目次

Wwise SDK 2018.1.11
AkQueryParameters.h ファイル

[ソースコード]

クラス

struct   AkPositioningInfo
  Positioning information obtained from an object [詳解]
 
struct   AkObjectInfo
  Object information structure for QueryAudioObjectsIDs [詳解]
 
struct   AK::SoundEngine::Query::GameObjDst
 

名前空間

namespace   AK
  Audiokinetic namespace
 
  AK::SoundEngine
 
  AK::SoundEngine::Query
 

型定義

typedef AkArray< AkGameObjectID, AkGameObjectID, ArrayPoolDefault, 32 >  AK::SoundEngine::Query::AkGameObjectsList
 
typedef AkArray< GameObjDst, const GameObjDst &, ArrayPoolDefault, 32 >  AK::SoundEngine::Query::AkRadiusList
 

関数

AKRESULT __cdecl  AK::SoundEngine::Query::QueryAudioObjectIDs (AkUniqueID in_eventID, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos)
 
AKRESULT __cdecl  AK::SoundEngine::Query::QueryAudioObjectIDs (const char *in_pszEventName, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetPositioningInfo (AkUniqueID in_ObjectID, AkPositioningInfo &out_rPositioningInfo)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetActiveGameObjects (AkGameObjectsList &io_GameObjectList)
 
bool __cdecl  AK::SoundEngine::Query::GetIsGameObjectActive (AkGameObjectID in_GameObjId)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetMaxRadius (AkRadiusList &io_RadiusList)
 
AkReal32 __cdecl  AK::SoundEngine::Query::GetMaxRadius (AkGameObjectID in_GameObjId)
 
AkUniqueID __cdecl  AK::SoundEngine::Query::GetEventIDFromPlayingID (AkPlayingID in_playingID)
 
AkGameObjectID __cdecl  AK::SoundEngine::Query::GetGameObjectFromPlayingID (AkPlayingID in_playingID)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetPlayingIDsFromGameObject (AkGameObjectID in_GameObjId, AkUInt32 &io_ruNumIDs, AkPlayingID *out_aPlayingIDs)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetCustomPropertyValue (AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkInt32 &out_iValue)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetCustomPropertyValue (AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkReal32 &out_fValue)
 
Game Objects
AKRESULT __cdecl  AK::SoundEngine::Query::GetPosition (AkGameObjectID in_GameObjectID, AkSoundPosition &out_rPosition)
 
Listeners
AKRESULT __cdecl  AK::SoundEngine::Query::GetListeners (AkGameObjectID in_GameObjectID, AkGameObjectID *out_ListenerObjectIDs, AkUInt32 &oi_uNumListeners)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetListenerPosition (AkGameObjectID in_uIndex, AkListenerPosition &out_rPosition)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetListenerSpatialization (AkUInt32 in_uIndex, bool &out_rbSpatialized, AK::SpeakerVolumes::VectorPtr &out_pVolumeOffsets, AkChannelConfig &out_channelConfig)
 
Environments
AKRESULT __cdecl  AK::SoundEngine::Query::GetGameObjectAuxSendValues (AkGameObjectID in_gameObjectID, AkAuxSendValue *out_paAuxSendValues, AkUInt32 &io_ruNumSendValues)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetGameObjectDryLevelValue (AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfControlValue)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetObjectObstructionAndOcclusion (AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfObstructionLevel, AkReal32 &out_rfOcclusionLevel)
 

Game Syncs

enum   AK::SoundEngine::Query::RTPCValue_type {
  AK::SoundEngine::Query::RTPCValue_Default, AK::SoundEngine::Query::RTPCValue_Global, AK::SoundEngine::Query::RTPCValue_GameObject, AK::SoundEngine::Query::RTPCValue_PlayingID,
  AK::SoundEngine::Query::RTPCValue_Unavailable
}
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetRTPCValue (AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID, AkPlayingID in_playingID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetRTPCValue (const char *in_pszRtpcName, AkGameObjectID in_gameObjectID, AkPlayingID in_playingID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetSwitch (AkSwitchGroupID in_switchGroup, AkGameObjectID in_gameObjectID, AkSwitchStateID &out_rSwitchState)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetSwitch (const char *in_pstrSwitchGroupName, AkGameObjectID in_GameObj, AkSwitchStateID &out_rSwitchState)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetState (AkStateGroupID in_stateGroup, AkStateID &out_rState)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetState (const char *in_pstrStateGroupName, AkStateID &out_rState)
 

詳解

The sound engine parameter query interface.

AkQueryParameters.h に定義があります。