Wwise SDK 2025.1.2
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#include <AkCommandTypes.h>
Public Attributes | |
AkUInt8 | isSuspended |
Whether to suspend or wake up the Sound Engine. More... | |
AkUInt8 | renderWhileSuspended |
///< If set to true, audio processing will still occur while suspended, but not outputted. When set to false, no audio will be processed at all, even when AK::SoundEngine::RenderAudio is called. More... | |
AkTimeMs | transitionTime |
Delay the transition. During transition to suspended state, a fade-out is applied to the audio output. When 0, the suspend takes effect immediately but audio may glitch. More... | |
Puts the sound engine in background mode, where audio isn't processed anymore. Required when the platform has a background mode or some suspended state.
When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when AK::SoundEngine::RenderAudio is called. It is recommended to match the renderWhileSuspended
parameter with the behavior of the rest of your game:
Use the same command with isSuspended
set to false when your application receives the message from the OS that the process is back in foreground.
Consult Handling System-Specific Events to learn when it is appropriate to call this function for each platform.
Definition at line 1274 of file AkCommandTypes.h.
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