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AKRESULT __cdecl AK::SoundEngine::ResetRTPCValue ( const char *  in_pszRtpcName,
AkGameObjectID  in_gameObjectID = AK_INVALID_GAME_OBJECT,
AkTimeMs  in_uValueChangeDuration = 0,
AkCurveInterpolation  in_eFadeCurve = AkCurveInterpolation_Linear,
bool  in_bBypassInternalValueInterpolation = false  
)

Reset the value of the game parameter to its default value, as specified in the Wwise project. With this function, you may reset a game parameter to its default value on global scope or on game object scope. Game object scope supersedes global scope. Game parameter values reset on global scope are applied to all game objects that were not overriden with a value on game object scope. To reset a game parameter value on global scope, pass AK_INVALID_GAME_OBJECT as the game object. With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the middle of an interpolation, the interpolation stops and the new value is set directly. Refer to RTPCs and Game Objects, RTPCs and Busses and RTPCs and Plug-Ins for more details on RTPC scope.

Returns:
  • AK_Success if successful
  • AK_IDNotFound if in_pszParamName is NULL.
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    Note: Strings are case-insensitive.
See also:
Parameters:
in_pszRtpcName  Name of the game parameter
in_gameObjectID  Associated game object ID
in_uValueChangeDuration  Duration during which the game parameter is interpolated towards its default value
in_eFadeCurve  Curve type to be used for the game parameter interpolation
in_bBypassInternalValueInterpolation  True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.