Version
menu

Wwise SDK 2025.1.4
AkSoundEngine.h
Go to the documentation of this file.
1 /*******************************************************************************
2 The content of this file includes portions of the AUDIOKINETIC Wwise Technology
3 released in source code form as part of the SDK installer package.
4 
5 Commercial License Usage
6 
7 Licensees holding valid commercial licenses to the AUDIOKINETIC Wwise Technology
8 may use this file in accordance with the end user license agreement provided
9 with the software or, alternatively, in accordance with the terms contained in a
10 written agreement between you and Audiokinetic Inc.
11 
12 Apache License Usage
13 
14 Alternatively, this file may be used under the Apache License, Version 2.0 (the
15 "Apache License"); you may not use this file except in compliance with the
16 Apache License. You may obtain a copy of the Apache License at
17 http://www.apache.org/licenses/LICENSE-2.0.
18 
19 Unless required by applicable law or agreed to in writing, software distributed
20 under the Apache License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES
21 OR CONDITIONS OF ANY KIND, either express or implied. See the Apache License for
22 the specific language governing permissions and limitations under the License.
23 
24  Copyright (c) 2025 Audiokinetic Inc.
25 *******************************************************************************/
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 
36 #include AK/SoundEngine/Common/AkSoundEngineExport.h>
37 #include AK/SoundEngine/Common/AkTypes.h>
38 #include AK/SoundEngine/Common/IAkPlugin.h>
39 #include AK/SoundEngine/Common/AkCallback.h>
40 
41 #if defined(AK_NULL_PLATFORM)
42 // null platform has no platform-specific soundengine
43 struct AkPlatformInitSettings { };
44 #elif defined(AK_WIN)
45 #include AK/SoundEngine/Platforms/Windows/AkWinSoundEngine.h>
46 #include AK/SoundEngine/Platforms/Windows/AkPlatformContext.h>
47 
48 #elif defined (AK_MAC_OS_X)
49 #include AK/SoundEngine/Platforms/Mac/AkMacSoundEngine.h>
50 #include AK/SoundEngine/Platforms/Mac/AkPlatformContext.h>
51 
52 #elif defined (AK_IOS)
53 #include AK/SoundEngine/Platforms/iOS/AkiOSSoundEngine.h>
54 #include AK/SoundEngine/Platforms/iOS/AkPlatformContext.h>
55 
56 #elif defined(AK_XBOXGC) // Gaming.Xbox platform
57 #include AK/SoundEngine/Platforms/XboxGC/AkXboxGCSoundEngine.h>
58 #include AK/SoundEngine/Platforms/XboxGC/AkPlatformContext.h>
59 
60 #elif defined( AK_ANDROID )
61 #include AK/SoundEngine/Platforms/Android/AkAndroidSoundEngine.h>
62 #include AK/SoundEngine/Platforms/Android/AkPlatformContext.h>
63 
64 #elif defined( AK_HARMONY )
65 #include AK/SoundEngine/Platforms/OpenHarmony/AkOpenHarmonySoundEngine.h>
66 #include AK/SoundEngine/Platforms/OpenHarmony/AkPlatformContext.h>
67 
68 #elif defined (AK_PS4)
69 #include AK/SoundEngine/Platforms/PS4/AkPS4SoundEngine.h>
70 #include AK/SoundEngine/Platforms/PS4/AkPlatformContext.h>
71 
72 #elif defined (AK_PS5)
73 #include AK/SoundEngine/Platforms/PS5/AkPS5SoundEngine.h>
74 #include AK/SoundEngine/Platforms/PS5/AkPlatformContext.h>
75 
76 #elif defined( AK_LINUX_DESKTOP )
77 #include AK/SoundEngine/Platforms/Linux/AkLinuxSoundEngine.h>
78 #include AK/SoundEngine/Platforms/Linux/AkPlatformContext.h>
79 
80 #elif defined( AK_EMSCRIPTEN )
81 #include AK/SoundEngine/Platforms/Emscripten/AkEmscriptenSoundEngine.h>
82 #include AK/SoundEngine/Platforms/Emscripten/AkPlatformContext.h>
83 
84 #elif defined( AK_QNX )
85 #include
86 #include
87 
88 #elif defined( AK_NX )
89 #include AK/SoundEngine/Platforms/NX/AkNXSoundEngine.h>
90 #include AK/SoundEngine/Platforms/NX/AkPlatformContext.h>
91 
92 #elif defined( AK_OUNCE )
93 #include AK/SoundEngine/Platforms/Ounce/AkOunceSoundEngine.h>
94 #include AK/SoundEngine/Platforms/Ounce/AkPlatformContext.h>
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, ///
106  const char * in_pszFileName, ///
107  int in_lineNumber ///
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, ///
122  void* in_pCookie ///
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, ///
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, ///
153  AkJobType in_jobType, ///
154  AkUInt32 in_uNumWorkers, ///
155  void * in_pClientData ///
156  );
157 
159 
160  AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]; ///= 1 for each jobType.
161 
164 
165  void* pClientData; ///
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 ///
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 /// - AK::SoundEngine::Init()
190 /// - AK::SoundEngine::GetDefaultInitSettings()
191 /// - \ref soundengine_integration_init_advanced
193 {
195 
200  ///
202 
204 
207 
210 
212 
214  bool bUseLEngineThread; ///
215 
217  void* BGMCallbackCookie; ///
218  const AkOSChar * szPluginDLLPath; ///
219 
221  ///
222 
224  ///
225  ///
226  ///
227  ///
228 
230 
232 
234 
235  bool bOfflineRendering; ///
236 
240 };
241 
242 /// Necessary settings for setting externally-loaded sources
244 {
248 };
249 
250 /// Return values for GetSourcePlayPositions.
252 {
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  /// - AK::SoundEngine::Init()
280  /// - AK::SoundEngine::Term()
282 
283  /// Initialize the sound engine.
284  /// \warning This function is not thread-safe.
285  /// \remark The initial settings should be initialized using AK::SoundEngine::GetDefaultInitSettings()
286  /// and AK::SoundEngine::GetDefaultPlatformInitSettings() 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  /// - AK::SoundEngine::Term()
303  /// - AK::SoundEngine::GetDefaultInitSettings()
304  /// - AK::SoundEngine::GetDefaultPlatformInitSettings()
306  AkInitSettings * in_pSettings, ///
307  AkPlatformInitSettings * in_pPlatformSettings ///
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  /// - AK::SoundEngine::Init()
315  /// - AK::SoundEngine::GetDefaultPlatformInitSettings()
317  AkInitSettings & out_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  /// - AK::SoundEngine::Init()
326  /// - AK::SoundEngine::GetDefaultInitSettings()
328  AkPlatformInitSettings & out_platformSettings ///
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  /// - AK::SoundEngine::Init()
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 AK::SoundEngine::Init() was not called
348  /// - \c AK_Success otherwise.
350  AkAudioSettings & out_audioSettings ///
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  /// - AK::SoundEngine::GetOutputDeviceConfiguration()
373  AkOutputDeviceID in_idOutput = 0 ///
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  /// - AK::SoundEngine::GetSpeakerConfiguration()
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, ///
413  AkOutputDeviceID in_idOutput = 0 ///
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, ///
425  AkOutputDeviceID in_idOutput = 0 ///
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 AK::SoundEngine::SetPanningRule()), 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, ///
452  AkUInt32 & io_uNumAngles, ///
453  AkReal32 & out_fHeightAngle, ///
454  AkOutputDeviceID in_idOutput = 0 ///
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, ///
480  AkUInt32 in_uNumAngles, ///
481  AkReal32 in_fHeightAngle = AK_DEFAULT_HEIGHT_ANGLE, ///
482  AkOutputDeviceID in_idOutput = 0 ///
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 ///
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 ///
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, ///
515  AkUInt32 in_uNewMaxActiveWorkers ///
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  /// - AK::SoundEngine::PostEvent()
530  /// \return Always returns AK_Success
532  bool in_bAllowSyncRender = true ///
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, ///
565  AkUInt32 in_ulCompanyID, ///
566  AkUInt32 in_ulPluginID, ///
567  AkCreatePluginCallback in_pCreateFunc, ///
568  AkCreateParamCallback in_pCreateParamFunc, ///
569  AkGetDeviceListCallback in_pGetDeviceList = NULL ///
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, ///
584  const AkOSChar* in_DllPath = NULL ///
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, ///
591  AkUInt32 in_ulCompanyID, ///
592  AkUInt32 in_ulPluginID ///
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, ///
614  AkUInt32 in_ulCodecID, ///
615  AkCreateFileSourceCallback in_pFileCreateFunc, ///
616  AkCreateBankSourceCallback in_pBankCreateFunc ///
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  /// - AK::SoundEngine::UnregisterGlobalCallback()
634  /// - AkGlobalCallbackFunc
635  /// - AkGlobalCallbackLocation
637  AkGlobalCallbackFunc in_pCallback, ///
638  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender, ///
639  void * in_pCookie = NULL, ///
640  AkPluginType in_eType = AkPluginTypeNone, ///
641  AkUInt32 in_ulCompanyID = 0, ///
642  AkUInt32 in_ulPluginID = 0 ///
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  /// - AK::SoundEngine::RegisterGlobalCallback()
655  /// - AkGlobalCallbackFunc
656  /// - AkGlobalCallbackLocation
658  AkGlobalCallbackFunc in_pCallback, ///
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  /// - AK::SoundEngine::UnregisterResourceMonitorCallback()
672  /// - AkResourceMonitorCallbackFunc
674  AkResourceMonitorCallbackFunc in_pCallback ///
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  /// - AK::SoundEngine::RegisterResourceMonitorCallback()
684  /// - AkResourceMonitorCallbackFunc
686  AkResourceMonitorCallbackFunc in_pCallback ///
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 ///
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  /// - AK::SoundEngine::PostEvent
713  /// - AK::SoundEngine::SetRTPCValue
714  /// - AK::SoundEngine::SetSwitch
715  /// - AK::SoundEngine::SetState
716  /// - AK::SoundEngine::PostTrigger
717  /// - AK::SoundEngine::SetGameObjectAuxSendValues
718  /// - AK::SoundEngine::LoadBank
719  /// - AK::SoundEngine::UnloadBank
720  /// - AK::SoundEngine::PrepareEvent
721  /// - AK::SoundEngine::PrepareGameSyncs
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  /// - AK::SoundEngine::PostEvent
732  /// - AK::SoundEngine::SetRTPCValue
733  /// - AK::SoundEngine::SetSwitch
734  /// - AK::SoundEngine::SetState
735  /// - AK::SoundEngine::PostTrigger
736  /// - AK::SoundEngine::SetGameObjectAuxSendValues
737  /// - AK::SoundEngine::LoadBank
738  /// - AK::SoundEngine::UnloadBank
739  /// - AK::SoundEngine::PrepareEvent
740  /// - AK::SoundEngine::PrepareGameSyncs
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  /// - AK::SoundEngine::RenderAudio()
769  /// - AK::SoundEngine::GetIDFromString()
770  /// - AK::SoundEngine::GetSourcePlayPosition()
772  AkUniqueID in_eventID, ///
773  AkGameObjectID in_gameObjectID, ///
774  AkUInt32 in_uFlags = 0, ///
775  AkCallbackFunc in_pfnCallback = NULL, ///
776  void * in_pCookie = NULL, ///
777  AkUInt32 in_cExternals = 0, ///
778  AkExternalSourceInfo *in_pExternalSources = NULL,///
779  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID///
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  /// - AK::SoundEngine::RenderAudio()
803  /// - AK::SoundEngine::GetIDFromString()
804  /// - AK::SoundEngine::GetSourcePlayPosition()
806  const wchar_t* in_pszEventName, ///
807  AkGameObjectID in_gameObjectID, ///
808  AkUInt32 in_uFlags = 0, ///
809  AkCallbackFunc in_pfnCallback = NULL, ///
810  void * in_pCookie = NULL, ///
811  AkUInt32 in_cExternals = 0, ///
812  AkExternalSourceInfo *in_pExternalSources = NULL,///
813  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID///
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  /// - AK::SoundEngine::RenderAudio()
837  /// - AK::SoundEngine::GetIDFromString()
838  /// - AK::SoundEngine::GetSourcePlayPosition()
840  const char* in_pszEventName, ///
841  AkGameObjectID in_gameObjectID, ///
842  AkUInt32 in_uFlags = 0, ///
843  AkCallbackFunc in_pfnCallback = NULL, ///
844  void * in_pCookie = NULL, ///
845  AkUInt32 in_cExternals = 0, ///
846  AkExternalSourceInfo *in_pExternalSources = NULL,///
847  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID///
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  /// - AkActionOnEventType
866  AkUniqueID in_eventID, ///
867  AkActionOnEventType in_ActionType, ///
868  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///
869  AkTimeMs in_uTransitionDuration = 0, ///
871  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///
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  /// - AkActionOnEventType
882  const wchar_t* in_pszEventName, ///
883  AkActionOnEventType in_ActionType, ///
884  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///
885  AkTimeMs in_uTransitionDuration = 0, ///
887  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///
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  /// - AkActionOnEventType
898  const char* in_pszEventName, ///
899  AkActionOnEventType in_ActionType, ///
900  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///
901  AkTimeMs in_uTransitionDuration = 0, ///
903  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///
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  /// - AK::SoundEngine::GetAudioSettings
917  /// - AK::SoundEngine::GetSampleTick
918  /// - AK::SoundEngine::StopMIDIOnEvent
919  /// - \ref soundengine_midi_event_playing_id
921  AkUniqueID in_eventID, ///
922  AkGameObjectID in_gameObjectID, ///
923  AkMIDIPost* in_pPosts, ///
924  AkUInt16 in_uNumPosts, ///
925  bool in_bAbsoluteOffsets = false, ///
926  AkUInt32 in_uFlags = 0, ///
927  AkCallbackFunc in_pfnCallback = NULL, ///
928  void * in_pCookie = NULL, ///
929  AkPlayingID in_playingID = AK_INVALID_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  /// - AK::SoundEngine::PostMIDIOnEvent
941  /// - \ref soundengine_midi_event_playing_id
943  AkUniqueID in_eventID = AK_INVALID_UNIQUE_ID, ///
944  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///
945  AkPlayingID in_playingID = AK_INVALID_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 AK::StreamMgr::IAkLowLevelIOHook::BatchOpen() 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  /// - AK::SoundEngine::GetBufferStatusForPinnedEvent
965  /// - AK::SoundEngine::UnpinEventInStreamCache
966  /// - AK::StreamMgr::IAkLowLevelIOHook::BatchOpen
967  /// - AkFileSystemFlags
969  AkUniqueID in_eventID, ///
970  AkPriority in_uActivePriority, ///
971  AkPriority in_uInactivePriority ///
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 AK::StreamMgr::IAkLowLevelIOHook::BatchOpen() 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  /// - AK::SoundEngine::GetBufferStatusForPinnedEvent
991  /// - AK::SoundEngine::UnpinEventInStreamCache
992  /// - AK::StreamMgr::IAkLowLevelIOHook::BatchOpen
993  /// - AkFileSystemFlags
995  const wchar_t* in_pszEventName, ///
996  AkPriority in_uActivePriority, ///
997  AkPriority in_uInactivePriority ///
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 AK::StreamMgr::IAkLowLevelIOHook::BatchOpen() 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  /// - AK::SoundEngine::GetBufferStatusForPinnedEvent
1017  /// - AK::SoundEngine::UnpinEventInStreamCache
1018  /// - AK::StreamMgr::IAkLowLevelIOHook::BatchOpen
1019  /// - AkFileSystemFlags
1021  const char* in_pszEventName, ///
1022  AkPriority in_uActivePriority, ///
1023  AkPriority in_uInactivePriority ///
1024  );
1025 
1026  /// Releases the set of files that were previously requested to be pinned into cache via AK::SoundEngine::PinEventInStreamCache(). The file may still remain in stream cache
1027  /// after AK::SoundEngine::UnpinEventInStreamCache() 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  /// - AK::SoundEngine::PinEventInStreamCache
1033  /// - AK::SoundEngine::GetBufferStatusForPinnedEvent
1035  AkUniqueID in_eventID ///
1036  );
1037 
1038 #ifdef AK_SUPPORT_WCHAR
1039  /// Releases the set of files that were previously requested to be pinned into cache via AK::SoundEngine::PinEventInStreamCache(). The file may still remain in stream cache
1040  /// after AK::SoundEngine::UnpinEventInStreamCache() 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  /// - AK::SoundEngine::PinEventInStreamCache
1046  /// - AK::SoundEngine::GetBufferStatusForPinnedEvent
1048  const wchar_t* in_pszEventName ///
1049  );
1050 #endif //AK_SUPPORT_WCHAR
1051 
1052  /// Releases the set of files that were previously requested to be pinned into cache via AK::SoundEngine::PinEventInStreamCache(). The file may still remain in stream cache
1053  /// after AK::SoundEngine::UnpinEventInStreamCache() 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  /// - AK::SoundEngine::PinEventInStreamCache
1059  /// - AK::SoundEngine::GetBufferStatusForPinnedEvent
1061  const char* in_pszEventName ///
1062  );
1063 
1064  /// Returns information about an Event that was requested to be pinned into cache via AK::SoundEngine::PinEventInStreamCache().
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  /// - AK::SoundEngine::PinEventInStreamCache
1073  /// - AK::SoundEngine::UnpinEventInStreamCache
1074  /// - AkDeviceSettings
1076  AkUniqueID in_eventID, ///
1077  AkReal32& out_fPercentBuffered, ///
1078  bool& out_bCachePinnedMemoryFull ///
1079  );
1080 
1081  /// Returns information about an Event that was requested to be pinned into cache via AK::SoundEngine::PinEventInStreamCache().
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  /// - AK::SoundEngine::PinEventInStreamCache
1090  /// - AK::SoundEngine::UnpinEventInStreamCache
1091  /// - AkDeviceSettings
1093  const char* in_pszEventName, ///
1094  AkReal32& out_fPercentBuffered, ///
1095  bool& out_bCachePinnedMemoryFull ///
1096  );
1097 
1098 #ifdef AK_SUPPORT_WCHAR
1099  /// Returns information about an Event that was requested to be pinned into cache via AK::SoundEngine::PinEventInStreamCache().
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  /// - AK::SoundEngine::PinEventInStreamCache
1108  /// - AK::SoundEngine::UnpinEventInStreamCache
1109  /// - AkDeviceSettings
1111  const wchar_t* in_pszEventName, ///
1112  AkReal32& out_fPercentBuffered, ///
1113  bool& out_bCachePinnedMemoryFull ///
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 AK::SoundEngine::GetPlayingSegmentInfo() 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). AK::SoundEngine::GetPlayingSegmentInfo()
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  /// - AK::SoundEngine::RenderAudio()
1162  /// - AK::SoundEngine::PostEvent()
1163  /// - AK::SoundEngine::GetSourcePlayPosition()
1164  /// - AK::SoundEngine::GetPlayingSegmentInfo()
1166  AkUniqueID in_eventID, ///
1167  AkGameObjectID in_gameObjectID, ///
1168  AkTimeMs in_iPosition, ///
1169  bool in_bSeekToNearestMarker = false, ///
1170  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_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 AK::SoundEngine::GetPlayingSegmentInfo() 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). AK::SoundEngine::GetPlayingSegmentInfo()
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  /// - AK::SoundEngine::RenderAudio()
1220  /// - AK::SoundEngine::PostEvent()
1221  /// - AK::SoundEngine::GetSourcePlayPosition()
1222  /// - AK::SoundEngine::GetPlayingSegmentInfo()
1224  const wchar_t* in_pszEventName, ///
1225  AkGameObjectID in_gameObjectID, ///
1226  AkTimeMs in_iPosition, ///
1227  bool in_bSeekToNearestMarker = false, ///
1228  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_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 AK::SoundEngine::GetPlayingSegmentInfo() 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). AK::SoundEngine::GetPlayingSegmentInfo()
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  /// - AK::SoundEngine::RenderAudio()
1279  /// - AK::SoundEngine::PostEvent()
1280  /// - AK::SoundEngine::GetSourcePlayPosition()
1281  /// - AK::SoundEngine::GetPlayingSegmentInfo()
1283  const char* in_pszEventName, ///
1284  AkGameObjectID in_gameObjectID, ///
1285  AkTimeMs in_iPosition, ///
1286  bool in_bSeekToNearestMarker = false, ///
1287  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_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 AK::SoundEngine::GetPlayingSegmentInfo() 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). AK::SoundEngine::GetPlayingSegmentInfo()
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  /// - AK::SoundEngine::RenderAudio()
1333  /// - AK::SoundEngine::PostEvent()
1334  /// - AK::SoundEngine::GetSourcePlayPosition()
1335  /// - AK::SoundEngine::GetPlayingSegmentInfo()
1337  AkUniqueID in_eventID, ///
1338  AkGameObjectID in_gameObjectID , ///
1339  AkReal32 in_fPercent, ///
1340  bool in_bSeekToNearestMarker = false, ///
1341  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_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 AK::SoundEngine::GetPlayingSegmentInfo() 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). AK::SoundEngine::GetPlayingSegmentInfo()
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  /// - AK::SoundEngine::RenderAudio()
1387  /// - AK::SoundEngine::PostEvent()
1388  /// - AK::SoundEngine::GetSourcePlayPosition()
1389  /// - AK::SoundEngine::GetPlayingSegmentInfo()
1391  const wchar_t* in_pszEventName, ///
1392  AkGameObjectID in_gameObjectID , ///
1393  AkReal32 in_fPercent , ///
1394  bool in_bSeekToNearestMarker = false, ///
1395  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_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, \c 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 \c 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 AK::SoundEngine::GetPlayingSegmentInfo() 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). AK::SoundEngine::GetPlayingSegmentInfo()
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  /// - AK::SoundEngine::RenderAudio()
1441  /// - AK::SoundEngine::PostEvent()
1442  /// - AK::SoundEngine::GetSourcePlayPosition()
1443  /// - AK::SoundEngine::GetPlayingSegmentInfo()
1445  const char* in_pszEventName, ///
1446  AkGameObjectID in_gameObjectID, ///
1447  AkReal32 in_fPercent, ///
1448  bool in_bSeekToNearestMarker = false, ///
1449  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///
1450  );
1451 
1452  /// Cancels all Event callbacks associated with a specific callback cookie.\n
1453  /// \sa
1454  /// - AK::SoundEngine::PostEvent()
1456  void * in_pCookie ///
1457  );
1458 
1459  /// Cancels all Event callbacks associated with a specific game object.\n
1460  /// \sa
1461  /// - AK::SoundEngine::PostEvent()
1463  AkGameObjectID in_gameObjectID ///
1464  );
1465 
1466  /// Cancels all Event callbacks for a specific playing ID.
1467  /// \sa
1468  /// - AK::SoundEngine::PostEvent()
1470  AkPlayingID in_playingID ///
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, ///AK::SoundEngine::PostEvent()
1489  AkTimeMs* out_puPosition, ///
1490  bool in_bExtrapolate = true ///
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, ///AK::SoundEngine::PostEvent()
1513  AkSourcePosition* out_puPositions, ///
1514  AkUInt32 * io_pcPositions, ///
1515  bool in_bExtrapolate = true ///
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, ///
1541  AkSegmentInfo& out_segmentInfo, ///
1542  bool in_bExtrapolate = true ///
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, ///AK::SoundEngine::PostEvent()
1563  AkTimeMs & out_buffering, ///
1564  bool & out_bIsBuffering ///
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 ///
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  /// - AK::SoundEngine::ExecuteActionOnPlayingID()
1582  AkPlayingID in_playingID, ///
1583  AkTimeMs in_uTransitionDuration = 0, ///
1585  );
1586 
1587  /// Executes an Action on the content associated to the specified playing ID.
1588  /// \sa
1589  /// - AkActionOnEventType
1591  AkActionOnEventType in_ActionType, ///
1592  AkPlayingID in_playingID, ///
1593  AkTimeMs in_uTransitionDuration = 0, ///
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  /// - AK::IAkPluginServiceRNG
1606  AkUInt32 in_uSeed ///
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 ///
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, ///
1634  AkGameObjectID in_gameObjectID, ///
1635  AkPluginType in_eType, ///
1636  AkUInt32 in_uCompanyID, ///
1637  AkUInt32 in_uPluginID, ///
1638  const void* in_pData, ///
1639  AkUInt32 in_uSizeInBytes ///
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  /// - AK::SoundEngine::UnregisterGameObj()
1655  /// - AK::SoundEngine::UnregisterAllGameObj()
1656  /// - \ref concept_gameobjects
1658  AkGameObjectID in_gameObjectID ///
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  /// - AK::SoundEngine::UnregisterGameObj()
1669  /// - AK::SoundEngine::UnregisterAllGameObj()
1670  /// - \ref concept_gameobjects
1672  AkGameObjectID in_gameObjectID, ///
1673  const char * in_pszObjName ///
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  /// - AK::SoundEngine::RegisterGameObj()
1687  /// - AK::SoundEngine::UnregisterAllGameObj()
1688  /// - \ref concept_gameobjects
1690  AkGameObjectID in_gameObjectID ///
1691  ///
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  /// - AK::SoundEngine::RegisterGameObj()
1706  /// - AK::SoundEngine::UnregisterGameObj()
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, ///
1723  const AkSoundPosition & in_Position,///
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 AK::SoundEngine::SetMultiplePositions() with only one position is the same as calling AK::SoundEngine::SetPosition()
1732  /// - If a sound has diffraction enabled, it is treated as AkMultiPositionType_MultiDirections. AkMultiPositionType_MultiSources 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, ///
1747  const AkSoundPosition * in_pPositions, ///
1748  AkUInt16 in_NumPositions, ///
1749  AkMultiPositionType in_eMultiPositionType = AkMultiPositionType_MultiDirections, ///
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 AK::SoundEngine::SetMultiplePositions() with only one position is the same as calling AK::SoundEngine::SetPosition() \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, ///
1767  const AkChannelEmitter * in_pPositions, ///
1768  AkUInt16 in_NumPositions, ///
1769  AkMultiPositionType in_eMultiPositionType = AkMultiPositionType_MultiDirections, ///
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, ///
1781  AkReal32 in_fAttenuationScalingFactor ///
1782  );
1783 
1784  /// Use the position of a separate game object for distance calculations for a specified listener.
1785  /// When AK::SoundEngine::SetDistanceProbe() 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 AK::SoundEngine::RegisterGameObj.
1791  /// This function is optional. if AK::SoundEngine::SetDistanceProbe() 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  /// - AK::SoundEngine::SetPosition()
1799  AkGameObjectID in_listenerGameObjectID, ///
1800  AkGameObjectID in_distanceProbeGameObjectID ///
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 AkInitSettings::bUseSoundBankMgrThread is false, 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 AK::SoundEngine::ProcessBanks.
1820  /// \endakcaution
1821  ///
1822  /// \sa
1823  /// - AK::SoundEngine::LoadBank
1824  /// - AK::SoundEngine::PrepareEvent
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  /// - AK::SoundEngine::UnloadBank()
1835  /// - AK::SoundEngine::LoadBank()
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, ///
1851  AkPriority in_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  /// - AK::SoundEngine::UnloadBank()
1897  /// - AK::SoundEngine::ClearBanks()
1898  /// - AK::SoundEngine::GetIDFromString()
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, ///
1906  AkBankID & out_bankID, ///
1907  AkBankType in_bankType = AkBankType_User ///
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  /// - AK::SoundEngine::UnloadBank()
1953  /// - AK::SoundEngine::ClearBanks()
1954  /// - AK::SoundEngine::GetIDFromString
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, ///
1962  AkBankID & out_bankID, ///
1963  AkBankType in_bankType = AkBankType_User ///
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  /// - AK::SoundEngine::UnloadBank()
2005  /// - AK::SoundEngine::ClearBanks()
2006  /// - \ref soundengine_banks
2007  /// - \ref integrating_elements_plugins
2008  /// - \ref sdk_bank_training
2010  AkBankID in_bankID, ///
2011  AkBankType in_bankType = AkBankType_User ///
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  /// - AK::SoundEngine::UnloadBank()
2055  /// - AK::SoundEngine::ClearBanks()
2056  /// - \ref soundengine_banks
2057  /// - \ref integrating_elements_plugins
2058  /// - \ref sdk_bank_training
2060  const void * in_pInMemoryBankPtr, ///
2061  AkUInt32 in_uInMemoryBankSize, ///
2062  AkBankID & out_bankID ///
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  /// - AK::SoundEngine::UnloadBank()
2105  /// - AK::SoundEngine::ClearBanks()
2106  /// - \ref soundengine_banks
2107  /// - \ref integrating_elements_plugins
2108  /// - \ref sdk_bank_training
2110  const void * in_pInMemoryBankPtr, ///
2111  AkUInt32 in_uInMemoryBankSize, ///
2112  AkBankID & out_bankID, ///
2113  AkBankType & out_bankType ///
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  /// - AK::SoundEngine::UnloadBank()
2156  /// - AK::SoundEngine::ClearBanks()
2157  /// - \ref soundengine_banks
2158  /// - \ref integrating_elements_plugins
2159  /// - \ref sdk_bank_training
2161  const void * in_pInMemoryBankPtr, ///
2162  AkUInt32 in_uInMemoryBankSize, ///
2163  AkBankID & out_bankID ///
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  /// - AK::SoundEngine::UnloadBank()
2205  /// - AK::SoundEngine::ClearBanks()
2206  /// - \ref soundengine_banks
2207  /// - \ref integrating_elements_plugins
2208  /// - \ref sdk_bank_training
2210  const void * in_pInMemoryBankPtr, ///
2211  AkUInt32 in_uInMemoryBankSize, ///
2212  AkBankID & out_bankID, ///
2213  AkBankType & out_bankType ///
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, ///
2221  AkUInt32 in_uInMemoryBankSize, ///
2222  AkMemPoolId in_uPoolForDecodedBank, ///
2223  void * & out_pDecodedBankPtr, ///
2224  AkUInt32 & out_uDecodedBankSize ///
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  /// - \c AK_Success if the scheduling was successful,
2235  /// - \c AK_InvalidBankType if in_bankType was invalid
2236  /// Use a callback to be notified when completed, and get the status of the request.
2237  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2238  /// You may use this ID with UnloadBank().
2239  /// \remarks
2240  /// - The initialization bank (Init.bnk) must be loaded first.
2241  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2242  /// initialization bank. If you need to load SoundBanks from a different project, you
2243  /// must first unload ALL banks, including the initialization bank, then load the
2244  /// initialization bank from the other project, and finally load banks from that project.
2245  /// - Codecs and plug-ins must be registered before loading banks that use them.
2246  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2247  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2248  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2249  /// posting the event will fail.
2250  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2251  /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2252  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2253  /// your implementation of the Stream Manager (AK::IAkStreamMgr::CreateStd()), or in the Low-Level I/O module
2254  /// (AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()) if you use the default Stream Manager's implementation.
2255  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()
2256  /// as AkFileSystemFlags::pCustomParam.
2257  /// \aknote
2258  /// 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.
2259  /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2260  /// This allows working without sound banks, as long as the Wwise Authoring is connected.
2261  /// The Init.bnk is still required to initialize the sound engine properly though.
2262  /// \endaknote
2263  /// \sa
2264  /// - AK::SoundEngine::UnloadBank()
2265  /// - AK::SoundEngine::ClearBanks()
2266  /// - AkBankCallbackFunc
2267  /// - \ref soundengine_banks
2268  /// - \ref integrating_elements_plugins
2269  /// - \ref streamingdevicemanager
2270  /// - \ref streamingmanager_lowlevel
2271  /// - \ref sdk_bank_training
2273  const wchar_t* in_pszString, ///
2274  AkBankCallbackFunc in_pfnBankCallback, ///
2275  void * in_pCookie, ///AK::StreamMgr::IAkLowLevelIOHook::BatchOpen() as AkFileSystemFlags::pCustomParam)
2276  AkBankID & out_bankID, ///
2277  AkBankType in_bankType = AkBankType_User ///
2278  );
2279 #endif //AK_SUPPORT_WCHAR
2280 
2281  /// Loads a bank asynchronously.\n
2282  /// The bank name is passed to the Stream Manager.
2283  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2284  /// A bank load request will be posted to the Bank Manager consumer thread.
2285  /// The function returns immediately.
2286  /// \return
2287  /// - \c AK_Success if the scheduling was successful,
2288  /// - \c AK_InvalidBankType if in_bankType was invalid
2289  /// Use a callback to be notified when completed, and get the status of the request.
2290  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2291  /// You may use this ID with UnloadBank().
2292  /// \remarks
2293  /// - The initialization bank (Init.bnk) must be loaded first.
2294  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2295  /// initialization bank. If you need to load SoundBanks from a different project, you
2296  /// must first unload ALL banks, including the initialization bank, then load the
2297  /// initialization bank from the other project, and finally load banks from that project.
2298  /// - Codecs and plug-ins must be registered before loading banks that use them.
2299  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2300  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2301  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2302  /// posting the Event will fail.
2303  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2304  /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2305  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2306  /// your implementation of the Stream Manager (AK::IAkStreamMgr::CreateStd()), or in the Low-Level I/O module
2307  /// (AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()) if you use the default Stream Manager's implementation.
2308  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()
2309  /// as AkFileSystemFlags::pCustomParam.
2310  /// \aknote
2311  /// 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.
2312  /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2313  /// This allows working without sound banks, as long as Wwise Authoring is connected.
2314  /// The Init.bnk is still required to initialize the sound engine properly though.
2315  /// \endaknote
2316  /// \sa
2317  /// - AK::SoundEngine::UnloadBank()
2318  /// - AK::SoundEngine::ClearBanks()
2319  /// - AkBankCallbackFunc
2320  /// - \ref soundengine_banks
2321  /// - \ref integrating_elements_plugins
2322  /// - \ref streamingdevicemanager
2323  /// - \ref streamingmanager_lowlevel
2324  /// - \ref sdk_bank_training
2326  const char* in_pszString, ///
2327  AkBankCallbackFunc in_pfnBankCallback, ///
2328  void * in_pCookie, ///AK::StreamMgr::IAkLowLevelIOHook::BatchOpen() as AkFileSystemFlags::pCustomParam)
2329  AkBankID & out_bankID, ///
2330  AkBankType in_bankType = AkBankType_User ///
2331  );
2332 
2333  /// Loads a bank asynchronously (by ID).\n
2334  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2335  /// The bank ID is passed to the Stream Manager.
2336  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2337  /// A bank load request will be posted to the Bank Manager consumer thread.
2338  /// The function returns immediately.
2339  /// \return
2340  /// - \c AK_Success if the scheduling was successful,
2341  /// - \c AK_InvalidBankType if in_bankType was invalid
2342  /// Use a callback to be notified when completed, and get the status of the request.
2343  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2344  /// You may use this ID with \c UnloadBank().
2345  /// \remarks
2346  /// - The initialization bank (Init.bnk) must be loaded first.
2347  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2348  /// initialization bank. If you need to load SoundBanks from a different project, you
2349  /// must first unload ALL banks, including the initialization bank, then load the
2350  /// initialization bank from the other project, and finally load banks from that project.
2351  /// - Codecs and plug-ins must be registered before loading banks that use them.
2352  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2353  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2354  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2355  /// posting the event will fail.
2356  /// - The file path should be resolved in your implementation of the Stream Manager, or in the Low-Level I/O module if
2357  /// you use the default Stream Manager's implementation. The ID overload of AK::IAkStreamMgr::CreateStd() and AK::StreamMgr::IAkLowLevelIOHook::BatchOpen() are called.
2358  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()
2359  /// as AkFileSystemFlags::pCustomParam.
2360  /// \aknote
2361  /// 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.
2362  /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2363  /// This allows working without sound banks, as long as Wwise Authoring is connected.
2364  /// The Init.bnk is still required to initialize the sound engine properly though.
2365  /// \endaknote
2366  /// \sa
2367  /// - AK::SoundEngine::UnloadBank()
2368  /// - AK::SoundEngine::ClearBanks()
2369  /// - AkBankCallbackFunc
2370  /// - \ref soundengine_banks
2371  /// - \ref integrating_elements_plugins
2372  /// - \ref sdk_bank_training
2374  AkBankID in_bankID, ///
2375  AkBankCallbackFunc in_pfnBankCallback, ///
2376  void * in_pCookie, ///AK::StreamMgr::IAkLowLevelIOHook::BatchOpen() as AkFileSystemFlags::pCustomParam)
2377  AkBankType in_bankType = AkBankType_User ///
2378  );
2379 
2380  /// Loads a bank asynchronously (from in-memory data, in-place, user bank only).\n
2381  ///
2382  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2383  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2384  ///
2385  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2386  /// in a buffer and pass its address to the sound engine.
2387  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2388  /// A bank load request will be posted to the Bank Manager consumer thread.
2389  /// The function returns immediately.
2390  /// \return
2391  /// - \c AK_Success if the scheduling was successful,
2392  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2393  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2394  /// Use a callback to be notified when completed, and get the status of the request.
2395  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2396  /// You may use this ID with UnloadBank().
2397  /// \remarks
2398  /// - The initialization bank (Init.bnk) must be loaded first.
2399  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2400  /// initialization bank. If you need to load SoundBanks from a different project, you
2401  /// must first unload ALL banks, including the initialization bank, then load the
2402  /// initialization bank from the other project, and finally load banks from that project.
2403  /// - Codecs and plug-ins must be registered before loading banks that use them.
2404  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2405  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2406  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2407  /// posting the event will fail.
2408  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2409  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2410  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2411  /// \sa
2412  /// - AK::SoundEngine::UnloadBank()
2413  /// - AK::SoundEngine::ClearBanks()
2414  /// - AkBankCallbackFunc
2415  /// - \ref soundengine_banks
2416  /// - \ref integrating_elements_plugins
2417  /// - \ref sdk_bank_training
2419  const void * in_pInMemoryBankPtr, ///
2420  AkUInt32 in_uInMemoryBankSize, ///
2421  AkBankCallbackFunc in_pfnBankCallback, ///
2422  void * in_pCookie, ///
2423  AkBankID & out_bankID ///
2424  );
2425 
2426  /// Loads a bank asynchronously (from in-memory data, in-place, any bank type).\n
2427  ///
2428  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2429  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2430  ///
2431  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2432  /// in a buffer and pass its address to the sound engine.
2433  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2434  /// A bank load request will be posted to the Bank Manager consumer thread.
2435  /// The function returns immediately.
2436  /// \return
2437  /// - \c AK_Success if the scheduling was successful,
2438  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2439  /// Use a callback to be notified when completed, and get the status of the request.
2440  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2441  /// You may use this ID with UnloadBank().
2442  /// \remarks
2443  /// - The initialization bank (Init.bnk) must be loaded first.
2444  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2445  /// initialization bank. If you need to load SoundBanks from a different project, you
2446  /// must first unload ALL banks, including the initialization bank, then load the
2447  /// initialization bank from the other project, and finally load banks from that project.
2448  /// - Codecs and plug-ins must be registered before loading banks that use them.
2449  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2450  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2451  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2452  /// posting the event will fail.
2453  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2454  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2455  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2456  /// \sa
2457  /// - AK::SoundEngine::UnloadBank()
2458  /// - AK::SoundEngine::ClearBanks()
2459  /// - AkBankCallbackFunc
2460  /// - \ref soundengine_banks
2461  /// - \ref integrating_elements_plugins
2462  /// - \ref sdk_bank_training
2464  const void * in_pInMemoryBankPtr, ///
2465  AkUInt32 in_uInMemoryBankSize, ///
2466  AkBankCallbackFunc in_pfnBankCallback, ///
2467  void * in_pCookie, ///
2468  AkBankID & out_bankID, ///
2469  AkBankType & out_bankType ///
2470  );
2471 
2472  /// Loads a bank asynchronously (from in-memory data, out-of-place, user bank only).\n
2473  ///
2474  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2475  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2476  ///
2477  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2478  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2479  /// memory.
2480  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2481  /// over the in-place version is that there is no duplication of bank structures.
2482  /// A bank load request will be posted to the Bank Manager consumer thread.
2483  /// The function returns immediately.
2484  /// \return
2485  /// - \c AK_Success if the scheduling was successful,
2486  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2487  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2488  /// Use a callback to be notified when completed, and get the status of the request.
2489  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2490  /// You may use this ID with UnloadBank().
2491  /// \remarks
2492  /// - The initialization bank (Init.bnk) must be loaded first.
2493  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2494  /// initialization bank. If you need to load SoundBanks from a different project, you
2495  /// must first unload ALL banks, including the initialization bank, then load the
2496  /// initialization bank from the other project, and finally load banks from that project.
2497  /// - Codecs and plug-ins must be registered before loading banks that use them.
2498  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2499  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2500  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2501  /// posting the event will fail.
2502  /// \sa
2503  /// - AK::SoundEngine::UnloadBank()
2504  /// - AK::SoundEngine::ClearBanks()
2505  /// - AkBankCallbackFunc
2506  /// - \ref soundengine_banks
2507  /// - \ref integrating_elements_plugins
2508  /// - \ref sdk_bank_training
2510  const void* in_pInMemoryBankPtr, ///
2511  AkUInt32 in_uInMemoryBankSize, ///
2512  AkBankCallbackFunc in_pfnBankCallback, ///
2513  void* in_pCookie, ///
2514  AkBankID& out_bankID ///
2515  );
2516 
2517  /// Loads a bank asynchronously (from in-memory data, out-of-place, any bank type).\n
2518  ///
2519  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2520  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2521  ///
2522  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2523  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2524  /// memory.
2525  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2526  /// over the in-place version is that there is no duplication of bank structures.
2527  /// A bank load request will be posted to the Bank Manager consumer thread.
2528  /// The function returns immediately.
2529  /// \return
2530  /// - \c AK_Success if the scheduling was successful,
2531  /// - \c AK_InvalidBankType if in_bankType was invalid
2532  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2533  /// Use a callback to be notified when completed, and get the status of the request.
2534  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2535  /// You may use this ID with UnloadBank().
2536  /// \remarks
2537  /// - The initialization bank (Init.bnk) must be loaded first.
2538  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2539  /// initialization bank. If you need to load SoundBanks from a different project, you
2540  /// must first unload ALL banks, including the initialization bank, then load the
2541  /// initialization bank from the other project, and finally load banks from that project.
2542  /// - Codecs and plug-ins must be registered before loading banks that use them.
2543  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2544  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2545  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2546  /// posting the event will fail.
2547  /// \sa
2548  /// - AK::SoundEngine::UnloadBank()
2549  /// - AK::SoundEngine::ClearBanks()
2550  /// - AkBankCallbackFunc
2551  /// - \ref soundengine_banks
2552  /// - \ref integrating_elements_plugins
2553  /// - \ref sdk_bank_training
2555  const void * in_pInMemoryBankPtr, ///
2556  AkUInt32 in_uInMemoryBankSize, ///
2557  AkBankCallbackFunc in_pfnBankCallback, ///
2558  void * in_pCookie, ///
2559  AkBankID & out_bankID, ///
2560  AkBankType & out_bankType ///
2561  );
2562 
2563 #ifdef AK_SUPPORT_WCHAR
2564  /// Unloads a bank synchronously (by Unicode string).\n
2565  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2566  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2567  /// \remarks
2568  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2569  /// then it calls the synchronous version of UnloadBank() by ID.
2570  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2571  /// not the name of the file (if you changed it), nor the full path of the file.
2572  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2573  /// This means that streamed sounds or generated sounds will not be stopped.
2574  /// \sa
2575  /// - AK::SoundEngine::LoadBank()
2576  /// - AK::SoundEngine::ClearBanks()
2577  /// - \ref soundengine_banks
2579  const wchar_t* in_pszString, ///
2580  const void * in_pInMemoryBankPtr, ///
2581  AkBankType in_bankType = AkBankType_User ///
2582  );
2583 #endif //AK_SUPPORT_WCHAR
2584 
2585  /// Unloads a bank synchronously.\n
2586  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2587  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2588  /// \remarks
2589  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2590  /// then it calls the synchronous version of UnloadBank() by ID.
2591  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2592  /// not the name of the file (if you changed it), nor the full path of the file.
2593  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2594  /// This means that streamed sounds or generated sounds will not be stopped.
2595  /// \sa
2596  /// - AK::SoundEngine::LoadBank()
2597  /// - AK::SoundEngine::ClearBanks()
2598  /// - \ref soundengine_banks
2600  const char* in_pszString, ///
2601  const void * in_pInMemoryBankPtr, ///
2602  AkBankType in_bankType = AkBankType_User ///
2603  );
2604 
2605  /// Unloads a bank synchronously (by ID and memory pointer).\n
2606  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2607  /// \remarks
2608  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2609  /// This means that streamed sounds or generated sounds will not be stopped.
2610  /// \sa
2611  /// - AK::SoundEngine::LoadBank()
2612  /// - AK::SoundEngine::ClearBanks()
2613  /// - \ref soundengine_banks
2615  AkBankID in_bankID, ///
2616  const void * in_pInMemoryBankPtr, ///
2617  AkBankType in_bankType = AkBankType_User ///
2618  );
2619 
2620 #ifdef AK_SUPPORT_WCHAR
2621  /// Unloads a bank asynchronously (by Unicode string).\n
2622  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2623  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2624  /// \remarks
2625  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2626  /// then it calls the synchronous version of UnloadBank() by ID.
2627  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2628  /// not the name of the file (if you changed it), nor the full path of the file.
2629  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2630  /// This means that streamed sounds or generated sounds will not be stopped.
2631  /// \sa
2632  /// - AK::SoundEngine::LoadBank()
2633  /// - AK::SoundEngine::ClearBanks()
2634  /// - AkBankCallbackFunc
2635  /// - \ref soundengine_banks
2637  const wchar_t* in_pszString, ///
2638  const void * in_pInMemoryBankPtr, ///
2639  AkBankCallbackFunc in_pfnBankCallback, ///
2640  void * in_pCookie, ///
2641  AkBankType in_bankType = AkBankType_User ///
2642  );
2643 #endif //AK_SUPPORT_WCHAR
2644 
2645  /// Unloads a bank asynchronously.\n
2646  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2647  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2648  /// \remarks
2649  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2650  /// then it calls the synchronous version of UnloadBank() by ID.
2651  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2652  /// not the name of the file (if you changed it), nor the full path of the file.
2653  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2654  /// This means that streamed sounds or generated sounds will not be stopped.
2655  /// \sa
2656  /// - AK::SoundEngine::LoadBank()
2657  /// - AK::SoundEngine::ClearBanks()
2658  /// - AkBankCallbackFunc
2659  /// - \ref soundengine_banks
2661  const char* in_pszString, ///
2662  const void * in_pInMemoryBankPtr, ///
2663  AkBankCallbackFunc in_pfnBankCallback, ///
2664  void * in_pCookie, ///
2665  AkBankType in_bankType = AkBankType_User ///
2666  );
2667 
2668  /// Unloads a bank asynchronously (by ID and memory pointer).\n
2669  /// See \ref soundengine_banks_general for a discussion on using strings and IDs.
2670  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2671  /// \remarks
2672  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2673  /// This means that streamed sounds or generated sounds will not be stopped.
2674  /// \sa
2675  /// - AK::SoundEngine::LoadBank()
2676  /// - AK::SoundEngine::ClearBanks()
2677  /// - AkBankCallbackFunc
2678  /// - \ref soundengine_banks
2680  AkBankID in_bankID, ///
2681  const void * in_pInMemoryBankPtr, ///
2682  AkBankCallbackFunc in_pfnBankCallback, ///
2683  void * in_pCookie, ///
2684  AkBankType in_bankType = AkBankType_User ///
2685  );
2686 
2687  /// Cancels all Event callbacks associated with a specific callback cookie specified while loading Banks of preparing Events.\n
2688  /// \sa
2689  /// - AK::SoundEngine::LoadBank()
2690  /// - AK::SoundEngine::PrepareEvent()
2691  /// - AK::SoundEngine::UnloadBank()
2692  /// - AK::SoundEngine::ClearBanks()
2693  /// - AkBankCallbackFunc
2695  void * in_pCookie ///
2696  );
2697 
2698  /// Preparation type.
2699  /// \sa
2700  /// - AK::SoundEngine::PrepareEvent()
2701  /// - AK::SoundEngine::PrepareGameSyncs()
2702  /// - AK::SoundEngine::PrepareBank()
2704  {
2709  };
2710 
2711  /// Parameter to be passed to AK::SoundEngine::PrepareBank().
2712  /// Use AkBankContent_All to load both the media and structural content from the bank.
2713  /// 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.
2714  /// \sa
2715  /// - AK::SoundEngine::PrepareBank()
2716  /// - \ref soundengine_banks_preparingbanks
2718  {
2721  AkBankContent_Last ///
2722  };
2723 
2724 #ifdef AK_SUPPORT_WCHAR
2725  /// 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
2726  /// 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(),
2727  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2728  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2729  /// allowing using PrepareEvent() to load media on demand.
2730  /// \sa
2731  /// - \ref soundengine_banks_preparingbanks
2732  /// - AK::SoundEngine::LoadBank()
2733  /// - AK::SoundEngine::PreparationType
2734  /// \remarks
2735  /// \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
2736  /// 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;
2737  /// 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.
2739  AK::SoundEngine::PreparationType in_PreparationType, ///
2740  const wchar_t* in_pszString, ///
2742  AkBankType in_bankType = AkBankType_User ///
2743  );
2744 #endif //AK_SUPPORT_WCHAR
2745 
2746  /// 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
2747  /// 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(),
2748  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2749  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2750  /// allowing using PrepareEvent() to load media on demand.
2751  /// \sa
2752  /// - \ref soundengine_banks_preparingbanks
2753  /// - AK::SoundEngine::LoadBank()
2754  /// - AK::SoundEngine::PreparationType
2755  /// \remarks
2756  /// \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
2757  /// 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;
2758  /// 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.
2760  AK::SoundEngine::PreparationType in_PreparationType, ///
2761  const char* in_pszString, ///
2763  AkBankType in_bankType = AkBankType_User ///
2764  );
2765 
2766  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2767  /// 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
2768  /// 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(),
2769  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2770  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2771  /// allowing using PrepareEvent() to load media on demand.
2772  /// \sa
2773  /// - \ref soundengine_banks_preparingbanks
2774  /// - AK::SoundEngine::LoadBank()
2775  /// - AK::SoundEngine::PreparationType
2776  /// \remarks
2777  /// \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
2778  /// 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;
2779  /// 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.
2781  AK::SoundEngine::PreparationType in_PreparationType, ///
2782  AkBankID in_bankID, ///
2784  AkBankType in_bankType = AkBankType_User ///
2785  );
2786 
2787 #ifdef AK_SUPPORT_WCHAR
2788  /// 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
2789  /// 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(),
2790  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2791  /// Calling this function specifying the flag \c AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2792  /// allowing using \c PrepareEvent() to load media on demand.
2793  /// \sa
2794  /// - \ref soundengine_banks_preparingbanks
2795  /// - AK::SoundEngine::LoadBank()
2796  /// - AK::SoundEngine::PreparationType
2797  /// \remarks
2798  /// \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
2799  /// 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;
2800  /// 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.
2802  AK::SoundEngine::PreparationType in_PreparationType, ///
2803  const wchar_t* in_pszString, ///
2804  AkBankCallbackFunc in_pfnBankCallback, ///
2805  void * in_pCookie, ///
2807  AkBankType in_bankType = AkBankType_User ///
2808  );
2809 #endif //AK_SUPPORT_WCHAR
2810 
2811  /// 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
2812  /// 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(),
2813  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2814  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2815  /// allowing using PrepareEvent() to load media on demand.
2816  /// \sa
2817  /// - \ref soundengine_banks_preparingbanks
2818  /// - AK::SoundEngine::LoadBank()
2819  /// - AK::SoundEngine::PreparationType()
2820  /// \remarks
2821  /// 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
2822  /// 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;
2823  /// 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.
2825  AK::SoundEngine::PreparationType in_PreparationType, ///
2826  const char* in_pszString, ///
2827  AkBankCallbackFunc in_pfnBankCallback, ///
2828  void * in_pCookie, ///
2830  AkBankType in_bankType = AkBankType_User ///
2831  );
2832 
2833  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2834  /// 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
2835  /// 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(),
2836  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2837  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2838  /// allowing using PrepareEvent() to load media on demand.
2839  /// \sa
2840  /// - \ref soundengine_banks_preparingbanks
2841  /// - AK::SoundEngine::LoadBank()
2842  /// - AK::SoundEngine::PreparationType()
2843  /// \remarks
2844  /// \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
2845  /// 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;
2846  /// 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.
2848  AK::SoundEngine::PreparationType in_PreparationType, ///
2849  AkBankID in_bankID, ///
2850  AkBankCallbackFunc in_pfnBankCallback, ///
2851  void * in_pCookie, ///
2853  AkBankType in_bankType = AkBankType_User ///
2854  );
2855 
2856  /// Clear all previously prepared events.\n
2857  /// \return
2858  /// - \c AK_Success if successful.
2859  /// - \c AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command.
2860  /// \remarks
2861  /// The function \c ClearBanks() also clears all prepared events.
2862  /// \sa
2863  /// - AK::SoundEngine::PrepareEvent()
2864  /// - AK::SoundEngine::ClearBanks()
2866 
2867 #ifdef AK_SUPPORT_WCHAR
2868  /// Prepares or unprepares Events synchronously (by Unicode string).\n
2869  /// The Events are identified by strings, and converted to IDs internally
2870  /// (see \ref soundengine_banks_general for a discussion on using strings and IDs).
2871  /// Before invoking \c PrepareEvent(), use \c LoadBank() to explicitly load the SoundBank(s)
2872  /// that contain the Events and structures. When a request is posted to the
2873  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2874  /// successfully post the specified Events and load the required loose media files.
2875  /// \aknote Before version 2015.1, the required media files could be included
2876  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2877  /// however,\c \c PrepareEvent() now only looks for loose media files.
2878  /// \endaknote
2879  /// The function returns when the request is completely processed.
2880  /// \return
2881  /// - \c AK_Success: Prepare/un-prepare successful.
2882  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2883  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2884  /// - \c AK_BankReadError: I/O error.
2885  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2886  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2887  /// - \c AK_InvalidFile: File specified could not be opened.
2888  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2889  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2890  /// \remarks
2891  /// Whenever at least one event fails to be resolved, the actions performed for all
2892  /// other events are cancelled.
2893  /// \aknote The use of \c PrepareEvent() is incompatible with \c LoadBank(), using in-memory data.
2894  /// \endaknote
2895  /// \sa
2896  /// - AK::SoundEngine::PrepareEvent()
2897  /// - AK::SoundEngine::ClearPreparedEvents()
2898  /// - AK::SoundEngine::GetIDFromString()
2899  /// - AK::SoundEngine::LoadBank()
2900  /// - \ref soundengine_banks
2901  /// - \ref sdk_bank_training
2903  PreparationType in_PreparationType, ///
2904  const wchar_t** in_ppszString, ///
2905  AkUInt32 in_uNumEvent ///
2906  );
2907 #endif //AK_SUPPORT_WCHAR
2908 
2909  /// Prepares or unprepares events synchronously.\n
2910  /// The Events are identified by strings and converted to IDs internally
2911  /// (see \ref soundengine_banks_general for a discussion on using strings and IDs).
2912  /// Before invoking \c PrepareEvent(), use \c LoadBank() to explicitly load the SoundBank(s)
2913  /// that contain the Events and structures. When a request is posted to the
2914  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2915  /// successfully post the specified Events and load the required loose media files.
2916  /// \aknote Before version 2015.1, the required media files could be included
2917  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2918  /// however, \c PrepareEvent() now only looks for loose media files.
2919  /// \endaknote
2920  /// The function returns when the request is completely processed.
2921  /// \return
2922  /// - \c AK_Success: Prepare/un-prepare successful.
2923  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2924  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2925  /// - \c AK_BankReadError: I/O error.
2926  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2927  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2928  /// - \c AK_InvalidFile: File specified could not be opened.
2929  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2930  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2931  /// \remarks
2932  /// Whenever at least one event fails to be resolved, the actions performed for all
2933  /// other events are cancelled.
2934  /// \aknote The use of \c PrepareEvent() is incompatible with \c LoadBank(), using in-memory data.
2935  /// \endaknote
2936  /// \sa
2937  /// - AK::SoundEngine::PrepareEvent()
2938  /// - AK::SoundEngine::ClearPreparedEvents()
2939  /// - AK::SoundEngine::GetIDFromString()
2940  /// - AK::SoundEngine::LoadBank()
2941  /// - \ref soundengine_banks
2942  /// - \ref sdk_bank_training
2944  PreparationType in_PreparationType, ///
2945  const char** in_ppszString, ///
2946  AkUInt32 in_uNumEvent ///
2947  );
2948 
2949  /// Prepares or unprepares events synchronously (by ID).
2950  /// The Events are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
2951  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2952  /// that contain the Events and structures. When a request is posted to the
2953  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2954  /// successfully post the specified Events and load the required loose media files.
2955  /// \aknote Before version 2015.1, the required media files could be included
2956  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2957  /// however, PrepareEvent() now only looks for loose media files.
2958  /// \endaknote
2959  /// The function returns when the request is completely processed.
2960  /// \return
2961  /// - \c AK_Success: Prepare/un-prepare successful.
2962  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2963  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2964  /// - \c AK_BankReadError: I/O error.
2965  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2966  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2967  /// - \c AK_InvalidFile: File specified could not be opened.
2968  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2969  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2970  /// \remarks
2971  /// Whenever at least one event fails to be resolved, the actions performed for all
2972  /// other events are cancelled.
2973  /// \sa
2974  /// - AK::SoundEngine::PrepareEvent()
2975  /// - AK::SoundEngine::ClearPreparedEvents()
2976  /// - AK::SoundEngine::GetIDFromString()
2977  /// - AK::SoundEngine::LoadBank()
2978  /// - \ref soundengine_banks
2979  /// - \ref sdk_bank_training
2981  PreparationType in_PreparationType, ///
2982  AkUniqueID* in_pEventID, ///
2983  AkUInt32 in_uNumEvent ///
2984  );
2985 
2986 #ifdef AK_SUPPORT_WCHAR
2987  /// Prepares or unprepares an event asynchronously (by Unicode string).
2988  /// The Events are identified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
2989  /// Before invoking \c PrepareEvent(), use \c LoadBank() to explicitly load the SoundBank(s)
2990  /// that contain the Events and structures. When a request is posted to the
2991  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2992  /// successfully post the specified Events and load the required loose media files.
2993  /// \aknote Before version 2015.1, the required media files could be included
2994  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2995  /// however, \c PrepareEvent() now only looks for loose media files.
2996  /// \endaknote
2997  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2998  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
2999  /// \remarks
3000  /// Whenever at least one Event fails to be resolved, the actions performed for all
3001  /// other Events are cancelled.
3002  /// \sa
3003  /// - AK::SoundEngine::PrepareEvent()
3004  /// - AK::SoundEngine::ClearPreparedEvents()
3005  /// - AK::SoundEngine::GetIDFromString()
3006  /// - AK::SoundEngine::LoadBank()
3007  /// - AkBankCallbackFunc
3008  /// - \ref soundengine_banks
3009  /// - \ref sdk_bank_training
3011  PreparationType in_PreparationType, ///
3012  const wchar_t** in_ppszString, ///
3013  AkUInt32 in_uNumEvent, ///
3014  AkBankCallbackFunc in_pfnBankCallback, ///
3015  void * in_pCookie ///
3016  );
3017 #endif //AK_SUPPORT_WCHAR
3018 
3019  /// Prepares or unprepares an event asynchronously.
3020  /// The Events are identified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3021  /// Before invoking \c PrepareEvent(), use \c LoadBank() to explicitly load the SoundBank(s)
3022  /// that contain the Events and structures. When a request is posted to the
3023  /// Bank Manager consumer thread, it will resolve all dependencies needed to
3024  /// successfully post the specified Events and load the required loose media files.
3025  /// \aknote Before version 2015.1, the required media files could be included
3026  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
3027  /// however, \c PrepareEvent() now only looks for loose media files.
3028  /// \endaknote
3029  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3030  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3031  /// \remarks
3032  /// Whenever at least one event fails to be resolved, the actions performed for all
3033  /// other events are cancelled.
3034  /// \sa
3035  /// - AK::SoundEngine::PrepareEvent()
3036  /// - AK::SoundEngine::ClearPreparedEvents()
3037  /// - AK::SoundEngine::GetIDFromString()
3038  /// - AK::SoundEngine::LoadBank()
3039  /// - AkBankCallbackFunc
3040  /// - \ref soundengine_banks
3041  /// - \ref sdk_bank_training
3043  PreparationType in_PreparationType, ///
3044  const char** in_ppszString, ///
3045  AkUInt32 in_uNumEvent, ///
3046  AkBankCallbackFunc in_pfnBankCallback, ///
3047  void * in_pCookie ///
3048  );
3049 
3050  /// Prepares or unprepares events asynchronously (by ID).\n
3051  /// The Events are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3052  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
3053  /// that contain the Events and structures. When a request is posted to the
3054  /// Bank Manager consumer thread, it will resolve all dependencies needed to
3055  /// successfully post the specified Events and load the required loose media files.
3056  /// \aknote Before version 2015.1, the required media files could be included
3057  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
3058  /// however, PrepareEvent() now only looks for loose media files.
3059  /// \endaknote
3060  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3061  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3062  /// \remarks
3063  /// Whenever at least one event fails to be resolved, the actions performed for all
3064  /// other events are cancelled.
3065  /// \sa
3066  /// - AK::SoundEngine::PrepareEvent()
3067  /// - AK::SoundEngine::ClearPreparedEvents()
3068  /// - AK::SoundEngine::GetIDFromString()
3069  /// - AK::SoundEngine::LoadBank()
3070  /// - AkBankCallbackFunc
3071  /// - \ref soundengine_banks
3072  /// - \ref sdk_bank_training
3074  PreparationType in_PreparationType, ///
3075  AkUniqueID* in_pEventID, ///
3076  AkUInt32 in_uNumEvent, ///
3077  AkBankCallbackFunc in_pfnBankCallback, ///
3078  void * in_pCookie ///
3079  );
3080 
3081 #ifdef AK_SUPPORT_WCHAR
3082  /// Prepares or unprepares busses synchronously (by Unicode string).\n
3083  /// The Busses are identified by strings and converted to IDs internally
3084  /// (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3085  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3086  /// that contain the Bus structures. When a request is posted to the
3087  /// Bank Manager consumer thread, it will load the required loose media files for effects
3088  /// placed on the specified busses.
3089  /// The function returns when the request is completely processed.
3090  /// \return
3091  /// - \c AK_Success: Prepare/un-prepare successful.
3092  /// - \c AK_IDNotFound: At least one of the bus IDs does not exist.
3093  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3094  /// - \c AK_BankReadError: I/O error.
3095  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3096  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3097  /// - \c AK_InvalidFile: File specified could not be opened.
3098  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3099  /// - \c AK_Fail: Load or unload failed for any other reason.
3100  /// \remarks
3101  /// Whenever at least one bus fails to be resolved, the actions performed for all
3102  /// other busses are cancelled.
3103  /// \sa
3104  /// - AK::SoundEngine::PrepareBus()
3105  /// - AK::SoundEngine::GetIDFromString()
3106  /// - AK::SoundEngine::LoadBank()
3107  /// - AkBankCallbackFunc
3108  /// - \ref soundengine_banks
3109  /// - \ref sdk_bank_training
3111  PreparationType in_PreparationType, ///
3112  const wchar_t** in_ppszString, ///
3113  AkUInt32 in_uBusses ///
3114  );
3115 #endif //AK_SUPPORT_WCHAR
3116 
3117  /// Prepares or unprepares busses synchronously.\n
3118  /// The Busses are identified by strings and converted to IDs internally
3119  /// (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3120  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3121  /// that contain the Bus structures. When a request is posted to the
3122  /// Bank Manager consumer thread, it will load the required loose media files for effects
3123  /// placed on the specified busses.
3124  /// The function returns when the request is completely processed.
3125  /// \return
3126  /// - \c AK_Success: Prepare/un-prepare successful.
3127  /// - \c AK_IDNotFound: At least one of the bus IDs does not exist.
3128  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3129  /// - \c AK_BankReadError: I/O error.
3130  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3131  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3132  /// - \c AK_InvalidFile: File specified could not be opened.
3133  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3134  /// - \c AK_Fail: Load or unload failed for any other reason.
3135  /// \remarks
3136  /// Whenever at least one bus fails to be resolved, the actions performed for all
3137  /// other busses are cancelled.
3138  /// \sa
3139  /// - AK::SoundEngine::PrepareBus()
3140  /// - AK::SoundEngine::GetIDFromString()
3141  /// - AK::SoundEngine::LoadBank()
3142  /// - AkBankCallbackFunc
3143  /// - \ref soundengine_banks
3144  /// - \ref sdk_bank_training
3146  PreparationType in_PreparationType, ///
3147  const char** in_ppszString, ///
3148  AkUInt32 in_uBusses ///
3149  );
3150 
3151  /// Prepares or unprepares busses synchronously (by ID).\n
3152  /// The Busses are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3153  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3154  /// that contain the Bus structures. When a request is posted to the
3155  /// Bank Manager consumer thread, it will load the required loose media files for effects
3156  /// placed on the specified busses.
3157  /// The function returns when the request is completely processed.
3158  /// \return
3159  /// - \c AK_Success: Prepare/un-prepare successful.
3160  /// - \c AK_IDNotFound: At least one of the bus IDs does not exist.
3161  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3162  /// - \c AK_BankReadError: I/O error.
3163  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3164  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3165  /// - \c AK_InvalidFile: File specified could not be opened.
3166  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3167  /// - \c AK_Fail: Load or unload failed for any other reason.
3168  /// \remarks
3169  /// Whenever at least one bus fails to be resolved, the actions performed for all
3170  /// other busses are cancelled.
3171  /// \sa
3172  /// - AK::SoundEngine::PrepareBus()
3173  /// - AK::SoundEngine::GetIDFromString()
3174  /// - AK::SoundEngine::LoadBank()
3175  /// - AkBankCallbackFunc
3176  /// - \ref soundengine_banks
3177  /// - \ref sdk_bank_training
3179  PreparationType in_PreparationType, ///
3180  AkUniqueID* in_pBusID, ///
3181  AkUInt32 in_uBusses ///
3182  );
3183 
3184 #ifdef AK_SUPPORT_WCHAR
3185  /// Prepares or unprepares busses asynchronously (by Unicode string).\n
3186  /// The Busses are identified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3187  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3188  /// that contain the Bus structures. When a request is posted to the
3189  /// Bank Manager consumer thread, it will load the required loose media files for effects
3190  /// placed on the specified busses.
3191  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3192  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3193  /// \remarks
3194  /// Whenever at least one bus fails to be resolved, the actions performed for all
3195  /// other busses are cancelled.
3196  /// \sa
3197  /// - AK::SoundEngine::PrepareBus()
3198  /// - AK::SoundEngine::GetIDFromString()
3199  /// - AK::SoundEngine::LoadBank()
3200  /// - AkBankCallbackFunc
3201  /// - \ref soundengine_banks
3202  /// - \ref sdk_bank_training
3204  PreparationType in_PreparationType, ///
3205  const wchar_t** in_ppszString, ///
3206  AkUInt32 in_uBusses, ///
3207  AkBankCallbackFunc in_pfnBankCallback, ///
3208  void* in_pCookie ///
3209  );
3210 #endif //AK_SUPPORT_WCHAR
3211 
3212  /// Prepares or unprepares busses asynchronously.\n
3213  /// The Busses are identified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3214  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3215  /// that contain the Bus structures. When a request is posted to the
3216  /// Bank Manager consumer thread, it will load the required loose media files for effects
3217  /// placed on the specified busses.
3218  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3219  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3220  /// \remarks
3221  /// Whenever at least one bus fails to be resolved, the actions performed for all
3222  /// other busses are cancelled.
3223  /// \sa
3224  /// - AK::SoundEngine::PrepareBus()
3225  /// - AK::SoundEngine::GetIDFromString()
3226  /// - AK::SoundEngine::LoadBank()
3227  /// - AkBankCallbackFunc
3228  /// - \ref soundengine_banks
3229  /// - \ref sdk_bank_training
3231  PreparationType in_PreparationType, ///
3232  const char** in_ppszString, ///
3233  AkUInt32 in_uBusses, ///
3234  AkBankCallbackFunc in_pfnBankCallback, ///
3235  void* in_pCookie ///
3236  );
3237 
3238  /// Prepares or unprepares busses asynchronously (by ID).\n
3239  /// The Busses are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3240  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3241  /// that contain the Bus structures. When a request is posted to the
3242  /// Bank Manager consumer thread, it will load the required loose media files for effects
3243  /// placed on the specified busses.
3244  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3245  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3246  /// \remarks
3247  /// Whenever at least one bus fails to be resolved, the actions performed for all
3248  /// other busses are cancelled.
3249  /// \sa
3250  /// - AK::SoundEngine::PrepareBus()
3251  /// - AK::SoundEngine::GetIDFromString()
3252  /// - AK::SoundEngine::LoadBank()
3253  /// - AkBankCallbackFunc
3254  /// - \ref soundengine_banks
3255  /// - \ref sdk_bank_training
3257  PreparationType in_PreparationType, ///
3258  AkUniqueID* in_pBusID, ///
3259  AkUInt32 in_uBusses, ///
3260  AkBankCallbackFunc in_pfnBankCallback, ///
3261  void* in_pCookie ///
3262  );
3263 
3264  /// Indicates the location of a specific Media ID in memory
3265  /// The sources are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3266  /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid or media sizes are 0.
3268  AkSourceSettings * in_pSourceSettings, ///
3269  AkUInt32 in_uNumSourceSettings ///
3270  );
3271 
3272  /// Removes the specified source from the list of loaded media, only if this media is not already in use.
3273  /// The sources are identified by their ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3274  /// \aknote Media that is still in use by the sound engine should not be unset. It is marked for removal to prevent additional use.
3275  /// If this function returns AK_ResourceInUse, then the client must not release memory for this media.
3276  /// Instead, the client should retry the TryUnsetMedia operation later with the same parameters and check for AK_Success.
3277  /// \endaknote
3278  /// 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.
3279  /// out_pUnsetResults will be filled with either AK_Success or AK_ResourceInUse, indicating which media was still in use and not unset.
3280  /// \return
3281  /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3282  /// - \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.
3283  /// - \c AK_InvalidParameter: in_pSourceSettings is invalid
3285  AkSourceSettings* in_pSourceSettings, ///
3286  AkUInt32 in_uNumSourceSettings, ///
3287  AKRESULT* out_pUnsetResults ///
3288  );
3289 
3290 #ifdef AK_SUPPORT_WCHAR
3291  /// Prepares or unprepares game syncs synchronously (by Unicode string).\n
3292  /// The group and game syncs are specified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3293  /// The game syncs definitions must already exist in the sound engine by having
3294  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3295  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3296  /// dependencies needed to successfully set this game sync group to one of the
3297  /// game sync values specified, and load the required banks, if applicable.
3298  /// The function returns when the request has been completely processed.
3299  /// \return
3300  /// - \c AK_Success: Prepare/un-prepare successful.
3301  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3302  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3303  /// - \c AK_BankReadError: I/O error.
3304  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3305  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3306  /// - \c AK_InvalidFile: File specified could not be opened.
3307  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3308  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3309  /// \remarks
3310  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3311  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3312  /// so you never need to call this function.
3313  /// \sa
3314  /// - AK::SoundEngine::GetIDFromString()
3315  /// - AK::SoundEngine::PrepareEvent()
3316  /// - AK::SoundEngine::LoadBank()
3317  /// - \c AkInitSettings
3318  /// - \ref soundengine_banks
3319  /// - \ref sdk_bank_training
3321  PreparationType in_PreparationType, ///
3322  AkGroupType in_eGameSyncType, ///
3323  const wchar_t* in_pszGroupName, ///
3324  const wchar_t** in_ppszGameSyncName, ///
3325  AkUInt32 in_uNumGameSyncs ///
3326  );
3327 #endif //AK_SUPPORT_WCHAR
3328 
3329  /// Prepares or unprepares game syncs synchronously.\n
3330  /// The group and game syncs are specified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3331  /// The game syncs definitions must already exist in the sound engine by having
3332  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3333  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3334  /// dependencies needed to successfully set this game sync group to one of the
3335  /// game sync values specified, and load the required banks, if applicable.
3336  /// The function returns when the request has been completely processed.
3337  /// \return
3338  /// - \c AK_Success: Prepare/un-prepare successful.
3339  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3340  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3341  /// - \c AK_BankReadError: I/O error.
3342  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3343  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3344  /// - \c AK_InvalidFile: File specified could not be opened.
3345  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3346  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3347  /// \remarks
3348  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3349  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3350  /// so you never need to call this function.
3351  /// \sa
3352  /// - AK::SoundEngine::GetIDFromString()
3353  /// - AK::SoundEngine::PrepareEvent()
3354  /// - AK::SoundEngine::LoadBank()
3355  /// - AkInitSettings
3356  /// - \ref soundengine_banks
3357  /// - \ref sdk_bank_training
3359  PreparationType in_PreparationType, ///
3360  AkGroupType in_eGameSyncType, ///
3361  const char* in_pszGroupName, ///
3362  const char** in_ppszGameSyncName, ///
3363  AkUInt32 in_uNumGameSyncs ///
3364  );
3365 
3366  /// Prepares or unprepares game syncs synchronously (by ID).\n
3367  /// The group and game syncs are specified by ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3368  /// The game syncs definitions must already exist in the sound engine by having
3369  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3370  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3371  /// dependencies needed to successfully set this game sync group to one of the
3372  /// game sync values specified, and load the required banks, if applicable.
3373  /// The function returns when the request has been completely processed.
3374  /// \return
3375  /// - \c AK_Success: Prepare/un-prepare successful.
3376  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3377  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3378  /// - \c AK_BankReadError: I/O error.
3379  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3380  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3381  /// - \c AK_InvalidFile: File specified could not be opened.
3382  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3383  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3384  /// \remarks
3385  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3386  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3387  /// so you never need to call this function.
3388  /// \sa
3389  /// - AK::SoundEngine::GetIDFromString()
3390  /// - AK::SoundEngine::PrepareEvent()
3391  /// - AK::SoundEngine::LoadBank()
3392  /// - AkInitSettings
3393  /// - \ref soundengine_banks
3394  /// - \ref sdk_bank_training
3396  PreparationType in_PreparationType, ///
3397  AkGroupType in_eGameSyncType, ///
3398  AkUInt32 in_GroupID, ///
3399  AkUInt32* in_paGameSyncID, ///
3400  AkUInt32 in_uNumGameSyncs ///
3401  );
3402 
3403 #ifdef AK_SUPPORT_WCHAR
3404  /// Prepares or unprepares game syncs asynchronously (by Unicode string).\n
3405  /// The group and game syncs are specified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3406  /// The game syncs definitions must already exist in the sound engine by having
3407  /// explicitly loaded the bank(s) that contain them (with \c LoadBank()).
3408  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3409  /// dependencies needed to successfully set this game sync group to one of the
3410  /// game sync values specified, and load the required banks, if applicable.
3411  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3412  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3413  /// \remarks
3414  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3415  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3416  /// so you never need to call this function.
3417  /// \sa
3418  /// - AK::SoundEngine::GetIDFromString()
3419  /// - AK::SoundEngine::PrepareEvent()
3420  /// - AK::SoundEngine::LoadBank()
3421  /// - \c AkInitSettings
3422  /// - \c AkBankCallbackFunc
3423  /// - \ref soundengine_banks
3424  /// - \ref sdk_bank_training
3426  PreparationType in_PreparationType, ///
3427  AkGroupType in_eGameSyncType, ///
3428  const wchar_t* in_pszGroupName, ///
3429  const wchar_t** in_ppszGameSyncName, ///
3430  AkUInt32 in_uNumGameSyncs, ///
3431  AkBankCallbackFunc in_pfnBankCallback, ///
3432  void * in_pCookie ///
3433  );
3434 #endif //AK_SUPPORT_WCHAR
3435 
3436  /// Prepares or unprepares game syncs asynchronously.\n
3437  /// The group and game syncs are specified by string (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3438  /// The game syncs definitions must already exist in the sound engine by having
3439  /// explicitly loaded the bank(s) that contain them (with \c LoadBank()).
3440  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3441  /// dependencies needed to successfully set this game sync group to one of the
3442  /// game sync values specified, and load the required banks, if applicable.
3443  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3444  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3445  /// \remarks
3446  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3447  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing events,
3448  /// so you never need to call this function.
3449  /// \sa
3450  /// - AK::SoundEngine::GetIDFromString()
3451  /// - AK::SoundEngine::PrepareEvent()
3452  /// - AK::SoundEngine::LoadBank()
3453  /// - AkInitSettings
3454  /// - AkBankCallbackFunc
3455  /// - \ref soundengine_banks
3456  /// - \ref sdk_bank_training
3458  PreparationType in_PreparationType, ///
3459  AkGroupType in_eGameSyncType, ///
3460  const char* in_pszGroupName, ///
3461  const char** in_ppszGameSyncName, ///
3462  AkUInt32 in_uNumGameSyncs, ///
3463  AkBankCallbackFunc in_pfnBankCallback, ///
3464  void * in_pCookie ///
3465  );
3466 
3467  /// Prepares or un-prepare game syncs asynchronously (by ID).\n
3468  /// The group and game syncs are specified by ID (see \ref soundengine_banks_general for a discussion on using strings and IDs).
3469  /// The game syncs definitions must already exist in the sound engine by having
3470  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3471  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3472  /// dependencies needed to successfully set this game sync group to one of the
3473  /// game sync values specified, and load the required banks, if applicable.
3474  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3475  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3476  /// \remarks
3477  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3478  /// set to true. When set to false, the sound engine automatically prepares all Game Syncs when preparing Events,
3479  /// so you never need to call this function.
3480  /// \sa
3481  /// - AK::SoundEngine::GetIDFromString()
3482  /// - AK::SoundEngine::PrepareEvent()
3483  /// - AK::SoundEngine::LoadBank()
3484  /// - AkInitSettings
3485  /// - AkBankCallbackFunc
3486  /// - \ref soundengine_banks
3487  /// - \ref sdk_bank_training
3489  PreparationType in_PreparationType, ///
3490  AkGroupType in_eGameSyncType, ///
3491  AkUInt32 in_GroupID, ///
3492  AkUInt32* in_paGameSyncID, ///
3493  AkUInt32 in_uNumGameSyncs, ///
3494  AkBankCallbackFunc in_pfnBankCallback, ///
3495  void * in_pCookie ///
3496  );
3497 
3498  //@}
3499 
3500 
3501  ////////////////////////////////////////////////////////////////////////
3502  /// @name Listeners
3503  //@{
3504 
3505  /// Sets a game object's associated listeners.
3506  /// 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.
3507  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3508  /// \return
3509  /// - \c AK_Success if successful
3510  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
3511  /// \sa
3512  /// - AK::SoundEngine::AddListener
3513  /// - AK::SoundEngine::RemoveListener
3514  /// - AK::SoundEngine::SetDefaultListeners
3515  /// - \ref soundengine_listeners
3517  AkGameObjectID in_emitterGameObj, ///
3518  const AkGameObjectID* in_pListenerGameObjs, ///
3519  AkUInt32 in_uNumListeners ///
3520  );
3521 
3522  /// Add a single listener to a game object's set of associated listeners.
3523  /// 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.
3524  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3525  /// \sa
3526  /// - AK::SoundEngine::SetListeners
3527  /// - AK::SoundEngine::RemoveListener
3528  /// - AK::SoundEngine::SetDefaultListeners
3529  /// - \ref soundengine_listeners
3531  AkGameObjectID in_emitterGameObj, ///
3532  AkGameObjectID in_listenerGameObj ///
3533  );
3534 
3535  /// Remove a single listener from a game object's set of active listeners.
3536  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3537  /// \sa
3538  /// - AK::SoundEngine::SetListeners
3539  /// - AK::SoundEngine::AddListener
3540  /// - AK::SoundEngine::SetDefaultListeners
3541  /// - \ref soundengine_listeners
3543  AkGameObjectID in_emitterGameObj, ///
3544  AkGameObjectID in_listenerGameObj ///
3545  );
3546 
3547  /// 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
3548  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3549  /// 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.
3550  /// \return Always returns AK_Success
3551  /// \sa
3552  /// - \ref soundengine_listeners
3554  const AkGameObjectID* in_pListenerObjs, ///
3555  AkUInt32 in_uNumListeners ///
3556  );
3557 
3558  /// Add a single listener to the default set of listeners. Upon registration, all game objects reference the default listener set, until
3559  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3560  /// \sa
3561  /// - AK::SoundEngine::SetDefaultListeners
3562  /// - AK::SoundEngine::RemoveDefaultListener
3563  /// - \ref soundengine_listeners
3565  AkGameObjectID in_listenerGameObj ///
3566  );
3567 
3568  /// Remove a single listener from the default set of listeners. Upon registration, all game objects reference the default listener set, until
3569  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3570  /// \sa
3571  /// - AK::SoundEngine::SetDefaultListeners
3572  /// - AK::SoundEngine::AddDefaultListener
3573  /// - \ref soundengine_listeners
3575  AkGameObjectID in_listenerGameObj ///
3576  );
3577 
3578  /// Resets the listener associations to the default listener(s), as set by SetDefaultListeners. This will also reset per-listener gains that have been set using SetGameObjectOutputBusVolume.
3579  /// \return Always returns AK_Success
3580  /// \sa
3581  /// - AK::SoundEngine::SetListeners
3582  /// - AK::SoundEngine::SetDefaultListeners
3583  /// - AK::SoundEngine::SetGameObjectOutputBusVolume
3584  /// - \ref soundengine_listeners
3586  AkGameObjectID in_emitterGameObj ///
3587  );
3588 
3589  /// Sets a listener's spatialization parameters. This lets you define listener-specific
3590  /// volume offsets for each audio channel.
3591  /// If \c in_bSpatialized is false, only \c in_pVolumeOffsets is used for this listener (3D positions
3592  /// have no effect on the speaker distribution). Otherwise, \c in_pVolumeOffsets is added to the speaker
3593  /// distribution computed for this listener.
3594  /// Use helper functions of \c AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets.
3595  ///
3596  /// \remarks
3597  /// - If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig,
3598  /// standard up/downmix rules apply.
3599  /// - Sounds with 3D Spatialization set to None will not be affected by these parameters.
3600  /// \return
3601  /// - \c AK_Success if message was successfully posted to sound engine queue
3602  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3603  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
3604  /// \sa
3605  /// - \ref soundengine_listeners_spatial
3607  AkGameObjectID in_uListenerID, ///
3608  bool in_bSpatialized, ///
3609  AkChannelConfig in_channelConfig, ///
3610  AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets = NULL ///
3611  );
3612 
3613  //@}
3614 
3615 
3616  ////////////////////////////////////////////////////////////////////////
3617  /// @name Game Syncs
3618  //@{
3619 
3620  /// Sets the value of a real-time parameter control (by ID).
3621  /// With this function, you may set a game parameter value with global scope or with game object scope.
3622  /// 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
3623  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3624  /// To set a game parameter value with global scope, pass \c AK_INVALID_GAME_OBJECT as the game object.
3625  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3626  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3627  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3628  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3629  /// function at every game frame, you should not use \c in_uValueChangeDuration, as it would have no effect and it is less efficient.
3630  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3631  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3632  /// \return
3633  /// - \c AK_Success if the value was successfully set
3634  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3635  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3636  /// \sa
3637  /// - \ref soundengine_rtpc
3638  /// - AK::SoundEngine::GetIDFromString()
3640  AkRtpcID in_rtpcID, ///
3641  AkRtpcValue in_value, ///
3642  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///
3643  AkTimeMs in_uValueChangeDuration = 0, ///
3644  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3645  bool in_bBypassInternalValueInterpolation = false ///
3646  );
3647 
3648 #ifdef AK_SUPPORT_WCHAR
3649  /// Sets the value of a real-time parameter control (by Unicode string name).
3650  /// With this function, you may set a game parameter value to global scope or to game object scope.
3651  /// 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
3652  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3653  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3654  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3655  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3656  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3657  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3658  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3659  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3660  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3661  /// \return
3662  /// - \c AK_Success if the value was successfully set
3663  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3664  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3665  /// \aknote Strings are case-insensitive. \endaknote
3666  /// \sa
3667  /// - \ref soundengine_rtpc
3669  const wchar_t* in_pszRtpcName, ///
3670  AkRtpcValue in_value, ///
3671  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///
3672  AkTimeMs in_uValueChangeDuration = 0, ///
3673  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3674  bool in_bBypassInternalValueInterpolation = false ///
3675  );
3676 #endif //AK_SUPPORT_WCHAR
3677 
3678  /// Sets the value of a real-time parameter control.
3679  /// With this function, you may set a game parameter value with global scope or with game object scope.
3680  /// 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
3681  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3682  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3683  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3684  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3685  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3686  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3687  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3688  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3689  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3690  /// \return
3691  /// - \c AK_Success if the value was successfully set
3692  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3693  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3694  /// \aknote Strings are case-insensitive. \endaknote
3695  /// \sa
3696  /// - \ref soundengine_rtpc
3698  const char* in_pszRtpcName, ///
3699  AkRtpcValue in_value, ///
3700  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///
3701  AkTimeMs in_uValueChangeDuration = 0, ///
3702  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3703  bool in_bBypassInternalValueInterpolation = false ///
3704  );
3705 
3706  /// Sets the value of a real-time parameter control (by ID).
3707  /// With this function, you may set a game parameter value on playing id scope.
3708  /// Playing id scope supersedes both game object scope and global scope.
3709  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3710  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3711  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3712  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3713  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3714  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3715  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3716  /// - \c AK_Success if successful
3717  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3718  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3719  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3720  /// \sa
3721  /// - \ref soundengine_rtpc
3722  /// - AK::SoundEngine::GetIDFromString()
3724  AkRtpcID in_rtpcID, ///
3725  AkRtpcValue in_value, ///
3726  AkPlayingID in_playingID, ///
3727  AkTimeMs in_uValueChangeDuration = 0, ///
3728  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3729  bool in_bBypassInternalValueInterpolation = false ///
3730  );
3731 
3732 #ifdef AK_SUPPORT_WCHAR
3733  /// Sets the value of a real-time parameter control (by Unicode string name).
3734  /// With this function, you may set a game parameter value on playing ID scope.
3735  /// Playing id scope supersedes both game object scope and global scope.
3736  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3737  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3738  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3739  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3740  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3741  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3742  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3743  /// - \c AK_Success if successful
3744  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3745  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3746  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3747  /// \sa
3748  /// - \ref soundengine_rtpc
3749  /// - AK::SoundEngine::GetIDFromString()
3751  const wchar_t* in_pszRtpcName, ///
3752  AkRtpcValue in_value, ///
3753  AkPlayingID in_playingID, ///
3754  AkTimeMs in_uValueChangeDuration = 0, ///
3755  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3756  bool in_bBypassInternalValueInterpolation = false ///
3757  );
3758 #endif //AK_SUPPORT_WCHAR
3759 
3760  /// Sets the value of a real-time parameter control (by string name).
3761  /// With this function, you may set a game parameter value on playing id scope.
3762  /// Playing id scope supersedes both game object scope and global scope.
3763  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3764  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3765  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3766  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3767  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3768  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3769  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3770  /// - \c AK_Success if successful
3771  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3772  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3773  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3774  /// \sa
3775  /// - \ref soundengine_rtpc
3776  /// - AK::SoundEngine::GetIDFromString()
3778  const char* in_pszRtpcName, ///
3779  AkRtpcValue in_value, ///
3780  AkPlayingID in_playingID, ///
3781  AkTimeMs in_uValueChangeDuration = 0, ///
3782  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3783  bool in_bBypassInternalValueInterpolation = false ///
3784  );
3785 
3786  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3787  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3788  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3789  /// game objects that were not overridden with a value with game object scope.
3790  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3791  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3792  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3793  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3794  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3795  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3796  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3797  /// \return
3798  /// - \c AK_Success when successful
3799  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3800  /// \sa
3801  /// - \ref soundengine_rtpc
3802  /// - AK::SoundEngine::GetIDFromString()
3803  /// - AK::SoundEngine::SetRTPCValue()
3805  AkRtpcID in_rtpcID, ///
3806  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///
3807  AkTimeMs in_uValueChangeDuration = 0, ///
3808  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3809  bool in_bBypassInternalValueInterpolation = false ///
3810  );
3811 
3812 #ifdef AK_SUPPORT_WCHAR
3813  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3814  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3815  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3816  /// game objects that were not overridden with a value with game object scope.
3817  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3818  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3819  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3820  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3821  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3822  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3823  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3824  /// \return
3825  /// - \c AK_Success if successful
3826  /// - \c AK_InvalidID if in_pszParamName is NULL.
3827  /// \aknote Strings are case-insensitive. \endaknote
3828  /// \sa
3829  /// - \ref soundengine_rtpc
3830  /// - AK::SoundEngine::SetRTPCValue()
3832  const wchar_t* in_pszRtpcName, ///
3833  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///
3834  AkTimeMs in_uValueChangeDuration = 0, ///
3835  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3836  bool in_bBypassInternalValueInterpolation = false ///
3837  );
3838 #endif //AK_SUPPORT_WCHAR
3839 
3840  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3841  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3842  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3843  /// game objects that were not overridden with a value with game object scope.
3844  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3845  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3846  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3847  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3848  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3849  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3850  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3851  /// \return
3852  /// - \c AK_Success if successful
3853  /// - \c AK_InvalidID if in_pszParamName is NULL.
3854  /// \aknote Strings are case-insensitive. \endaknote
3855  /// \sa
3856  /// - \ref soundengine_rtpc
3857  /// - AK::SoundEngine::SetRTPCValue()
3859  const char* in_pszRtpcName, ///
3860  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///
3861  AkTimeMs in_uValueChangeDuration = 0, ///
3862  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3863  bool in_bBypassInternalValueInterpolation = false ///
3864  );
3865 
3866  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3867  /// With this function, you may reset a game parameter to its default value on playing id scope.
3868  /// Playing id scope supersedes both game object scope and global scope.
3869  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3870  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3871  /// according to the interpolation curve.
3872  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3873  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3874  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3875  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3876  /// \return
3877  /// - \c AK_Success when successful
3878  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0)
3879  /// \sa
3880  /// - \ref soundengine_rtpc
3881  /// - AK::SoundEngine::SetRTPCValueByPlayingID()
3883  AkRtpcID in_rtpcID, ///
3884  AkPlayingID in_playingID, ///
3885  AkTimeMs in_uValueChangeDuration = 0, ///
3886  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3887  bool in_bBypassInternalValueInterpolation = false ///
3888  );
3889 
3890 #ifdef AK_SUPPORT_WCHAR
3891  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3892  /// With this function, you may reset a game parameter to its default value on playing id scope.
3893  /// Playing id scope supersedes both game object scope and global scope.
3894  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3895  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3896  /// according to the interpolation curve.
3897  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3898  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3899  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3900  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3901  /// \return
3902  /// - \c AK_Success when successful
3903  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
3904  /// \aknote Strings are case-insensitive. \endaknote
3905  /// \sa
3906  /// - \ref soundengine_rtpc
3907  /// - AK::SoundEngine::SetRTPCValueByPlayingID()
3908  /// - AK::SoundEngine::GetIDFromString()
3910  const wchar_t* in_pszRtpcName, ///
3911  AkPlayingID in_playingID, ///
3912  AkTimeMs in_uValueChangeDuration = 0, ///
3913  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3914  bool in_bBypassInternalValueInterpolation = false ///
3915  );
3916 #endif //AK_SUPPORT_WCHAR
3917 
3918  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3919  /// With this function, you may reset a game parameter to its default value on playing id scope.
3920  /// Playing id scope supersedes both game object scope and global scope.
3921  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3922  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3923  /// according to the interpolation curve.
3924  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3925  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3926  /// See \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3927  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3928  /// \return
3929  /// - \c AK_Success when successful
3930  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
3931  /// \aknote Strings are case-insensitive. \endaknote
3932  /// \sa
3933  /// - \ref soundengine_rtpc
3934  /// - AK::SoundEngine::SetRTPCValueByPlayingID()
3935  /// - AK::SoundEngine::GetIDFromString()
3937  const char* in_pszRtpcName, ///
3938  AkPlayingID in_playingID, ///
3939  AkTimeMs in_uValueChangeDuration = 0, ///
3940  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3941  bool in_bBypassInternalValueInterpolation = false ///
3942  );
3943 
3944  /// Sets the State of a Switch Group (by IDs).
3945  /// \return Always returns AK_Success
3946  /// \sa
3947  /// - \ref soundengine_switch
3948  /// - AK::SoundEngine::GetIDFromString()
3950  AkSwitchGroupID in_switchGroup, ///
3951  AkSwitchStateID in_switchState, ///
3952  AkGameObjectID in_gameObjectID ///
3953  );
3954 
3955 #ifdef AK_SUPPORT_WCHAR
3956  /// Sets the State of a Switch Group (by Unicode string names).
3957  /// \return
3958  /// - \c AK_Success if successful
3959  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3960  /// Make sure that the banks were generated with the "include string" option.
3961  /// \aknote Strings are case-insensitive. \endaknote
3962  /// \sa
3963  /// - \ref soundengine_switch
3965  const wchar_t* in_pszSwitchGroup, ///
3966  const wchar_t* in_pszSwitchState, ///
3967  AkGameObjectID in_gameObjectID ///
3968  );
3969 #endif //AK_SUPPORT_WCHAR
3970 
3971  /// Sets the state of a Switch Group.
3972  /// \return
3973  /// - \c AK_Success if successful
3974  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3975  /// Make sure that the banks were generated with the "include string" option.
3976  /// \aknote Strings are case-insensitive. \endaknote
3977  /// \sa
3978  /// - \ref soundengine_switch
3980  const char* in_pszSwitchGroup, ///
3981  const char* in_pszSwitchState, ///
3982  AkGameObjectID in_gameObjectID ///
3983  );
3984 
3985  /// Post the specified trigger (by IDs).
3986  /// \return Always returns AK_Success
3987  /// \sa
3988  /// - \ref soundengine_triggers
3989  /// - AK::SoundEngine::GetIDFromString()
3991  AkTriggerID in_triggerID, ///
3992  AkGameObjectID in_gameObjectID ///
3993  );
3994 
3995 #ifdef AK_SUPPORT_WCHAR
3996  /// Posts the specified trigger (by Unicode string name).
3997  /// \return
3998  /// - \c AK_Success if successful
3999  /// - \c AK_InvalidID if the trigger name was null
4000  /// Make sure that the banks were generated with the "include string" option.
4001  /// \aknote Strings are case-insensitive. \endaknote
4002  /// \sa
4003  /// - \ref soundengine_triggers
4005  const wchar_t* in_pszTrigger, ///
4006  AkGameObjectID in_gameObjectID ///
4007  );
4008 #endif //AK_SUPPORT_WCHAR
4009 
4010  /// Posts the specified trigger.
4011  /// \return
4012  /// - \c AK_Success if successful
4013  /// - \c AK_InvalidID if the trigger name was null
4014  /// Make sure that the banks were generated with the "include string" option.
4015  /// \aknote Strings are case-insensitive. \endaknote
4016  /// \sa
4017  /// - \ref soundengine_triggers
4019  const char* in_pszTrigger, ///
4020  AkGameObjectID in_gameObjectID ///
4021  );
4022 
4023  /// Sets the state of a State Group (by IDs).
4024  /// \return Always returns AK_Success
4025  /// \sa
4026  /// - \ref soundengine_states
4027  /// - AK::SoundEngine::GetIDFromString()
4029  AkStateGroupID in_stateGroup, ///
4030  AkStateID in_state ///
4031  );
4032 
4033 #ifdef AK_SUPPORT_WCHAR
4034  /// Sets the state of a State Group (by Unicode string names).
4035  /// \return
4036  /// - \c AK_Success if successful
4037  /// - \c AK_InvalidID if the state or State Group name was null
4038  /// Make sure that the banks were generated with the "include string" option.
4039  /// \aknote Strings are case-insensitive. \endaknote
4040  /// \sa
4041  /// - \ref soundengine_states
4042  /// - AK::SoundEngine::GetIDFromString()
4044  const wchar_t* in_pszStateGroup, ///
4045  const wchar_t* in_pszState ///
4046  );
4047 #endif //AK_SUPPORT_WCHAR
4048 
4049  /// Sets the state of a State Group.
4050  /// \return
4051  /// - \c AK_Success if successful
4052  /// - \c AK_InvalidID if the state or State Group name was null
4053  /// Make sure that the banks were generated with the "include string" option.
4054  /// \aknote Strings are case-insensitive. \endaknote
4055  /// \sa
4056  /// - \ref soundengine_states
4057  /// - AK::SoundEngine::GetIDFromString()
4059  const char* in_pszStateGroup, ///
4060  const char* in_pszState ///
4061  );
4062 
4063  //@}
4064 
4065  ////////////////////////////////////////////////////////////////////////
4066  /// @name Environments
4067  //@{
4068 
4069  /// Sets the Auxiliary Busses to route the specified game object
4070  /// To clear the game object's auxiliary sends, \c in_uNumSendValues must be 0.
4071  /// \sa
4072  /// - \ref soundengine_environments
4073  /// - \ref soundengine_environments_dynamic_aux_bus_routing
4074  /// - \ref soundengine_environments_id_vs_string
4075  /// - AK::SoundEngine::GetIDFromString()
4076  /// \return
4077  /// - \c AK_Success if successful
4078  /// - \c AK_InvalidParameter if a duplicated environment is found in the array
4079  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4081  AkGameObjectID in_gameObjectID, ///
4082  AkAuxSendValue* in_aAuxSendValues, ///
4083  ///
4084  AkUInt32 in_uNumSendValues ///
4085  ///
4086  );
4087 
4088  /// Registers a callback to allow the game to modify or override the volume to be applied at the output of an audio bus.
4089  /// The callback must be registered once per bus ID.
4090  /// Call with in_pfnCallback = NULL to unregister.
4091  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
4092  /// \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
4093  /// \sa
4094  /// - \ref goingfurther_speakermatrixcallback
4095  /// - \ref soundengine_environments
4096  /// - AkSpeakerVolumeMatrixCallbackInfo
4097  /// - AK::IAkMixerInputContext
4098  /// - AK::IAkMixerPluginContext
4099  /// \return
4100  /// - \c AK_Success if successful
4101  /// - \c AK_IDNotFound if the bus is not found
4102  /// - \c AK_NotInitialized if the sound engine is not initialized
4103  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
4105  AkUniqueID in_busID, ///
4106  AkBusCallbackFunc in_pfnCallback, ///
4107  void* in_pCookie = NULL ///
4108  );
4109 
4110  /// 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
4111  /// 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.
4112  /// The callback must be registered once per bus ID.
4113  /// Call with in_pfnCallback = NULL or in_eMeteringFlags = AK_NoMetering to unregister.
4114  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
4115  /// \sa
4116  /// - \ref goingfurther_speakermatrixcallback
4117  /// - AkBusMeteringCallbackFunc
4118  /// - AK::AkMetering
4119  /// \return
4120  /// - \c AK_Success if successful
4121  /// - \c AK_IDNotFound if the bus is not found
4122  /// - \c AK_NotInitialized if the sound engine is not initialized
4123  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
4125  AkUniqueID in_busID, ///
4126  AkBusMeteringCallbackFunc in_pfnCallback, ///
4127  AkMeteringFlags in_eMeteringFlags, ///
4128  void* in_pCookie = NULL ///
4129  );
4130 
4131  /// 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
4132  /// 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.
4133  /// The callback must be registered once per device shareset ID.
4134  /// Call with in_pfnCallback = NULL or in_eMeteringFlags = AK_NoMetering to unregister.
4135  /// \sa
4136  /// - \ref goingfurther_speakermatrixcallback
4137  /// - AkOutputDeviceMeteringCallbackFunc
4138  /// - AK::AkMetering
4139  /// \return
4140  /// - \c AK_Success if successful
4141  /// - \c AK_DeviceNotFound if the device is not found
4142  /// - \c AK_NotInitialized if the sound engine is not initialized
4143  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
4145  AkOutputDeviceID in_idOutput, ///
4146  AkOutputDeviceMeteringCallbackFunc in_pfnCallback, ///
4147  AkMeteringFlags in_eMeteringFlags, ///
4148  void* in_pCookie = NULL ///
4149  );
4150 
4151  /// Sets the Output Bus Volume (direct) to be used for the specified game object.
4152  /// The control value is a number ranging from 0.0f to 1.0f.
4153  /// 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
4154  /// 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.
4155  /// \sa
4156  /// - \ref AK::SoundEngine::ResetListenersToDefault
4157  /// - \ref soundengine_environments
4158  /// - \ref soundengine_environments_setting_dry_environment
4159  /// - \ref soundengine_environments_id_vs_string
4160  /// \return
4161  /// - \c AK_Success when successful
4162  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4164  AkGameObjectID in_emitterObjID, ///
4165  AkGameObjectID in_listenerObjID, ///
4166  AkReal32 in_fControlValue ///
4167  ///
4168  );
4169 
4170  /// Sets an Effect ShareSet at the specified audio node and Effect slot index.
4171  /// \aknote
4172  /// Replacing effects is preferably done through a Set Effect Event Action.
4173  /// \endaknote
4174  /// The target node cannot be a Bus, to set effects on a bus, use SetBusEffect() instead.
4175  /// \aknote The option "Override Parent" in
4176  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will
4177  /// still be the one in use and the call to SetContainerEffect will have no impact.
4178  /// \endaknote
4179  /// \return Always returns AK_Success
4181  AkUniqueID in_audioNodeID, ///
4182  AkUInt32 in_uFXIndex, ///
4183  AkUniqueID in_shareSetID ///
4184  );
4185 
4186 
4187  /// Sets an Effect ShareSet at the specified audio node and Effect slot index.
4188  /// \aknote
4189  /// This function is deprecated. Use SetContainerEffect instead.
4190  /// \endaknote
4191  /// \aknote
4192  /// Replacing effects is preferably done through a Set Effect Event Action.
4193  /// \endaknote
4194  /// The target node cannot be a Bus, to set effects on a bus, use SetBusEffect() instead.
4195  /// \aknote The option "Override Parent" in
4196  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will
4197  /// still be the one in use and the call to SetActorMixerEffect will have no impact.
4198  /// \endaknote
4199  /// \return Always returns AK_Success
4201  AkUniqueID in_audioNodeID, ///
4202  AkUInt32 in_uFXIndex, ///
4203  AkUniqueID in_shareSetID ///
4204  );
4205 
4206  /// Sets an Effect ShareSet at the specified bus and Effect slot index.
4207  /// \aknote
4208  /// Replacing effects is preferably done through a Set Effect Event Action.
4209  /// \endaknote
4210  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
4211  /// This adds a reference on the audio node to an existing ShareSet.
4212  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4213  /// Bus which does not have any Effects, or removing the last Effect on a currently playing bus.
4214  /// \endaknote
4215  /// \aknote This function will replace existing Effects on the node. If the target node is not at
4216  /// the top of the hierarchy and is in the Containers hierarchy, the option "Override Parent" in
4217  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4218  /// still be the one in use and the call to SetBusEffect will have no impact.
4219  /// \endaknote
4220  /// \return
4221  /// - \c AK_Success when successfully posted.
4222  /// - \c AK_IDNotFound if the Bus isn't found by in_audioNodeID
4223  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
4225  AkUniqueID in_audioNodeID, ///
4226  AkUInt32 in_uFXIndex, ///
4227  AkUniqueID in_shareSetID ///
4228  );
4229 
4230 #ifdef AK_SUPPORT_WCHAR
4231  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
4232  /// \aknote
4233  /// Replacing effects is preferably done through a Set Effect Event Action.
4234  /// \endaknote
4235  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
4236  /// This adds a reference on the audio node to an existing ShareSet.
4237  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4238  /// bus which does not have any Effects, or removing the last Effect on a currently playing Bus.
4239  /// \endaknote
4240  /// \aknote Make sure the new effect shareset is included in a soundbank, and that sound bank is
4241  /// loaded. Otherwise you will see errors in the Capture Log.
4242  /// \endaknote
4243  /// \aknote This function will replace existing Effects on the node. If the target node is not at
4244  /// the top of the hierarchy and is in the Containers, the option "Override Parent" in
4245  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4246  /// still be the one in use and the call to \c SetBusEffect will have no impact.
4247  /// \endaknote
4248  /// \returns
4249  /// - \c AK_Success when successfully posted.
4250  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
4251  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
4252  /// - \c AK_InvalidID if in_pszBusName is null
4254  const wchar_t* in_pszBusName, ///
4255  AkUInt32 in_uFXIndex, ///
4256  AkUniqueID in_shareSetID ///
4257  );
4258 #endif //AK_SUPPORT_WCHAR
4259 
4260  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
4261  /// \aknote
4262  /// Replacing effects is preferably done through a Set Effect Event Action.
4263  /// \endaknote
4264  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
4265  /// This adds a reference on the audio node to an existing ShareSet.
4266  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4267  /// Bus which does not have any effects, or removing the last Effect on a currently playing bus.
4268  /// \endaknote
4269  /// \aknote Make sure the new effect shareset is included in a soundbank, and that sound bank is
4270  /// loaded. Otherwise you will see errors in the Capture Log.
4271  /// \endaknote
4272  /// \aknote This function will replace existing Effects on the node. If the target node is not at
4273  /// the top of the hierarchy and is in the Containers, the option "Override Parent" in
4274  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4275  /// still be the one in use and the call to \c SetBusEffect will have no impact.
4276  /// \endaknote
4277  /// \returns
4278  /// - \c AK_Success when successfully posted.
4279  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
4280  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
4281  /// - \c AK_InvalidID if in_pszBusName is null
4283  const char* in_pszBusName, ///
4284  AkUInt32 in_uFXIndex, ///
4285  AkUniqueID in_shareSetID ///
4286  );
4287 
4288  /// Sets an audio device effect shareset on the specified output device and effect slot index.
4289  /// \aknote
4290  /// Replacing effects is preferably done through a Set Effect Event Action.
4291  /// \endaknote
4292  /// \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
4293  /// \aknote This function will replace existing effects of the audio device shareset. \endaknote
4294  /// \aknote Audio device effects support is limited to one shareset per plug-in type at any time. \endaknote
4295  /// \aknote Errors are reported in the Wwise Capture Log if the effect cannot be set on the output device. \endaknote
4296 
4297  /// \returns Always returns AK_Success
4299  AkOutputDeviceID in_outputDeviceID, ///
4300  AkUInt32 in_uFXIndex, ///
4301  AkUniqueID in_FXShareSetID ///
4302  );
4303 
4304  /// Forces channel configuration for the specified bus.
4305  /// \aknote You cannot change the configuration of the master bus.\endaknote
4306  ///
4307  /// \return Always returns AK_Success
4309  AkUniqueID in_audioNodeID, ///
4310  AkChannelConfig in_channelConfig ///
4311  );
4312 
4313 #ifdef AK_SUPPORT_WCHAR
4314  /// Forces channel configuration for the specified bus.
4315  /// \aknote You cannot change the configuration of the master bus.\endaknote
4316  ///
4317  /// \returns
4318  /// - \c AK_Success when successful
4319  /// - \c AK_InvalidID if in_pszBusName is null
4321  const wchar_t* in_pszBusName, ///
4322  AkChannelConfig in_channelConfig ///
4323  );
4324 #endif //AK_SUPPORT_WCHAR
4325 
4326  /// Forces channel configuration for the specified bus.
4327  /// \aknote You cannot change the configuration of the master bus.\endaknote
4328  ///
4329  /// \returns
4330  /// - \c AK_Success when successful
4331  /// - \c AK_InvalidID if in_pszBusName is null
4333  const char* in_pszBusName, ///
4334  AkChannelConfig in_channelConfig ///
4335  );
4336 
4337  /// Resets the channel configuration for the specified bus back to the value loaded from soundbanks.
4338  /// Useful to clear any value set by AK::SoundEngine::SetBusConfig.
4339  /// \aknote You cannot change the configuration of the master bus.\endaknote
4340  ///
4341  /// \return Always returns AK_Success
4343  AkUniqueID in_audioNodeID ///
4344  );
4345 
4346 #ifdef AK_SUPPORT_WCHAR
4347  /// Resets the channel configuration for the specified bus back to the value loaded from soundbanks.
4348  /// Useful to clear any value set by AK::SoundEngine::SetBusConfig.
4349  /// \aknote You cannot change the configuration of the master bus.\endaknote
4350  ///
4351  /// \returns
4352  /// - \c AK_Success when successful
4353  /// - \c AK_InvalidID if in_pszBusName is null
4355  const wchar_t* in_pszBusName ///
4356  );
4357 #endif //AK_SUPPORT_WCHAR
4358 
4359  /// Resets the channel configuration for the specified bus back to the value loaded from soundbanks.
4360  /// Useful to clear any value set by AK::SoundEngine::SetBusConfig.
4361  /// \aknote You cannot change the configuration of the master bus.\endaknote
4362  ///
4363  /// \returns
4364  /// - \c AK_Success when successful
4365  /// - \c AK_InvalidID if in_pszBusName is null
4367  const char* in_pszBusName ///
4368  );
4369 
4370  /// Forces channel configuration for the specified Sidechain Mix at run-time.
4371  ///
4372  /// Standard, ambisonic, and anonymous channel configs are supported.
4373  /// If a channel config of type AK_ChannelConfigType_UseDeviceMain or AK_ChannelConfigType_UseDevicePassthrough are specified,
4374  /// then the Primary Device's channel config for its Main Mix or Passthrough Mix is used, as appropriate.
4375  /// Audio Object channel configs are not supported for Sidechain Mixes.
4376  ///
4377  /// 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.
4378  ///
4379  /// \return Always returns AK_Success
4381  AkUniqueID in_sidechainMixId, ///
4382  AkChannelConfig in_channelConfig ///
4383  );
4384 
4385 #ifdef AK_SUPPORT_WCHAR
4386  /// Forces channel configuration for the specified Sidechain Mix at run-time.
4387  ///
4388  /// Standard, ambisonic, and anonymous channel configs are supported.
4389  /// If a channel config of type AK_ChannelConfigType_UseDeviceMain or AK_ChannelConfigType_UseDevicePassthrough are specified,
4390  /// then the Primary Device's channel config for its Main Mix or Passthrough Mix is used, as appropriate.
4391  /// Audio Object channel configs are not supported for Sidechain Mixes.
4392  ///
4393  /// 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.
4394  ///
4395  /// \returns
4396  /// - \c AK_Success when successful
4397  /// - \c AK_InvalidID if in_pszSidechainMixName is null
4399  const wchar_t* in_pszSidechainMixName, ///
4400  AkChannelConfig in_channelConfig ///
4401  );
4402 #endif //AK_SUPPORT_WCHAR
4403 
4404  /// Forces channel configuration for the specified Sidechain Mix at run-time.
4405  ///
4406  /// Standard, ambisonic, and anonymous channel configs are supported.
4407  /// If a channel config of type AK_ChannelConfigType_UseDeviceMain or AK_ChannelConfigType_UseDevicePassthrough are specified,
4408  /// then the Primary Device's channel config for its Main Mix or Passthrough Mix is used, as appropriate.
4409  /// Audio Object channel configs are not supported for Sidechain Mixes.
4410  ///
4411  /// 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.
4412  ///
4413  /// \returns
4414  /// - \c AK_Success when successful
4415  /// - \c AK_InvalidID if in_pszSidechainMixName is null
4417  const char* in_pszSidechainMixName, ///
4418  AkChannelConfig in_channelConfig ///
4419  );
4420 
4421  /// Sets a game object's obstruction and occlusion levels. If SetMultiplePositions were used, values are set for all positions.
4422  /// To assign a unique obstruction and occlusion value to each sound position, instead use AK::SoundEngine::SetMultipleObstructionAndOcclusion.
4423  /// This function is used to affect how an object should be heard by a specific listener.
4424  /// \sa
4425  /// - \ref soundengine_obsocc
4426  /// - \ref soundengine_environments
4427  /// \return Always returns AK_Success
4429  AkGameObjectID in_EmitterID, ///
4430  AkGameObjectID in_ListenerID, ///
4431  AkReal32 in_fObstructionLevel, ///
4432  AkReal32 in_fOcclusionLevel ///
4433  );
4434 
4435  /// Sets a game object's obstruction and occlusion value for each position defined by AK::SoundEngine::SetMultiplePositions.
4436  /// This function differs from AK::SoundEngine::SetObjectObstructionAndOcclusion as a list of obstruction/occlusion pair is provided
4437  /// and each obstruction/occlusion pair will affect the corresponding position defined at the same index.
4438  /// \aknote In the case the number of obstruction/occlusion pairs is smaller than the number of positions, remaining positions'
4439  /// obstruction/occlusion values are set to 0.0. \endaknote
4440  /// \return
4441  /// - \c AK_Success if successful
4442  /// - \c AK_CommandTooLarge if the number of obstruction values is too large for the command queue.
4443  /// - \c AK_InvalidParameter if one of the parameter is out of range (check the debug console)
4444  /// - \c AK_InvalidFloatValue if one of the occlusion/obstruction values is NaN or Inf.
4445  /// \sa
4446  /// - \ref soundengine_obsocc
4447  /// - \ref soundengine_environments
4448  /// \return AK_Success if occlusion/obstruction values are successfully stored for this emitter
4450  AkGameObjectID in_EmitterID, ///
4451  AkGameObjectID in_uListenerID, ///
4452  AkObstructionOcclusionValues* in_fObstructionOcclusionValues, ///
4453  ///
4454  ///
4455  AkUInt32 in_uNumOcclusionObstruction ///
4456  );
4457 
4458  /// Saves the playback history of container structures.
4459  /// This function will write history data for all currently loaded containers and instantiated game
4460  /// objects (for example, current position in Sequence Containers and previously played elements in
4461  /// Random Containers).
4462  /// \remarks
4463  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4464  /// \return
4465  /// - \c AK_Success when successful
4466  /// - \c AK_Fail is in_pBytes could not be parsed (corruption or data is truncated)
4467  /// \sa
4468  /// - AK::SoundEngine::SetContainerHistory()
4470  AK::IWriteBytes * in_pBytes ///
4471  );
4472 
4473  /// Restores the playback history of container structures.
4474  /// This function will read history data from the passed-in stream reader interface, and apply it to all
4475  /// currently loaded containers and instantiated game objects. Game objects are matched by
4476  /// ID. History for unloaded structures and unknown game objects will be skipped.
4477  /// \remarks
4478  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4479  /// \return
4480  /// - \c AK_Success if successful
4481  /// - \c AK_InsufficientMemory if not enough memory is available for IReadBytes operation
4482  /// \sa
4483  /// - AK::SoundEngine::GetContainerHistory()
4485  AK::IReadBytes * in_pBytes ///
4486  );
4487 
4488  //@}
4489 
4490  ////////////////////////////////////////////////////////////////////////
4491  /// @name Capture
4492  //@{
4493 
4494  /// Starts recording the sound engine audio output.
4495  /// StartOutputCapture outputs a wav file per current output device of the sound engine.
4496  /// If more than one device is active, the system will create multiple files in the same output
4497  /// directory and will append numbers at the end of the provided filename.
4498  ///
4499  /// If no device is running yet, the system will return success AK_Success despite doing nothing.
4500  /// Use RegisterAudioDeviceStatusCallback to get notified when devices are created/destructed.
4501  ///
4502  /// \return AK_Success if successful, AK_Fail if there was a problem starting the output capture.
4503  /// \remark
4504  /// - The sound engine opens a stream for writing using AK::IAkStreamMgr::CreateStd(). If you are using the
4505  /// default implementation of the Stream Manager, file opening is executed in your implementation of
4506  /// the Low-Level IO interface AK::StreamMgr::IAkLowLevelIOHook::BatchOpen(). The following
4507  /// AkFileSystemFlags are passed: uCompanyID = AKCOMPANYID_AUDIOKINETIC and uCodecID = AKCODECID_PCM,
4508  /// and the AkOpenMode is AK_OpenModeWriteOvrwr. See \ref streamingmanager_lowlevel_location for
4509  /// more details on managing the deployment of your Wwise generated data.
4510  /// \return
4511  /// - \c AK_Success when successful
4512  /// - \c AK_InvalidParameter if in_CaptureFileName is null.
4513  /// - \c AK_InsufficientMemory if not enough memory is available.
4514  /// \sa
4515  /// - AK::SoundEngine::StopOutputCapture()
4516  /// - AK::StreamMgr::SetFileLocationResolver()
4517  /// - \ref streamingdevicemanager
4518  /// - \ref streamingmanager_lowlevel_location
4519  /// - RegisterAudioDeviceStatusCallback
4521  const AkOSChar* in_CaptureFileName ///
4522  );
4523 
4524  /// Stops recording the sound engine audio output.
4525  /// \return AK_Success if successful, AK_Fail if there was a problem stopping the output capture.
4526  /// \sa
4527  /// - AK::SoundEngine::StartOutputCapture()
4529 
4530  /// Adds text marker in audio output file.
4531  /// \return
4532  /// - \c AK_Success when successful
4533  /// - \c AK_InvalidParameter if in_MarkerText is null.
4534  /// - \c AK_InsufficientMemory if not enough memory is available.
4535  /// \sa
4536  /// - AK::SoundEngine::StartOutputCapture()
4538  const char* in_MarkerText, ///
4539  AkUInt32 in_uSamplePos = AK_INVALID_SAMPLE_POS ///
4540  );
4541 
4542  /// Adds binary data to a marker in audio output file.
4543  /// \return
4544  /// - \c AK_Success when successful
4545  /// - \c AK_InvalidParameter if in_pMarkerData is null or in_uMarkerDataSize is zero.
4546  /// - \c AK_InsufficientMemory if not enough memory is available.
4547  /// \sa
4548  /// - AK::SoundEngine::StartOutputCapture()
4550  void* in_pMarkerData, ///
4551  AkUInt32 in_uMarkerDataSize, ///
4552  AkUInt32 in_uSamplePos = AK_INVALID_SAMPLE_POS ///
4553  );
4554 
4555  /// Gets the system sample rate.
4556  /// \return The sample rate.
4558 
4559  /// Registers a callback used for retrieving audio samples.
4560  /// The callback will be called from the audio thread during real-time rendering and from the main thread during offline rendering.
4561  /// \return
4562  /// - \c AK_Success when successful
4563  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4564  /// - \c AK_InvalidParameter when in_pfnCallback is null
4565  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4566  /// \sa
4567  /// - AK::SoundEngine::AddOutput()
4568  /// - AK::SoundEngine::GetOutputID()
4569  /// - AK::SoundEngine::UnregisterCaptureCallback()
4571  AkCaptureCallbackFunc in_pfnCallback, ///
4572  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///
4573  void* in_pCookie = NULL ///
4574  );
4575 
4576  /// Unregisters a callback used for retrieving audio samples.
4577  /// \return
4578  /// - \c AK_Success when successful
4579  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4580  /// - \c AK_InvalidParameter when in_pfnCallback is null
4581  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4582  /// \sa
4583  /// - AK::SoundEngine::AddOutput()
4584  /// - AK::SoundEngine::GetOutputID()
4585  /// - AK::SoundEngine::RegisterCaptureCallback()
4587  AkCaptureCallbackFunc in_pfnCallback, ///
4588  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///
4589  void* in_pCookie = NULL ///
4590  );
4591 
4592  /// Starts recording the sound engine profiling information into a file. This file can be read
4593  /// by Wwise Authoring. The file is created at the base path. If you have integrated Wwise I/O,
4594  /// you can use CAkDefaultIOHookDeferred::SetBasePath() (or CAkDefaultIOHookDeferred::AddBasePath())
4595  /// to change the location where the file is saved. The profiling session records all data types possible.
4596  /// Note that this call captures peak metering for all the busses loaded and mixing
4597  /// while this call is invoked.
4598  /// \remark This function is provided as a utility tool only. It does nothing if it is
4599  /// called in the release configuration and returns AK_NotCompatible.
4601  const AkOSChar* in_CaptureFileName ///
4602  );
4603 
4604  /// Stops recording the sound engine profiling information.
4605  /// \remark This function is provided as a utility tool only. It does nothing if it is
4606  /// called in the release configuration and returns AK_NotCompatible.
4608 
4609  //@}
4610 
4611  ////////////////////////////////////////////////////////////////////////
4612  /// @name Offline Rendering
4613  //@{
4614 
4615  /// Sets the offline rendering frame time in seconds.
4616  /// 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.
4617  ///
4618  /// \sa \ref goingfurther_offlinerendering
4619  /// \return Always returns AK_Success
4621  AkReal32 in_fFrameTimeInSeconds ///
4622  );
4623 
4624  /// Enables/disables offline rendering.
4625  ///
4626  /// \sa \ref goingfurther_offlinerendering
4627  /// \return Always returns AK_Success
4629  bool in_bEnableOfflineRendering ///
4630  );
4631 
4632  //@}
4633 
4634  ////////////////////////////////////////////////////////////////////////
4635  /// @name Secondary Outputs
4636  //@{
4637 
4638  /// Adds an output to the sound engine. Use this to add controller-attached headphones, controller speakers, DVR output, etc.
4639  /// 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).
4640  ///
4641  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4642  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4643  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4644  ///
4645  /// \sa AkOutputSettings for more details.
4646  /// \sa \ref integrating_secondary_outputs
4647  /// \sa \ref default_audio_devices
4648  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4649  /// \sa AK::AkDeviceStatusCallbackFunc
4650  /// \return
4651  /// The following codes are returned directly from the function, as opposed to the AkDeviceStatusCallback
4652  /// - \c AK_NotImplemented: Feature not supported, some platforms don't have other outputs.
4653  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations (see parameter list below).
4654  /// - \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.
4655  /// - \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.
4656  /// - \c AK_NotInitialized: If AK::SoundEngine::Init was not called or if the Init.bnk was not loaded before the call.
4657  /// - \c AK_Success: Parameters are valid.
4658  ///
4659  /// The following codes are returned from the callback.
4660  /// - \c AK_InsufficientMemory : Not enough memory to complete the operation.
4661  /// - \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.
4662  /// - \c AK_PluginNotRegistered: The audioDeviceShareset exists but the plug-in it refers to is not installed or statically linked with the game.
4663  /// - \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.
4664  /// - \c AK_DeviceNotCompatible: The hardware does not support this type of output. Wwise will NOT fallback to any other type of output.
4665  /// - \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.
4666  /// - \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.
4668  const AkOutputSettings & in_Settings, ///
4669  AkOutputDeviceID *out_pDeviceID = NULL, ///
4670  const AkGameObjectID* in_pListenerIDs = NULL, ///
4671  ///
4672  ///
4673  ///
4674  AkUInt32 in_uNumListeners = 0 ///
4675  );
4676 
4677  /// Removes one output added through AK::SoundEngine::AddOutput
4678  /// If a listener was associated with the device, you should consider unregistering the listener prior to call RemoveOutput
4679  /// so that Game Object/Listener routing is properly updated according to your game scenario.
4680  /// \sa \ref integrating_secondary_outputs
4681  /// \sa AK::SoundEngine::AddOutput
4682  /// \return AK_Success: Parameters are valid.
4684  AkOutputDeviceID in_idOutput ///
4685  );
4686 
4687  /// Replaces an output device previously created during engine initialization or from AddOutput, with a new output device.
4688  /// 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
4689  /// that the old output device was associated with, and preserve all listeners that were attached to the old output device.
4690  ///
4691  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4692  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4693  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4694  ///
4695  /// \sa AK::SoundEngine::AddOutput
4696  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4697  /// \sa AK::AkDeviceStatusCallbackFunc
4698  /// \return
4699  /// - \c AK_InvalidID: The audioDeviceShareset on in_settings was not valid.
4700  /// - \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.
4701  /// - \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.
4702  /// - \c AK_DeviceNotFound: The in_outputDeviceId provided does not match with any of the output devices that the sound engine is currently using.
4703  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations on in_settings
4704  /// - \c AK_Success: parameters were valid, and the remove and add will occur.
4706  const AkOutputSettings & in_Settings, ///
4707  AkOutputDeviceID in_outputDeviceId, ///
4708  AkOutputDeviceID *out_pOutputDeviceId = NULL ///
4709  );
4710 
4711  /// Gets the compounded output ID from shareset and device id.
4712  /// 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.
4713  /// Use 0 for in_idShareset & in_idDevice to get the Main Output ID (the one usually initialized during AK::SoundEngine::Init)
4714  /// \return The id of the output
4716  AkUniqueID in_idShareset, ///
4717  AkUInt32 in_idDevice ///
4718  ///
4719  );
4720 
4722  const char* in_szShareSet, ///
4723  AkUInt32 in_idDevice ///
4724  ///
4725  );
4726 
4727  #ifdef AK_SUPPORT_WCHAR
4729  const wchar_t* in_szShareSet, ///
4730  AkUInt32 in_idDevice ///
4731  ///
4732  );
4733  #endif
4734 
4735  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4736  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4737  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4738  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4739  /// \return
4740  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4741  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4743  AkUniqueID in_idBus, ///
4744  AkUniqueID in_idNewDevice ///
4745  );
4746 
4747  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4748  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4749  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4750  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4751  /// \return
4752  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4753  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4755  const char* in_BusName, ///
4756  const char* in_DeviceName ///
4757  );
4758 
4759  #ifdef AK_SUPPORT_WCHAR
4760  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4761  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4762  /// SetBusDevice must be preceded by a call to AddOutput for the new device shareset to be registered as an output.
4763  /// \return
4764  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4765  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4767  const wchar_t* in_BusName, ///
4768  const wchar_t* in_DeviceName ///
4769  );
4770  #endif
4771 
4772  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4773  /// \remarks
4774  /// This call is only valid for sink plug-ins that support device enumeration.
4775  /// Prerequisites:
4776  /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4777  /// * A physical device recognized by this plug-in must exist in the system.
4778  ///
4779  /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4780  /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4781  /// Note that it is optional to implement device enumeration on custom sink plug-ins.
4782  /// \return
4783  /// - \c AK_NotImplemented if the sink plug-in does not implement device enumeration
4784  /// - \c AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4785  /// - \c AK_NotCompatible if no device of this type are supported on the current platform
4786  /// - \c AK_Fail in case of system device manager failure (OS related)
4787  ///
4789  AkUInt32 in_ulCompanyID, ///
4790  AkUInt32 in_ulPluginID, ///
4791  AkUInt32& io_maxNumDevices, ///
4792  AkDeviceDescription* out_deviceDescriptions ///
4793  );
4794 
4795  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4796  /// \remarks
4797  /// This call is only valid for sink plug-ins that support device enumeration.
4798  /// Prerequisites:
4799  /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4800  /// * 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.
4801  ///
4802  /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4803  /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4804  /// Note that it is optional to implement device enumeration on custom sink plug-ins.
4805  /// \return
4806  /// AK_NotImplemented if the sink plug-in does not implement device enumeration
4807  /// AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4809  AkUniqueID in_audioDeviceShareSetID, ///
4810  AkUInt32& io_maxNumDevices, ///
4811  AkDeviceDescription* out_deviceDescriptions ///
4812  );
4813 
4814  /// Sets the volume of a output device.
4815  /// \return
4816  /// - \c AK_Success if successful
4817  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4819  AkOutputDeviceID in_idOutput, ///
4820  AkReal32 in_fVolume ///
4821  );
4822 
4823  /// 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).
4824  /// 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
4825  /// 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
4826  /// 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.
4827  /// \return
4828  /// AK_NotCompatible when the device ID provided does not support spatial audio, or the platform does not support spatial audio
4829  /// AK_Fail when there is some other miscellaneous failure, or the device ID provided does not match a device that the system knows about
4830  /// AK_Success when the device ID provided does support spatial audio
4832  AkUInt32 in_idDevice ///
4833  ///
4834  );
4835 
4836 
4837  //@}
4838 
4839  /// 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.
4840  /// Call \c WakeupFromSuspend when your application receives the message from the OS that the process is back in foreground.
4841  /// When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when \ref RenderAudio() is called.
4842  /// It is recommended to match the in_bRenderAnyway parameter with the behavior of the rest of your game:
4843  /// 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.
4844  /// If you want to minimize CPU when in background, then don't allow rendering and never call RenderAudio from the game.
4845  ///
4846  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4847  /// \sa WakeupFromSuspend
4848  /// \sa \ref workingwithsdks_system_calls
4850  bool in_bRenderAnyway = false, ///
4851  bool in_bFadeOut = true ///
4852  );
4853 
4854  /// 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.
4855  ///
4856  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4857  /// \sa Suspend
4858  /// \sa \ref workingwithsdks_system_calls
4860  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.
4861  );
4862 
4863  /// Obtains the current audio output buffer tick. This corresponds to the number of buffers produced by
4864  /// the sound engine since initialization.
4865  /// \return Tick count.
4867 
4868  /// Obtains the current audio output sample tick. This corresponds to the number of samples produced by
4869  /// the sound engine since initialization.
4870  /// \return Sample count.
4872 
4873  /// Resets all global changes made to the sound engine.
4874  /// This includes:
4875  /// - States
4876  /// - RTPCs in the global scope
4877  /// - Changes made on sound object by Event Actions like Set Volume, Set Pitch, etc or equivalent API calls.
4878  /// - Mute/solo status
4879  /// - Effects set dynamically through SetEffect or a Set Effect Action.
4880  /// - Random and Sequence containers histories (last played, etc)
4881  /// \note
4882  /// To reset Game Object specific values, use AK::SoundEngine::UnregisterGameObj or AK::SoundEngine::UnregisterAllGameObj
4883  /// then AK::SoundEngine::RegisterGameObj if the game object is still needed.
4885 
4886  /// Sets the assertion handling function that the Sound Engine and other modules use.
4887  /// The assertion hook can be set via this function prior to Sound Engine initialization in order to catch early initialization assertion failures.
4888  /// However, during Sound Engine initialization, the assertion handler is replaced with the value of AkInitSettings:pfnAssertHook.
4889  /// After Sound Engine initialization, the assertion handler cannot be replaced.
4890  ///
4891  /// \aknote
4892  /// This function has no effect on Release builds.
4893  /// \endaknote
4894  ///
4895  /// \return AK_Success when called before Sound Engine initialization, or AK_AlreadyInitialized if Sound Engine was already initialized
4897  }
4898 }
4899 
4900 #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)

Was this page helpful?

Need Support?

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

Visit our Support page

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

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

Get started with Wwise