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Wwise SDK 2025.1.3
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#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] | |
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:
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.
AkCommandTypes.h の 1274 行目に定義があります。