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알림: 고객님의 주요 출시 버전( 2019.1.11.7296 )에 해당하는 최신 설명서로 이동했습니다. 특정 버전의 설명서를 보시려면 Audiokinetic 런처에서 오프라인 설명서를 다운로드하고 Wwise Authoring의 Offline Documentation을 확인하세요.
Wwise SDK 2019.1.11
AK::SoundEngine::Query 네임스페이스 참조

클래스

struct   GameObjDst
 

함수

Game Objects
AKSOUNDENGINE_API AKRESULT  GetPosition (AkGameObjectID in_GameObjectID, AkSoundPosition &out_rPosition)
 
Listeners
AKSOUNDENGINE_API AKRESULT  GetListeners (AkGameObjectID in_GameObjectID, AkGameObjectID *out_ListenerObjectIDs, AkUInt32 &oi_uNumListeners)
 
AKSOUNDENGINE_API AKRESULT  GetListenerPosition (AkGameObjectID in_uIndex, AkListenerPosition &out_rPosition)
 
AKSOUNDENGINE_API AKRESULT  GetListenerSpatialization (AkUInt32 in_uIndex, bool &out_rbSpatialized, AK::SpeakerVolumes::VectorPtr &out_pVolumeOffsets, AkChannelConfig &out_channelConfig)
 

Game Syncs

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

Environments

typedef AkArray< AkGameObjectID, AkGameObjectID, ArrayPoolDefault, 32 >  AkGameObjectsList
 
typedef AkArray< GameObjDst, const GameObjDst &, ArrayPoolDefault, 32 >  AkRadiusList
 
AKSOUNDENGINE_API AKRESULT  GetGameObjectAuxSendValues (AkGameObjectID in_gameObjectID, AkAuxSendValue *out_paAuxSendValues, AkUInt32 &io_ruNumSendValues)
 
AKSOUNDENGINE_API AKRESULT  GetGameObjectDryLevelValue (AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfControlValue)
 
AKSOUNDENGINE_API AKRESULT  GetObjectObstructionAndOcclusion (AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfObstructionLevel, AkReal32 &out_rfOcclusionLevel)
 
AKSOUNDENGINE_API AKRESULT  QueryAudioObjectIDs (AkUniqueID in_eventID, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos)
 
AKSOUNDENGINE_API AKRESULT  QueryAudioObjectIDs (const char *in_pszEventName, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos)
 
AKSOUNDENGINE_API AKRESULT  GetPositioningInfo (AkUniqueID in_ObjectID, AkPositioningInfo &out_rPositioningInfo)
 
AKSOUNDENGINE_API AKRESULT  GetActiveGameObjects (AkGameObjectsList &io_GameObjectList)
 
AKSOUNDENGINE_API bool  GetIsGameObjectActive (AkGameObjectID in_GameObjId)
 
AKSOUNDENGINE_API AKRESULT  GetMaxRadius (AkRadiusList &io_RadiusList)
 
AKSOUNDENGINE_API AkReal32  GetMaxRadius (AkGameObjectID in_GameObjId)
 
AKSOUNDENGINE_API AkUniqueID  GetEventIDFromPlayingID (AkPlayingID in_playingID)
 
AKSOUNDENGINE_API AkGameObjectID  GetGameObjectFromPlayingID (AkPlayingID in_playingID)
 
AKSOUNDENGINE_API AKRESULT  GetPlayingIDsFromGameObject (AkGameObjectID in_GameObjId, AkUInt32 &io_ruNumIDs, AkPlayingID *out_aPlayingIDs)
 
AKSOUNDENGINE_API AKRESULT  GetCustomPropertyValue (AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkInt32 &out_iValue)
 
AKSOUNDENGINE_API AKRESULT  GetCustomPropertyValue (AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkReal32 &out_fValue)
 

상세한 설명

Query namespace

Remarks
The functions in this namespace are thread-safe, unless stated otherwise.
경고
Unless noted otherwise in the function definition that it will not acquire the main audio lock, the functions in this namespace might stall for several milliseconds before returning (as they cannot execute while the main sound engine thread is busy). They should therefore not be called from any game critical thread, such as the main game loop.
There might be a significant delay between a Sound Engine call (such as PostEvent) and the information being reflected in a Query (such as GetIsGameObjectActive).

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