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AkPlayingID __cdecl |
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 |
Close (AkPlayingID in_playingID) |
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AKRESULT __cdecl |
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 |
Pause (AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear) |
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AKRESULT __cdecl |
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 |
Stop (AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear) |
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AKRESULT __cdecl |
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 |
GetPauseTimes (AkPlayingID in_playingID, AkUInt32 &out_uTime, AkUInt32 &out_uDuration) |
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Get pause times. More...
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AKRESULT __cdecl |
GetPlayingItem (AkPlayingID in_playingID, AkUniqueID &out_audioNodeID, void *&out_pCustomInfo) |
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Playlist *__cdecl |
LockPlaylist (AkPlayingID in_playingID) |
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AKRESULT __cdecl |
UnlockPlaylist (AkPlayingID in_playingID) |
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Dynamic Sequence namespace