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알림: 고객님의 주요 출시 버전( 2021.1.14.8108 )에 해당하는 최신 설명서로 이동했습니다. 특정 버전의 설명서를 보시려면 Audiokinetic 런처에서 오프라인 설명서를 다운로드하고 Wwise Authoring의 Offline Documentation을 확인하세요.
Wwise SDK 2021.1.14
AkInitSettings 구조체 참조

#include <AkSoundEngine.h>

Public 속성

AkAssertHook  pfnAssertHook
  External assertion handling function (optional) 더 자세히 ...
 
AkUInt32  uMaxNumPaths
  Maximum number of paths for positioning 더 자세히 ...
 
AkUInt32  uCommandQueueSize
  Size of the command queue, in bytes 더 자세히 ...
 
bool  bEnableGameSyncPreparation
  Sets to true to enable AK::SoundEngine::PrepareGameSync usage. 더 자세히 ...
 
AkUInt32  uContinuousPlaybackLookAhead
  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. 더 자세히 ...
 
AkUInt32  uNumSamplesPerFrame
  Number of samples per audio frame (256, 512, 1024, or 2048). 더 자세히 ...
 
AkUInt32  uMonitorQueuePoolSize
  Size of the monitoring queue, in bytes. This parameter is not used in Release build. 더 자세히 ...
 
AkOutputSettings  settingsMainOutput
  Main output device settings. 더 자세히 ...
 
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) 더 자세히 ...
 
bool  bUseSoundBankMgrThread
  Use a separate thread for loading sound banks. Allows asynchronous operations. 더 자세히 ...
 
bool  bUseLEngineThread
  Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAudio(). Custom Scheduling of Audio Rendering 더 자세히 ...
 
AkBackgroundMusicChangeCallbackFunc  BGMCallback
  Application-defined audio source change event callback function. 더 자세히 ...
 
void *  BGMCallbackCookie
  Application-defined user data for the audio source change event callback function. 더 자세히 ...
 
AkOSChar szPluginDLLPath
  When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the game executable. 더 자세히 ...
 
AkFloorPlane  eFloorPlane
  Floor plane axis for 3D game object viewing. 더 자세히 ...
 
AkReal32  fGameUnitsToMeters
 
AkTaskSchedulerDesc  taskSchedulerDesc
  The defined client task scheduler that AkSoundEngine will use to schedule internal tasks.
더 자세히 ...
 
AkUInt32  uBankReadBufferSize
  The number of bytes read by the BankReader when new data needs to be loaded from disk during serialization. Increasing this trades memory usage for larger, but fewer, file-read events during bank loading. 더 자세히 ...
 
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. 더 자세히 ...
 
bool  bDebugOutOfRangeCheckEnabled
  Debug setting: Enable checks for out-of-range (and NAN) floats in the processing code. This incurs a small performance hit, but can be enabled in most scenarios. 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. 더 자세히 ...
 

상세한 설명

Platform-independent initialization settings of the sound engine

참고

AkSoundEngine.h 파일의 202 번째 라인에서 정의되었습니다.


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