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Wwise SDK 2019.1.11
AkTypes.h
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2 The content of this file includes portions of the AUDIOKINETIC Wwise Technology
3 released in source code form as part of the SDK installer package.
4 
5 Commercial License Usage
6 
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14 Alternatively, this file may be used under the Apache License, Version 2.0 (the
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24  Version: <VERSION> Build: <BUILDNUMBER>
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27 
28 // AkTypes.h
29 
30 /// \file
31 /// Data type definitions.
32 
33 #ifndef _AK_DATA_TYPES_H_
34 #define _AK_DATA_TYPES_H_
35 
36 // Platform-specific section.
37 //----------------------------------------------------------------------------------------------------
38 #include <AK/AkPlatforms.h>
39 
40 
41 //----------------------------------------------------------------------------------------------------
42 
43 #include <AK/SoundEngine/Common/AkSoundEngineExport.h>
44 
45 #ifndef NULL
46  #ifdef __cplusplus
47  #define NULL 0
48  #else
49  #define NULL ((void *)0)
50  #endif
51 #endif
52 
53 #if defined(AK_CPU_X86_64) || defined(AK_CPU_ARM_64)
54 #define AK_POINTER_64
55 #endif // #if defined(AK_CPU_X86_64) || defined(AK_CPU_ARM_64)
56 
57 typedef AkInt32 AkAtomic32; ///< Signed 32-bit integer - Atomic Declaration
58 typedef AkInt64 AkAtomic64; ///< Signed 64-bit integer - Atomic Declaration
59 typedef AkUInt32 AkAtomicU32; ///< Unsigned 32-bit integer - Atomic Declaration
60 typedef AkIntPtr AkAtomicPtr; ///< Signed platform sized integer - Atomic Declaration
61 
62 typedef AkUInt32 AkUniqueID; ///< Unique 32-bit ID
63 typedef AkUInt32 AkStateID; ///< State ID
64 typedef AkUInt32 AkStateGroupID; ///< State group ID
65 typedef AkUInt32 AkPlayingID; ///< Playing ID
66 typedef AkInt32 AkTimeMs; ///< Time in ms
67 typedef AkUInt16 AkPortNumber; ///< Port number
68 typedef AkReal32 AkPitchValue; ///< Pitch value
69 typedef AkReal32 AkVolumeValue; ///< Volume value( also apply to LFE )
70 typedef AkUInt64 AkGameObjectID; ///< Game object ID
71 typedef AkReal32 AkLPFType; ///< Low-pass filter type
72 typedef AkInt32 AkMemPoolId; ///< Memory pool ID
73 typedef AkUInt32 AkPluginID; ///< Source or effect plug-in ID
74 typedef AkUInt32 AkCodecID; ///< Codec plug-in ID
75 typedef AkUInt32 AkAuxBusID; ///< Auxilliary bus ID
76 typedef AkInt16 AkPluginParamID; ///< Source or effect plug-in parameter ID
77 typedef AkInt8 AkPriority; ///< Priority
78 typedef AkUInt16 AkDataCompID; ///< Data compression format ID
79 typedef AkUInt16 AkDataTypeID; ///< Data sample type ID
80 typedef AkUInt8 AkDataInterleaveID; ///< Data interleaved state ID
81 typedef AkUInt32 AkSwitchGroupID; ///< Switch group ID
82 typedef AkUInt32 AkSwitchStateID; ///< Switch ID
83 typedef AkUInt32 AkRtpcID; ///< Real time parameter control ID
84 typedef AkReal32 AkRtpcValue; ///< Real time parameter control value
85 typedef AkUInt32 AkBankID; ///< Run time bank ID
86 typedef AkUInt32 AkFileID; ///< Integer-type file identifier
87 typedef AkUInt32 AkDeviceID; ///< I/O device ID
88 typedef AkUInt32 AkTriggerID; ///< Trigger ID
89 typedef AkUInt32 AkArgumentValueID; ///< Argument value ID
90 typedef AkUInt32 AkChannelMask; ///< Channel mask (similar to WAVE_FORMAT_EXTENSIBLE). Bit values are defined in AkSpeakerConfig.h.
91 typedef AkUInt32 AkModulatorID; ///< Modulator ID
92 typedef AkUInt32 AkAcousticTextureID; ///< Acoustic Texture ID
93 typedef AkUInt32 AkImageSourceID; ///< Image Source ID
94 typedef AkUInt64 AkOutputDeviceID; ///< Audio Output device ID
95 
96 // Constants.
97 static const AkPluginID AK_INVALID_PLUGINID = (AkPluginID)-1; ///< Invalid FX ID
98 static const AkGameObjectID AK_INVALID_GAME_OBJECT = (AkGameObjectID)-1; ///< Invalid game object (may also mean all game objects)
99 static const AkUniqueID AK_INVALID_UNIQUE_ID = 0; ///< Invalid unique 32-bit ID
100 static const AkRtpcID AK_INVALID_RTPC_ID = AK_INVALID_UNIQUE_ID;///< Invalid RTPC ID
101 static const AkPlayingID AK_INVALID_PLAYING_ID = AK_INVALID_UNIQUE_ID;///< Invalid playing ID
102 static const AkUInt32 AK_DEFAULT_SWITCH_STATE = 0; ///< Switch selected if no switch has been set yet
103 static const AkMemPoolId AK_INVALID_POOL_ID = -1; ///< Invalid pool ID
104 static const AkMemPoolId AK_DEFAULT_POOL_ID = -1; ///< Default pool ID, same as AK_INVALID_POOL_ID
105 static const AkAuxBusID AK_INVALID_AUX_ID = AK_INVALID_UNIQUE_ID;///< Invalid auxiliary bus ID (or no Aux bus ID)
106 static const AkFileID AK_INVALID_FILE_ID = (AkFileID)-1; ///< Invalid file ID
107 static const AkDeviceID AK_INVALID_DEVICE_ID = (AkDeviceID)-1; ///< Invalid streaming device ID
108 static const AkBankID AK_INVALID_BANK_ID = AK_INVALID_UNIQUE_ID;///< Invalid bank ID
109 static const AkArgumentValueID AK_FALLBACK_ARGUMENTVALUE_ID = 0; ///< Fallback argument value ID
110 static const AkChannelMask AK_INVALID_CHANNELMASK = 0; ///< Invalid channel mask
111 static const AkUInt32 AK_INVALID_OUTPUT_DEVICE_ID = AK_INVALID_UNIQUE_ID;///< Invalid Device ID
112 
113 // Priority.
114 static const AkPriority AK_DEFAULT_PRIORITY = 50; ///< Default sound / I/O priority
115 static const AkPriority AK_MIN_PRIORITY = 0; ///< Minimal priority value [0,100]
116 static const AkPriority AK_MAX_PRIORITY = 100; ///< Maximal priority value [0,100]
117 
118 // Default bank I/O settings.
119 static const AkPriority AK_DEFAULT_BANK_IO_PRIORITY = AK_DEFAULT_PRIORITY; ///< Default bank load I/O priority
120 static const AkReal32 AK_DEFAULT_BANK_THROUGHPUT = 1*1024*1024/1000.f; ///< Default bank load throughput (1 Mb/ms)
121 
122 // Bank version
123 static const AkUInt32 AK_SOUNDBANK_VERSION = 134; ///< Version of the soundbank reader
124 
125 /// Standard function call result.
126 enum AKRESULT
127 {
128  AK_NotImplemented = 0, ///< This feature is not implemented.
129  AK_Success = 1, ///< The operation was successful.
130  AK_Fail = 2, ///< The operation failed.
131  AK_PartialSuccess = 3, ///< The operation succeeded partially.
132  AK_NotCompatible = 4, ///< Incompatible formats
133  AK_AlreadyConnected = 5, ///< The stream is already connected to another node.
134  AK_InvalidFile = 7, ///< An unexpected value causes the file to be invalid.
135  AK_AudioFileHeaderTooLarge = 8, ///< The file header is too large.
136  AK_MaxReached = 9, ///< The maximum was reached.
137  AK_InvalidID = 14, ///< The ID is invalid.
138  AK_IDNotFound = 15, ///< The ID was not found.
139  AK_InvalidInstanceID = 16, ///< The InstanceID is invalid.
140  AK_NoMoreData = 17, ///< No more data is available from the source.
141  AK_InvalidStateGroup = 20, ///< The StateGroup is not a valid channel.
142  AK_ChildAlreadyHasAParent = 21, ///< The child already has a parent.
143  AK_InvalidLanguage = 22, ///< The language is invalid (applies to the Low-Level I/O).
144  AK_CannotAddItseflAsAChild = 23, ///< It is not possible to add itself as its own child.
145  AK_InvalidParameter = 31, ///< Something is not within bounds.
146  AK_ElementAlreadyInList = 35, ///< The item could not be added because it was already in the list.
147  AK_PathNotFound = 36, ///< This path is not known.
148  AK_PathNoVertices = 37, ///< Stuff in vertices before trying to start it
149  AK_PathNotRunning = 38, ///< Only a running path can be paused.
150  AK_PathNotPaused = 39, ///< Only a paused path can be resumed.
151  AK_PathNodeAlreadyInList = 40, ///< This path is already there.
152  AK_PathNodeNotInList = 41, ///< This path is not there.
153  AK_DataNeeded = 43, ///< The consumer needs more.
154  AK_NoDataNeeded = 44, ///< The consumer does not need more.
155  AK_DataReady = 45, ///< The provider has available data.
156  AK_NoDataReady = 46, ///< The provider does not have available data.
157  AK_InsufficientMemory = 52, ///< Memory error.
158  AK_Cancelled = 53, ///< The requested action was cancelled (not an error).
159  AK_UnknownBankID = 54, ///< Trying to load a bank using an ID which is not defined.
160  AK_BankReadError = 56, ///< Error while reading a bank.
161  AK_InvalidSwitchType = 57, ///< Invalid switch type (used with the switch container)
162  AK_FormatNotReady = 63, ///< Source format not known yet.
163  AK_WrongBankVersion = 64, ///< The bank version is not compatible with the current bank reader.
164  AK_FileNotFound = 66, ///< File not found.
165  AK_DeviceNotReady = 67, ///< Specified ID doesn't match a valid hardware device: either the device doesn't exist or is disabled.
166  AK_BankAlreadyLoaded = 69, ///< The bank load failed because the bank is already loaded.
167  AK_RenderedFX = 71, ///< The effect on the node is rendered.
168  AK_ProcessNeeded = 72, ///< A routine needs to be executed on some CPU.
169  AK_ProcessDone = 73, ///< The executed routine has finished its execution.
170  AK_MemManagerNotInitialized = 74, ///< The memory manager should have been initialized at this point.
171  AK_StreamMgrNotInitialized = 75, ///< The stream manager should have been initialized at this point.
172  AK_SSEInstructionsNotSupported = 76,///< The machine does not support SSE instructions (required on PC).
173  AK_Busy = 77, ///< The system is busy and could not process the request.
174  AK_UnsupportedChannelConfig = 78, ///< Channel configuration is not supported in the current execution context.
175  AK_PluginMediaNotAvailable = 79, ///< Plugin media is not available for effect.
176  AK_MustBeVirtualized = 80, ///< Sound was Not Allowed to play.
177  AK_CommandTooLarge = 81, ///< SDK command is too large to fit in the command queue.
178  AK_RejectedByFilter = 82, ///< A play request was rejected due to the MIDI filter parameters.
179  AK_InvalidCustomPlatformName= 83, ///< Detecting incompatibility between Custom platform of banks and custom platform of connected application
180  AK_DLLCannotLoad = 84, ///< Plugin DLL could not be loaded, either because it is not found or one dependency is missing.
181  AK_DLLPathNotFound = 85, ///< Plugin DLL search path could not be found.
182  AK_NoJavaVM = 86, ///< No Java VM provided in AkInitSettings.
183  AK_OpenSLError = 87, ///< OpenSL returned an error. Check error log for more details.
184  AK_PluginNotRegistered = 88, ///< Plugin is not registered. Make sure to implement a AK::PluginRegistration class for it and use AK_STATIC_LINK_PLUGIN in the game binary.
185  AK_DataAlignmentError = 89, ///< A pointer to audio data was not aligned to the platform's required alignment (check AkTypes.h in the platform-specific folder)
186  AK_DeviceNotCompatible = 90, ///< Incompatible Audio device.
187  AK_DuplicateUniqueID = 91, ///< Two Wwise objects share the same ID.
188  AK_InitBankNotLoaded = 92, ///< The Init bank was not loaded yet, the sound engine isn't completely ready yet.
189  AK_DeviceNotFound = 93, ///< The specified device ID does not match with any of the output devices that the sound engine is currently using.
190  AK_InvalidFloatValue = 94, ///< One parameter has a invalid float value such as NaN, INF or FLT_MAX.
191 };
192 
193 /// Game sync group type
194 enum AkGroupType
195 {
196  // should stay set as Switch = 0 and State = 1
197  AkGroupType_Switch = 0, ///< Type switch
198  AkGroupType_State = 1 ///< Type state
199 };
200 
201 /// Configured audio settings
203 {
204  AkUInt32 uNumSamplesPerFrame; ///< Number of samples per audio frame (256, 512, 1024 or 2048).
205  AkUInt32 uNumSamplesPerSecond; ///< Number of samples per second.
206 };
207 
208 /// This structure allows the game to provide audio files to fill the external sources. See \ref AK::SoundEngine::PostEvent
209 /// You can specify a streaming file or a file in-memory, regardless of the "Stream" option in the Wwise project.
210 /// \akwarning
211 /// Make sure that only one of szFile, pInMemory or idFile is non-null. if both idFile and szFile are set, idFile is passed to low-level IO and szFile is used as stream name (for profiling purposes).
212 /// \endakwarning
214 {
215  AkUInt32 iExternalSrcCookie; ///< Cookie identifying the source, given by hashing the name of the source given in the project. See \ref AK::SoundEngine::GetIDFromString. \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures. \endaknote
216  AkCodecID idCodec; ///< Codec ID for the file. One of the audio formats defined in AkTypes.h (AKCODECID_XXX)
217  AkOSChar * szFile; ///< File path for the source. If not NULL, the source will be streaming from disk. Set pInMemory to NULL. If idFile is set, this field is used as stream name (for profiling purposes).
218  void* pInMemory; ///< Pointer to the in-memory file. If not NULL, the source will be read from memory. Set szFile and idFile to NULL.
219  AkUInt32 uiMemorySize; ///< Size of the data pointed by pInMemory
220  AkFileID idFile; ///< File ID. If not zero, the source will be streaming from disk. This ID can be anything. Note that you must override the low-level IO to resolve this ID to a real file. See \ref streamingmanager_lowlevel for more information on overriding the Low Level IO.
221 
222  /// Default constructor.
224  : iExternalSrcCookie( 0 )
225  , idCodec( 0 )
226  , szFile( 0 )
227  , pInMemory( 0 )
228  , uiMemorySize( 0 )
229  , idFile( 0 ) {}
230 
231  /// Constructor: specify source by memory.
233  void* in_pInMemory, ///< Pointer to the in-memory file.
234  AkUInt32 in_uiMemorySize, ///< Size of data.
235  AkUInt32 in_iExternalSrcCookie, ///< Cookie.
236  AkCodecID in_idCodec ///< Codec ID.
237  )
238  : iExternalSrcCookie( in_iExternalSrcCookie )
239  , idCodec( in_idCodec )
240  , szFile( 0 )
241  , pInMemory( in_pInMemory )
242  , uiMemorySize( in_uiMemorySize )
243  , idFile( 0 ) {}
244 
245  /// Constructor: specify source by streaming file name.
247  AkOSChar * in_pszFileName, ///< File name.
248  AkUInt32 in_iExternalSrcCookie, ///< Cookie.
249  AkCodecID in_idCodec ///< Codec ID.
250  )
251  : iExternalSrcCookie( in_iExternalSrcCookie )
252  , idCodec( in_idCodec )
253  , szFile( in_pszFileName )
254  , pInMemory( 0 )
255  , uiMemorySize( 0 )
256  , idFile( 0 ) {}
257 
258  /// Constructor: specify source by streaming file ID.
260  AkFileID in_idFile, ///< File ID.
261  AkUInt32 in_iExternalSrcCookie, ///< Cookie.
262  AkCodecID in_idCodec ///< Codec ID.
263  )
264  : iExternalSrcCookie( in_iExternalSrcCookie )
265  , idCodec( in_idCodec )
266  , szFile( 0 )
267  , pInMemory( 0 )
268  , uiMemorySize( 0 )
269  , idFile( in_idFile ) {}
270 };
271 
272 /// Nature of the connection binding an input to a bus.
273 enum AkConnectionType
274 {
275  ConnectionType_Direct = 0x0, ///< Direct (main, dry) connection.
276  ConnectionType_GameDefSend = 0x1, ///< Connection by a game-defined send.
277  ConnectionType_UserDefSend = 0x2, ///< Connection by a user-defined send.
278 };
279 
280 /// 3D vector.
281 struct AkVector
282 {
283  inline AkVector operator+(const AkVector& b) const
284  {
285  AkVector v;
286 
287  v.X = X + b.X;
288  v.Y = Y + b.Y;
289  v.Z = Z + b.Z;
290 
291  return v;
292  }
293 
294  inline void Zero()
295  {
296  X = 0; Y = 0; Z = 0;
297  }
298 
299  AkReal32 X; ///< X Position
300  AkReal32 Y; ///< Y Position
301  AkReal32 Z; ///< Z Position
302 };
303 
304 /// Position and orientation of game objects.
306 {
307 public:
308  //
309  // Getters.
310  //
311 
312  /// Get position vector.
313  inline const AkVector & Position() const
314  {
315  return position;
316  }
317 
318  /// Get orientation front vector.
319  inline const AkVector & OrientationFront() const
320  {
321  return orientationFront;
322  }
323 
324  /// Get orientation top vector.
325  inline const AkVector & OrientationTop() const
326  {
327  return orientationTop;
328  }
329 
330  //
331  // Setters.
332  //
333 
334  /// Set position and orientation. Orientation front and top should be orthogonal and normalized.
335  inline void Set(
336  const AkVector & in_position, ///< Position vector.
337  const AkVector & in_orientationFront, ///< Orientation front
338  const AkVector & in_orientationTop ///< Orientation top
339  )
340  {
341  position = in_position;
342  orientationFront = in_orientationFront;
343  orientationTop = in_orientationTop;
344  }
345 
346  /// Set position and orientation. Orientation front and top should be orthogonal and normalized.
347  inline void Set(
348  AkReal32 in_positionX, ///< Position x
349  AkReal32 in_positionY, ///< Position y
350  AkReal32 in_positionZ, ///< Position z
351  AkReal32 in_orientFrontX, ///< Orientation front x
352  AkReal32 in_orientFrontY, ///< Orientation front y
353  AkReal32 in_orientFrontZ, ///< Orientation front z
354  AkReal32 in_orientTopX, ///< Orientation top x
355  AkReal32 in_orientTopY, ///< Orientation top y
356  AkReal32 in_orientTopZ ///< Orientation top z
357  )
358  {
359  position.X = in_positionX;
360  position.Y = in_positionY;
361  position.Z = in_positionZ;
362  orientationFront.X = in_orientFrontX;
363  orientationFront.Y = in_orientFrontY;
364  orientationFront.Z = in_orientFrontZ;
365  orientationTop.X = in_orientTopX;
366  orientationTop.Y = in_orientTopY;
367  orientationTop.Z = in_orientTopZ;
368  }
369 
370  /// Set position.
371  inline void SetPosition(
372  const AkVector & in_position ///< Position vector.
373  )
374  {
375  position = in_position;
376  }
377 
378  /// Set position.
379  inline void SetPosition(
380  AkReal32 in_x, ///< x
381  AkReal32 in_y, ///< y
382  AkReal32 in_z ///< z
383  )
384  {
385  position.X = in_x;
386  position.Y = in_y;
387  position.Z = in_z;
388  }
389 
390  /// Set orientation. Orientation front and top should be orthogonal and normalized.
391  inline void SetOrientation(
392  const AkVector & in_orientationFront, ///< Orientation front
393  const AkVector & in_orientationTop ///< Orientation top
394  )
395  {
396  orientationFront = in_orientationFront;
397  orientationTop = in_orientationTop;
398  }
399 
400  /// Set orientation. Orientation front and top should be orthogonal and normalized.
401  inline void SetOrientation(
402  AkReal32 in_orientFrontX, ///< Orientation front x
403  AkReal32 in_orientFrontY, ///< Orientation front y
404  AkReal32 in_orientFrontZ, ///< Orientation front z
405  AkReal32 in_orientTopX, ///< Orientation top x
406  AkReal32 in_orientTopY, ///< Orientation top y
407  AkReal32 in_orientTopZ ///< Orientation top z
408  )
409  {
410  orientationFront.X = in_orientFrontX;
411  orientationFront.Y = in_orientFrontY;
412  orientationFront.Z = in_orientFrontZ;
413  orientationTop.X = in_orientTopX;
414  orientationTop.Y = in_orientTopY;
415  orientationTop.Z = in_orientTopZ;
416  }
417 
418 private:
419  AkVector orientationFront; ///< Orientation of the listener
420  AkVector orientationTop; ///< Top orientation of the listener
421  AkVector position; ///< Position of the listener
422 };
423 
424 /// Positioning information for a sound.
426 
427 /// Positioning information for a listener.
429 
430 /// Obstruction/occlusion pair for a position
432 {
433  AkReal32 occlusion; ///< OcclusionLevel: [0.0f..1.0f]
434  AkReal32 obstruction; ///< ObstructionLevel: [0.0f..1.0f]
435 };
436 
437 /// Positioning information for a sound, with specified subset of its channels.
439 {
440  AkTransform position; ///< Emitter position.
441  AkChannelMask uInputChannels; ///< Channels to which the above position applies.
442 };
443 
444 /// Polar coordinates.
446 {
447  AkReal32 r; ///< Norm/distance
448  AkReal32 theta; ///< Azimuth
449 };
450 
451 /// Spherical coordinates.
453 {
454  AkReal32 phi; ///< Elevation
455 };
456 
457 /// Emitter-listener pair: Positioning data pertaining to a single pair of emitter and listener.
459 {
460 public:
461  /// Constructor.
463  : fDistance(0.f)
464  , fEmitterAngle(0.f)
465  , fListenerAngle(0.f)
466  , fDryMixGain(1.f)
467  , fGameDefAuxMixGain(1.f)
468  , fUserDefAuxMixGain(1.f)
469  , fOcclusion(0.f)
470  , fObstruction(0.f)
471  , fSpread(0.f)
472  , fFocus(0.f)
473  , uEmitterChannelMask(0xFFFFFFFF)
474  , m_uListenerID(0)
475  {
476  }
477  /// Destructor.
479 
480  /// Get distance.
481  inline AkReal32 Distance() const { return fDistance; }
482 
483  /// Get the absolute angle, in radians between 0 and pi, of the emitter's orientation relative to
484  /// the line that joins the emitter and the listener.
485  inline AkReal32 EmitterAngle() const { return fEmitterAngle; }
486 
487  /// Get the absolute angle, in radians between 0 and pi, of the listener's orientation relative to
488  /// the line that joins the emitter and the listener
489  inline AkReal32 ListenerAngle() const { return fListenerAngle; }
490 
491  /// Get the occlusion factor for this emitter-listener pair
492  inline AkReal32 Occlusion() const { return fOcclusion; }
493 
494  /// Get the obstruction factor for this emitter-listener pair
495  inline AkReal32 Obstruction() const { return fObstruction; }
496 
497  /// Get the emitter-listener-pair-specific gain (due to distance and cone attenuation), linear [0,1], for a given connection type.
498  inline AkReal32 GetGainForConnectionType(AkConnectionType in_eType) const
499  {
500  if (in_eType == ConnectionType_Direct)
501  return fDryMixGain;
502  else if (in_eType == ConnectionType_GameDefSend)
503  return fGameDefAuxMixGain;
504  else
505  return fUserDefAuxMixGain;
506  }
507 
508  /// Get listener ID associated with the emitter-listener pair.
509  inline AkGameObjectID ListenerID() const { return m_uListenerID; }
510 
511  AkTransform emitter; /// Emitter position.
512  AkReal32 fDistance; /// Distance between emitter and listener.
513  AkReal32 fEmitterAngle; /// Angle between position vector and emitter orientation.
514  AkReal32 fListenerAngle; /// Angle between position vector and listener orientation.
515  AkReal32 fDryMixGain; /// Emitter-listener-pair-specific gain (due to distance and cone attenuation) for direct connections.
516  AkReal32 fGameDefAuxMixGain; /// Emitter-listener-pair-specific gain (due to distance and cone attenuation) for game-defined send connections.
517  AkReal32 fUserDefAuxMixGain; /// Emitter-listener-pair-specific gain (due to distance and cone attenuation) for user-defined send connections.
518  AkReal32 fOcclusion; /// Emitter-listener-pair-specific occlusion factor
519  AkReal32 fObstruction; /// Emitter-listener-pair-specific obstruction factor
520  AkReal32 fSpread; /// Emitter-listener-pair-specific spread
521  AkReal32 fFocus; /// Emitter-listener-pair-specific focus
522  AkChannelMask uEmitterChannelMask; /// Channels of the emitter that apply to this ray.
523 protected:
524  AkGameObjectID m_uListenerID; /// Listener game object ID.
525 };
526 
527 /// Listener information.
528 struct AkListener
529 {
531  : fScalingFactor( 1.0f )
532  , bSpatialized( true )
533  {}
534  AkListenerPosition position; /// Listener position (see AK::SoundEngine::SetPosition()).
535  AkReal32 fScalingFactor; /// Listener scaling factor (see AK::SoundEngine::SetListenerScalingFactor()).
536  bool bSpatialized; /// Whether listener is spatialized or not (see AK::SoundEngine::SetListenerSpatialization()).
537 };
538 
539 // If you modify AkCurveInterpolation, don't forget to modify WAAPI validation schema accordingly.
540 
541 /// Curve interpolation types
542 enum AkCurveInterpolation
543 {
544 //DONT GO BEYOND 15! (see below for details)
545 //Curves from 0 to LastFadeCurve NEED TO BE A MIRROR IMAGE AROUND LINEAR (eg. Log3 is the inverse of Exp3)
546  AkCurveInterpolation_Log3 = 0, ///< Log3
547  AkCurveInterpolation_Sine = 1, ///< Sine
548  AkCurveInterpolation_Log1 = 2, ///< Log1
549  AkCurveInterpolation_InvSCurve = 3, ///< Inversed S Curve
550  AkCurveInterpolation_Linear = 4, ///< Linear (Default)
551  AkCurveInterpolation_SCurve = 5, ///< S Curve
552  AkCurveInterpolation_Exp1 = 6, ///< Exp1
553  AkCurveInterpolation_SineRecip = 7, ///< Reciprocal of sine curve
554  AkCurveInterpolation_Exp3 = 8, ///< Exp3
555  AkCurveInterpolation_LastFadeCurve = 8, ///< Update this value to reflect last curve available for fades
556  AkCurveInterpolation_Constant = 9 ///< Constant ( not valid for fading values )
557 //DONT GO BEYOND 15! The value is stored on 5 bits,
558 //but we can use only 4 bits for the actual values, keeping
559 //the 5th bit at 0 to void problems when the value is
560 //expanded to 32 bits.
561 };
562 #define AKCURVEINTERPOLATION_NUM_STORAGE_BIT 5 ///< Internal storage restriction, for internal use only.
563 
564 /// Auxiliary bus sends information per game object per given auxiliary bus.
566 {
567  AkGameObjectID listenerID; ///< Game object ID of the listener associated with this send. Use AK_INVALID_GAME_OBJECT as a wildcard to set the auxiliary send to all connected listeners (see AK::SoundEngine::SetListeners).
568  AkAuxBusID auxBusID; ///< Auxiliary bus ID.
569  AkReal32 fControlValue; ///< Value in the range [0.0f:1.0f], send level to auxiliary bus.
570 };
571 
572 /// Volume ramp specified by end points "previous" and "next".
573 struct AkRamp
574 {
575  AkRamp() : fPrev( 1.f ), fNext( 1.f ) {}
576  AkRamp( AkReal32 in_fPrev, AkReal32 in_fNext ) : fPrev( in_fPrev ), fNext( in_fNext ) {}
577  AkRamp & operator*=(const AkRamp& in_rRhs) { fPrev *= in_rRhs.fPrev; fNext *= in_rRhs.fNext; return *this; }
578 
579  AkReal32 fPrev;
580  AkReal32 fNext;
581 };
582 inline AkRamp operator*(const AkRamp& in_rLhs, const AkRamp& in_rRhs)
583 {
584  AkRamp result(in_rLhs);
585  result *= in_rRhs;
586  return result;
587 }
588 
589 #ifndef AK_MEMPOOLATTRIBUTES
590 
591  /// Memory pool attributes.
592  /// Block allocation type determines the method used to allocate
593  /// a memory pool. Block management type determines the
594  /// method used to manage memory blocks. Note that
595  /// the list of values in this enum is platform-dependent.
596  /// \sa
597  /// - AkMemoryMgr::CreatePool()
598  /// - AK::Comm::DEFAULT_MEMORY_POOL_ATTRIBUTES
599  enum AkMemPoolAttributes
600  {
601  AkNoAlloc = 0, ///< CreatePool will not allocate memory. You need to allocate the buffer yourself.
602  AkMalloc = 1, ///< CreatePool will use AK::AllocHook() to allocate the memory block.
603  AkAllocMask = AkNoAlloc | AkMalloc, ///< Block allocation type mask.
604 
605  AkFixedSizeBlocksMode = 1<<3, ///< Block management type: Fixed-size blocks. Get blocks through GetBlock/ReleaseBlock API. If not specified, use AkAlloc/AkFree.
606  AkBlockMgmtMask = AkFixedSizeBlocksMode ///< Block management type mask.
607  };
608  #define AK_MEMPOOLATTRIBUTES
609 
610 #endif
611 
612 namespace AK
613 {
614  /// External allocation hook for the Memory Manager. Called by the Audiokinetic
615  /// implementation of the Memory Manager when creating a pool of type AkMalloc.
616  /// \aknote This needs to be defined by the client. \endaknote
617  /// \return A pointer to the start of the allocated memory (NULL if the system is out of memory)
618  /// \sa
619  /// - \ref memorymanager
620  /// - AK::FreeHook()
621  AK_EXTERNFUNC( void *, AllocHook )(
622  size_t in_size ///< Number of bytes to allocate
623  );
624 
625  /// External deallocation hook for the Memory Manager. Called by the Audiokinetic
626  /// implementation of the Memory Manager when destroying a pool of type AkMalloc.
627  /// \aknote This needs to be defined by the client. \endaknote
628  /// \sa
629  /// - \ref memorymanager
630  /// - AK::AllocHook()
631  AK_EXTERNFUNC( void, FreeHook )(
632  void * in_pMemAddress ///< Pointer to the start of memory allocated with AllocHook
633  );
634 }
635 
636 // ---------------------------------------------------------------
637 // Languages
638 // ---------------------------------------------------------------
639 #define AK_MAX_LANGUAGE_NAME_SIZE (32)
640 
641 // ---------------------------------------------------------------
642 // File Type ID Definitions
643 // ---------------------------------------------------------------
644 
645 // These correspond to IDs specified in the conversion plug-ins' XML
646 // files. Audio sources persist them to "remember" their format.
647 // DO NOT CHANGE THEM without talking to someone in charge of persistence!
648 
649 // Company ID for plugin development.
650 #define AKCOMPANYID_PLUGINDEV_MIN (64)
651 #define AKCOMPANYID_PLUGINDEV_MAX (255)
652 
653 // Vendor ID.
654 #define AKCOMPANYID_AUDIOKINETIC (0) ///< Audiokinetic inc.
655 #define AKCOMPANYID_AUDIOKINETIC_EXTERNAL (1) ///< Audiokinetic inc.
656 #define AKCOMPANYID_MCDSP (256) ///< McDSP
657 #define AKCOMPANYID_WAVEARTS (257) ///< WaveArts
658 #define AKCOMPANYID_PHONETICARTS (258) ///< Phonetic Arts
659 #define AKCOMPANYID_IZOTOPE (259) ///< iZotope
660 #define AKCOMPANYID_CRANKCASEAUDIO (261) ///< Crankcase Audio
661 #define AKCOMPANYID_IOSONO (262) ///< IOSONO
662 #define AKCOMPANYID_AUROTECHNOLOGIES (263) ///< Auro Technologies
663 #define AKCOMPANYID_DOLBY (264) ///< Dolby
664 #define AKCOMPANYID_TWOBIGEARS (265) ///< Two Big Ears
665 #define AKCOMPANYID_OCULUS (266) ///< Oculus
666 #define AKCOMPANYID_BLUERIPPLESOUND (267) ///< Blue Ripple Sound
667 #define AKCOMPANYID_ENZIEN (268) ///< Enzien Audio
668 #define AKCOMPANYID_KROTOS (269) ///< Krotos (Dehumanizer)
669 #define AKCOMPANYID_NURULIZE (270) ///< Nurulize
670 #define AKCOMPANYID_SUPERPOWERED (271) ///< Super Powered
671 #define AKCOMPANYID_GOOGLE (272) ///< Google
672 //#define AKCOMPANYID_NVIDIA (273) ///< NVIDIA // Commented out to avoid redefinition, provider is already defining it.
673 //#define AKCOMPANYID_RESERVED (274) ///< Reserved // Commented out to avoid redefinition, provider is already defining it.
674 //#define AKCOMPANYID_MICROSOFT (275) ///< Microsoft // Commented out to avoid redefinition, provider is already defining it.
675 //#define AKCOMPANYID_YAMAHA (276) ///< YAMAHA // Commented out to avoid redefinition, provider is already defining it.
676 #define AKCOMPANYID_VISISONICS (277) ///< Visisonics
677 
678 // File/encoding types of Audiokinetic.
679 #define AKCODECID_BANK (0) ///< Bank encoding
680 #define AKCODECID_PCM (1) ///< PCM encoding
681 #define AKCODECID_ADPCM (2) ///< ADPCM encoding
682 #define AKCODECID_XMA (3) ///< XMA encoding
683 #define AKCODECID_VORBIS (4) ///< Vorbis encoding
684 #define AKCODECID_WIIADPCM (5) ///< ADPCM encoding on the Wii
685 #define AKCODECID_PCMEX (7) ///< Standard PCM WAV file parser for Wwise Authoring
686 #define AKCODECID_EXTERNAL_SOURCE (8) ///< External Source (unknown encoding)
687 #define AKCODECID_XWMA (9) ///< xWMA encoding
688 #define AKCODECID_AAC (10) ///< AAC encoding (only available on Apple devices) -- see AkAACFactory.h
689 #define AKCODECID_FILE_PACKAGE (11) ///< File package files generated by the File Packager utility.
690 #define AKCODECID_ATRAC9 (12) ///< ATRAC-9 encoding
691 #define AKCODECID_VAG (13) ///< VAG/HE-VAG encoding
692 #define AKCODECID_PROFILERCAPTURE (14) ///< Profiler capture file (.prof) as written through AK::SoundEngine::StartProfilerCapture
693 #define AKCODECID_ANALYSISFILE (15) ///< Analysis file
694 #define AKCODECID_MIDI (16) ///< MIDI file
695 #define AKCODECID_OPUSNX (17) ///< OpusNX encoding
696 #define AKCODECID_CAF (18) ///< CAF file
697 #define AKCODECID_AKOPUS (19) ///< Opus encoding
698 
699 #define AKPLUGINID_METER (129) ///< Meter Plugin
700 #define AKPLUGINID_RECORDER (132) ///< Recorder Plugin
701 
702 #define AKEXTENSIONID_SPATIALAUDIO (800) ///< Spatial Audio
703 #define AKEXTENSIONID_INTERACTIVEMUSIC (801) ///< Interactive Music
704 #define AKEXTENSIONID_EVENTMGRTHREAD (900) ///< Profiling: Event Manager
705 
706 //The following are internally defined
707 #define AK_WAVE_FORMAT_VAG 0xFFFB
708 #define AK_WAVE_FORMAT_AT9 0xFFFC
709 #define AK_WAVE_FORMAT_VORBIS 0xFFFF
710 #define AK_WAVE_FORMAT_AAC 0xAAC0
711 #define AK_WAVE_FORMAT_OPUSNX 0x3039
712 #define AK_WAVE_FORMAT_OPUS 0x3040
713 #define WAVE_FORMAT_XMA2 0x166
714 
715 class IAkSoftwareCodec;
716 /// Registered file source creation function prototype.
717 AK_CALLBACK( IAkSoftwareCodec*, AkCreateFileSourceCallback )( void* in_pCtx );
718 /// Registered bank source node creation function prototype.
719 AK_CALLBACK( IAkSoftwareCodec*, AkCreateBankSourceCallback )( void* in_pCtx );
720 
721 //-----------------------------------------------------------------------------
722 // Positioning
723 //-----------------------------------------------------------------------------
724 
725 namespace AK
726 {
727  namespace SoundEngine
728  {
729  // If you modify MultiPositionType, don't forget to modify WAAPI validation schema accordingly.
730 
731  /// MultiPositionType.
732  /// \sa
733  /// - AK::SoundEngine::SetMultiplePosition()
734  /// - \ref soundengine_3dpositions_multiplepos
736  {
737  MultiPositionType_SingleSource, ///< Used for normal sounds, not expected to pass to AK::SoundEngine::SetMultiplePosition() (if done, only the first position will be used).
738  MultiPositionType_MultiSources, ///< Simulate multiple sources in one sound playing, adding volumes. For instance, all the torches on your level emitting using only one sound.
739  MultiPositionType_MultiDirections ///< Simulate one sound coming from multiple directions. Useful for repositionning sounds based on wall openings or to simulate areas like forest or rivers ( in combination with spreading in the attenuation of the sounds ).
740  };
741  }
742 }
743 
744 #define AK_PANNER_NUM_STORAGE_BITS 3
745 /// Speaker panning type: type of panning logic when object is not 3D spatialized (i.e. when Ak3DSpatializationMode is AK_SpatializationMode_None).
746 enum AkSpeakerPanningType
747 {
748  AK_DirectSpeakerAssignment = 0, ///< No panning: route to matching channels between input and output.
749  AK_BalanceFadeHeight = 1 ///< Balance-Fade-Height: Traditional "box" or "car"-like panner.
750 };
751 
752 #define AK_POSSOURCE_NUM_STORAGE_BITS 3
753 /// 3D position type: defines what acts as the emitter position for computing spatialization against the listener. Used when Ak3DSpatializationMode is AK_SpatializationMode_PositionOnly or AK_SpatializationMode_PositionAndOrientation.
754 enum Ak3DPositionType
755 {
756  AK_3DPositionType_Emitter = 0, ///< 3D spatialization is computed directly from the emitter game object position.
757  AK_3DPositionType_EmitterWithAutomation = 1, ///< 3D spatialization is computed from the emitter game object position, translated by user-defined automation.
758  AK_3DPositionType_ListenerWithAutomation = 2 ///< 3D spatialization is computed from the listener game object position, translated by user-defined automation.
759 };
760 
761 /// Headphone / speakers panning rules
762 enum AkPanningRule
763 {
764  AkPanningRule_Speakers = 0, ///< Left and right positioned 60 degrees apart (by default - see AK::SoundEngine::GetSpeakerAngles()).
765  AkPanningRule_Headphones = 1 ///< Left and right positioned 180 degrees apart.
766 };
767 
768 #define AK_SPAT_NUM_STORAGE_BITS 3
769 /// 3D spatialization mode.
770 enum Ak3DSpatializationMode
771 {
772  AK_SpatializationMode_None = 0, ///< No spatialization
773  AK_SpatializationMode_PositionOnly = 1, ///< Spatialization based on emitter position only.
774  AK_SpatializationMode_PositionAndOrientation = 2 ///< Spatialization based on both emitter position and emitter orientation.
775 };
776 
777 /// Bus type bit field.
778 enum AkBusHierarchyFlags
779 {
780  AkBusHierarchy_Primary = 1 << 0, ///< Flag is set to indicate the primary bus hierarchy.
781  AkBusHierarchy_Secondary = 1 << 1, ///< Flag is set to indicate the secondary bus hierarchy.
782  AkBusHierarchy_IsMaster = 1 << 7 ///< Flag is set to indicate a master bus (may be used in combination with other flags).
783 };
784 
785 #define AK_MAX_BITS_METERING_FLAGS (5) // Keep in sync with AkMeteringFlags.
786 
787 /// Metering flags. Used for specifying bus metering, through AK::SoundEngine::RegisterBusVolumeCallback() or AK::IAkMixerPluginContext::SetMeteringFlags().
788 enum AkMeteringFlags
789 {
790  AK_NoMetering = 0, ///< No metering.
791  AK_EnableBusMeter_Peak = 1 << 0, ///< Enable computation of peak metering.
792  AK_EnableBusMeter_TruePeak = 1 << 1, ///< Enable computation of true peak metering (most CPU and memory intensive).
793  AK_EnableBusMeter_RMS = 1 << 2, ///< Enable computation of RMS metering.
794  // 1 << 3 is reserved.
795  AK_EnableBusMeter_KPower = 1 << 4, ///< Enable computation of K-weighted power metering (used as a basis for computing loudness, as defined by ITU-R BS.1770).
796  AK_EnableBusMeter_3DMeter = 1 << 5
797 };
798 
799 /// Plug-in type.
800 /// \sa
801 /// - AkPluginInfo
802 enum AkPluginType
803 {
804  AkPluginTypeNone = 0, ///< Unknown/invalid plug-in type.
805  AkPluginTypeCodec = 1, ///< Compressor/decompressor plug-in (allows support for custom audio file types).
806  AkPluginTypeSource = 2, ///< Source plug-in: creates sound by synthesis method (no input, just output).
807  AkPluginTypeEffect = 3, ///< Effect plug-in: applies processing to audio data.
808  //AkPluginTypeMotionDevice = 4, ///< Motion Device plug-in: feeds movement data to devices. Deprecated by Motion refactor.
809  //AkPluginTypeMotionSource = 5, ///< Motion Device source plug-in: feeds movement data to device busses. Deprecated by Motion refactor.
810  AkPluginTypeMixer = 6, ///< Mixer plug-in: mix voices at the bus level.
811  AkPluginTypeSink = 7, ///< Sink plug-in: implement custom sound engine end point.
812  AkPluginTypeGlobalExtension = 8, ///< Global Extension plug-in: (e.g. Spatial Audio, Interactive Music)
813  AkPluginTypeMask = 0xf ///< Plug-in type mask is 4 bits.
814 };
815 
816 ////////////////////////////////////////////////////////////////////////////////
817 // Wwise ID system
818 ////////////////////////////////////////////////////////////////////////////////
819 enum AkNodeType
820 {
821  AkNodeType_Default,
822  AkNodeType_Bus
823 };
824 
826 {
827 public:
828 
829  bool operator == ( const WwiseObjectIDext& in_rOther ) const
830  {
831  return in_rOther.id == id && in_rOther.bIsBus == bIsBus;
832  }
833 
834  AkNodeType GetType()
835  {
836  return bIsBus ? AkNodeType_Bus : AkNodeType_Default;
837  }
838 
839  AkUniqueID id;
840  bool bIsBus;
841 };
842 
844 {
846  {
847  id = AK_INVALID_UNIQUE_ID;
848  bIsBus = false;
849  }
850 
851  WwiseObjectID( AkUniqueID in_ID )
852  {
853  id = in_ID;
854  bIsBus = false;
855  }
856 
857  WwiseObjectID( AkUniqueID in_ID, bool in_bIsBus )
858  {
859  id = in_ID;
860  bIsBus = in_bIsBus;
861  }
862 
863  WwiseObjectID( AkUniqueID in_ID, AkNodeType in_eNodeType )
864  {
865  id = in_ID;
866  bIsBus = in_eNodeType == AkNodeType_Bus;
867  }
868 };
869 
870 /// Public data structures for converted file format.
871 namespace AkFileParser
872 {
873 #pragma pack(push, 1)
874  /// Analyzed envelope point.
876  {
877  AkUInt32 uPosition; /// Position of this point in samples at the source rate.
878  AkUInt16 uAttenuation; /// Approximate _attenuation_ at this location relative to this source's maximum, in dB (absolute value).
879  };
880 #pragma pack(pop)
881 }
882 
883 #ifndef AK_OS_STRUCT_ALIGN
884 #define AK_OS_STRUCT_ALIGN 4 ///< OS Structures need to be aligned at 4 bytes.
885 #endif
886 
887 #ifndef AK_64B_OS_STRUCT_ALIGN
888 #define AK_64B_OS_STRUCT_ALIGN 8 ///< OS Structures need to be aligned at 8 bytes.
889 #endif
890 
891 #ifndef AK_ALIGN
892 #define AK_ALIGN(__declaration__, uAlignmentSize) __declaration__ ///< Default definition for declaration that might need to be aligned on some platforms. By default, no alignment will be done.
893 #endif
894 
895 #if !defined(AK_ENDIANNESS_LITTLE) && !defined(AK_ENDIANNESS_BIG)
896 #define AK_ENDIANNESS_LITTLE
897 #endif
898 
899 #ifndef AK_UNALIGNED
900 #define AK_UNALIGNED ///< Refers to the __unaligned compilation flag available on some platforms. Note that so far, on the tested platform this should always be placed before the pointer symbol *.
901 #endif
902 
903 #if __cplusplus <= 199711L
904 #define AK_FINAL
905 #else
906 #define AK_FINAL final ///< Refers to the C++11 final keyword
907 #endif
908 
909 #ifndef AK_ASYNC_OPEN_DEFAULT
910 #define AK_ASYNC_OPEN_DEFAULT (false) ///< Refers to asynchronous file opening in default low-level IO.
911 #endif
912 
913 #ifndef AK_COMM_DEFAULT_DISCOVERY_PORT
914 #define AK_COMM_DEFAULT_DISCOVERY_PORT 24024 ///< Default discovery port for most platforms using IP sockets for communication.
915 #endif
916 
917 #ifndef AK_CAPTURE_TYPE_FLOAT
918 typedef AkInt16 AkCaptureType; ///< Default value: capture type is short.
919 #endif
920 
921 #define AkRegister
922 
923 #endif //_AK_DATA_TYPES_H_
AkEmitterListenerPair()
Constructor.
Definition: AkTypes.h:462
AkGameObjectID m_uListenerID
Channels of the emitter that apply to this ray.
Definition: AkTypes.h:524
MultiPositionType
Definition: AkTypes.h:736
AkUniqueID id
Definition: AkTypes.h:839
AkNodeType GetType()
Definition: AkTypes.h:834
AkReal32 fControlValue
Value in the range [0.0f:1.0f], send level to auxiliary bus.
Definition: AkTypes.h:569
void SetPosition(AkReal32 in_x, AkReal32 in_y, AkReal32 in_z)
Set position.
Definition: AkTypes.h:379
AkExternalSourceInfo(AkFileID in_idFile, AkUInt32 in_iExternalSrcCookie, AkCodecID in_idCodec)
Constructor: specify source by streaming file ID.
Definition: AkTypes.h:259
AkRamp & operator*=(const AkRamp &in_rRhs)
Definition: AkTypes.h:577
AkReal32 Occlusion() const
Get the occlusion factor for this emitter-listener pair.
Definition: AkTypes.h:492
void Zero()
Definition: AkTypes.h:294
Audiokinetic namespace.
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkTypes.h:566
AkReal32 fEmitterAngle
Distance between emitter and listener.
Definition: AkTypes.h:513
Obstruction/occlusion pair for a position.
Definition: AkTypes.h:432
void * pInMemory
Pointer to the in-memory file. If not NULL, the source will be read from memory. Set szFile and idFil...
Definition: AkTypes.h:218
AkCodecID idCodec
Codec ID for the file. One of the audio formats defined in AkTypes.h (AKCODECID_XXX)
Definition: AkTypes.h:216
AkReal32 fPrev
Definition: AkTypes.h:579
AkReal32 phi
Elevation.
Definition: AkTypes.h:454
void FreeHook(void *in_pMemAddress)
AkReal32 Distance() const
Get distance.
Definition: AkTypes.h:481
bool operator==(const WwiseObjectIDext &in_rOther) const
Definition: AkTypes.h:829
const AkVector & Position() const
Get position vector.
Definition: AkTypes.h:313
AkOSChar * szFile
File path for the source. If not NULL, the source will be streaming from disk. Set pInMemory to NULL....
Definition: AkTypes.h:217
const AkVector & OrientationFront() const
Get orientation front vector.
Definition: AkTypes.h:319
AkReal32 fSpread
Emitter-listener-pair-specific obstruction factor.
Definition: AkTypes.h:520
void Set(AkReal32 in_positionX, AkReal32 in_positionY, AkReal32 in_positionZ, AkReal32 in_orientFrontX, AkReal32 in_orientFrontY, AkReal32 in_orientFrontZ, AkReal32 in_orientTopX, AkReal32 in_orientTopY, AkReal32 in_orientTopZ)
Set position and orientation. Orientation front and top should be orthogonal and normalized.
Definition: AkTypes.h:347
@ MultiPositionType_MultiDirections
Simulate one sound coming from multiple directions. Useful for repositionning sounds based on wall op...
Definition: AkTypes.h:739
const AkVector & OrientationTop() const
Get orientation top vector.
Definition: AkTypes.h:325
AkRamp()
Definition: AkTypes.h:575
AkReal32 r
Norm/distance.
Definition: AkTypes.h:447
WwiseObjectID(AkUniqueID in_ID, bool in_bIsBus)
Definition: AkTypes.h:857
AkReal32 fDistance
Emitter position.
Definition: AkTypes.h:512
void Set(const AkVector &in_position, const AkVector &in_orientationFront, const AkVector &in_orientationTop)
Set position and orientation. Orientation front and top should be orthogonal and normalized.
Definition: AkTypes.h:335
AkExternalSourceInfo(AkOSChar *in_pszFileName, AkUInt32 in_iExternalSrcCookie, AkCodecID in_idCodec)
Constructor: specify source by streaming file name.
Definition: AkTypes.h:246
AkReal32 fObstruction
Emitter-listener-pair-specific occlusion factor.
Definition: AkTypes.h:519
Emitter-listener pair: Positioning data pertaining to a single pair of emitter and listener.
Definition: AkTypes.h:459
@ MultiPositionType_SingleSource
Used for normal sounds, not expected to pass to AK::SoundEngine::SetMultiplePosition() (if done,...
Definition: AkTypes.h:737
AkReal32 fGameDefAuxMixGain
Emitter-listener-pair-specific gain (due to distance and cone attenuation) for direct connections.
Definition: AkTypes.h:516
@ MultiPositionType_MultiSources
Simulate multiple sources in one sound playing, adding volumes. For instance, all the torches on your...
Definition: AkTypes.h:738
WwiseObjectID(AkUniqueID in_ID, AkNodeType in_eNodeType)
Definition: AkTypes.h:863
AkUInt32 iExternalSrcCookie
Cookie identifying the source, given by hashing the name of the source given in the project....
Definition: AkTypes.h:215
AkReal32 fNext
Definition: AkTypes.h:580
AkReal32 EmitterAngle() const
Definition: AkTypes.h:485
AkReal32 Y
Y Position.
Definition: AkTypes.h:300
AkListenerPosition position
Definition: AkTypes.h:534
Configured audio settings.
Definition: AkTypes.h:203
AkVector operator+(const AkVector &b) const
Definition: AkTypes.h:283
AkGameObjectID ListenerID() const
Get listener ID associated with the emitter-listener pair.
Definition: AkTypes.h:509
AkReal32 X
X Position.
Definition: AkTypes.h:299
Spherical coordinates.
Definition: AkTypes.h:453
AkUInt32 uPosition
Definition: AkTypes.h:877
AkReal32 Obstruction() const
Get the obstruction factor for this emitter-listener pair.
Definition: AkTypes.h:495
Positioning information for a sound, with specified subset of its channels.
Definition: AkTypes.h:439
Volume ramp specified by end points "previous" and "next".
Definition: AkTypes.h:574
AkReal32 Z
Z Position.
Definition: AkTypes.h:301
AkReal32 obstruction
ObstructionLevel: [0.0f..1.0f].
Definition: AkTypes.h:434
WwiseObjectID(AkUniqueID in_ID)
Definition: AkTypes.h:851
AkExternalSourceInfo(void *in_pInMemory, AkUInt32 in_uiMemorySize, AkUInt32 in_iExternalSrcCookie, AkCodecID in_idCodec)
Constructor: specify source by memory.
Definition: AkTypes.h:232
void SetOrientation(const AkVector &in_orientationFront, const AkVector &in_orientationTop)
Set orientation. Orientation front and top should be orthogonal and normalized.
Definition: AkTypes.h:391
AkRamp(AkReal32 in_fPrev, AkReal32 in_fNext)
Definition: AkTypes.h:576
Polar coordinates.
Definition: AkTypes.h:446
AkReal32 GetGainForConnectionType(AkConnectionType in_eType) const
Get the emitter-listener-pair-specific gain (due to distance and cone attenuation),...
Definition: AkTypes.h:498
void * AllocHook(size_t in_size)
AkUInt32 uNumSamplesPerFrame
Number of samples per audio frame (256, 512, 1024 or 2048).
Definition: AkTypes.h:204
void SetOrientation(AkReal32 in_orientFrontX, AkReal32 in_orientFrontY, AkReal32 in_orientFrontZ, AkReal32 in_orientTopX, AkReal32 in_orientTopY, AkReal32 in_orientTopZ)
Set orientation. Orientation front and top should be orthogonal and normalized.
Definition: AkTypes.h:401
bool bSpatialized
Listener scaling factor (see AK::SoundEngine::SetListenerScalingFactor()).
Definition: AkTypes.h:536
bool bIsBus
Definition: AkTypes.h:840
void SetPosition(const AkVector &in_position)
Set position.
Definition: AkTypes.h:371
AkReal32 fDryMixGain
Angle between position vector and listener orientation.
Definition: AkTypes.h:515
AkReal32 fOcclusion
Emitter-listener-pair-specific gain (due to distance and cone attenuation) for user-defined send conn...
Definition: AkTypes.h:518
AkExternalSourceInfo()
Default constructor.
Definition: AkTypes.h:223
AkReal32 fListenerAngle
Angle between position vector and emitter orientation.
Definition: AkTypes.h:514
AkFileID idFile
File ID. If not zero, the source will be streaming from disk. This ID can be anything....
Definition: AkTypes.h:220
AkChannelMask uEmitterChannelMask
Emitter-listener-pair-specific focus.
Definition: AkTypes.h:522
AkReal32 theta
Azimuth.
Definition: AkTypes.h:448
AkTransform emitter
Definition: AkTypes.h:511
AkListener()
Definition: AkTypes.h:530
Public data structures for converted file format.
Definition: AkTypes.h:872
AkUInt16 uAttenuation
Position of this point in samples at the source rate.
Definition: AkTypes.h:878
AkReal32 fUserDefAuxMixGain
Emitter-listener-pair-specific gain (due to distance and cone attenuation) for game-defined send conn...
Definition: AkTypes.h:517
~AkEmitterListenerPair()
Destructor.
Definition: AkTypes.h:478
AkGameObjectID listenerID
Game object ID of the listener associated with this send. Use AK_INVALID_GAME_OBJECT as a wildcard to...
Definition: AkTypes.h:567
WwiseObjectID()
Definition: AkTypes.h:845
3D vector.
Definition: AkTypes.h:282
AkChannelMask uInputChannels
Channels to which the above position applies.
Definition: AkTypes.h:441
AkReal32 fScalingFactor
Listener position (see AK::SoundEngine::SetPosition()).
Definition: AkTypes.h:535
AkReal32 ListenerAngle() const
Definition: AkTypes.h:489
AkUInt32 uNumSamplesPerSecond
Number of samples per second.
Definition: AkTypes.h:205
Listener information.
Definition: AkTypes.h:529
AkTransform position
Emitter position.
Definition: AkTypes.h:440
AkReal32 fFocus
Emitter-listener-pair-specific spread.
Definition: AkTypes.h:521
AkReal32 occlusion
OcclusionLevel: [0.0f..1.0f].
Definition: AkTypes.h:433
Position and orientation of game objects.
Definition: AkTypes.h:306
AkAuxBusID auxBusID
Auxiliary bus ID.
Definition: AkTypes.h:568
AkUInt32 uiMemorySize
Size of the data pointed by pInMemory.
Definition: AkTypes.h:219
Analyzed envelope point.
Definition: AkTypes.h:876

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