Wwise SDK 2018.1.11
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Wwise SDK 2018.1.11
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AkQueryParameters.h
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46 AkSpeakerPanningType pannerType; ///< Speaker panning type: type of panning logic when object is not 3D spatialized.
47 Ak3DPositionType e3dPositioningType; ///< 3D position type: defines what acts as the emitter position for computing spatialization against the listener.
48 bool bHoldEmitterPosAndOrient; ///< Hold emitter position and orientation values when starting playback.
61 AkReal32 fVolAuxGameDefAtMaxDist; ///< Volume wet at maximum distance (if any) (based on the Game defined distance attenuation)
62 AkReal32 fVolAuxUserDefAtMaxDist; ///< Volume wet at maximum distance (if any) (based on the User defined distance attenuation)
84 /// \warning Unless noted otherwise in the function definition that it will not acquire the main audio lock, the functions in this namespace
89 /// \warning There might be a significant delay between a Sound Engine call (such as PostEvent) and
119 AkGameObjectID* out_ListenerObjectIDs, ///< Pointer to an array of AkGameObjectID's. Will be populated with the IDs of the listeners of in_GameObjectID. Pass NULL to querry the size required.
120 AkUInt32& oi_uNumListeners ///< Pass in the the available number of elements in the array 'out_ListenerObjectIDs'. After return, the number of valid elements filled in the array.
140 AK::SpeakerVolumes::VectorPtr & out_pVolumeOffsets, ///< Per-speaker vector of volume offsets, in decibels. Use the functions of AK::SpeakerVolumes::Vector to interpret it.
141 AkChannelConfig &out_channelConfig ///< Channel configuration associated with out_rpVolumeOffsets.
154 /// For example, the user may request the GameObject specific value by specifying RTPCValue_GameObject
169 /// An RTPC can have a any combination of a global value, a unique value for each game object, or a unique value for each playing ID.
171 /// If a value at the requested scope (determined by RTPCValue_type) is not found, the value that is available at the the next broadest scope will be returned, and io_rValueType will be changed to indicate this.
173 /// When looking up RTPC values via playing ID (ie. io_rValueType is RTPC_PlayingID), in_gameObjectID can be set to a specific game object (if it is available to the caller) to use as a fall back value.
174 /// If the game object is unknown or unavailable, AK_INVALID_GAME_OBJECT can be passed in in_gameObjectID, and the game object will be looked up via in_playingID.
175 /// However in this case, it is not possible to retrieve a game object value as a fall back value if the playing id does not exist. It is best to pass in the game object if possible.
177 /// \return AK_Success if succeeded, AK_IDNotFound if the game object was not registered, or AK_Fail if the RTPC value could not be obtained
183 AkGameObjectID in_gameObjectID, ///< Associated game object ID, ignored if io_rValueType is RTPCValue_Global.
184 AkPlayingID in_playingID, ///< Associated playing ID, ignored if io_rValueType is not RTPC_PlayingID.
186 RTPCValue_type& io_rValueType ///< In/Out value, the user must specify the requested type. The function will return in this variable the type of the returned value.
192 /// An RTPC can have a any combination of a global value, a unique value for each game object, or a unique value for each playing ID.
194 /// If a value at the requested scope (determined by RTPCValue_type) is not found, the value that is available at the the next broadest scope will be returned, and io_rValueType will be changed to indicate this.
196 /// When looking up RTPC values via playing ID (ie. io_rValueType is RTPC_PlayingID), in_gameObjectID can be set to a specific game object (if it is available to the caller) to use as a fall back value.
197 /// If the game object is unknown or unavailable, AK_INVALID_GAME_OBJECT can be passed in in_gameObjectID, and the game object will be looked up via in_playingID.
198 /// However in this case, it is not possible to retrieve a game object value as a fall back value if the playing id does not exist. It is best to pass in the game object if possible.
200 /// \return AK_Success if succeeded, AK_IDNotFound if the game object was not registered or the rtpc name could not be found, or AK_Fail if the RTPC value could not be obtained
206 AkGameObjectID in_gameObjectID, ///< Associated game object ID, ignored if io_rValueType is RTPCValue_Global.
207 AkPlayingID in_playingID, ///< Associated playing ID, ignored if io_rValueType is not RTPC_PlayingID.
209 RTPCValue_type& io_rValueType ///< In/Out value, the user must specify the requested type. The function will return in this variable the type of the returned value. );
215 /// An RTPC can have a any combination of a global value, a unique value for each game object, or a unique value for each playing ID.
217 /// If a value at the requested scope (determined by RTPCValue_type) is not found, the value that is available at the the next broadest scope will be returned, and io_rValueType will be changed to indicate this.
219 /// When looking up RTPC values via playing ID (ie. io_rValueType is RTPC_PlayingID), in_gameObjectID can be set to a specific game object (if it is available to the caller) to use as a fall back value.
220 /// If the game object is unknown or unavailable, AK_INVALID_GAME_OBJECT can be passed in in_gameObjectID, and the game object will be looked up via in_playingID.
221 /// However in this case, it is not possible to retrieve a game object value as a fall back value if the playing id does not exist. It is best to pass in the game object if possible.
223 /// \return AK_Success if succeeded, AK_IDNotFound if the game object was not registered or the rtpc name could not be found, or AK_Fail if the RTPC value could not be obtained
229 AkGameObjectID in_gameObjectID, ///< Associated game object ID, ignored if io_rValueType is RTPCValue_Global.
230 AkPlayingID in_playingID, ///< Associated playing ID, ignored if io_rValueType is not RTPC_PlayingID.
232 RTPCValue_type& io_rValueType ///< In/Out value, the user must specify the requested type. The function will return in this variable the type of the returned value. );
247 /// \return AK_Success if succeeded, or AK_IDNotFound if the game object was not registered or the switch group name can not be found
258 /// \return AK_Success if succeeded, or AK_IDNotFound if the game object was not registered or the switch group name can not be found
308 /// \return AK_Success if succeeded, or AK_InvalidParameter if io_ruNumEnvValues is 0 or out_paEnvironmentValues is NULL, or AK_PartialSuccess if more environments exist than io_ruNumEnvValues
349 /// \aknote It is possible to call QueryAudioObjectIDs with io_ruNumItems = 0 to get the total size of the
351 /// \return AK_Success if succeeded, AK_IDNotFound if the eventID cannot be found, AK_InvalidParameter if out_aObjectInfos is NULL while io_ruNumItems > 0
356 AkUInt32& io_ruNumItems, ///< Number of items in array provided / Number of items filled in array
362 /// \aknote It is possible to call QueryAudioObjectIDs with io_ruNumItems = 0 to get the total size of the
364 /// \return AK_Success if succeeded, AK_IDNotFound if the event name cannot be found, AK_InvalidParameter if out_aObjectInfos is NULL while io_ruNumItems > 0
369 AkUInt32& io_ruNumItems, ///< Number of items in array provided / Number of items filled in array
375 /// \aknote It is possible to call QueryAudioObjectIDs with io_ruNumItems = 0 to get the total size of the
377 /// \return AK_Success if succeeded, AK_IDNotFound if the event name cannot be found, AK_InvalidParameter if out_aObjectInfos is NULL while io_ruNumItems > 0
382 AkUInt32& io_ruNumItems, ///< Number of items in array provided / Number of items filled in array
387 /// \return AK_Success if succeeded, AK_IDNotFound if the object ID cannot be found, AK_NotCompatible if the audio object cannot expose positioning
394 /// After calling this function, the list will contain the list of all game objects that are currently active in the sound engine.
395 /// Being active means that either a sound is playing or pending to be played using this game object.
396 /// The caller is responsible for calling Term() on the list when the list is not required anymore
401 /// Fill the provided list with all the game object IDs that are currently active in the sound engine.
402 /// The function may be used to avoid updating game objects positions that are not required at the moment.
403 /// After calling this function, the list will contain the list of all game objects that are currently active in the sound engine.
404 /// Being active means that either a sound is playing or pending to be played using this game object.
412 /// Being active means that either a sound is playing or pending to be played using this game object.
443 /// Returns the maximum distance used in attenuations associated to all sounds currently playing.
444 /// This may be used for example by the game to know if some processing need to be performed on the game side, that would not be required
471 /// The Scaling factor (if one was specified on the game object) is included in the return value.
473 /// is computed only when the playback starts with the initial scaling factor of this game object. Scaling factor will
474 /// be re-computed for every playback instance, always using the scaling factor available at this time.
480 AkRadiusList & io_RadiusList ///< List that will be filled with AK::SoundEngine::Query::GameObjDst objects.
483 /// Returns the maximum distance used in attenuations associated to sounds playing using the specified game object.
484 /// This may be used for example by the game to know if some processing need to be performed on the game side, that would not be required
487 /// \aknote The returned value is NOT the distance from a listener to an object but the maximum attenuation distance of all sounds playing on this object. \endaknote
491 /// - 0, if the game object was only associated to sounds playing using no distance attenuation.
492 /// - A positive number represents the maximum of all the distance attenuations playing on this game object.
495 /// The Scaling factor (if one was specified on the game object) is included in the return value.
497 /// is computed only when the playback starts with the initial scaling factor of this game object. Scaling factor will
498 /// be re-computed for every playback instance, always using the scaling factor available at this time.
526 /// \aknote It is possible to call GetPlayingIDsFromGameObject with io_ruNumItems = 0 to get the total size of the
528 /// \return AK_Success if succeeded, AK_InvalidParameter if out_aPlayingIDs is NULL while io_ruNumItems > 0
536 /// \return AK_PartialSuccess if the object was found but no matching custom property was found on this object. Note that it could mean this value is the default value.
538 AkUniqueID in_ObjectID, ///< Object ID, this is the 32bit ShortID of the AudioFileSource or Sound object found in the .wwu XML file. At runtime it can only be retrieved by the AK_Duration callback when registered with PostEvent(), or by calling Query::QueryAudioObjectIDs() to get all the shortIDs associated with an event.
539 AkUInt32 in_uPropID, ///< Property ID of your custom property found under the Custom Properties tab of the Wwise project settings.
544 /// \return AK_PartialSuccess if the object was found but no matching custom property was found on this object. Note that it could mean this value is the default value.
546 AkUniqueID in_ObjectID, ///< Object ID, this is the 32bit ShortID of the AudioFileSource or Sound object found in the .wwu XML file. At runtime it can only be retrieved by the AK_Duration callback when registered with PostEvent(), or by calling Query::QueryAudioObjectIDs() to get all the shortIDs associated with an event.
547 AkUInt32 in_uPropID, ///< Property ID of your custom property found under the Custom Properties tab of the Wwise project settings.
AKRESULT __cdecl GetPositioningInfo(AkUniqueID in_ObjectID, AkPositioningInfo &out_rPositioningInfo)
AKRESULT __cdecl GetActiveGameObjects(AkGameObjectsList &io_GameObjectList)
GameObjDst(AkGameObjectID in_gameObjID, AkReal32 in_dst)
Easy constructor.
Definition: AkQueryParameters.h:429
AkUniqueID __cdecl GetEventIDFromPlayingID(AkPlayingID in_playingID)
Object information structure for QueryAudioObjectsIDs.
Definition: AkQueryParameters.h:68
The value is the game object specific RTPC.
Definition: AkQueryParameters.h:163
AKRESULT __cdecl GetGameObjectAuxSendValues(AkGameObjectID in_gameObjectID, AkAuxSendValue *out_paAuxSendValues, AkUInt32 &io_ruNumSendValues)
bool __cdecl GetIsGameObjectActive(AkGameObjectID in_GameObjId)
AKRESULT __cdecl GetListeners(AkGameObjectID in_GameObjectID, AkGameObjectID *out_ListenerObjectIDs, AkUInt32 &oi_uNumListeners)
AKRESULT __cdecl GetObjectObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfObstructionLevel, AkReal32 &out_rfOcclusionLevel)
AkLPFType HPFValueAtMaxDist
High pass filter value at max distance (if any)
Definition: AkQueryParameters.h:64
The value is the Default RTPC.
Definition: AkQueryParameters.h:161
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkTypes.h:594
Ak3DSpatializationMode e3DSpatializationMode
Spatialization mode.
Definition: AkQueryParameters.h:49
Ak3DPositionType e3dPositioningType
3D position type: defines what acts as the emitter position for computing spatialization against the ...
Definition: AkQueryParameters.h:47
AkLPFType LPFValueAtMaxDist
Low pass filter value at max distance (if any)
Definition: AkQueryParameters.h:63
AKRESULT __cdecl GetGameObjectDryLevelValue(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfControlValue)
AkGameObjectID __cdecl GetGameObjectFromPlayingID(AkPlayingID in_playingID)
AKRESULT __cdecl GetListenerSpatialization(AkUInt32 in_uIndex, bool &out_rbSpatialized, AK::SpeakerVolumes::VectorPtr &out_pVolumeOffsets, AkChannelConfig &out_channelConfig)
The value is the playing ID specific RTPC.
Definition: AkQueryParameters.h:164
AkReal32 fVolAuxGameDefAtMaxDist
Volume wet at maximum distance (if any) (based on the Game defined distance attenuation)
Definition: AkQueryParameters.h:61
AKRESULT __cdecl GetPlayingIDsFromGameObject(AkGameObjectID in_GameObjId, AkUInt32 &io_ruNumIDs, AkPlayingID *out_aPlayingIDs)
AkReal32 fVolAuxUserDefAtMaxDist
Volume wet at maximum distance (if any) (based on the User defined distance attenuation)
Definition: AkQueryParameters.h:62
AKRESULT __cdecl GetState(AkStateGroupID in_stateGroup, AkStateID &out_rState)
AKRESULT __cdecl GetPosition(AkGameObjectID in_GameObjectID, AkSoundPosition &out_rPosition)
AKRESULT __cdecl GetCustomPropertyValue(AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkInt32 &out_iValue)
Definition: AkSpeakerConfig.h:504
Ak3DPositionType
3D position type: defines what acts as the emitter position for computing spatialization against the ...
Definition: AkTypes.h:778
AKRESULT __cdecl GetListenerPosition(AkGameObjectID in_uIndex, AkListenerPosition &out_rPosition)
Positioning information obtained from an object.
Definition: AkQueryParameters.h:43
AKRESULT __cdecl QueryAudioObjectIDs(AkUniqueID in_eventID, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos)
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
Definition: AkSpeakerVolumes.h:49
bool bHoldEmitterPosAndOrient
Hold emitter position and orientation values when starting playback.
Definition: AkQueryParameters.h:48
AKRESULT __cdecl GetMaxRadius(AkRadiusList &io_RadiusList)
The value is not available for the RTPC specified.
Definition: AkQueryParameters.h:165
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
Definition: AkTypes.h:98
AkArray< GameObjDst, const GameObjDst &, ArrayPoolDefault, 32 > AkRadiusList
Definition: AkQueryParameters.h:441
AkSpeakerPanningType pannerType
Speaker panning type: type of panning logic when object is not 3D spatialized.
Definition: AkQueryParameters.h:46
The value is the Global RTPC.
Definition: AkQueryParameters.h:162
AkSpeakerPanningType
Speaker panning type: type of panning logic when object is not 3D spatialized (i.e....
Definition: AkTypes.h:770
AKRESULT __cdecl GetRTPCValue(AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID, AkPlayingID in_playingID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType)
AKRESULT __cdecl GetSwitch(AkSwitchGroupID in_switchGroup, AkGameObjectID in_gameObjectID, AkSwitchStateID &out_rSwitchState)
AkArray< AkGameObjectID, AkGameObjectID, ArrayPoolDefault, 32 > AkGameObjectsList
Definition: AkQueryParameters.h:399
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