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include/AK/SoundEngine/Platforms/PS4/AkPS4SoundEngine.h

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00001 /*******************************************************************************
00002 The content of this file includes portions of the AUDIOKINETIC Wwise Technology
00003 released in source code form as part of the SDK installer package.
00004 
00005 Commercial License Usage
00006 
00007 Licensees holding valid commercial licenses to the AUDIOKINETIC Wwise Technology
00008 may use this file in accordance with the end user license agreement provided 
00009 with the software or, alternatively, in accordance with the terms contained in a
00010 written agreement between you and Audiokinetic Inc.
00011 
00012 Apache License Usage
00013 
00014 Alternatively, this file may be used under the Apache License, Version 2.0 (the 
00015 "Apache License"); you may not use this file except in compliance with the 
00016 Apache License. You may obtain a copy of the Apache License at 
00017 http://www.apache.org/licenses/LICENSE-2.0.
00018 
00019 Unless required by applicable law or agreed to in writing, software distributed
00020 under the Apache License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES
00021 OR CONDITIONS OF ANY KIND, either express or implied. See the Apache License for
00022 the specific language governing permissions and limitations under the License.
00023 
00024   Version: <VERSION>  Build: <BUILDNUMBER>
00025   Copyright (c) <COPYRIGHTYEAR> Audiokinetic Inc.
00026 *******************************************************************************/
00027 
00028 /// \file 
00029 /// Main Sound Engine interface, PS4 specific.
00030 
00031 #pragma once
00032 
00033 #include <AK/SoundEngine/Common/AkTypes.h>
00034 #include <AK/Tools/Common/AkPlatformFuncs.h>
00035 
00036 /// Platform specific initialization settings
00037 /// \sa AK::SoundEngine::Init
00038 /// \sa AK::SoundEngine::GetDefaultPlatformInitSettings
00039 /// - \ref soundengine_initialization_advanced_soundengine_using_memory_threshold
00040 struct AkPlatformInitSettings
00041 {
00042     // Threading model.
00043     AkThreadProperties  threadLEngine;          ///< Lower engine threading properties
00044     AkThreadProperties  threadBankManager;      ///< Bank manager threading properties (its default priority is AK_THREAD_PRIORITY_NORMAL)
00045 
00046     // Memory.
00047     AkUInt32            uLEngineDefaultPoolSize;///< Lower Engine default memory pool size
00048     AkReal32            fLEngineDefaultPoolRatioThreshold;  ///< 0.0f to 1.0f value: The percentage of occupied memory where the sound engine should enter in Low memory mode. \ref soundengine_initialization_advanced_soundengine_using_memory_threshold
00049     
00050     // (SCE_AJM_JOB_INITIALIZE_SIZE*MAX_INIT_SOUND_PER_FRAME) + (SCE_AJM_JOB_RUN_SPLIT_SIZE(4)*MAX_BANK_SRC + (SCE_AJM_JOB_RUN_SPLIT_SIZE(5)*MAX_FILE_SRC
00051     AkUInt32            uLEngineAcpBatchBufferSize; ///< Lower Engine default memory pool size
00052     bool                bHwCodecLowLatencyMode; ///< Use low latency mode for ATRAC9  (default is false).  If true, decoding jobs are submitted at the beginning of the Wwise update and it will be necessary to wait for the result.
00053 
00054     // Voices.
00055     AkUInt16            uNumRefillsInVoice;     ///< Number of refill buffers in voice buffer. 2 == double-buffered, defaults to 4. 
00056     
00057     AkThreadProperties  threadMonitor;          ///< Monitor threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL). This parameter is not used in Release build.
00058 
00059     bool                bStrictAtrac9Aligment;  ///< Forces checks for ATRAC9 alignment in banks.
00060 };
00061 
00062 namespace AK
00063 {
00064     /// Returns the current PS4 output port handle being used by the Wwise SoundEngine for main output.
00065     /// This should be called only once the SoundEngine has been successfully initialized, otherwise
00066     /// the function will return an invalid value (-1).
00067     ///
00068     /// Use \ref RegisterAudioDeviceStatusCallback to get notified when devices are created/destructed.
00069     ///
00070     /// \return the current PS4 main output port handle or -1.
00071 
00072     extern int GetPS4OutputHandle();
00073 };

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