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include/AK/SoundEngine/Common/AkQueryParameters.h File Reference

Go to the source code of this file.

Classes

struct   AkPositioningInfo
  Positioning information obtained from an object. More...
struct   AkObjectInfo
  Object information structure for QueryAudioObjectsIDs. More...
struct   AK::SoundEngine::Query::GameObjDst

Namespaces

namespace   AK
 

Audiokinetic namespace.


namespace   AK::SoundEngine
namespace   AK::SoundEngine::Query

Typedefs

typedef AkArray
< AkGameObjectID,
AkGameObjectID,
ArrayPoolDefault, 32 > 
AK::SoundEngine::Query::AkGameObjectsList
typedef AkArray< GameObjDst,
const GameObjDst
&, ArrayPoolDefault, 32 > 
AK::SoundEngine::Query::AkRadiusList

Functions

AKRESULT __cdecl  AK::SoundEngine::Query::QueryAudioObjectIDs (AkUniqueID in_eventID, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos)
AKRESULT __cdecl  AK::SoundEngine::Query::QueryAudioObjectIDs (const char *in_pszEventName, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos)
AKRESULT __cdecl  AK::SoundEngine::Query::GetPositioningInfo (AkUniqueID in_ObjectID, AkPositioningInfo &out_rPositioningInfo)
AKRESULT __cdecl  AK::SoundEngine::Query::GetActiveGameObjects (AkGameObjectsList &io_GameObjectList)
bool __cdecl  AK::SoundEngine::Query::GetIsGameObjectActive (AkGameObjectID in_GameObjId)
AKRESULT __cdecl  AK::SoundEngine::Query::GetMaxRadius (AkRadiusList &io_RadiusList)
AkReal32 __cdecl  AK::SoundEngine::Query::GetMaxRadius (AkGameObjectID in_GameObjId)
AkUniqueID __cdecl  AK::SoundEngine::Query::GetEventIDFromPlayingID (AkPlayingID in_playingID)
AkGameObjectID __cdecl  AK::SoundEngine::Query::GetGameObjectFromPlayingID (AkPlayingID in_playingID)
AKRESULT __cdecl  AK::SoundEngine::Query::GetPlayingIDsFromGameObject (AkGameObjectID in_GameObjId, AkUInt32 &io_ruNumIDs, AkPlayingID *out_aPlayingIDs)
AKRESULT __cdecl  AK::SoundEngine::Query::GetCustomPropertyValue (AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkInt32 &out_iValue)
  Get the value of a custom property of integer or boolean type.
AKRESULT __cdecl  AK::SoundEngine::Query::GetCustomPropertyValue (AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkReal32 &out_fValue)
  Get the value of a custom property of real type.
Game Objects

AKRESULT __cdecl  AK::SoundEngine::Query::GetPosition (AkGameObjectID in_GameObjectID, AkSoundPosition &out_rPosition)
Listeners

AKRESULT __cdecl  AK::SoundEngine::Query::GetActiveListeners (AkGameObjectID in_GameObjectID, AkUInt32 &out_ruListenerMask)
AKRESULT __cdecl  AK::SoundEngine::Query::GetListenerPosition (AkUInt32 in_uIndex, AkListenerPosition &out_rPosition)
AKRESULT __cdecl  AK::SoundEngine::Query::GetListenerSpatialization (AkUInt32 in_uIndex, bool &out_rbSpatialized, AK::SpeakerVolumes::VectorPtr &out_pVolumeOffsets, AkChannelConfig &out_channelConfig)
Environments

AKRESULT __cdecl  AK::SoundEngine::Query::GetGameObjectAuxSendValues (AkGameObjectID in_gameObjectID, AkAuxSendValue *out_paAuxSendValues, AkUInt32 &io_ruNumSendValues)
AKRESULT __cdecl  AK::SoundEngine::Query::GetGameObjectDryLevelValue (AkGameObjectID in_gameObjectID, AkReal32 &out_rfControlValue)
AKRESULT __cdecl  AK::SoundEngine::Query::GetObjectObstructionAndOcclusion (AkGameObjectID in_ObjectID, AkUInt32 in_uListener, AkReal32 &out_rfObstructionLevel, AkReal32 &out_rfOcclusionLevel)

Game Syncs



enum   AK::SoundEngine::Query::RTPCValue_type { AK::SoundEngine::Query::RTPCValue_Default, AK::SoundEngine::Query::RTPCValue_Global, AK::SoundEngine::Query::RTPCValue_GameObject, AK::SoundEngine::Query::RTPCValue_Unavailable }
AKRESULT __cdecl  AK::SoundEngine::Query::GetRTPCValue (AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType)
AKRESULT __cdecl  AK::SoundEngine::Query::GetRTPCValue (const char *in_pszRtpcName, AkGameObjectID in_gameObjectID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType)
AKRESULT __cdecl  AK::SoundEngine::Query::GetSwitch (AkSwitchGroupID in_switchGroup, AkGameObjectID in_gameObjectID, AkSwitchStateID &out_rSwitchState)
AKRESULT __cdecl  AK::SoundEngine::Query::GetSwitch (const char *in_pstrSwitchGroupName, AkGameObjectID in_GameObj, AkSwitchStateID &out_rSwitchState)
AKRESULT __cdecl  AK::SoundEngine::Query::GetState (AkStateGroupID in_stateGroup, AkStateID &out_rState)
AKRESULT __cdecl  AK::SoundEngine::Query::GetState (const char *in_pstrStateGroupName, AkStateID &out_rState)

Detailed Description

The sound engine parameter query interface.

Definition in file AkQueryParameters.h.


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