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Wwise SDK 2025.1.3
AkCmd_ControlSuspendedState 構造体

#include <AkCommandTypes.h>

公開変数類

AkUInt8 isSuspended
 Whether to suspend or wake up the Sound Engine. [詳解]
 
AkUInt8 renderWhileSuspended
 ///< If set to true, audio processing will still occur while suspended, but not outputted. When set to false, no audio will be processed at all, even when AK::SoundEngine::RenderAudio is called. [詳解]
 
AkTimeMs transitionTime
 Delay the transition. During transition to suspended state, a fade-out is applied to the audio output. When 0, the suspend takes effect immediately but audio may glitch. [詳解]
 

詳解

Puts the sound engine in background mode, where audio isn't processed anymore. Required when the platform has a background mode or some suspended state.

When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when AK::SoundEngine::RenderAudio is called. It is recommended to match the renderWhileSuspended parameter with the behavior of the rest of your game:

  • If your game still runs in background and you must keep some kind of coherent state between the audio engine and game, then allow rendering.
  • If you want to minimize CPU when in background, then don't allow rendering and never call RenderAudio from the game.

Use the same command with isSuspended set to false when your application receives the message from the OS that the process is back in foreground.

Consult システム特有のイベントの処理 to learn when it is appropriate to call this function for each platform.

参照

AkCommandTypes.h1274 行目に定義があります。


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