Wwise SDK 2019.1.11
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AkReflectGameData.h
58 const char * pName; ///< Optional image source name. Appears in Wwise Reflect's editor when profiling.
70 AkUniqueID arTextureID[AK_MAX_NUM_TEXTURE]; ///< Unique IDs of the Acoustics Texture ShareSets used to filter this image source.
87 AkImageSourceParams(AkVector in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
98 AkReal32 fDistanceScalingFactor; ///< Image source distance scaling. This number effectively scales the sourcePosition vector with respect to the listener and, consequently, scales distance and preserves orientation.
101 AkUInt8 uDiffractionEmitterSide; ///< If there is a shadow zone diffraction just after the emitter in the reflection path, indicates the number of diffraction edges, otherwise 0 if no diffraction.
102 AkUInt8 uDiffractionListenerSide; ///< If there is a shadow zone diffraction before reaching the listener in the reflection path, indicates the number of diffraction edges, otherwise 0 if no diffraction.
114 AkReflectImageSource(AkImageSourceID in_uID, AkVector in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
136 AkGameObjectID listenerID; ///< ID of the listener used to compute spatialization and distance evaluation from within the targeted Reflect plug-in instance. It needs to be one of the listeners that are listening to the game object associated with the targeted plug-in instance. See AK::SoundEngine::SetListeners and AK::SoundEngine::SetGameObjectAuxSendValues.
138 AkReflectImageSource arSources[1]; ///< Variable array of image sources. You should allocate storage for the structure by calling AkReflectGameData::GetSize() with the desired number of sources.
146 /// Helper function for computing the size required to allocate the AkReflectGameData structure.
149 return (in_uNumSources > 0) ? sizeof(AkReflectGameData) + (in_uNumSources - 1) * sizeof(AkReflectImageSource) : sizeof(AkReflectGameData);
AkReflectImageSource(AkImageSourceID in_uID, AkVector in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
Definition: AkReflectGameData.h:114
Definition: AkReflectGameData.h:106
AkReflectImageSource arSources[1]
Variable array of image sources. You should allocate storage for the structure by calling AkReflectGa...
Definition: AkReflectGameData.h:138
Data used to describe one image source in Wwise Reflect.
Definition: AkReflectGameData.h:37
AkUInt32 uNumTexture
Number of valid textures in the texture array.
Definition: AkReflectGameData.h:69
AkReal32 fDiffraction
Diffraction amount, normalized to the range [0,1].
Definition: AkReflectGameData.h:100
AkReflectImageSource()
Definition: AkReflectGameData.h:107
AkReal32 fDistanceScalingFactor
Image source distance scaling. This number effectively scales the sourcePosition vector with respect ...
Definition: AkReflectGameData.h:98
AkUInt32 uNumImageSources
Number of image sources passed in the variable array, below.
Definition: AkReflectGameData.h:137
void SetName(const char *in_pName)
Definition: AkReflectGameData.h:122
Definition: AkReflectGameData.h:74
AkImageSourceTexture()
Definition: AkReflectGameData.h:63
static AkUInt32 GetSize(AkUInt32 in_uNumSources)
Helper function for computing the size required to allocate the AkReflectGameData structure.
Definition: AkReflectGameData.h:147
AkGameObjectID listenerID
ID of the listener used to compute spatialization and distance evaluation from within the targeted Re...
Definition: AkReflectGameData.h:136
AkUInt8 uDiffractionListenerSide
If there is a shadow zone diffraction before reaching the listener in the reflection path,...
Definition: AkReflectGameData.h:102
AkImageSourceID uID
Image source ID (for matching delay lines across frames)
Definition: AkReflectGameData.h:127
Data structure sent by the game to an instance of the Wwise Reflect plug-in.
Definition: AkReflectGameData.h:135
const char * pName
Optional image source name. Appears in Wwise Reflect's editor when profiling.
Definition: AkReflectGameData.h:58
AkVector sourcePosition
Image source position, relative to the world.
Definition: AkReflectGameData.h:97
AkUniqueID arTextureID[AK_MAX_NUM_TEXTURE]
Unique IDs of the Acoustics Texture ShareSets used to filter this image source.
Definition: AkReflectGameData.h:70
Definition: AkReflectGameData.h:62
AkUInt8 uDiffractionEmitterSide
If there is a shadow zone diffraction just after the emitter in the reflection path,...
Definition: AkReflectGameData.h:101
AkImageSourceParams(AkVector in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
Definition: AkReflectGameData.h:87
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