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| AkAudioObjectID | key |
| | Unique ID, local to a given bus. Only the lower 56 of 64 bits are used for the object itself. The highest 8 bits are available for channel indexing. [詳解]
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| AkPositioningData | positioning |
| | Positioning data for deferred 3D rendering. [詳解]
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| AkRamp | cumulativeGain |
| | Cumulative ramping gain to apply when mixing down to speaker bed or final endpoint [詳解]
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| AkPipelineID | instigatorID |
| | Profiling ID of the node from which the object stems (typically the voice, instance of an actor-mixer). [詳解]
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| AkPriority | priority |
| | Audio object playback priority. Object with a higher priority will be rendered using the hardware's object functionality on platforms that supports it, whereas objects with a lower priority will be downmixed to a lower resolution 3D bed. Audio object priorities should be retrieved, or set through IAkPluginServiceAudioObjectPriority to retain compatibility with future Wwise releases. [詳解]
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| ArrayCustomMetadata | arCustomMetadata |
| | Array of custom metadata, gathered from visited objects. Note: any custom metadata is expected to exist for only the current sound engine render tick, and persistent references to it should not be stored. [詳解]
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| String | objectName |
| | Name string of the object, to appear in the object profiler. This is normally used by out-of-place object processors for naming their output objects. Built-in sound engine structures don't use it. [詳解]
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An audio object refers to an audio signal with some attached metadata going through the sound engine pipeline. The AkAudioObject struct encapsulates the metadata part. The signal itself is contained in a separate AkAudioBuffer instance.
AkAudioObject.h の 45 行目に定義があります。