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Wwise SDK 2019.1.9
AkCommunication.h
1 /*******************************************************************************
2 The content of this file includes portions of the AUDIOKINETIC Wwise Technology
3 released in source code form as part of the SDK installer package.
4 
5 Commercial License Usage
6 
7 Licensees holding valid commercial licenses to the AUDIOKINETIC Wwise Technology
8 may use this file in accordance with the end user license agreement provided
9 with the software or, alternatively, in accordance with the terms contained in a
10 written agreement between you and Audiokinetic Inc.
11 
12 Apache License Usage
13 
14 Alternatively, this file may be used under the Apache License, Version 2.0 (the
15 "Apache License"); you may not use this file except in compliance with the
16 Apache License. You may obtain a copy of the Apache License at
17 http://www.apache.org/licenses/LICENSE-2.0.
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19 Unless required by applicable law or agreed to in writing, software distributed
20 under the Apache License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES
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23 
24  Version: <VERSION> Build: <BUILDNUMBER>
25  Copyright (c) <COPYRIGHTYEAR> Audiokinetic Inc.
26 *******************************************************************************/
27 
28 /// \file
29 /// The main communication interface (between the in-game sound engine and
30 /// authoring tool).
31 /// \sa
32 /// - \ref initialization_comm
33 /// - \ref termination_comm
34 
35 #ifndef _AK_COMMUNICATION_H
36 #define _AK_COMMUNICATION_H
37 
38 #include <AK/SoundEngine/Common/AkTypes.h>
39 #include <AK/SoundEngine/Common/AkMemoryMgr.h>
40 #include <AK/Tools/Common/AkPlatformFuncs.h>
41 
42 #define AK_COMM_SETTINGS_MAX_STRING_SIZE 64
43 
44 /// Platform-independent initialization settings of communication module between the Wwise sound engine
45 /// and authoring tool.
46 /// \sa
47 /// - AK::Comm::Init()
49 {
51  {
52  szAppNetworkName[0] = 0;
53  }
54  AkUInt32 uPoolSize; ///< Size of the communication pool, in bytes.
55 #if defined(AK_USE_NX_HTCS)
56  AkThreadProperties threadProperties; ///< Communication & Connection threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL)
57 #endif
58 
59  /// Ports used for communication between the Wwise authoring application and your game.
60  /// All of these ports are opened in the game when Wwise communication is enabled.
61  /// When using HIO type communication, the ports are in fact channels and they must be 3
62  /// consecutives channels in the order they are defined in the Port structure.
63  ///
64  /// \sa
65  /// - \ref initialization_comm_ports
66  /// - AK::Comm::GetDefaultInitSettings()
67  /// - AK::Comm::Init()
68  struct Ports
69  {
70  /// Constructor
72  : uDiscoveryBroadcast( AK_COMM_DEFAULT_DISCOVERY_PORT )
73 #if defined( AK_COMM_NO_DYNAMIC_PORTS )
74  , uCommand( AK_COMM_DEFAULT_DISCOVERY_PORT + 1 )
75  , uNotification( AK_COMM_DEFAULT_DISCOVERY_PORT + 2 )
76 #else
77  , uCommand( 0 )
78  , uNotification( 0 )
79 #endif
80  {
81  }
82 
83  /// This is where the authoring application broadcasts "Game Discovery" requests
84  /// to discover games running on the network. Default value: 24024.
85  ///
86  /// \warning Unlike the other ports in this structure, this port cannot be dynamic
87  /// (cannot be set to 0). Refer to \ref initialization_comm_ports_discovery_broadcast
88  /// for more details.
90 
91  /// Used by the "command" channel.
92  /// \remark Set to 0 to request a dynamic/ephemeral port.
93  AkUInt16 uCommand;
94 
95  /// Used by the "notification" channel.
96  /// \remark Set to 0 to request a dynamic/ephemeral port.
97  AkUInt16 uNotification;
98  };
99 
100  /// Ports used for communication between the Wwise authoring application and your game.
101  /// \sa
102  /// - \ref initialization_comm
103  /// - AkCommSettings::Ports
104  /// - AK::Comm::Init()
106 
107  /// Tells if the base console communication library should be initialized.
108  /// If set to false, the game should load/initialize the console's communication library prior to calling this function.
109  /// Set to false only if your game already use sockets before the sound engine initialization.
110  /// Some consoles have critical requirements for initialization, see \ref initialization_comm_console_lib
112 
113  /// Optional name that will be displayed over network remote connection of Wwise.
114  /// It must be a NULL terminated string.
115  char szAppNetworkName[AK_COMM_SETTINGS_MAX_STRING_SIZE];
116 };
117 
118 namespace AK
119 {
120  namespace Comm
121  {
122  ///////////////////////////////////////////////////////////////////////
123  /// @name Initialization
124  //@{
125 
126  /// Initializes the communication module. When this is called, and AK::SoundEngine::RenderAudio()
127  /// is called periodically, you may use the authoring tool to connect to the sound engine.
128  ///
129  /// \warning This function must be called after the sound engine and memory manager have
130  /// been properly initialized.
131  ///
132  ///
133  /// \remark The AkCommSettings structure should be initialized with
134  /// AK::Comm::GetDefaultInitSettings(). You can then change some of the parameters
135  /// before calling this function.
136  ///
137  /// \return
138  /// - AK_Success if initialization was successful.
139  /// - AK_InvalidParameter if one of the settings is invalid.
140  /// - AK_InsufficientMemory if the specified pool size is too small for initialization.
141  /// - AK_Fail for other errors.
142  ///
143  /// \sa
144  /// - \ref initialization_comm
145  /// - AK::Comm::GetDefaultInitSettings()
146  /// - AkCommSettings::Ports
147  AK_EXTERNAPIFUNC( AKRESULT, Init )(
148  const AkCommSettings & in_settings///< Initialization settings.
149  );
150 
151  /// Gets the last error from the OS-specific communication library.
152  /// \return The system error code. Check the code in the platform manufacturer documentation for details about the error.
153  AK_EXTERNAPIFUNC(AkInt32, GetLastError());
154 
155  /// Gets the communication module's default initialization settings values.
156  /// \sa
157  /// - \ref initialization_comm
158  /// - AK::Comm::Init()
159  AK_EXTERNAPIFUNC( void, GetDefaultInitSettings )(
160  AkCommSettings & out_settings ///< Returned default initialization settings.
161  );
162 
163  /// Terminates the communication module.
164  /// \warning This function must be called before the memory manager is terminated.
165  /// \sa
166  /// - \ref termination_comm
167  AK_EXTERNAPIFUNC( void, Term )();
168 
169  /// Terminates and reinitialize the communication module using current settings.
170  ///
171  /// \return
172  /// - AK_Success if initialization was successful.
173  /// - AK_InvalidParameter if one of the settings is invalid.
174  /// - AK_InsufficientMemory if the specified pool size is too small for initialization.
175  /// - AK_Fail for other errors.
176  ///
177  /// \sa
178  /// - \ref AK::SoundEngine::iOS::WakeupFromSuspend()
179  AK_EXTERNAPIFUNC( AKRESULT, Reset )();
180 
181 
182  /// Get the initialization settings currently in use by the CommunicationSystem
183  ///
184  /// \return
185  /// - AK_Success if initialization was successful.
186  AK_EXTERNAPIFUNC( const AkCommSettings&, GetCurrentSettings )();
187 
188  //@}
189  }
190 }
191 
192 #endif // _AK_COMMUNICATION_H
Audiokinetic namespace
AKSOUNDENGINE_API void __cdecl GetDefaultInitSettings(AkCommSettings &out_settings)
AKSOUNDENGINE_API AkInt32 __cdecl GetLastError()
AKSOUNDENGINE_API AKRESULT __cdecl Init(const AkCommSettings &in_settings)
char szAppNetworkName[AK_COMM_SETTINGS_MAX_STRING_SIZE]
Definition: AkCommunication.h:115
AkUInt16 uDiscoveryBroadcast
Definition: AkCommunication.h:89
AKSOUNDENGINE_API void __cdecl Term()
Ports()
Constructor
Definition: AkCommunication.h:71
const AKSOUNDENGINE_API AkCommSettings &__cdecl GetCurrentSettings()
bool bInitSystemLib
Definition: AkCommunication.h:111
AKSOUNDENGINE_API AKRESULT __cdecl Reset()
AkUInt32 uPoolSize
Size of the communication pool, in bytes.
Definition: AkCommunication.h:54
AkUInt16 uNotification
Definition: AkCommunication.h:97