Wwise SDK
_ak_query_parameters_8h_source
バージョン
menu_open
link
Wwise SDK 2023.1.2
|
AkQueryParameters.h
[詳解]
45 AkSpeakerPanningType pannerType; ///< Speaker panning type: type of panning logic when object is not 3D spatialized.
46 Ak3DPositionType e3dPositioningType; ///< 3D position type: defines what acts as the emitter position for computing spatialization against the listener.
47 bool bHoldEmitterPosAndOrient; ///< Hold emitter position and orientation values when starting playback.
60 AkReal32 fVolAuxGameDefAtMaxDist; ///< Volume wet at maximum distance (if any) (based on the Game defined distance attenuation)
61 AkReal32 fVolAuxUserDefAtMaxDist; ///< Volume wet at maximum distance (if any) (based on the User defined distance attenuation)
81 /// \remarks The functions in this namespace are thread-safe, unless stated otherwise. We recommend that you use these functions in development builds only, because they can cause CPU spikes.
86 /// They should therefore not be called from any game-critical thread, such as the main game loop.
87 /// However, if the function definition states that it does not require the main audio lock, no delay should occur.
120 AkGameObjectID* out_ListenerObjectIDs, ///< Pointer to an array of AkGameObjectID's. Will be populated with the IDs of the listeners of in_GameObjectID. Pass NULL to querry the size required.
121 AkUInt32& oi_uNumListeners ///< Pass in the the available number of elements in the array 'out_ListenerObjectIDs'. After return, the number of valid elements filled in the array.
141 AK::SpeakerVolumes::VectorPtr & out_pVolumeOffsets, ///< Per-speaker vector of volume offsets, in decibels. Use the functions of AK::SpeakerVolumes::Vector to interpret it.
142 AkChannelConfig &out_channelConfig ///< Channel configuration associated with out_rpVolumeOffsets.
155 /// For example, the user may request the GameObject specific value by specifying RTPCValue_GameObject
167 };
170 /// An RTPC can have a any combination of a global value, a unique value for each game object, or a unique value for each playing ID.
172 /// If a value at the requested scope (determined by RTPCValue_type) is not found, the value that is available at the the next broadest scope will be returned, and io_rValueType will be changed to indicate this.
174 /// When looking up RTPC values via playing ID (ie. io_rValueType is RTPC_PlayingID), in_gameObjectID can be set to a specific game object (if it is available to the caller) to use as a fall back value.
175 /// If the game object is unknown or unavailable, AK_INVALID_GAME_OBJECT can be passed in in_gameObjectID, and the game object will be looked up via in_playingID.
176 /// However in this case, it is not possible to retrieve a game object value as a fall back value if the playing id does not exist. It is best to pass in the game object if possible.
184 AkGameObjectID in_gameObjectID, ///< Associated game object ID, ignored if io_rValueType is RTPCValue_Global.
185 AkPlayingID in_playingID, ///< Associated playing ID, ignored if io_rValueType is not RTPC_PlayingID.
187 RTPCValue_type& io_rValueType ///< In/Out value, the user must specify the requested type. The function will return in this variable the type of the returned value.
193 /// An RTPC can have a any combination of a global value, a unique value for each game object, or a unique value for each playing ID.
195 /// If a value at the requested scope (determined by RTPCValue_type) is not found, the value that is available at the the next broadest scope will be returned, and io_rValueType will be changed to indicate this.
197 /// When looking up RTPC values via playing ID (ie. io_rValueType is RTPC_PlayingID), in_gameObjectID can be set to a specific game object (if it is available to the caller) to use as a fall back value.
198 /// If the game object is unknown or unavailable, AK_INVALID_GAME_OBJECT can be passed in in_gameObjectID, and the game object will be looked up via in_playingID.
199 /// However in this case, it is not possible to retrieve a game object value as a fall back value if the playing id does not exist. It is best to pass in the game object if possible.
207 AkGameObjectID in_gameObjectID, ///< Associated game object ID, ignored if io_rValueType is RTPCValue_Global.
208 AkPlayingID in_playingID, ///< Associated playing ID, ignored if io_rValueType is not RTPC_PlayingID.
210 RTPCValue_type& io_rValueType ///< In/Out value, the user must specify the requested type. The function will return in this variable the type of the returned value. );
216 /// An RTPC can have a any combination of a global value, a unique value for each game object, or a unique value for each playing ID.
218 /// If a value at the requested scope (determined by RTPCValue_type) is not found, the value that is available at the the next broadest scope will be returned, and io_rValueType will be changed to indicate this.
220 /// When looking up RTPC values via playing ID (ie. io_rValueType is RTPC_PlayingID), in_gameObjectID can be set to a specific game object (if it is available to the caller) to use as a fall back value.
221 /// If the game object is unknown or unavailable, AK_INVALID_GAME_OBJECT can be passed in in_gameObjectID, and the game object will be looked up via in_playingID.
222 /// However in this case, it is not possible to retrieve a game object value as a fall back value if the playing id does not exist. It is best to pass in the game object if possible.
230 AkGameObjectID in_gameObjectID, ///< Associated game object ID, ignored if io_rValueType is RTPCValue_Global.
231 AkPlayingID in_playingID, ///< Associated playing ID, ignored if io_rValueType is not RTPC_PlayingID.
233 RTPCValue_type& io_rValueType ///< In/Out value, the user must specify the requested type. The function will return in this variable the type of the returned value. );
237 /// \return AK_Success if succeeded, or AK_IDNotFound if the game object was not registered or the Switch Group name cannot be found
249 /// \return AK_Success if succeeded, or AK_IDNotFound if the game object was not registered or the Switch Group name cannot be found
261 /// \return AK_Success if succeeded, or AK_IDNotFound if the game object was not registered or the Switch Group name cannot be found
314 /// \return AK_Success if succeeded, or AK_InvalidParameter if io_ruNumSendValues is 0 or out_paEnvironmentValues is NULL, or AK_PartialSuccess if more environments exist than io_ruNumSendValues
354 /// \aknote It is possible to call QueryAudioObjectIDs with io_ruNumItems = 0 to get the total size of the
356 /// \return AK_Success if succeeded, AK_IDNotFound if the eventID cannot be found, AK_InvalidParameter if out_aObjectInfos is NULL while io_ruNumItems > 0
360 AkUInt32& io_ruNumItems, ///< Number of items in array provided / Number of items filled in array
366 /// \aknote It is possible to call QueryAudioObjectIDs with io_ruNumItems = 0 to get the total size of the
368 /// \return AK_Success if succeeded, AK_IDNotFound if the event name cannot be found, AK_InvalidParameter if out_aObjectInfos is NULL while io_ruNumItems > 0
372 AkUInt32& io_ruNumItems, ///< Number of items in array provided / Number of items filled in array
378 /// \aknote It is possible to call QueryAudioObjectIDs with io_ruNumItems = 0 to get the total size of the
380 /// \return AK_Success if succeeded, AK_IDNotFound if the event name cannot be found, AK_InvalidParameter if out_aObjectInfos is NULL while io_ruNumItems > 0
384 AkUInt32& io_ruNumItems, ///< Number of items in array provided / Number of items filled in array
389 /// \return AK_Success if succeeded, AK_IDNotFound if the object ID cannot be found, AK_NotCompatible if the audio object cannot expose positioning
396 /// After calling this function, the list will contain the list of all game objects that are currently active in the sound engine.
397 /// Being active means that either a sound is playing or pending to be played using this game object.
398 /// The caller is responsible for calling Term() on the list when the list is not required anymore
403 /// Fill the provided list with all the game object IDs that are currently active in the sound engine.
404 /// The function may be used to avoid updating game objects positions that are not required at the moment.
405 /// After calling this function, the list will contain the list of all game objects that are currently active in the sound engine.
406 /// Being active means that either a sound is playing or pending to be played using this game object.
414 /// Being active means that either a sound is playing or pending to be played using this game object.
445 /// Returns the maximum distance used in attenuations associated to all sounds currently playing.
446 /// This may be used for example by the game to know if some processing need to be performed on the game side, that would not be required
473 /// The Scaling factor (if one was specified on the game object) is included in the return value.
475 /// is computed only when the playback starts with the initial scaling factor of this game object. Scaling factor will
476 /// be re-computed for every playback instance, always using the scaling factor available at this time.
482 AkRadiusList & io_RadiusList ///< List that will be filled with AK::SoundEngine::Query::GameObjDst objects.
485 /// Returns the maximum distance used in attenuations associated to sounds playing using the specified game object.
486 /// This may be used for example by the game to know if some processing need to be performed on the game side, that would not be required
489 /// \aknote The returned value is NOT the distance from a listener to an object but the maximum attenuation distance of all sounds playing on this object. \endaknote
493 /// - 0, if the game object was only associated to sounds playing using no distance attenuation.
494 /// - A positive number represents the maximum of all the distance attenuations playing on this game object.
497 /// The Scaling factor (if one was specified on the game object) is included in the return value.
499 /// is computed only when the playback starts with the initial scaling factor of this game object. Scaling factor will
500 /// be re-computed for every playback instance, always using the scaling factor available at this time.
528 /// \aknote It is possible to call GetPlayingIDsFromGameObject with io_ruNumItems = 0 to get the total size of the
530 /// \return AK_Success if succeeded, AK_InvalidParameter if out_aPlayingIDs is NULL while io_ruNumItems > 0
538 /// \return AK_PartialSuccess if the object was found but no matching custom property was found on this object. Note that it could mean this value is the default value.
540 AkUniqueID in_ObjectID, ///< Object ID, this is the 32bit ShortID of the AudioFileSource or Sound object found in the .wwu XML file. At runtime it can only be retrieved by the AK_Duration callback when registered with PostEvent(), or by calling Query::QueryAudioObjectIDs() to get all the shortIDs associated with an event.
541 AkUInt32 in_uPropID, ///< Property ID of your custom property found under the Custom Properties tab of the Wwise project settings.
546 /// \return AK_PartialSuccess if the object was found but no matching custom property was found on this object. Note that it could mean this value is the default value.
548 AkUniqueID in_ObjectID, ///< Object ID, this is the 32bit ShortID of the AudioFileSource or Sound object found in the .wwu XML file. At runtime it can only be retrieved by the AK_Duration callback when registered with PostEvent(), or by calling Query::QueryAudioObjectIDs() to get all the shortIDs associated with an event.
549 AkUInt32 in_uPropID, ///< Property ID of your custom property found under the Custom Properties tab of the Wwise project settings.
AKSOUNDENGINE_API AKRESULT GetSwitch(AkSwitchGroupID in_switchGroup, AkGameObjectID in_gameObjectID, AkSwitchStateID &out_rSwitchState)
GameObjDst(AkGameObjectID in_gameObjID, AkReal32 in_dst)
Easy constructor
Definition: AkQueryParameters.h:431
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkTypes.h:947
@ RTPCValue_GameObject
The value is the game object specific RTPC.
Definition: AkQueryParameters.h:164
AKSOUNDENGINE_API AKRESULT GetObjectObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfObstructionLevel, AkReal32 &out_rfOcclusionLevel)
AKSOUNDENGINE_API AKRESULT GetListenerPosition(AkGameObjectID in_uListenerID, AkListenerPosition &out_rPosition)
Definition: AkSpeakerConfig.h:497
AkReal32 fVolAuxGameDefAtMaxDist
Volume wet at maximum distance (if any) (based on the Game defined distance attenuation)
Definition: AkQueryParameters.h:60
AKSOUNDENGINE_API AKRESULT GetListenerSpatialization(AkGameObjectID in_uListenerID, bool &out_rbSpatialized, AK::SpeakerVolumes::VectorPtr &out_pVolumeOffsets, AkChannelConfig &out_channelConfig)
AkLPFType HPFValueAtMaxDist
High pass filter value at max distance (if any)
Definition: AkQueryParameters.h:63
AKSOUNDENGINE_API AKRESULT GetPositioningInfo(AkUniqueID in_ObjectID, AkPositioningInfo &out_rPositioningInfo)
AKSOUNDENGINE_API AKRESULT GetPlayingIDsFromGameObject(AkGameObjectID in_GameObjId, AkUInt32 &io_ruNumIDs, AkPlayingID *out_aPlayingIDs)
AKSOUNDENGINE_API AKRESULT GetCustomPropertyValue(AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkInt32 &out_iValue)
Position and orientation of game objects in the world (i.e. supports 64-bit-precision position)
Definition: AkTypes.h:493
AkReal32 fVolAuxUserDefAtMaxDist
Volume wet at maximum distance (if any) (based on the User defined distance attenuation)
Definition: AkQueryParameters.h:61
AKSOUNDENGINE_API AKRESULT GetMaxRadius(AkRadiusList &io_RadiusList)
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
Definition: AkSpeakerVolumes.h:48
bool bHoldEmitterPosAndOrient
Hold emitter position and orientation values when starting playback.
Definition: AkQueryParameters.h:47
AKSOUNDENGINE_API AKRESULT GetListeners(AkGameObjectID in_GameObjectID, AkGameObjectID *out_ListenerObjectIDs, AkUInt32 &oi_uNumListeners)
AKSOUNDENGINE_API AkGameObjectID GetGameObjectFromPlayingID(AkPlayingID in_playingID)
Ak3DPositionType e3dPositioningType
3D position type: defines what acts as the emitter position for computing spatialization against the ...
Definition: AkQueryParameters.h:46
AKSOUNDENGINE_API bool GetIsGameObjectActive(AkGameObjectID in_GameObjId)
AKSOUNDENGINE_API AKRESULT GetState(AkStateGroupID in_stateGroup, AkStateID &out_rState)
AKSOUNDENGINE_API AKRESULT GetActiveGameObjects(AkGameObjectsList &io_GameObjectList)
AkSpeakerPanningType pannerType
Speaker panning type: type of panning logic when object is not 3D spatialized.
Definition: AkQueryParameters.h:45
AKSOUNDENGINE_API AkUniqueID GetEventIDFromPlayingID(AkPlayingID in_playingID)
AKSOUNDENGINE_API AKRESULT QueryAudioObjectIDs(AkUniqueID in_eventID, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos)
AkArray< AkGameObjectID, AkGameObjectID > AkGameObjectsList
Definition: AkQueryParameters.h:401
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
Definition: AkTypes.h:176
AkSpeakerPanningType
Speaker panning type: type of panning logic when object is not 3D spatialized (i.e....
Definition: AkTypes.h:1183
AkLPFType LPFValueAtMaxDist
Low pass filter value at max distance (if any)
Definition: AkQueryParameters.h:62
AKSOUNDENGINE_API AKRESULT GetRTPCValue(AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID, AkPlayingID in_playingID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType)
Ak3DPositionType
3D position type: defines what acts as the emitter position for computing spatialization against the ...
Definition: AkTypes.h:1192
@ RTPCValue_Unavailable
The value is not available for the RTPC specified.
Definition: AkQueryParameters.h:166
AKSOUNDENGINE_API AKRESULT GetGameObjectAuxSendValues(AkGameObjectID in_gameObjectID, AkAuxSendValue *out_paAuxSendValues, AkUInt32 &io_ruNumSendValues)
AkArray< GameObjDst, const GameObjDst & > AkRadiusList
Definition: AkQueryParameters.h:443
AKSOUNDENGINE_API AKRESULT GetPosition(AkGameObjectID in_GameObjectID, AkSoundPosition &out_rPosition)
AKSOUNDENGINE_API AKRESULT GetGameObjectDryLevelValue(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfControlValue)