Wwise SDK 2019.1.11
_ak_sound_engine_8h_source
Version
menu_open
link
Wwise SDK 2019.1.11
|
AkSoundEngine.h
123 bool in_bBackgroundMusicMuted, ///< Flag indicating whether the busses tagged as "background music" in the project are muted or not.
136 AkOutputSettings(const char* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
139 AkOutputSettings(const wchar_t* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
142 AkUniqueID audioDeviceShareset; ///< Unique ID of a custom audio device to be used. Custom audio devices are defined in the Audio Device Shareset section of the Wwise project.
143 ///< If you want to output normally through the default system, leave this field to its default value (AK_INVALID_UNIQUE_ID).
144 ///< Typical usage: AkInitSettings.eOutputSettings.audioDeviceShareset = AK::SoundEngine::GetIDFromString("InsertYourAudioDeviceSharesetNameHere");
150 AkUInt32 idDevice; ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
152 ///< - XBoxOne Controller-Headphones: Use the AK::GetDeviceID function to get the ID from an IMMDevice. Find the player's device with the WASAPI API (IMMDeviceEnumerator, see Microsoft documentation) or use AK::GetDeviceIDFromName.
153 ///< - Windows: Use AK::GetDeviceID or AK::GetDeviceIDFromName to get the correct ID. Leave to 0 for the default Windows device as seen in Audio Properties.
154 ///< - All other outputs: use 0 to select the default for the selected audio device type (shareset)
156 AkPanningRule ePanningRule; ///< Rule for 3D panning of signals routed to a stereo bus. In AkPanningRule_Speakers mode, the angle of the front loudspeakers
157 ///< (uSpeakerAngles[0]) is used. In AkPanningRule_Headphones mode, the speaker angles are superseded with constant power panning
160 AkChannelConfig channelConfig; ///< Channel configuration for this output. Call AkChannelConfig::Clear() to let the engine use the default output configuration.
176 AkUInt32 uIdxThread; ///< The current thread index [0, AkTaskSchedulerDesc::uNumSchedulerWorkerThreads[.
180 typedef void(*AkParallelForFunc)(void* in_pData, AkUInt32 in_uIdxBegin, AkUInt32 in_uIdxEnd, AkTaskContext in_ctx, void* in_pUserData);
185 /// Execute in_func in parallel over the [in_uIdxBegin,in_uIdxEnd[ range of items in the in_pData array,
212 AkReal32 fDefaultPoolRatioThreshold; ///< 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
214 AkMemPoolId uPrepareEventMemoryPoolID; ///< Memory pool where data allocated by <tt>AK::SoundEngine::PrepareEvent()</tt> and <tt>AK::SoundEngine::PrepareGameSyncs()</tt> will be done.
215 bool bEnableGameSyncPreparation; ///< Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
216 AkUInt32 uContinuousPlaybackLookAhead; ///< Number of quanta ahead when continuous containers should instantiate a new voice before which next sounds should start playing. This look-ahead time allows I/O to occur, and is especially useful to reduce the latency of continuous containers with trigger rate or sample-accurate transitions.
217 ///< Default is 1 audio quantum, also known as an audio frame. Its size is equal to AkInitSettings::uNumSamplesPerFrame / AkPlatformInitSettings::uSampleRate. For many platforms the default values - which can be overridden - are respectively 1,024 samples and 48 kHz. This gives a default 21.3 ms for an audio quantum, which is adequate if you have a RAM-based streaming device that completes transfers within 20 ms. With 1 look-ahead quantum, voices spawned by continuous containers are more likely to be ready when they are required to play, thereby improving the overall precision of sound scheduling. If your device completes transfers in 30 ms instead, you might consider increasing this value to 2 because it will grant new voices 2 audio quanta (~43 ms) to fetch data.
221 AkUInt32 uMonitorPoolSize; ///< Size of the monitoring pool, in bytes. This parameter is not used in Release build.
222 AkUInt32 uMonitorQueuePoolSize; ///< Size of the monitoring queue pool, in bytes. This parameter is not used in Release build.
225 AkUInt32 uMaxHardwareTimeoutMs; ///< Amount of time to wait for HW devices to trigger an audio interrupt. If there is no interrupt after that time, the sound engine will revert to silent mode and continue operating until the HW finally comes back. Default value: 2000 (2 seconds)
227 bool bUseSoundBankMgrThread; ///< Use a separate thread for loading sound banks. Allows asynchronous operations.
228 bool bUseLEngineThread; ///< Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAudio(). \ref goingfurther_eventmgrthread
230 AkBackgroundMusicChangeCallbackFunc BGMCallback; ///< Application-defined audio source change event callback function.
231 void* BGMCallbackCookie; ///< Application-defined user data for the audio source change event callback function.
232 AkOSChar * szPluginDLLPath; ///< When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the game executable.
235 AkTaskSchedulerDesc taskSchedulerDesc; ///< The defined client task scheduler that AkSoundEngine will use to schedule internal tasks.
236 AkReal32 fDebugOutOfRangeLimit; ///< Debug setting: Only used when bDebugOutOfRangeCheckEnabled is true. This defines the maximum values samples can have. Normal audio must be contained within +1/-1. This limit should be set higher to allow temporary or short excursions out of range. Default is 16.
237 bool bDebugOutOfRangeCheckEnabled; ///< Debug setting: Enable checks for out-of-range (and NAN) floats in the processing code. Do not enable in any normal usage, this setting uses a lot of CPU. Will print error messages in the log if invalid values are found at various point in the pipeline. Contact AK Support with the new error messages for more information.
252 AkUniqueID mediaID; ///< Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file)
271 /// \warning This function is not thread-safe. It should not be called at the same time as \c SoundEngine::Init() or \c SoundEngine::Term().
281 /// \remark The initial settings should be initialized using <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
282 /// and <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt> to fill the structures with their
283 /// default settings. This is not mandatory, but it helps avoid backward compatibility problems.
287 /// - AK_MemManagerNotInitialized if the memory manager is not available or not properly initialized
288 /// - AK_StreamMgrNotInitialized if the stream manager is not available or not properly initialized
289 /// - AK_SSEInstructionsNotSupported if the machine does not support SSE instruction (only on the PC)
290 /// - AK_InsufficientMemory or AK_Fail if there is not enough memory available to initialize the sound engine properly
292 /// - AK_Fail if the sound engine is already initialized, or if the provided settings result in insufficient
300 AkInitSettings * in_pSettings, ///< Initialization settings (can be NULL, to use the default values)
301 AkPlatformInitSettings * in_pPlatformSettings ///< Platform-specific settings (can be NULL, to use the default values)
332 AkPlatformInitSettings & out_platformSettings ///< Returned default platform-specific sound engine settings
339 /// \warning Before calling Term, you must ensure that no other thread is accessing the sound engine.
356 /// to the physical output format of the platform, in the case of downmixing provided by the platform itself).
361 /// It is recommended to call GetSpeakerConfiguration anytime after receiving a callback from RegisterAudioDeviceStatusCallback to know if the channel configuration has changed.
363 /// \warning Call this function only after the sound engine has been properly initialized. If you are initializing the sound engine with AkInitSettings::bUseLEngineThread to false, it is required to call RenderAudio() at least once before calling this function to complete the sound engine initialization.
364 /// \return The output configuration. An empty AkChannelConfig AkChannelConfig::IsValid() == false if device does not exist.
369 AkOutputDeviceID in_idOutput = 0 ///< Output ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
380 AkPanningRule & out_ePanningRule, ///< Returned panning rule (AkPanningRule_Speakers or AkPanningRule_Headphone) for given output.
381 AkOutputDeviceID in_idOutput = 0 ///< Output ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
386 /// \warning This function posts a message through the sound engine's internal message queue, whereas GetPanningRule() queries the current panning rule directly.
389 AkOutputDeviceID in_idOutput = 0 ///< Output ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
392 /// Gets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
394 /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
395 /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
397 /// You may call this function with io_pfSpeakerAngles set to NULL to get the expected number of angle values in io_uNumAngles,
408 /// - When panning to stereo (speaker mode, see <tt>AK::SoundEngine::SetPanningRule()</tt>), only angle[0] is used, and 3D sounds in the back of the listener are mirrored to the front.
409 /// - When panning to 5.1, the front speakers use angle[0], and the surround speakers use (angle[2] - angle[1]) / 2.
415 AkReal32 * io_pfSpeakerAngles, ///< Returned array of loudspeaker pair angles, in degrees relative to azimuth [0,180]. Pass NULL to get the required size of the array.
416 AkUInt32 & io_uNumAngles, ///< Returned number of angles in io_pfSpeakerAngles, which is the minimum between the value that you pass in, and the number of angles corresponding to AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ), or just the latter if io_pfSpeakerAngles is NULL.
417 AkReal32 & out_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
418 AkOutputDeviceID in_idOutput = 0 ///< Output ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
421 /// Sets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
423 /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
424 /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
430 /// This function posts a message to the audio thread through the command queue, so it is thread safe. However the result may not be immediately read with GetSpeakerAngles().
431 /// \warning This function only applies to configurations (or subset of these configurations) that are standard and whose speakers are on the plane (2D).
438 const AkReal32 * in_pfSpeakerAngles, ///< Array of loudspeaker pair angles, in degrees relative to azimuth [0,180].
439 AkUInt32 in_uNumAngles, ///< Number of elements in in_pfSpeakerAngles. It must correspond to AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ) (the value returned by GetSpeakerAngles()).
440 AkReal32 in_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
441 AkOutputDeviceID in_idOutput = 0 ///< Output ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
444 /// Allows the game to set the volume threshold to be used by the sound engine to determine if a voice must go virtual.
446 /// If this function is not called, the used value will be the value specified in the platform specific project settings.
455 /// Allows the game to set the maximum number of non virtual voices to be played simultaneously.
457 /// If this function is not called, the used value will be the value specified in the platform specific project settings.
479 bool in_bAllowSyncRender = true ///< When AkInitSettings::bUseLEngineThread is false, RenderAudio may generate an audio buffer -- unless in_bAllowSyncRender is set to false. Use in_bAllowSyncRender=false when calling RenderAudio from a Sound Engine callback.
495 /// This function is deprecated. Registration is now automatic if you link plug-ins statically. If plug-ins are dynamic libraries (such as DLLs or SOs), use \c RegisterPluginDLL.
500 /// \return AK_Success if successful, AK_InvalidParameter if invalid parameters were provided or Ak_Fail otherwise. Possible reasons for an AK_Fail result are:
505 /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
506 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
507 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
511 AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
512 AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
514 AkCreateParamCallback in_pCreateParamFunc ///< Pointer to the plug-in's parameter node creation function
519 /// The plug-in DLL must be in the OS-specific library path or in the same location as the executable. If not, set AkInitSettings.szPluginDLLPath.
522 /// - AK_FileNotFound if the DLL is not found in the OS path or if it has extraneous dependencies not found.
526 const AkOSChar* in_DllPath = NULL ///< Optional path to the DLL. Will override szPLuginDLLPath that was set in AkInitSettings.
532 /// This function is deprecated. Registration is now automatic if you link plugins statically. If plugins are dynamic libraries (such as DLLs or SOs), use RegisterPluginDLL.
536 /// \return AK_Success if successful, AK_InvalidParameter if invalid parameters were provided, or Ak_Fail otherwise. Possible reasons for an AK_Fail result are:
541 /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
542 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
543 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
546 AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
548 AkCreateFileSourceCallback in_pFileCreateFunc, ///< Pointer to the codec's file source node creation function
549 AkCreateBankSourceCallback in_pBankCreateFunc ///< Pointer to the codec's bank source node creation function
552 /// Registers a global callback function. This function will be called from the audio rendering thread, at the
553 /// location specified by in_eLocation. This function will also be called from the thread calling
555 /// For example, in order to be called at every audio rendering pass, and once during teardown for releasing resources, you would call
556 /// RegisterGlobalCallback(myCallback, AkGlobalCallbackLocation_BeginRender | AkGlobalCallbackLocation_Term, myCookie, AkPluginTypeNone, 0, 0);
558 /// A Plugin Type, Company ID and Plugin ID can be provided to this function to enable timing in the performance montior.
559 /// If the callback is being timed, it will contribute to the Total Plug-in CPU measurement, and also appear in the Plug-ins tab of the Advanced Profiler by plug-in type and ID.
568 AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender, ///< Callback location defined in AkGlobalCallbackLocation. Bitwise OR multiple locations if needed.
570 AkPluginType in_eType = AkPluginTypeNone, ///< Plug-in type (for example, source or effect). AkPluginTypeNone for no timing.
571 AkUInt32 in_ulCompanyID = 0, ///< Company identifier (as declared in the plug-in description XML file). 0 for no timing.
572 AkUInt32 in_ulPluginID = 0 ///< Plug-in identifier (as declared in the plug-in description XML file). 0 for no timing.
577 /// It is legal to call this function while already inside of a global callback, If it is unregistering itself and not
586 AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender ///< Must match in_eLocation as passed to RegisterGlobalCallback for this callback.
596 /// Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatusCallback
606 /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
609 /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
625 /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
628 /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
649 /// The callback function can be used to be noticed when markers are reached or when the event is finished.
650 /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
651 /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed
653 /// If used, the array of external sources should contain the information for each external source triggered by the
654 /// event. When triggering an event with multiple external sources, you need to differentiate each source
655 /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
656 /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
657 /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
670 void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
672 AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
673 AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID///< Optional (advanced users only) Specify the playing ID to target with the event. Will Cause active actions in this event to target an existing Playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any for normal playback.
678 /// The callback function can be used to be noticed when markers are reached or when the event is finished.
679 /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
680 /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed
682 /// If used, the array of external sources should contain the information for each external source triggered by the
683 /// event. When triggering an event with multiple external sources, you need to differentiate each source
684 /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
685 /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
686 /// (therefore have a unique cookie) in order to tell them appart when filling the AkExternalSourceInfo structures.
699 void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
701 AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
702 AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID///< Optional (advanced users only) Specify the playing ID to target with the event. Will Cause active actions in this event to target an existing Playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any for normal playback.
707 /// The callback function can be used to be noticed when markers are reached or when the event is finished.
708 /// An array of Wave file sources can be provided to resolve External Sources triggered by the event. P
709 /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed
711 /// If used, the array of external sources should contain the information for each external source triggered by the
712 /// event. When triggering an Event with multiple external sources, you need to differentiate each source
713 /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
714 /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
715 /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
728 void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
730 AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
731 AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID///< Optional (advanced users only) Specify the playing ID to target with the event. Will Cause active actions in this event to target an existing Playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any for normal playback.
734 // If you modify AkActionOnEventType, don't forget to modify the WAAPI validation schema accordingly.
746 };
748 /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
753 AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
756 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
761 /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
766 AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
769 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
774 /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type Play.
779 AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
782 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
787 /// Executes a number of MIDI Events on all nodes that are referenced in the specified Event in an Action of type Play.
788 /// Each MIDI event will be posted in AkMIDIPost::uOffset samples from the start of the current frame. The duration of
789 /// a sample can be determined from the sound engine's audio settings, via a call to AK::SoundEngine::GetAudioSettings.
800 /// Stops MIDI notes on all nodes that are referenced in the specified event in an action of type play,
801 /// with the specified Game Object. Invalid parameters are interpreted as wildcards. For example, calling
802 /// this function with in_eventID set to AK_INVALID_UNIQUE_ID will stop all MIDI notes for Game Object
812 /// Starts streaming the first part of all streamed files referenced by an Event into a cache buffer. Caching streams are serviced when no other streams require the
813 /// available bandwidth. The files will remain cached until UnpinEventInStreamCache is called, or a higher priority pinned file needs the space and the limit set by
815 /// \remarks The amount of data from the start of the file that will be pinned to cache is determined by the prefetch size. The prefetch size is set via the authoring tool and stored in the sound banks.
816 /// \remarks It is possible to override the prefetch size stored in the sound bank via the low level IO. For more information see <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> and AkFileSystemFlags.
817 /// \remarks If this function is called additional times with the same event, then the priority of the caching streams are updated. Note however that priority is passed down to the stream manager
818 /// on a file-by-file basis, and if another event is pinned to cache that references the same file but with a different priority, then the first priority will be updated with the most recent value.
819 /// \remarks If the event references files that are chosen based on a State Group (via a switch container), all files in all states will be cached. Those in the current active state
820 /// will get cached with active priority, while all other files will get cached with inactive priority.
821 /// \remarks in_uInactivePriority is only relevant for events that reference switch containers that are assigned to State Groups. This parameter is ignored for all other events, including events that only reference
822 /// switch containers that are assigned to Switch Groups. Files that are chosen based on a Switch Group have a different switch value per game object, and are all effectively considered active by the pin-to-cache system.
835 /// Starts streaming the first part of all streamed files referenced by an event into a cache buffer. Caching streams are serviced when no other streams require the
836 /// available bandwidth. The files will remain cached until UnpinEventInStreamCache is called, or a higher priority pinned file needs the space and the limit set by
838 /// \remarks The amount of data from the start of the file that will be pinned to cache is determined by the prefetch size. The prefetch size is set via the authoring tool and stored in the sound banks.
839 /// \remarks It is possible to override the prefetch size stored in the sound bank via the low level IO. For more information see <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> and AkFileSystemFlags.
840 /// \remarks If this function is called additional times with the same event, then the priority of the caching streams are updated. Note however that priority is passed down to the stream manager
841 /// on a file-by-file basis, and if another event is pinned to cache that references the same file but with a different priority, then the first priority will be updated with the most recent value.
842 /// \remarks If the event references files that are chosen based on a State Group (via a Switch Container), all files in all states will be cached. Those in the current active state
843 /// will get cached with active priority, while all other files will get cached with inactive priority.
844 /// \remarks in_uInactivePriority is only relevant for events that reference switch containers that are assigned to State Groups. This parameter is ignored for all other events, including events that only reference
845 /// switch containers that are assigned to Switch Groups. Files that are chosen based on a Switch Group have a different switch value per game object, and are all effectively considered active by the pin-to-cache system.
858 /// Starts streaming the first part of all streamed files referenced by an event into a cache buffer. Caching streams are serviced when no other streams require the
859 /// available bandwidth. The files will remain cached until UnpinEventInStreamCache is called, or a higher priority pinned file needs the space and the limit set by
861 /// \remarks The amount of data from the start of the file that will be pinned to cache is determined by the prefetch size. The prefetch size is set via the authoring tool and stored in the sound banks.
862 /// \remarks It is possible to override the prefetch size stored in the sound bank via the low level IO. For more information see <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> and AkFileSystemFlags.
863 /// \remarks If this function is called additional times with the same event, then the priority of the caching streams are updated. Note however that priority is passed down to the stream manager
864 /// on a file-by-file basis, and if another event is pinned to cache that references the same file but with a different priority, then the first priority will be updated with the most recent value.
865 /// \remarks If the event references files that are chosen based on a State Group (via a switch container), all files in all states will be cached. Those in the current active state
866 /// will get cached with active priority, while all other files will get cached with inactive priority.
867 /// \remarks in_uInactivePriority is only relevant for events that reference switch containers that are assigned to State Groups. This parameter is ignored for all other events, including events that only reference
868 /// switch containers that are assigned to Switch Groups. Files that are chosen based on a Switch Group have a different switch value per game object, and are all effectively considered active by the pin-to-cache system.
880 /// Releases the set of files that were previously requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>. The file may still remain in stream cache
881 /// after <tt>AK::SoundEngine::UnpinEventInStreamCache()</tt> is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
890 /// Releases the set of files that were previously requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>. The file may still remain in stream cache
891 /// after <tt>AK::SoundEngine::UnpinEventInStreamCache()</tt> is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
900 /// Releases the set of files that were previously requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>. The file may still remain in stream cache
901 /// after <tt>AK::SoundEngine::UnpinEventInStreamCache()</tt> is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
909 /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
910 /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
912 /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see \c AkDeviceSettings
919 AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
920 bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
923 /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
924 /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
926 /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
933 AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
934 bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
938 /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
939 /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
941 /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
948 AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
949 bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
953 /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
956 /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
957 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
964 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
965 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
966 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
967 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
968 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
969 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
974 /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
978 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
980 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
981 /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
983 /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
988 /// This transition is subject to the container's transition rule that matches the current and defined in the container,
989 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
990 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
991 /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1000 AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1002 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1003 AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.
1007 /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1010 /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1011 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1016 /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1020 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1021 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1022 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1023 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1024 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1025 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1026 /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1030 /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1032 /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1034 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1036 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1037 /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1039 /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1044 /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1045 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1046 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1047 /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1056 AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1058 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1059 AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.
1063 /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1066 /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1067 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1072 /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1076 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1077 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1078 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1079 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1080 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1081 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1082 /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1086 /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1088 /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1090 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1092 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1093 /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1095 /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1100 /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1101 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1102 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1103 /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1112 AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1114 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1115 AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.
1118 /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1119 /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1122 /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1123 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1129 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1130 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1131 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1132 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1133 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1134 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1135 /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1139 /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1140 /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1142 /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1144 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1146 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1147 /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1148 /// the exact position of a segment. Also, the segment will be silent during the time that period
1149 /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1154 /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1155 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1156 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1157 /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1166 AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1167 AkReal32 in_fPercent, ///< Desired position where playback should restart, expressed in a percentage of the file's total duration, between 0 and 1.f (see note above about infinite looping sounds)
1168 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1169 AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.
1173 /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1174 /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1177 /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1178 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1183 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1184 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1185 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1186 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1187 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1188 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1189 /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1193 /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1194 /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1196 /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1198 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1200 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1201 /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1202 /// the exact position of a segment. Also, the segment will be silent during the time that period
1203 /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1208 /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1209 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1210 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1211 /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1220 AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1221 AkReal32 in_fPercent , ///< Desired position where playback should restart, expressed in a percentage of the file's total duration, between 0 and 1.f (see note above about infinite looping sounds)
1222 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1223 AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.
1227 /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1228 /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1231 /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1232 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1237 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1238 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1239 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1240 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1241 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1242 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1243 /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1247 /// - With Music Segments, in_fPercent is relative to the Entry Cue, and the segment's duration is the
1248 /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1250 /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1252 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1254 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1255 /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1256 /// the exact position of a segment. Also, the segment will be silent during the time that period
1257 /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1262 /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1263 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1264 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1265 /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1274 AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1275 AkReal32 in_fPercent, ///< Desired position where playback should restart, expressed in a percentage of the file's total duration, between 0 and 1.f (see note above about infinite looping sounds)
1276 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see notes above).
1277 AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.
1301 /// Gets the current position of the source associated with this playing ID, obtained from PostEvent(). If more than one source is playing,
1304 /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1306 /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1307 /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1308 /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1318 AkTimeMs* out_puPosition, ///< Position of the source (in ms) associated with the specified playing ID
1319 bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update.
1322 /// Gets the current position of the sources associated with this playing ID, obtained from PostEvent().
1324 /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1326 /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1327 /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1328 /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1330 /// - If 0 is passed in for the number of entries (*in_pcPositions == 0) then only the number of positions will be returned and the
1342 AkSourcePosition* out_puPositions, ///< Audio Node IDs and positions of sources associated with the specified playing ID
1343 AkUInt32 * io_pcPositions, ///< Number of entries in out_puPositions. Needs to be set to the size of the array: it is adjusted to the actual number of returned entries
1344 bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update
1347 /// Gets the stream buffering of the sources associated with this playing ID, obtained from PostEvent().
1349 /// - You need to pass AK_EnableGetSourceStreamBuffering to PostEvent() in order to use this function, otherwise
1351 /// - The sources stream buffering is updated at every audio frame. If there are multiple sources associated with this playing ID,
1353 /// - The returned buffering status out_bIsBuffering will be true If any of the sources associated with the playing ID are actively being buffered.
1354 /// It will be false if all of them have reached the end of file, or have reached a state where they are buffered enough and streaming is temporarily idle.
1355 /// - Purely in-memory sources are excluded from this database. If all sources are in-memory, GetSourceStreamBuffering() will return AK_Fail.
1356 /// - The returned buffering amount and state is not completely accurate with some hardware-accelerated codecs. In such cases, the amount of stream buffering is generally underestimated.
1357 /// On the other hand, it is not guaranteed that the source will be ready to produce data at the next audio frame even if out_bIsBuffering has turned to false.
1360 /// - AK_Fail if the source data associated with this playing ID is not found, for example if PostEvent() was not called with AK_EnableGetSourceStreamBuffering, or if the header was not parsed.
1365 AkTimeMs & out_buffering, ///< Returned amount of buffering (in ms) of the source (or one of the sources) associated with that playing ID
1366 bool & out_bIsBuffering ///< Returned buffering status of the source(s) associated with that playing ID
1372 AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< (Optional)Specify a game object to stop only playback associated to the provided game object ID.
1384 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1394 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1409 /// This function is provided to give the same behavior on platforms that don't have user-music support.
1422 /// Sends custom game data to a plug-in that resides on a bus (insert Effect or mixer plug-in).
1427 /// This means that you cannot send different data to various instances of the plug-in on a same bus.\endaknote
1431 AkGameObjectID in_busObjectID, ///< Bus Object ID. Pass AK_INVALID_GAME_OBJECT to send custom data with global scope. Game object scope supersedes global scope, as with RTPCs.
1433 AkUInt32 in_uCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
1434 AkUInt32 in_uPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
1448 /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1462 /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1477 /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1480 /// For example, say a sound associated with this game object is a 3D moving sound. This sound will
1481 /// stop moving when the game object is unregistered, and there will be no way to regain control over the game object.
1491 /// Unregister all game objects, or all game objects with a particular matching set of property flags.
1495 /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1517 const AkSoundPosition & in_Position ///< Position to set; in_Position.Orientation must be normalized.
1521 /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1522 /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1523 /// \aknote Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
1535 MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections ///< \ref AK::SoundEngine::MultiPositionType
1538 /// Sets multiple positions to a single game object, with flexible assignment of input channels.
1539 /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1540 /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1541 /// \aknote Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
1551 const AkChannelEmitter * in_pPositions, ///< Array of positions to apply, each using its own channel mask.
1553 MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections ///< \ref AK::SoundEngine::MultiPositionType
1557 /// Modify the attenuation computations on this Game Object to simulate sounds with a larger or smaller area of effect.
1564 AkReal32 in_fAttenuationScalingFactor ///< Scaling Factor, 1 means 100%, 0.5 means 50%, 2 means 200%, and so on.
1574 /// It also internally calls ClearPreparedEvents() since at least one bank must have been loaded to allow preparing events.
1577 /// - AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command
1595 AkReal32 in_fThroughput, ///< Average throughput of bank data streaming (bytes/ms) (the default value is AK_DEFAULT_BANK_THROUGHPUT)
1596 AkPriority in_priority ///< Priority of bank streaming (the default value is AK_DEFAULT_PRIORITY)
1603 /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed.
1616 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1624 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1625 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1626 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1628 /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1629 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1630 /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1631 /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1632 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
1633 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
1647 AkMemPoolId in_memPoolId, ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed)
1655 /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed.
1668 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1676 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1677 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1678 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1680 /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1681 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1682 /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1683 /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1684 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
1685 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
1699 AkMemPoolId in_memPoolId, ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed)
1704 /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
1707 /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed.
1718 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1726 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1727 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1728 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1730 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
1731 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
1742 AkMemPoolId in_memPoolId ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed)
1747 /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
1748 /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
1752 /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
1765 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1773 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1774 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1775 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1777 /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
1778 /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Physical memory allocator.
1779 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
1780 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
1783 /// This data will be loaded in the Default Pool anyway thus duplicating memory (one copy in the Default Pool
1784 /// and one in the block you provided). For event/structure-only banks, prefer the other versions of LoadBank().
1792 const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
1799 /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
1803 /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into the
1805 /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
1819 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1827 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1828 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1829 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1831 /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
1832 /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Physical memory allocator.
1833 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
1834 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
1837 /// This data will be loaded in the Default Pool anyway thus duplicating memory (one copy in the Default Pool
1838 /// and one in the block you provided). For event/structure-only banks, prefer the other versions of LoadBank().
1846 const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is not stored in sound engine, memory can be released after return)
1848 AkMemPoolId in_uPoolForBankMedia, ///< Memory pool to copy the media section of the bank to (the pool is created if AK_DEFAULT_POOL_ID is passed).
1852 /// Synchronously decodes Vorbis-encoded and Opus-encoded (Software version) media in a SoundBank. The file should already be read in memory before the decode operation. The out_pDecodedBankPtr can then be used with variants of LoadBank that load from in-memory data.
1854 /// CPU usage, RAM size, storage size and Internet bandwidth must be accounted for when developing a game, especially when it is aimed at mobile platforms. The DecodeBank function makes it possible to decode media at load time instead of decoding them every time they are played.
1856 const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to decode (pointer is not stored in sound engine, memory can be released after return)
1858 AkMemPoolId in_uPoolForDecodedBank, ///< Memory pool to allocate decoded bank into. Specify AK_INVALID_POOL_ID and out_pDecodedBankPtr=NULL to obtain decoded bank size without performing the decode operation. Pass AK_INVALID_POOL_ID and out_pDecodedBankPtr!=NULL to decode bank into specified pointer.
1867 /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed.
1882 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1883 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1884 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1886 /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1887 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1888 /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1889 /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
1890 /// (<tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>) if you use the default Stream Manager's implementation.
1891 /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>
1893 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
1894 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
1909 void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> as AkFileSystemFlags::pCustomParam)
1910 AkMemPoolId in_memPoolId, ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed)
1918 /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed.
1933 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1934 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1935 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1937 /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1938 /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1939 /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1940 /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
1941 /// (<tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>) if you use the default Stream Manager's implementation.
1942 /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>
1944 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
1945 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
1960 void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> as AkFileSystemFlags::pCustomParam)
1961 AkMemPoolId in_memPoolId, ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed)
1966 /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
1969 /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed.
1984 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1985 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1986 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1988 /// - The file path should be resolved in your implementation of the Stream Manager, or in the Low-Level I/O module if
1989 /// you use the default Stream Manager's implementation. The ID overload of <tt>AK::IAkStreamMgr::CreateStd()</tt> and <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> are called.
1990 /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>
1992 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
1993 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
2006 void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> as AkFileSystemFlags::pCustomParam)
2007 AkMemPoolId in_memPoolId ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed)
2012 /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2013 /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2017 /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2021 /// AK_Success if the scheduling was successful, AK_Fail otherwise, or AK_InvalidParameter if memory alignment is not correct.
2032 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2033 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2034 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2036 /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2037 /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Physical memory allocator.
2038 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
2039 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
2049 const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2058 /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2062 /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into the
2064 /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2069 /// AK_Success if the scheduling was successful, AK_Fail otherwise, or AK_InvalidParameter if memory alignment is not correct.
2080 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2081 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2082 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2084 /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2085 /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Physical memory allocator.
2086 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
2087 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
2097 const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is not stored in sound engine, memory can be released after callback)
2101 AkMemPoolId in_uPoolForBankMedia, ///< Memory pool to copy the media section of the bank to (the pool is created if AK_DEFAULT_POOL_ID is passed).
2108 /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2114 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2116 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2124 const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank.
2125 AkMemPoolId * out_pMemPoolId = NULL ///< Returned memory pool ID used with LoadBank() (can pass NULL)
2131 /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2137 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2139 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2147 const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank.
2148 AkMemPoolId * out_pMemPoolId = NULL ///< Returned memory pool ID used with LoadBank() (can pass NULL)
2152 /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2156 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2164 const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank.
2165 AkMemPoolId * out_pMemPoolId = NULL ///< Returned memory pool ID used with LoadBank() (can pass NULL)
2175 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2177 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2186 const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank.
2198 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2200 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2209 const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank.
2218 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2227 const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank.
2232 /// Cancels all Event callbacks associated with a specific callback cookie specified while loading Banks of preparing Events.\n
2250 Preparation_Load, ///< \c PrepareEvent() will load required information to play the specified event.
2251 Preparation_Unload, ///< \c PrepareEvent() will unload required information to play the specified event.
2252 Preparation_LoadAndDecode ///< Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
2253 };
2257 /// Use AkBankContent_StructureOnly to load only the structural content, including events, from the bank and then later use the PrepareEvent() functions to load media on demand from loose files on the disk.
2263 AkBankContent_StructureOnly, ///< Use AkBankContent_StructureOnly to load only the structural content, including Events, and then later use the PrepareEvent() functions to load media on demand from loose files on the disk.
2265 };
2268 /// This function will load the Events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from
2269 /// the bank; but, as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(),
2271 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2278 /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to
2279 /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2280 /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
2282 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2284 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content.
2288 /// This function will load the Events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from
2289 /// the bank; but, as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(),
2291 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2298 /// \c PrepareBank(), when called with the flag \c AkBankContent_StructureOnly, requires additional calls to \c PrepareEvent() to load the media for each event. \c PrepareEvent(), however, is unable to
2299 /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2300 /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses \c LoadBank() to load the bank in entirety.
2302 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2304 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content.
2307 /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2308 /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from
2309 /// the bank, but as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(),
2311 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2318 /// \c PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to
2319 /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2320 /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
2322 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2324 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content.
2328 /// This function will load the Events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from
2329 /// the bank, but as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(),
2331 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2338 /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to
2339 /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2340 /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
2342 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2346 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content.
2350 /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag \c AkBankContent_All is specified, \c PrepareBank() will load the media content from
2351 /// the bank, but as opposed to \c LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using \c PrepareBank(), alone or in combination with PrepareEvent(),
2353 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2360 /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to
2361 /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2362 /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
2364 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2368 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content.
2371 /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2372 /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, \c PrepareBank() will load the media content from
2373 /// the bank, but as opposed to \c LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using \c PrepareBank(), alone or in combination with \c PrepareEvent(),
2375 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2382 /// \c PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. \c PrepareEvent(), however, is unable to
2383 /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2384 /// for example, a game may have a tool mode that uses \c PrepareEvent() to load loose files on-demand and, also, a game mode that uses \c LoadBank() to load the bank in entirety.
2386 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2390 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content.
2396 /// - AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command.
2419 /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2426 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2438 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2458 /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2465 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2477 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2483 /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2495 /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2502 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2514 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2521 /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2530 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2544 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2553 /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2562 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2576 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2584 /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2593 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2607 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2615 /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2616 /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid, and AK_Fail otherwise.
2623 /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2624 /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid, and AK_Fail otherwise.
2632 /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2641 /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
2648 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2650 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
2651 /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
2661 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2664 const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
2670 /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2679 /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
2686 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2688 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
2689 /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
2699 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2702 const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
2707 /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2716 /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
2723 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2725 /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
2726 /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
2736 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2739 AkUInt32* in_paGameSyncID, ///< Array of ID of the game syncs to either support or not support.
2745 /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2751 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2754 /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
2755 /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
2766 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2769 const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
2777 /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2783 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2786 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
2787 /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
2798 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2801 const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
2808 /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2814 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2817 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
2818 /// set to true. When set to false, the sound engine automatically prepares all Game Syncs when preparing Events,
2829 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2832 AkUInt32* in_paGameSyncID, ///< Array of ID of the Game Syncs to either support or not support.
2846 /// All listeners that have previously been added via AddListener or set via SetListeners will be removed and replaced with the listeners in the array in_pListenerGameObjs.
2847 /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
2855 AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
2856 const AkGameObjectID* in_pListenerGameObjs, ///< Array of listener game object IDs that will be activated for in_emitterGameObj.
2861 /// Any listeners that have previously been added or set via AddListener or SetListeners will remain as listeners and in_listenerGameObj will be added as an additional listener.
2862 /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
2869 AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
2870 AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be activated for in_emitterGameObj.
2874 /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
2882 AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be deactivated for in_emitterGameObj. Game objects must have been previously registered.
2885 /// Sets the default set of associated listeners for game objects that have not explicitly overridden their listener sets. Upon registration, all game objects reference the default listener set, until
2886 /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
2887 /// All default listeners that have previously been added via AddDefaultListener or set via SetDefaultListeners will be removed and replaced with the listeners in the array in_pListenerGameObjs.
2892 const AkGameObjectID* in_pListenerObjs, ///< Array of listener game object IDs that will be activated for subsequent registrations. Game objects must have been previously registered.
2896 /// Add a single listener to the default set of listeners. Upon registration, all game objects reference the default listener set, until
2897 /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
2903 AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be added to the default set of listeners.
2906 /// Remove a single listener from the default set of listeners. Upon registration, all game objects reference the default listener set, until
2907 /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
2913 AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be removed from the default set of listeners.
2916 /// Resets the listener associations to the default listener(s), as set by <tt>SetDefaultListeners</tt>. This will also reset per-listener gains that have been set using <tt>SetGameObjectOutputBusVolume</tt>.
2929 /// If \c in_bSpatialized is false, only \c in_pVolumeOffsets is used for this listener (3D positions
2930 /// have no effect on the speaker distribution). Otherwise, \c in_pVolumeOffsets is added to the speaker
2932 /// Use helper functions of \c AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets.
2935 /// - If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig,
2946 bool in_bSpatialized, ///< Spatialization toggle (True : enable spatialization, False : disable spatialization)
2947 AkChannelConfig in_channelConfig, ///< Channel configuration associated with volumes in_pVolumeOffsets. Ignored if in_pVolumeOffsets is NULL.
2948 AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets = NULL ///< Per-speaker volume offset, in dB. See AkSpeakerVolumes.h for how to manipulate this vector.
2959 /// With this function, you may set a game parameter value with global scope or with game object scope.
2960 /// Game object scope supersedes global scope. (Once a value is set for the game object scope, it will not be affected by changes to the global scope value.) Game parameter values set with a global scope are applied to all
2961 /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
2962 /// To set a game parameter value with global scope, pass \c AK_INVALID_GAME_OBJECT as the game object.
2963 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
2964 /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
2965 /// according to the interpolation curve. If you call \c <tt><tt>SetRTPCValue()</tt></tt> with <tt>in_uValueChangeDuration = 0</tt> in the
2966 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
2967 /// function at every game frame, you should not use \c in_uValueChangeDuration, as it would have no effect and it is less efficient.
2980 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
2981 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
2982 bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
2987 /// With this function, you may set a game parameter value to global scope or to game object scope.
2988 /// Game object scope supersedes global scope. (Once a value is set for the game object scope, it will not be affected by changes to the global scope value.) Game parameter values set with global scope are applied to all
2989 /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
2990 /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
2991 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
2992 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
2993 /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
2994 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
2995 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3009 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3010 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3011 bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3016 /// With this function, you may set a game parameter value with global scope or with game object scope.
3017 /// Game object scope supersedes global scope. (Once a value is set for the game object scope, it will not be affected by changes to the global scope value.) Game parameter values set with global scope are applied to all
3018 /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3019 /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3020 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3021 /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3022 /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3023 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3024 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3038 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3039 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3040 bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3046 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3047 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3048 /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3049 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3050 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3063 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3064 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3065 bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when, for example, loading a level and you don't want the values to interpolate.
3072 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3073 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3074 /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3075 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3076 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3090 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3091 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3092 bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when, for example, loading a level and you don't want the values to interpolate.
3099 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3100 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3101 /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3102 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3103 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3117 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3118 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3119 bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3122 /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3123 /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3124 /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3126 /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3127 /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3128 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3129 /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3141 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3142 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3143 bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3147 /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3148 /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3149 /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3151 /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3152 /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3153 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3154 /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3168 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3169 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3170 bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3174 /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3175 /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3176 /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3178 /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3179 /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3180 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3181 /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3195 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3196 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3197 bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3344 /// Registers a callback to allow the game to modify or override the volume to be applied at the output of an audio bus.
3348 /// \aknote Beware when using this callback on the Master Audio Bus: since the output of this bus is not a bus, but is instead a system end-point, <tt>AkSpeakerVolumeMatrixCallbackInfo::pMixerContext</tt> will be \c NULL. You cannot modify panning at the output of the Master Audio Bus.\endaknote
3363 /// Registers a callback to be called to allow the game to access metering data from any mixing bus. You may use this to monitor loudness at any point of the mixing hierarchy
3364 /// by querying the peak, RMS, True Peak and K-weighted power (according to loudness standard ITU BS.1770). See \ref goingfurther_speakermatrixcallback for an example.
3383 /// Output Bus Volumes are stored per listener association, so calling this function will override the default set of listeners. The game object in_emitterObjID will now reference its own set of listeners which will
3384 /// be the same as the old set of listeners, but with the new associated gain. Future changes to the default listener set will not be picked up by this game object unless ResetListenersToDefault() is called.
3395 AkGameObjectID in_listenerObjID, ///< Associated listener game object ID. Pass AK_INVALID_GAME_OBJECT to set the Output Bus Volume for all connected listeners.
3397 ///< (Therefore, values between 0 and 1 will attenuate the sound, and values greater than 1 will amplify it.)
3403 /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will
3408 AkUniqueID in_audioNodeID, ///< Can be a member of the Actor-Mixer or Interactive Music Hierarchy (not a bus).
3416 /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3417 /// Bus which does not have any Effects, or removing the last Effect on a currently playing bus.
3419 /// \aknote This function will replace existing Effects on the node. If the target node is not at
3420 /// the top of the hierarchy and is in the actor-mixer hierarchy, the option "Override Parent" in
3421 /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3435 /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3436 /// bus which does not have any Effects, or removing the last Effect on a currently playing Bus.
3438 /// \aknote This function will replace existing Effects on the node. If the target node is not at
3439 /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
3440 /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3454 /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3455 /// Bus which does not have any effects, or removing the last Effect on a currently playing bus.
3457 /// \aknote This function will replace existing Effects on the node. If the target node is not at
3458 /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
3459 /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3471 /// Bus which does not have any Effects or mixer, or removing the last mixer on a currently playing Bus.
3484 /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
3497 /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
3513 AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
3523 AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
3533 AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
3536 /// Sets a game object's obstruction and occlusion levels. If SetMultiplePositions were used, values are set for all positions.
3549 /// Sets a game object's obstruction and occlusion level for each positions defined by SetMultiplePositions.
3550 /// This function differs from SetObjectObstructionAndOcclusion as a list of obstruction/occlusion pair is provided
3551 /// and each obstruction/occlusion pair will affect the corresponding position defined at the same index.
3552 /// \aknote In the case the number of obstruction/occlusion pairs is smaller than the number of positions, remaining positions'
3557 /// \return AK_Success if occlusion/obstruction values are successfully stored for this emitter
3561 AkObstructionOcclusionValues* in_fObstructionOcclusionValues, ///< Array of obstruction/occlusion pairs to apply
3564 AkUInt32 in_uNumOcclusionObstruction ///< Number of obstruction/occlusion pairs specified in the provided array
3568 /// This function will write history data for all currently loaded containers and instantiated game
3569 /// objects (for example, current position in Sequence Containers and previously played elements in
3572 /// This function acquires the main audio lock, and may block the caller for several milliseconds.
3580 /// This function will read history data from the passed-in stream reader interface, and apply it to all
3584 /// This function acquires the main audio lock, and may block the caller for several milliseconds.
3599 /// If more than one device is active, the system will create multiple files in the same output
3602 /// If no device is running yet, the system will return success AK_Success despite doing nothing.
3605 /// \return AK_Success if successful, AK_Fail if there was a problem starting the output capture.
3607 /// - The sound engine opens a stream for writing using <tt>AK::IAkStreamMgr::CreateStd()</tt>. If you are using the
3608 /// default implementation of the Stream Manager, file opening is executed in your implementation of
3609 /// the Low-Level IO interface <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>. The following
3610 /// AkFileSystemFlags are passed: uCompanyID = AKCOMPANYID_AUDIOKINETIC and uCodecID = AKCODECID_PCM,
3611 /// and the AkOpenMode is AK_OpenModeWriteOvrwr. Refer to \ref streamingmanager_lowlevel_location for
3624 /// \return AK_Success if successful, AK_Fail if there was a problem stopping the output capture.
3642 const AkOSChar* in_CaptureFileName ///< Name of the output profiler file (.prof extension recommended)
3656 /// Adds an output to the sound engine. Use this to add controller-attached headphones, controller speakers, DVR output, etc.
3657 /// The in_Settings parameter contains an Audio Device shareset to specify the output plugin to use and a device ID to specify the instance, if necessary (e.g. which game controller).
3663 /// - AK_InvalidParameter: Out of range parameters or unsupported parameter combinations (see parameter list below).
3664 /// - AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
3665 /// - AK_DeviceNotReady: The idDevice on in_settings doesn't match with a valid hardware device. Either the device doesn't exist or is disabled. Disconnected devices (headphones) are not considered "not ready" therefore won't cause this error.
3668 const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
3669 AkOutputDeviceID *out_pDeviceID = NULL, ///< (Optional) Output ID to use with all other Output management functions. Leave to NULL if not required. \ref AK::SoundEngine::GetOutputID
3670 const AkGameObjectID* in_pListenerIDs = NULL, ///< Specific listener(s) to attach to this device.
3671 ///< If specified, only the sounds routed to game objects linked to those listeners will play in this device.
3672 ///< It is necessary to have separate listeners if multiple devices of the same type can coexist (e.g. controller speakers)
3673 ///< If not specified, sound routing simply obey the associations between Master Busses and Audio Devices setup in the Wwise Project.
3678 /// If a listener was associated with the device, you should consider unregistering the listener prior to call RemoveOutput
3684 AkOutputDeviceID in_idOutput ///< ID of the output to remove. Use the returned ID from AddOutput, GetOutputID, or ReplaceOutput
3687 /// Replaces an output device previously created during engine initialization or from AddOutput, with a new output device.
3688 /// In addition to simply removing one output device and adding a new one, the new output device will also be used on all of the master buses
3689 /// that the old output device was associated with, and preserve all listeners that were attached to the old output device.
3693 /// - AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
3694 /// - AK_DeviceNotReady: The idDevice on in_settings doesn't match with a valid hardware device. Either the device doesn't exist or is disabled. Disconnected devices (headphones) are not considered "not ready" therefore won't cause this error.
3695 /// - AK_DeviceNotFound: The in_outputDeviceId provided does not match with any of the output devices that the sound engine is currently using.
3696 /// - AK_InvalidParameter: Out of range parameters or unsupported parameter combinations on in_settings
3699 const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
3700 AkOutputDeviceID in_outputDeviceId, ///< AkOutputDeviceID of the output to replace. For example, use the AkOuptutDeviceID returned from AddOutput() or ReplaceOutput(), or generated by GetOutputID()
3701 AkOutputDeviceID *out_pOutputDeviceId = NULL ///< (Optional) Pointer into which the method writes the AkOutputDeviceID of the new output device. If the call fails, the value pointed to will not be modified.
3705 /// Outputs are defined by their type (Audio Device shareset) and their specific system ID. A system ID could be reused for other device types on some OS or platforms, hence the compounded ID.
3708 AkUniqueID in_idShareset, ///< Audio Device ShareSet ID, as defined in the Wwise Project. If needed, use AK::SoundEngine::GetIDFromString() to convert from a string. Set to AK_INVALID_UNIQUE_ID to use the default.
3709 AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
3711 ///< - XBoxOne Controller-Headphones: Use the AK::GetDeviceID function to get the ID from an IMMDevice. Find the player's device with the WASAPI API (IMMDeviceEnumerator, see Microsoft documentation) or use AK::GetDeviceIDFromName.
3717 const char* in_szShareSet, ///< Audio Device ShareSet Name, as defined in the Wwise Project. If Null, will select the Default Output shareset (always available)
3718 AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
3720 ///< - XBoxOne Controller-Headphones: Use the AK::GetDeviceID function to get the ID from an IMMDevice. Find the player's device with the WASAPI API (IMMDeviceEnumerator, see Microsoft documentation) or use AK::GetDeviceIDFromName.
3727 const wchar_t* in_szShareSet, ///< Audio Device ShareSet Name, as defined in the Wwise Project. If Null, will select the Default Output shareset (always available)
3728 AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
3730 ///< - XBoxOne Controller-Headphones: Use the AK::GetDeviceID function to get the ID from an IMMDevice. Find the player's device with the WASAPI API (IMMDeviceEnumerator, see Microsoft documentation) or use AK::GetDeviceIDFromName.
3736 /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
3737 /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
3738 /// SetBusDevice must be preceded by a call to AddOutput for the new device shareset to be registered as an output.
3740 /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
3741 /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
3747 /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
3748 /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
3749 /// SetBusDevice must be preceded by a call to AddOutput for the new device shareset to be registered as an output.
3751 /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
3752 /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
3759 /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
3760 /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
3761 /// SetBusDevice must be preceded by a call to AddOutput for the new device shareset to be registered as an output.
3763 /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
3764 /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
3776 AkOutputDeviceID in_idOutput, ///< Output ID to set the volume on. As returned from AddOutput or GetOutputID
3780 /// Returns whether or not the audio device matching the device ID provided supports spatial audio (i.e. the functionality is enabled, and more than 0 dynamic objects are supported).
3781 /// If Spatial Audio is supported, then you can call Init, AddOutput, or ReplaceOutput with an Audio Device Shareset corresponding to the respective platform-specific plug-in that
3782 /// provides spatial audio, such as the Microsoft Spatial Sound Platform for Windows. Note that on Xbox One, you need to call EnableSpatialAudio() before the sound engine is
3783 /// initialized, or initialize the sound engine with AkPlatformInitSettings::bEnableSpatialAudio set to true if you want spatial audio support; otherwise this will always return AK_NotCompatible.
3785 /// AK_NotCompatible when the device ID provided does not support spatial audio, or the platform does not support spatial audio
3786 /// AK_Fail when there is some other miscellaneous failure, or the device ID provided does not match a device that the system knows about
3789 AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
3791 ///< - XBoxOne Controller-Headphones: Use the AK::GetDeviceID function to get the ID from an IMMDevice. Find the player's device with the WASAPI API (IMMDeviceEnumerator, see Microsoft documentation) or use AK::GetDeviceIDFromName.
3799 /// This function should be called to put the sound engine in background mode, where audio isn't processed anymore. This needs to be called if the console has a background mode or some suspended state.
3800 /// Call \c WakeupFromSuspend when your application receives the message from the OS that the process is back in foreground.
3801 /// When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when \ref RenderAudio() is called.
3802 /// It is recommended to match the <b>in_bRenderAnyway</b> parameter with the behavior of the rest of your game:
3803 /// if your game still runs in background and you must keep some kind of coherent state between the audio engine and game, then allow rendering.
3804 /// If you want to minimize CPU when in background, then don't allow rendering and never call RenderAudio from the game.
3808 /// - XBoxOne: Use when entering constrained mode or suspended mode (see ResourceAvailability in Xbox One documentation).
3811 bool in_bRenderAnyway = false /// If set to true, audio processing will still occur, but not outputted. When set to false, no audio will be processed at all, even upon reception of RenderAudio().
3814 /// This function should be called to wake up the sound engine and start processing audio again. This needs to be called if the console has a background mode or some suspended state.
3817 /// - XBoxOne: Use when the game is back to Full resources (see ResourceAvailability in Xbox One documentation).
AKSOUNDENGINE_API AKRESULT RegisterPluginDLL(const AkOSChar *in_DllName, const AkOSChar *in_DllPath=NULL)
AkUInt32 uMonitorQueuePoolSize
Size of the monitoring queue pool, in bytes. This parameter is not used in Release build.
Definition: AkSoundEngine.h:222
AKSOUNDENGINE_API AKRESULT RemoveDefaultListener(AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT PrepareEvent(PreparationType in_PreparationType, const char **in_ppszString, AkUInt32 in_uNumEvent)
AKSOUNDENGINE_API AKRESULT SetRTPCValue(AkRtpcID in_rtpcID, AkRtpcValue in_value, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AkUInt32 uMonitorPoolSize
Size of the monitoring pool, in bytes. This parameter is not used in Release build.
Definition: AkSoundEngine.h:221
AkUInt32 uDefaultPoolSize
Size of the default memory pool, in bytes.
Definition: AkSoundEngine.h:211
AKSOUNDENGINE_API AKRESULT SetSpeakerAngles(const AkReal32 *in_pfSpeakerAngles, AkUInt32 in_uNumAngles, AkReal32 in_fHeightAngle, AkOutputDeviceID in_idOutput=0)
AkBackgroundMusicChangeCallbackFunc BGMCallback
Application-defined audio source change event callback function.
Definition: AkSoundEngine.h:230
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkTypes.h:566
AKSOUNDENGINE_API void ExecuteActionOnPlayingID(AkActionOnEventType in_ActionType, AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
AkUInt8 * pMediaMemory
Pointer to the data to be set for the source.
Definition: AkSoundEngine.h:244
AKSOUNDENGINE_API AKRESULT PrepareGameSyncs(PreparationType in_PreparationType, AkGroupType in_eGameSyncType, const char *in_pszGroupName, const char **in_ppszGameSyncName, AkUInt32 in_uNumGameSyncs)
AKSOUNDENGINE_API AKRESULT GetSourcePlayPositions(AkPlayingID in_PlayingID, AkSourcePosition *out_puPositions, AkUInt32 *io_pcPositions, bool in_bExtrapolate=true)
AKSOUNDENGINE_API AKRESULT Init(AkInitSettings *in_pSettings, AkPlatformInitSettings *in_pPlatformSettings)
AKSOUNDENGINE_API AKRESULT SetSwitch(AkSwitchGroupID in_switchGroup, AkSwitchStateID in_switchState, AkGameObjectID in_gameObjectID)
AKSOUNDENGINE_API AKRESULT GetSourceStreamBuffering(AkPlayingID in_PlayingID, AkTimeMs &out_buffering, bool &out_bIsBuffering)
@ AkBankContent_StructureOnly
Use AkBankContent_StructureOnly to load only the structural content, including Events,...
Definition: AkSoundEngine.h:2263
AKSOUNDENGINE_API AKRESULT StartOutputCapture(const AkOSChar *in_CaptureFileName)
AKSOUNDENGINE_API AKRESULT SetMaxNumVoicesLimit(AkUInt16 in_maxNumberVoices)
AkUInt32 uNumSamplesPerFrame
Number of samples per audio frame (256, 512, 1024, or 2048).
Definition: AkSoundEngine.h:219
Definition: AkAndroidSoundEngine.h:57
AKSOUNDENGINE_API AKRESULT SetDefaultListeners(const AkGameObjectID *in_pListenerObjs, AkUInt32 in_uNumListeners)
AKSOUNDENGINE_API AKRESULT UnregisterAllGameObj()
AKSOUNDENGINE_API AKRESULT ResetRTPCValue(AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AkReal32 fDebugOutOfRangeLimit
Debug setting: Only used when bDebugOutOfRangeCheckEnabled is true. This defines the maximum values s...
Definition: AkSoundEngine.h:236
Definition: AkSpeakerConfig.h:505
AKSOUNDENGINE_API AKRESULT RegisterGlobalCallback(AkGlobalCallbackFunc in_pCallback, AkUInt32 in_eLocation=AkGlobalCallbackLocation_BeginRender, void *in_pCookie=NULL, AkPluginType in_eType=AkPluginTypeNone, AkUInt32 in_ulCompanyID=0, AkUInt32 in_ulPluginID=0)
@ MultiPositionType_MultiDirections
Simulate one sound coming from multiple directions. Useful for repositionning sounds based on wall op...
Definition: AkTypes.h:739
AKSOUNDENGINE_API void CancelEventCallbackCookie(void *in_pCookie)
AKSOUNDENGINE_API AKRESULT RegisterGameObj(AkGameObjectID in_gameObjectID)
@ Preparation_LoadAndDecode
Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
Definition: AkSoundEngine.h:2252
AkTaskSchedulerDesc taskSchedulerDesc
The defined client task scheduler that AkSoundEngine will use to schedule internal tasks.
Definition: AkSoundEngine.h:235
AKSOUNDENGINE_API AKRESULT GetContainerHistory(AK::IWriteBytes *in_pBytes)
AKSOUNDENGINE_API AKRESULT SetState(AkStateGroupID in_stateGroup, AkStateID in_state)
Platform-independent initialization settings of output devices.
Definition: AkSoundEngine.h:129
AKSOUNDENGINE_API bool IsInitialized()
@ Preparation_Unload
PrepareEvent() will unload required information to play the specified event.
Definition: AkSoundEngine.h:2251
@ AkBankContent_All
Use AkBankContent_All to load both the media and structural content.
Definition: AkSoundEngine.h:2264
AKSOUNDENGINE_API AKRESULT ClearBanks()
AKSOUNDENGINE_API AKRESULT UnregisterAudioDeviceStatusCallback()
Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatus...
Definition: IBytes.h:42
AKSOUNDENGINE_API AKRESULT SetMultipleObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_uListenerID, AkObstructionOcclusionValues *in_fObstructionOcclusionValues, AkUInt32 in_uNumOcclusionObstruction)
AKSOUNDENGINE_API AKRESULT SetOutputVolume(AkOutputDeviceID in_idOutput, AkReal32 in_fVolume)
AKSOUNDENGINE_API AKRESULT GetPanningRule(AkPanningRule &out_ePanningRule, AkOutputDeviceID in_idOutput=0)
AkFloorPlane eFloorPlane
Floor plane axis for 3D game object viewing.
Definition: AkSoundEngine.h:234
AKSOUNDENGINE_API AKRESULT SetBankLoadIOSettings(AkReal32 in_fThroughput, AkPriority in_priority)
AKSOUNDENGINE_API AKRESULT AddOutputCaptureMarker(const char *in_MarkerText)
AKSOUNDENGINE_API AKRESULT RegisterAudioDeviceStatusCallback(AK::AkDeviceStatusCallbackFunc in_pCallback)
AKSOUNDENGINE_API AKRESULT PostTrigger(AkTriggerID in_triggerID, AkGameObjectID in_gameObjectID)
AKSOUNDENGINE_API AKRESULT PinEventInStreamCache(AkUniqueID in_eventID, AkPriority in_uActivePriority, AkPriority in_uInactivePriority)
AKSOUNDENGINE_API void CancelEventCallbackGameObject(AkGameObjectID in_gameObjectID)
AKSOUNDENGINE_API AKRESULT ReplaceOutput(const AkOutputSettings &in_Settings, AkOutputDeviceID in_outputDeviceId, AkOutputDeviceID *out_pOutputDeviceId=NULL)
AKSOUNDENGINE_API void GetDefaultInitSettings(AkInitSettings &out_settings)
AKSOUNDENGINE_API AKRESULT SetActorMixerEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
AKSOUNDENGINE_API AKRESULT RegisterCodec(AkUInt32 in_ulCompanyID, AkUInt32 in_ulCodecID, AkCreateFileSourceCallback in_pFileCreateFunc, AkCreateBankSourceCallback in_pBankCreateFunc)
AKSOUNDENGINE_API AKRESULT RegisterBusMeteringCallback(AkUniqueID in_busID, AkBusMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags)
bool bUseLEngineThread
Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAud...
Definition: AkSoundEngine.h:228
AKSOUNDENGINE_API AKRESULT StopProfilerCapture()
AKSOUNDENGINE_API AKRESULT SetObjectObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 in_fObstructionLevel, AkReal32 in_fOcclusionLevel)
AKSOUNDENGINE_API AkOutputDeviceID GetOutputID(AkUniqueID in_idShareset, AkUInt32 in_idDevice)
AkOutputSettings(const char *in_szDeviceShareSet, AkUniqueID in_idDevice=AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig=AkChannelConfig(), AkPanningRule in_ePanning=AkPanningRule_Speakers)
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
Definition: AkSpeakerVolumes.h:49
AKSOUNDENGINE_API AKRESULT DecodeBank(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkMemPoolId in_uPoolForDecodedBank, void *&out_pDecodedBankPtr, AkUInt32 &out_uDecodedBankSize)
Definition: AkTypes.h:214
AKSOUNDENGINE_API AKRESULT StartProfilerCapture(const AkOSChar *in_CaptureFileName)
AkUInt32 uContinuousPlaybackLookAhead
Default is 1 audio quantum, also known as an audio frame. Its size is equal to AkInitSettings::uNumSa...
Definition: AkSoundEngine.h:216
AKSOUNDENGINE_API AKRESULT RemoveOutput(AkOutputDeviceID in_idOutput)
bool bEnableGameSyncPreparation
Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
Definition: AkSoundEngine.h:215
AKSOUNDENGINE_API AkUInt32 GetBufferTick()
AkOSChar * szPluginDLLPath
When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the gam...
Definition: AkSoundEngine.h:232
AkUInt32 uIdxThread
The current thread index [0, AkTaskSchedulerDesc::uNumSchedulerWorkerThreads[.
Definition: AkSoundEngine.h:176
AKSOUNDENGINE_API AKRESULT GetDeviceSpatialAudioSupport(AkUInt32 in_idDevice)
AKSOUNDENGINE_API AKRESULT AddListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
AkAssertHook pfnAssertHook
External assertion handling function (optional)
Definition: AkSoundEngine.h:208
Necessary settings for setting externally-loaded sources.
Definition: AkSoundEngine.h:242
AKSOUNDENGINE_API AKRESULT SeekOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkTimeMs in_iPosition, bool in_bSeekToNearestMarker=false, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AkUInt32 uMaxHardwareTimeoutMs
Amount of time to wait for HW devices to trigger an audio interrupt. If there is no interrupt after t...
Definition: AkSoundEngine.h:225
AKSOUNDENGINE_API AKRESULT SetScalingFactor(AkGameObjectID in_GameObjectID, AkReal32 in_fAttenuationScalingFactor)
@ Preparation_Load
PrepareEvent() will load required information to play the specified event.
Definition: AkSoundEngine.h:2250
AKSOUNDENGINE_API AKRESULT UnregisterGameObj(AkGameObjectID in_gameObjectID)
AKSOUNDENGINE_API AKRESULT RenderAudio(bool in_bAllowSyncRender=true)
AKSOUNDENGINE_API AKRESULT PostMIDIOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkMIDIPost *in_pPosts, AkUInt16 in_uNumPosts)
Positioning information for a sound, with specified subset of its channels.
Definition: AkTypes.h:439
AKSOUNDENGINE_API AKRESULT SetListenerSpatialization(AkGameObjectID in_uListenerID, bool in_bSpatialized, AkChannelConfig in_channelConfig, AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets=NULL)
AKSOUNDENGINE_API AKRESULT SetGameObjectAuxSendValues(AkGameObjectID in_gameObjectID, AkAuxSendValue *in_aAuxSendValues, AkUInt32 in_uNumSendValues)
AkReal32 fDefaultPoolRatioThreshold
0.0f to 1.0f value: The percentage of occupied memory where the sound engine should enter in Low memo...
Definition: AkSoundEngine.h:212
AKSOUNDENGINE_API AkChannelConfig GetSpeakerConfiguration(AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API AKRESULT GetAudioSettings(AkAudioSettings &out_audioSettings)
AkUInt32 uMediaSize
Size, in bytes, of the data to be set for the source.
Definition: AkSoundEngine.h:245
AKSOUNDENGINE_API void SetRandomSeed(AkUInt32 in_uSeed)
AkMemPoolId uPrepareEventMemoryPoolID
Memory pool where data allocated by AK::SoundEngine::PrepareEvent() and AK::SoundEngine::PrepareGameS...
Definition: AkSoundEngine.h:214
Global plugin context used for plugin registration/initialization. Games query this interface from th...
Definition: IAkPlugin.h:1117
AKSOUNDENGINE_API AKRESULT UnloadBank(const char *in_pszString, const void *in_pInMemoryBankPtr, AkMemPoolId *out_pMemPoolId=NULL)
AKSOUNDENGINE_API void GetDefaultPlatformInitSettings(AkPlatformInitSettings &out_platformSettings)
AKSOUNDENGINE_API AKRESULT Suspend(bool in_bRenderAnyway=false)
AKSOUNDENGINE_API AKRESULT GetSourcePlayPosition(AkPlayingID in_PlayingID, AkTimeMs *out_puPosition, bool in_bExtrapolate=true)
Definition: IBytes.h:146
AKSOUNDENGINE_API AKRESULT SetListeners(AkGameObjectID in_emitterGameObj, const AkGameObjectID *in_pListenerGameObjs, AkUInt32 in_uNumListeners)
AKSOUNDENGINE_API AKRESULT SendPluginCustomGameData(AkUniqueID in_busID, AkGameObjectID in_busObjectID, AkPluginType in_eType, AkUInt32 in_uCompanyID, AkUInt32 in_uPluginID, const void *in_pData, AkUInt32 in_uSizeInBytes)
AKSOUNDENGINE_API AKRESULT SetBusEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
AKSOUNDENGINE_API void MuteBackgroundMusic(bool in_bMute)
AKSOUNDENGINE_API AKRESULT SetContainerHistory(AK::IReadBytes *in_pBytes)
AKSOUNDENGINE_API AKRESULT SetMixer(AkUniqueID in_audioNodeID, AkUniqueID in_shareSetID)
AKSOUNDENGINE_API AkUInt32 GetIDFromString(const char *in_pszString)
AKSOUNDENGINE_API AKRESULT SetPanningRule(AkPanningRule in_ePanningRule, AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API AKRESULT AddDefaultListener(AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT SetGameObjectOutputBusVolume(AkGameObjectID in_emitterObjID, AkGameObjectID in_listenerObjID, AkReal32 in_fControlValue)
AKSOUNDENGINE_API AKRESULT AddOutput(const AkOutputSettings &in_Settings, AkOutputDeviceID *out_pDeviceID=NULL, const AkGameObjectID *in_pListenerIDs=NULL, AkUInt32 in_uNumListeners=0)
AkUInt32 uNumSchedulerWorkerThreads
The number of worker threads in the schduler.
Definition: AkSoundEngine.h:197
AKSOUNDENGINE_API AKRESULT StopOutputCapture()
AKSOUNDENGINE_API AKRESULT StopMIDIOnEvent(AkUniqueID in_eventID=AK_INVALID_UNIQUE_ID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
AKSOUNDENGINE_API AKRESULT ResetListenersToDefault(AkGameObjectID in_emitterGameObj)
AKSOUNDENGINE_API AKRESULT SetBusDevice(AkUniqueID in_idBus, AkUniqueID in_idNewDevice)
AKSOUNDENGINE_API AKRESULT ExecuteActionOnEvent(AkUniqueID in_eventID, AkActionOnEventType in_ActionType, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AKSOUNDENGINE_API AKRESULT SetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings)
AKSOUNDENGINE_API void CancelBankCallbackCookie(void *in_pCookie)
AkUniqueID audioDeviceShareset
Definition: AkSoundEngine.h:142
AKSOUNDENGINE_API AKRESULT WakeupFromSuspend()
AkTimeMs msTime
Position of the source (in ms) associated with that playing item.
Definition: AkSoundEngine.h:253
AKSOUNDENGINE_API AKRESULT RegisterPlugin(AkPluginType in_eType, AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID, AkCreatePluginCallback in_pCreateFunc, AkCreateParamCallback in_pCreateParamFunc)
void * BGMCallbackCookie
Application-defined user data for the audio source change event callback function.
Definition: AkSoundEngine.h:231
AkUniqueID sourceID
Source ID (available in the SoundBank content files)
Definition: AkSoundEngine.h:243
bool bUseSoundBankMgrThread
Use a separate thread for loading sound banks. Allows asynchronous operations.
Definition: AkSoundEngine.h:227
void(* AkDeviceStatusCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkUniqueID in_idAudioDeviceShareset, AkUInt32 in_idDeviceID, AkAudioDeviceEvent in_idEvent, AKRESULT in_AkResult)
Callback for Audio Device status changes.
Definition: AkCallback.h:347
AkUniqueID mediaID
Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file...
Definition: AkSoundEngine.h:252
Definition: AkMidiTypes.h:229
bool bDebugOutOfRangeCheckEnabled
Debug setting: Enable checks for out-of-range (and NAN) floats in the processing code....
Definition: AkSoundEngine.h:237
Definition: AkSoundEngine.h:207
AKSOUNDENGINE_API AKRESULT UnpinEventInStreamCache(AkUniqueID in_eventID)
AKSOUNDENGINE_API AKRESULT SetRTPCValueByPlayingID(AkRtpcID in_rtpcID, AkRtpcValue in_value, AkPlayingID in_playingID, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
void(* ParallelForFunc)(void *in_pData, AkUInt32 in_uIdxBegin, AkUInt32 in_uIdxEnd, AkUInt32 in_uTileSize, AkParallelForFunc in_func, void *in_pUserData, const char *in_szDebugName)
Debug name for the workload.
Definition: AkSoundEngine.h:187
AKSOUNDENGINE_API AKRESULT UnregisterGlobalCallback(AkGlobalCallbackFunc in_pCallback, AkUInt32 in_eLocation=AkGlobalCallbackLocation_BeginRender)
AKSOUNDENGINE_API AKRESULT SetMultiplePositions(AkGameObjectID in_GameObjectID, const AkSoundPosition *in_pPositions, AkUInt16 in_NumPositions, MultiPositionType in_eMultiPositionType=MultiPositionType_MultiDirections)
AKSOUNDENGINE_API AKRESULT ClearPreparedEvents()
AKSOUNDENGINE_API AKRESULT SetVolumeThreshold(AkReal32 in_fVolumeThresholdDB)
AKSOUNDENGINE_API AkPlayingID PostEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, AkUInt32 in_cExternals=0, AkExternalSourceInfo *in_pExternalSources=NULL, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AKSOUNDENGINE_API void Term()
AKSOUNDENGINE_API void StopAll(AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
AKSOUNDENGINE_API AK::IAkGlobalPluginContext * GetGlobalPluginContext()
AKSOUNDENGINE_API AKRESULT SetPosition(AkGameObjectID in_GameObjectID, const AkSoundPosition &in_Position)
AKSOUNDENGINE_API AKRESULT UnsetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings)
AKSOUNDENGINE_API AKRESULT SetBusConfig(AkUniqueID in_audioNodeID, AkChannelConfig in_channelConfig)
AKSOUNDENGINE_API bool GetBackgroundMusicMute()
AKSOUNDENGINE_API AKRESULT LoadBank(const char *in_pszString, AkMemPoolId in_memPoolId, AkBankID &out_bankID)
AKSOUNDENGINE_API AKRESULT PrepareBank(AK::SoundEngine::PreparationType in_PreparationType, const char *in_pszString, AK::SoundEngine::AkBankContent in_uFlags=AkBankContent_All)
AKSOUNDENGINE_API void StopPlayingID(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
AKSOUNDENGINE_API AKRESULT RegisterBusVolumeCallback(AkUniqueID in_busID, AkBusCallbackFunc in_pfnCallback)
AKSOUNDENGINE_API AKRESULT RemoveListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT GetBufferStatusForPinnedEvent(AkUniqueID in_eventID, AkReal32 &out_fPercentBuffered, bool &out_bCachePinnedMemoryFull)
AKSOUNDENGINE_API AKRESULT GetSpeakerAngles(AkReal32 *io_pfSpeakerAngles, AkUInt32 &io_uNumAngles, AkReal32 &out_fHeightAngle, AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API void CancelEventCallback(AkPlayingID in_playingID)
Was this page helpful?
Need Support?
Questions? Problems? Need more info? Contact us, and we can help!
Visit our Support pageTell us about your project. We're here to help.
Register your project and we'll help you get started with no strings attached!
Get started with Wwise