Version
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Wwise SDK 2025.1.4
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#include AkCommandTypes.h>
Public Attributes | |
| AkRtpcID | rtpcID |
| (optional) Game parameter ID; specify AK_INVALID_RTPC_ID to reset all game parameters of a game object More... | |
| AkGameObjectID | gameObjectID |
| (optional) Game Object ID; specify AK_INVALID_GAME_OBJECT for global scope or if using playingID More... | |
| AkPlayingID | playingID |
| (optional) Playing ID; specify AK_INVALID_PLAYING for global scope or if using gameObjectID More... | |
| AkTimeMs | transitionTime |
| (optional) Duration during which the game parameter is interpolated towards in_value, 0 for instant change More... | |
| AkUInt16 | fadeCurve |
| (optional) Curve type to be used for the game parameter interpolation, see AkCurveInterpolation More... | |
| AkUInt16 | bypassInternalValueInterpolation |
| Not 0 if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when, for example, loading a level and you don't want the values to interpolate. More... | |
Resets the value of the game parameter to its default value, as specified in the Wwise project. This command may reset a game parameter to its default value with global scope, game object scope, or playing ID scope. Playing ID scope supersedes both game object scope and global scope, and game object scope supersedes global scope. Game parameter values reset with a global scope are applied to all game objects that were not overridden at the game object scope or playing ID scope. To reset a game parameter value with global scope, gameObjectID must be set to AK_INVALID_GAME_OBJECT and playingID must be set to AK_INVALID_PLAYING_ID. To reset a game parameter value with object scope, gameObjectID must be set to a valid game object ID and playingID must be set to AK_INVALID_PLAYING_ID. Finally, to reset a game parameter value with playing ID scope, both gameObjectID and playingID must be provided. With this command, you may also reset the value of a game parameter over time. To do so, specify a non-zero value for transitionTime. At each audio frame, the game parameter value will be updated internally according to the interpolation curve.
This command can fail for the following reasons:
gameObjectID specified and is outside the valid range or fadeCurve is not a valid AkCurveInterpolation value.gameObjectID is not a registered game object ID.Definition at line 265 of file AkCommandTypes.h.
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