Go to the source code of this file.
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AkPlayingID __cdecl |
AK::SoundEngine::DynamicSequence::Open (AkGameObjectID in_gameObjectID, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, DynamicSequenceType in_eDynamicSequenceType=DynamicSequenceType_SampleAccurate) |
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AKRESULT __cdecl |
AK::SoundEngine::DynamicSequence::Close (AkPlayingID in_playingID) |
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AKRESULT __cdecl |
AK::SoundEngine::DynamicSequence::Play (AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear) |
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Play specified Dynamic Sequence. More...
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AKRESULT __cdecl |
AK::SoundEngine::DynamicSequence::Pause (AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear) |
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AKRESULT __cdecl |
AK::SoundEngine::DynamicSequence::Resume (AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear) |
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Resume specified Dynamic Sequence. More...
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AKRESULT __cdecl |
AK::SoundEngine::DynamicSequence::Stop (AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear) |
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AKRESULT __cdecl |
AK::SoundEngine::DynamicSequence::Break (AkPlayingID in_playingID) |
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Break specified Dynamic Sequence. The sequence will stop after the current item. More...
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AKRESULT __cdecl |
AK::SoundEngine::DynamicSequence::GetPauseTimes (AkPlayingID in_playingID, AkUInt32 &out_uTime, AkUInt32 &out_uDuration) |
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Get pause times. More...
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AKRESULT __cdecl |
AK::SoundEngine::DynamicSequence::GetPlayingItem (AkPlayingID in_playingID, AkUniqueID &out_audioNodeID, void *&out_pCustomInfo) |
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Playlist *__cdecl |
AK::SoundEngine::DynamicSequence::LockPlaylist (AkPlayingID in_playingID) |
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AKRESULT __cdecl |
AK::SoundEngine::DynamicSequence::UnlockPlaylist (AkPlayingID in_playingID) |
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