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Wwise SDK 2023.1.2

◆ PostEventSync()

virtual AkPlayingID AK::IAkGlobalPluginContext::PostEventSync ( AkUniqueID  in_eventID,
AkGameObjectID  in_gameObjectID,
AkUInt32  in_uFlags = 0,
AkCallbackFunc  in_pfnCallback = NULL,
void *  in_pCookie = NULL,
AkUInt32  in_cExternals = 0,
AkExternalSourceInfo in_pExternalSources = NULL,
AkPlayingID  in_PlayingID = AK_INVALID_PLAYING_ID 
)
pure virtual

Synchronously posts an Event to the sound engine (by event ID). The callback function can be used to be noticed when markers are reached or when the event is finished. An array of wave file sources can be provided to resolve External Sources triggered by the event.

戻り値
The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed
注釈
This function executes the actions contained in the event without going through the message queue. In order to do so it acquires the global Wwise sound engine lock. It should therefore only be called from one of the global engine hooks (see AK::IAkGlobalPluginContext::RegisterGlobalCallback). Use AK::IAkGlobalPluginContext::GetIDFromString() if you use event names (strings).
参照
引数
in_eventIDUnique ID of the event
in_gameObjectIDAssociated game object ID
in_uFlagsBitmask: see AkCallbackType
in_pfnCallbackCallback function
in_pCookieCallback cookie that will be sent to the callback function along with additional information
in_cExternalsOptional count of external source structures
in_pExternalSourcesOptional array of external source resolution information
in_PlayingIDOptional (advanced users only) Specify the playing ID to target with the event. Will Cause active actions in this event to target an existing Playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any for normal playback.

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