目次
API Changes and Limitations
The following features and functions of the native Wwise SDK are not supported, or their behaviors have been modified in the Integration (most recent change first):
-
UnloadBank()
no longer takes a single argument overloaded version. A memory-location pointer has to be provided as the second argument. - An iOS-specific API is added to handle audio interruptions:
AK::SoundEngine::iOS::ListenToAudioSessionInterruption()
. - The Windows version of
GetGameObjectFromPlayingID()
returns GameObject ID in 32bit for both Windows 32bit and 64bit (truncation). -
PostEvent()
and GameObject-related APIs now acceptnull
as the GameObject input argument to affect the global scope. -
PostEvent()
callbacks are serialized and occur on the start of the next game frame instead of being called from the audio thread. Therefore no synchronization mechanism is necessary. -
AK::Monitoring::SetLocalOutput()
has been replaced byAkCallbackManager.SetMonitoringCallback()
. -
AK::SoundEngine::SetPosition()
has been replaced byAkSoundEngine.SetObjectPosition()
. - External Sources arrays in
PostEvent()
are limited to one source. - Streaming sounds should not be done at the same time as level data is loaded from disk.
- Several
AK::SoundEngine::DynamicSequence
API functions are renamed in their Unity API binding to maintain clarity. This is a remedy to compensate for the namespace-flattening side effects caused by SWIG. For example,AK::SoundEngine::DynamicSequence::Open()
would have becomeAkSoundEngine.Open()
in the generated API. So we rename it intoAkSoundEngine.DynamicSequenceOpen()
in the API binding. - C++ overloaded operators are renamed into functions in the Unity scripting language; for example,
AkArray::operator[]
becomesAkPlaylistArray.ItemAtIndex(uint uiIndex)
. This is done according to how SWIG is designed to handle C++ overloaded operators. - Unsupported API and components:
- iOS audio input callback API
-
AkSpeakerVolumeMatrixCallbackInfo
-
AkSpeakerVolumeMatrixBusCallbackInfo
-
AkBusCallbackFunc
-
AK::SoundEngine::RegisterBusVolumeCallback
-
AK::SoundEngine::RegisterCodec
-
AK::SoundEngine::RegisterPlugin
-
AK::SoundEngine::Query::AkGameObjectsList
-
AK::SoundEngine::Query::GetActiveGameObjects()
-
AK::SoundEngine::Query::GameObjDst
-
AK::SoundEngine::Query::AkRadiusList
-
AK::SoundEngine::Query::GetMaxRadius(AkRadiusList & io_RadiusList)
-
AK::SoundEngine::DynamicSequence::ResolveDialogueEvent(const char*, const char**, AkUint32, AkPlayingID)
-
AK::SoundEngine::DynamicSequence::ResolveDialogueEvent(const wchar_t*, const wchar_t**, AkUint32, AkPlayingID)
- See also:
Generated on Tue Aug 23 02:44:59 2016 for Wwise Unity Integration by
