMultiPositionType
Definition: AkEnums.h:316
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)
AkUInt32 AkPluginID
Source or effect plug-in ID.
Definition: AkTypedefs.h:42
AKSOUNDENGINE_API AKRESULT SetMultiplePositions(AkGameObjectID in_GameObjectID, const AkSoundPosition *in_pPositions, AkUInt16 in_NumPositions, AkMultiPositionType in_eMultiPositionType=AkMultiPositionType_MultiDirections, AkSetPositionFlags in_eFlags=AkSetPositionFlags_Default)
@ AkBankType_User
User-defined bank.
Definition: AkEnums.h:212
AkReal32 AkRtpcValue
Real time parameter control value.
Definition: AkTypedefs.h:53
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)
AKSOUNDENGINE_API AKRESULT ResetBusConfig(AkUniqueID in_audioNodeID)
@ AkBankContent_Last
End of enum, invalid value.
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 AkChannelConfig GetSpeakerConfiguration(AkOutputDeviceID in_idOutput=0)
AkPluginType
Definition: AkEnums.h:281
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)
@ Preparation_Last
End of enum, invalid value.
AKSOUNDENGINE_API AKRESULT AddOutputCaptureMarker(const char *in_MarkerText, AkUInt32 in_uSamplePos=AK_INVALID_SAMPLE_POS)
AkReal32 fGameUnitsToMeters
AkUInt32 AkTriggerID
Trigger ID.
Definition: AkTypedefs.h:58
AkUInt32 AkRtpcID
Real time parameter control ID.
Definition: AkTypedefs.h:52
AKSOUNDENGINE_API AKRESULT RegisterBusMeteringCallback(AkUniqueID in_busID, AkBusMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
AKSOUNDENGINE_API void SetRandomSeed(AkUInt32 in_uSeed)
#define AK_CALLBACK(_type, _name)
const AkOSChar * szPluginDLLPath
When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the gam...
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)
@ AkGlobalCallbackLocation_BeginRender
Start of frame rendering, after having processed game messages.
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)
AKSOUNDENGINE_API AKRESULT ResetGlobalValues()
AKSOUNDENGINE_API AKRESULT SetBusEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
AKSOUNDENGINE_API void MuteBackgroundMusic(bool in_bMute)
AKSOUNDENGINE_API AKRESULT SetContainerHistory(AK::IReadBytes *in_pBytes)
void(* AkAssertHook)(const char *in_pszExpression, const char *in_pszFileName, int in_lineNumber)
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)
AKRESULT
Definition: AkEnums.h:32
AKSOUNDENGINE_API AKRESULT SetOfflineRendering(bool in_bEnableOfflineRendering)
AKSOUNDENGINE_API AKRESULT LoadBankMemoryCopy(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkBankID &out_bankID)
AkSetPositionFlags
Flags to independently set the position of the emitter or listener component on a game object.
Definition: AkEnums.h:327
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)
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)
AkUInt32 AkStateID
State ID.
Definition: AkTypedefs.h:32
AKSOUNDENGINE_API AKRESULT Suspend(bool in_bRenderAnyway=false, bool in_bFadeOut=true)
static const AkUInt32 AK_NUM_JOB_TYPES
Number of possible job types recognized by the Sound Engine.
Definition: AkConstants.h:70
AKSOUNDENGINE_API AKRESULT SetAssertHook(AkAssertHook in_pfnAssertHook)
void(* AkGlobalCallbackFunc)(AkGlobalPluginContextPtr in_pContext, enum AkGlobalCallbackLocation in_eLocation, void *in_pCookie)
AKSOUNDENGINE_API AKRESULT StopOutputCapture()
AKSOUNDENGINE_API AKRESULT SetSpeakerAngles(const AkReal32 *in_pfSpeakerAngles, AkUInt32 in_uNumAngles, AkReal32 in_fHeightAngle=AK_DEFAULT_HEIGHT_ANGLE, AkOutputDeviceID in_idOutput=0)
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:1405
AKSOUNDENGINE_API AKRESULT ResetListenersToDefault(AkGameObjectID in_emitterGameObj)
@ AkCurveInterpolation_Linear
Linear (Default)
Definition: AkEnums.h:192
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)
bool bOfflineRendering
Enables/disables offline rendering. Offline Rendering with Wwise.
AKSOUNDENGINE_API AKRESULT SendPluginCustomGameData(AkUniqueID in_busID, AkGameObjectID in_gameObjectID, AkPluginType in_eType, AkUInt32 in_uCompanyID, AkUInt32 in_uPluginID, const void *in_pData, AkUInt32 in_uSizeInBytes)
AKSOUNDENGINE_API AKRESULT SetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings)
AKSOUNDENGINE_API void CancelBankCallbackCookie(void *in_pCookie)
const ::AkActionOnEventType AkActionOnEventType_Last
@ 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.
static const AkUniqueID AK_INVALID_UNIQUE_ID
Invalid unique 32-bit ID.
Definition: AkConstants.h:34
void * BGMCallbackCookie
Application-defined user data for the audio source change event callback function.
void(* AkBusCallbackFunc)(struct AkSpeakerVolumeMatrixCallbackInfo *in_pCallbackInfo, void *in_pCookie)
@ AkSetPositionFlags_Default
Default: set both emitter and listener component positions.
Definition: AkEnums.h:331
AkUniqueID sourceID
Source ID (available in the SoundBank content files)
uint32_t AkUInt32
Unsigned 32-bit integer.
bool bUseSoundBankMgrThread
Use a Wwise-owned thread for loading sound banks. If set to false, bank-loading will occur only insid...
AkUniqueID mediaID
Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file...
Definition: AkMidiTypes.h:235
AkUInt32 AkBankType
Run time bank type.
Definition: AkTypedefs.h:55
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)
AKSOUNDENGINE_API AKRESULT UnregisterResourceMonitorCallback(AkResourceMonitorCallbackFunc in_pCallback)
AkInt8 AkPriority
Priority.
Definition: AkTypedefs.h:46
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 ...
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:1403
AKSOUNDENGINE_API AKRESULT PrepareBus(PreparationType in_PreparationType, const char **in_ppszString, AkUInt32 in_uBusses)
AKSOUNDENGINE_API AkUInt64 GetSampleTick()
AKSOUNDENGINE_API AK::IAkGlobalPluginContext * GetGlobalPluginContext()
AkReal32 fStreamingLookAheadRatio
Multiplication factor for all streaming look-ahead heuristic values, for music streams.
IAkSoftwareCodec *(* AkCreateBankSourceCallback)(void *in_pCtx)
Registered bank source node creation function prototype.
#define AK_INVALID_SAMPLE_POS
Definition: AkConstants.h:159
AkFloorPlane
AKSOUNDENGINE_API AKRESULT SetBusConfig(AkUniqueID in_audioNodeID, AkChannelConfig in_channelConfig)
AKSOUNDENGINE_API bool GetBackgroundMusicMute()
AkUInt64 AkOutputDeviceID
Audio Output device ID.
Definition: AkTypedefs.h:64
AkSpeakerVolumesMatrixPtr VectorPtr
Definition: AkTypedefs.h:95
AkUInt32 AkPlayingID
A unique identifier generated whenever a PostEvent is called (or when a Dynamic Sequence is created)....
Definition: AkTypedefs.h:34
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)
AkActionOnEventType
Definition: AkEnums.h:349
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...
IAkSoftwareCodec *(* AkCreateFileSourceCallback)(void *in_pCtx)
Registered file source creation function prototype.
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)
void(* AkDeviceStatusCallbackFunc)(AkGlobalPluginContextPtr in_pContext, AkUniqueID in_idAudioDeviceShareset, AkUInt32 in_idDeviceID, enum AkAudioDeviceEvent in_idEvent, enum AKRESULT in_AkResult)
AKSOUNDENGINE_API AKRESULT GetBufferStatusForPinnedEvent(AkUniqueID in_eventID, AkReal32 &out_fPercentBuffered, bool &out_bCachePinnedMemoryFull)
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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