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Wwise SDK 2024.1.10
AkDynamicSequence.h
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26 
27 #ifndef _AK_SOUNDENGINE_AKDYNAMICSEQUENCE_H
28 #define _AK_SOUNDENGINE_AKDYNAMICSEQUENCE_H
29 
30 #include AK/SoundEngine/Common/AkSoundEngine.h>
31 #include AK/Tools/Common/AkArray.h>
32 
33 class AkExternalSourceArray;
34 
35 namespace AK
36 {
37  namespace SoundEngine
38  {
39  /// Dynamic Sequence namespace. Use the Dynamic Sequence API to play and sequence Dialogue Events dynamically, according to a set of rules and conditions. For more information, refer to \ref integrating_elements_dynamicdialogue and Understanding the Dynamic Dialogue System.
40  /// \remarks The functions in this namespace are thread-safe, unless stated otherwise.
41  namespace DynamicSequence
42  {
43  /// Playlist Item for Dynamic Sequence Playlist.
44  /// \sa
45  /// - AK::SoundEngine::DynamicSequence::Playlist
46  /// - AK::SoundEngine::PostEvent
47  /// - \ref integrating_external_sources
49  {
50  public:
52  PlaylistItem(const PlaylistItem& in_rCopy);
54 
55  PlaylistItem& operator=(const PlaylistItem& in_rCopy);
56  bool operator==(const PlaylistItem& in_rCopy)
57  {
58  AKASSERT(pExternalSrcs == NULL);
59  return audioNodeID == in_rCopy.audioNodeID &&
60  msDelay == in_rCopy.msDelay &&
61  pCustomInfo == in_rCopy.pCustomInfo;
62  };
63 
64  /// Sets the external sources used by this item.
65  /// \sa
66  /// \ref integrating_external_sources
67  AKRESULT SetExternalSources(AkUInt32 in_nExternalSrc, AkExternalSourceInfo* in_pExternalSrc);
68 
69  /// Get the external source array. Internal use only.
70  AkExternalSourceArray* GetExternalSources(){return pExternalSrcs;}
71 
74  void * pCustomInfo; ///
75 
76  private:
77  AkExternalSourceArray *pExternalSrcs;
78  };
79 
80  /// List of items to play in a Dynamic Sequence.
81  /// \sa
82  /// - AK::SoundEngine::DynamicSequence::LockPlaylist
83  /// - AK::SoundEngine::DynamicSequence::UnlockPlaylist
84  class Playlist
85  : public AkArray
86  {
87  public:
88  /// Enqueue an Audio Node.
89  /// \return AK_Success if successful, AK_Fail otherwise
91  AkUniqueID in_audioNodeID, ///
92  AkTimeMs in_msDelay = 0, ///
93  void * in_pCustomInfo = NULL, ///
94  AkUInt32 in_cExternals = 0, ///
95  AkExternalSourceInfo *in_pExternalSources = NULL///
96  )
97  {
98  PlaylistItem * pItem = AddLast();
99  if ( !pItem )
100  return AK_InsufficientMemory;
101 
102  pItem->audioNodeID = in_audioNodeID;
103  pItem->msDelay = in_msDelay;
104  pItem->pCustomInfo = in_pCustomInfo;
105  return pItem->SetExternalSources(in_cExternals, in_pExternalSources);
106  }
107  };
108 
109  /// The DynamicSequenceType is specified when creating a new dynamic sequence.\n
110  /// \n
111  /// The default option is DynamicSequenceType_SampleAccurate. \n
112  /// \n
113  /// In sample accurate mode, when a dynamic sequence item finishes playing and there is another item\n
114  /// pending in its playlist, the next sound will be stitched to the end of the ending sound. In this \n
115  /// mode, if there are one or more pending items in the playlist while the dynamic sequence is playing,\n
116  /// or if something is added to the playlist during the playback, the dynamic sequence\n
117  /// can remove the next item to be played from the playlist and prepare it for sample accurate playback before\n
118  /// the first sound is finished playing. This mechanism helps keep sounds sample accurate, but then\n
119  /// you might not be able to remove that next item from the playlist if required.\n
120  /// \n
121  /// If your game requires the capability of removing the next to be played item from the\n
122  /// playlist at any time, then you should use the DynamicSequenceType_NormalTransition option instead.\n
123  /// In this mode, you cannot ensure sample accuracy between sounds.\n
124  /// \n
125  /// Note that a Stop or a Break will always prevent the next to be played sound from actually being played.
126  ///
127  /// \sa
128  /// - AK::SoundEngine::DynamicSequence::Open
130  {
134  };
135 
136  /// Open a new Dynamic Sequence.
137  /// \return Playing ID of the dynamic sequence, or AK_INVALID_PLAYING_ID in failure case and an error message in the debug console and Wwise Profiler
138  ///
139  /// \sa
140  /// - AK::SoundEngine::DynamicSequence::DynamicSequenceType
142  AkGameObjectID in_gameObjectID, ///
143  AkUInt32 in_uFlags = 0, ///
144  AkCallbackFunc in_pfnCallback = NULL, ///
145  void* in_pCookie = NULL, ///
146  DynamicSequenceType in_eDynamicSequenceType = DynamicSequenceType_SampleAccurate ///
147  );
148 
149  /// Close specified Dynamic Sequence. The Dynamic Sequence will play until finished and then
150  /// deallocate itself.
151  /// \return
152  /// - AK_Success if the command was successfully queued
153  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
155  AkPlayingID in_playingID ///
156  );
157 
158  /// Play specified Dynamic Sequence.
159  /// \return
160  /// - AK_Success if the command was successfully queued
161  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
163  AkPlayingID in_playingID, ///
164  AkTimeMs in_uTransitionDuration = 0, ///
166  );
167 
168  /// Pause specified Dynamic Sequence.
169  /// To restart the sequence, call Resume. The item paused will resume its playback, followed by the rest of the sequence.
170  /// \return
171  /// - AK_Success if the command was successfully queued
172  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
174  AkPlayingID in_playingID, ///
175  AkTimeMs in_uTransitionDuration = 0, ///
177  );
178 
179  /// Resume specified Dynamic Sequence.
180  /// \return
181  /// - AK_Success if the command was successfully queued
182  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
184  AkPlayingID in_playingID, ///
185  AkTimeMs in_uTransitionDuration = 0, ///
187  );
188 
189  /// Stop specified Dynamic Sequence immediately.
190  /// To restart the sequence, call Play. The sequence will restart with the item that was in the
191  /// playlist after the item that was stopped.
192  /// \return
193  /// - AK_Success if the command was successfully queued
194  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
196  AkPlayingID in_playingID, ///
197  AkTimeMs in_uTransitionDuration = 0, ///
199  );
200 
201  /// Break specified Dynamic Sequence. The sequence will stop after the current item.
202  /// \return
203  /// - AK_Success if the command was successfully queued
204  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
206  AkPlayingID in_playingID ///
207  );
208 
209  /// Seek inside specified Dynamic Sequence.
210  /// It is only possible to seek in the first item of the sequence.
211  /// If you seek past the duration of the first item, it will be skipped and an error will reported in the Capture Log and debug output.
212  /// All the other items in the sequence will continue to play normally.
213  /// \return
214  /// - AK_Success if the command was successfully queued
215  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
217  AkPlayingID in_playingID, ///
218  AkTimeMs in_iPosition, ///
219  bool in_bSeekToNearestMarker ///
220  );
221 
222  /// Seek inside specified Dynamic Sequence.
223  /// It is only possible to seek in the first item of the sequence.
224  /// If you seek past the duration of the first item, it will be skipped and an error will reported in the Capture Log and debug output.
225  /// All the other items in the sequence will continue to play normally.
226  /// \return
227  /// - AK_Success if the command was successfully queued
228  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
230  AkPlayingID in_playingID, ///
231  AkReal32 in_fPercent, ///
232  bool in_bSeekToNearestMarker ///
233  );
234 
235  /// Get pause times.
236  /// \return
237  /// - AK_Success if successful
238  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
240  AkPlayingID in_playingID, ///
241  AkUInt32 &out_uTime, ///
242  AkUInt32 &out_uDuration ///
243  );
244 
245  /// Get currently playing item. Note that this may be different from the currently heard item
246  /// when sequence is in sample-accurate mode.
247  /// \return
248  /// - AK_Success if successful
249  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
251  AkPlayingID in_playingID, ///
252  AkUniqueID & out_audioNodeID, ///
253  void *& out_pCustomInfo ///
254  );
255 
256  /// Lock the Playlist for editing. Needs a corresponding UnlockPlaylist call.
257  /// \return Pointer to locked Playlist if successful, NULL otherwise (in_playingID not found)
258  /// \sa
259  /// - AK::SoundEngine::DynamicSequence::UnlockPlaylist
261  AkPlayingID in_playingID ///
262  );
263 
264  /// Unlock the playlist.
265  /// \return
266  /// - AK_Success if successful
267  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
268  /// \sa
269  /// - AK::SoundEngine::DynamicSequence::LockPlaylist
271  AkPlayingID in_playingID ///
272  );
273  }
274  }
275 }
276 
277 #endif // _AK_SOUNDENGINE_AKDYNAMICSEQUENCE_H
AKSOUNDENGINE_API AKRESULT Stop(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
AKRESULT SetExternalSources(AkUInt32 in_nExternalSrc, AkExternalSourceInfo *in_pExternalSrc)
AKSOUNDENGINE_API AKRESULT GetPlayingItem(AkPlayingID in_playingID, AkUniqueID &out_audioNodeID, void *&out_pCustomInfo)
@ DynamicSequenceType_Last
End of enum, invalid value.
AkInt32 AkTimeMs
Time in ms.
Definition: AkTypes.h:56
Definition of data structures for AkAudioObject.
AkUniqueID audioNodeID
Unique ID of Audio Node.
AkUInt64 AkGameObjectID
Game object ID.
Definition: AkTypes.h:60
#define AK_EXTERNAPIFUNC(_type, _name)
AkTimeMs msDelay
Delay before playing this item, in milliseconds.
AKRESULT
Standard function call result.
Definition: AkTypes.h:134
PlaylistItem & operator=(const PlaylistItem &in_rCopy)
AKSOUNDENGINE_API AKRESULT Resume(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
Specific implementation of array.
Definition: AkArray.h:260
#define NULL
Definition: AkTypes.h:46
float AkReal32
32-bit floating point
AKSOUNDENGINE_API AKRESULT Pause(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
PlaylistItem(const PlaylistItem &in_rCopy)
AKSOUNDENGINE_API Playlist * LockPlaylist(AkPlayingID in_playingID)
AKSOUNDENGINE_API AKRESULT Play(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
AkUInt32 AkUniqueID
Unique 32-bit ID.
Definition: AkTypes.h:52
#define AKASSERT(Condition)
Definition: AkAssert.h:67
@ DynamicSequenceType_SampleAccurate
Sample accurate mode.
void(* AkCallbackFunc)(AkCallbackType in_eType, AkCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:272
AkForceInline AKRESULT Enqueue(AkUniqueID in_audioNodeID, AkTimeMs in_msDelay=0, void *in_pCustomInfo=NULL, AkUInt32 in_cExternals=0, AkExternalSourceInfo *in_pExternalSources=NULL)
AkCurveInterpolation
Curve interpolation types.
Definition: AkTypes.h:860
@ AkCurveInterpolation_Linear
Linear (Default)
Definition: AkTypes.h:867
AKSOUNDENGINE_API AKRESULT Seek(AkPlayingID in_playingID, AkTimeMs in_iPosition, bool in_bSeekToNearestMarker)
AkExternalSourceArray * GetExternalSources()
Get the external source array. Internal use only.
AkForceInline PlaylistItem * AddLast()
Definition: AkArray.h:594
AKSOUNDENGINE_API AKRESULT UnlockPlaylist(AkPlayingID in_playingID)
uint32_t AkUInt32
Unsigned 32-bit integer.
AKSOUNDENGINE_API AkPlayingID Open(AkGameObjectID in_gameObjectID, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, DynamicSequenceType in_eDynamicSequenceType=DynamicSequenceType_SampleAccurate)
@ AK_InsufficientMemory
Memory error.
Definition: AkTypes.h:164
#define AkForceInline
Definition: AkTypes.h:63
AkUInt32 AkPlayingID
A unique identifier generated whenever a PostEvent is called (or when a Dynamic Sequence is created)....
Definition: AkTypes.h:55
@ DynamicSequenceType_NormalTransition
Normal transition mode, allows the entire playlist to be edited at all times.
AKSOUNDENGINE_API AKRESULT GetPauseTimes(AkPlayingID in_playingID, AkUInt32 &out_uTime, AkUInt32 &out_uDuration)
bool operator==(const PlaylistItem &in_rCopy)
AKSOUNDENGINE_API AKRESULT Close(AkPlayingID in_playingID)
AKSOUNDENGINE_API AKRESULT Break(AkPlayingID in_playingID)

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