目次

ネームスペース AK::SpatialAudio

Audiokinetic spatial audio namespace. [詳細]

型定義

typedef AkString
< ArrayPoolSpatialAudio,
wchar_t > 
WString
  Wide string type for use in Wwise Spatial Audio.
typedef AkString
< ArrayPoolSpatialAudio,
AkOSChar
OsString
  OS string type for use in Wwise Spatial Audio.
typedef AkString
< ArrayPoolSpatialAudio, char > 
String
  String type for use in Wwise Spatial Audio.
typedef AkDbString
< ArrayPoolSpatialAudio, char,
CAkLock
DbString
  Instanced string type.
typedef AkUInt16  Idx

関数

Basic functions.

In order to use SpatialAudio, you need to initalize it using Init, and register all emitters and listeners that you plan on using with any of the services offered by SpatialAudio, using RegisterEmitter and RegisterListener respectively, _after_ having registered their corresponding game object to the sound engine. The position of these objects and game-defined sends should be updated with SetPosition and SetEmitterAuxSendValues instead of their AK::SoundEngine counterparts.

Warning.gif
警告: At the moment, there can be only one Spatial Audio listener registered at any given time.
AkMemPoolId __cdecl  GetPoolID ()
  Access the internal pool ID passed to Init.
AKRESULT __cdecl  Init (const AkSpatialAudioInitSettings &in_initSettings)
  Initialize the SpatialAudio API.
AKRESULT __cdecl  RegisterEmitter (AkGameObjectID in_gameObjectID, const AkEmitterSettings &in_settings)
AKRESULT __cdecl  UnregisterEmitter (AkGameObjectID in_gameObjectID)
AKRESULT __cdecl  RegisterListener (AkGameObjectID in_gameObjectID)
AKRESULT __cdecl  UnregisterListener (AkGameObjectID in_gameObjectID)
AKRESULT __cdecl  SetPosition (AkGameObjectID in_gameObjectID, const AkTransform &in_sourcePosition)
AKRESULT __cdecl  SetEmitterAuxSendValues (AkGameObjectID in_gameObjectID, AkAuxSendValue *in_pAuxSends, AkUInt32 in_uNumAux)
Helper functions for passing game data to the Wwise Reflect plug-in.

Use this API for detailed placement of reflection image sources.

Note.gif
注釈: These functions are low-level and useful when your game engine already implements a geometrical approach to sound propagation such as an image-source or a ray tracing algorithm. Functions of Geometry are preferred and easier to use with the Wwise Reflect plug-in.
AKRESULT __cdecl  SetImageSource (AkImageSourceID in_srcID, const AkImageSourceSettings &in_info, AkUniqueID in_AuxBusID, AkRoomID in_roomID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
AKRESULT __cdecl  RemoveImageSource (AkImageSourceID in_srcID, AkUniqueID in_AuxBusID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
Geometry

Geometry API for early reflection processing using Wwise Reflect.

AKRESULT __cdecl  SetGeometry (AkGeometrySetID in_GeomSetID, const AkGeometryParams &in_params)
AKRESULT __cdecl  RemoveGeometry (AkGeometrySetID in_SetID)
AKRESULT __cdecl  QueryReflectionPaths (AkGameObjectID in_gameObjectID, AkVector &out_listenerPos, AkVector &out_emitterPos, AkReflectionPathInfo *out_aPaths, AkUInt32 &io_uArraySize)
Rooms and Portals

Sound Propagation API using rooms and portals.

AKRESULT __cdecl  SetRoom (AkRoomID in_RoomID, const AkRoomParams &in_Params)
AKRESULT __cdecl  RemoveRoom (AkRoomID in_RoomID)
AKRESULT __cdecl  SetPortal (AkPortalID in_PortalID, const AkPortalParams &in_Params)
AKRESULT __cdecl  RemovePortal (AkPortalID in_PortalID)
AKRESULT __cdecl  SetGameObjectInRoom (AkGameObjectID in_gameObjectID, AkRoomID in_CurrentRoomID)
AKRESULT __cdecl  SetEmitterObstructionAndOcclusion (AkGameObjectID in_gameObjectID, AkReal32 in_fObstruction, AkReal32 in_fOcclusion)
AKRESULT __cdecl  SetPortalObstructionAndOcclusion (AkPortalID in_PortalID, AkReal32 in_fObstruction, AkReal32 in_fOcclusion)
AKRESULT __cdecl  QueryWetDiffraction (AkPortalID in_portal, AkReal32 &out_wetDiffraction)
AKRESULT __cdecl  QueryDiffractionPaths (AkGameObjectID in_gameObjectID, AkVector &out_listenerPos, AkVector &out_emitterPos, AkDiffractionPathInfo *out_aPaths, AkUInt32 &io_uArraySize)

説明

Audiokinetic spatial audio namespace.