Wwise SDK 2022.1.13
|
Audiokinetic spatial audio namespace 더 자세히 ...
네임스페이스 | |
ReverbEstimation | |
Audiokinetic reverb estimation namespace | |
타입정의 | |
typedef AkString< ArrayPoolSpatialAudio, wchar_t > | WString |
Wide string type for use in Wwise Spatial Audio 더 자세히 ... | |
typedef AkString< ArrayPoolSpatialAudio, AkOSChar > | OsString |
OS string type for use in Wwise Spatial Audio 더 자세히 ... | |
typedef AkString< ArrayPoolSpatialAudio, char > | String |
String type for use in Wwise Spatial Audio 더 자세히 ... | |
typedef AkDbString< ArrayPoolSpatialAudio, char, CAkLock > | DbString |
Instanced string type. 더 자세히 ... | |
typedef AkUInt16 | Idx |
함수 | |||
Basic functions. | |||
In order to use SpatialAudio, you need to initalize it using Init, and register the listeners that you plan on using with any of the services offered by SpatialAudio, using RegisterListener respectively, after having registered their corresponding game object to the sound engine.
| |||
AKSOUNDENGINE_API AKRESULT | Init (const AkSpatialAudioInitSettings &in_initSettings) | ||
Initialize the SpatialAudio API. 더 자세히 ... | |||
AKSOUNDENGINE_API AKRESULT | RegisterListener (AkGameObjectID in_gameObjectID) | ||
AKSOUNDENGINE_API AKRESULT | UnregisterListener (AkGameObjectID in_gameObjectID) | ||
AKSOUNDENGINE_API AKRESULT | SetGameObjectRadius (AkGameObjectID in_gameObjectID, AkReal32 in_outerRadius, AkReal32 in_innerRadius) | ||
Helper functions for passing game data to the Reflect plug-in. | |||
Use this API for detailed placement of reflection image sources.
| |||
AKSOUNDENGINE_API AKRESULT | SetImageSource (AkImageSourceID in_srcID, const AkImageSourceSettings &in_info, const char *in_name, AkUniqueID in_AuxBusID=AK_INVALID_AUX_ID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT) | ||
AKSOUNDENGINE_API AKRESULT | RemoveImageSource (AkImageSourceID in_srcID, AkUniqueID in_AuxBusID=AK_INVALID_AUX_ID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT) | ||
AKSOUNDENGINE_API AKRESULT | ClearImageSources (AkUniqueID in_AuxBusID=AK_INVALID_AUX_ID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT) | ||
Geometry | |||
Geometry API for early reflection processing using Reflect. | |||
AKSOUNDENGINE_API AKRESULT | SetGeometry (AkGeometrySetID in_GeomSetID, const AkGeometryParams &in_params) | ||
AKSOUNDENGINE_API AKRESULT | RemoveGeometry (AkGeometrySetID in_SetID) | ||
AKSOUNDENGINE_API AKRESULT | SetGeometryInstance (AkGeometryInstanceID in_GeometryInstanceID, const AkGeometryInstanceParams &in_params) | ||
AKSOUNDENGINE_API AKRESULT | RemoveGeometryInstance (AkGeometryInstanceID in_GeometryInstanceID) | ||
AKSOUNDENGINE_API AKRESULT | QueryReflectionPaths (AkGameObjectID in_gameObjectID, AkUInt32 in_positionIndex, AkVector64 &out_listenerPos, AkVector64 &out_emitterPos, AkReflectionPathInfo *out_aPaths, AkUInt32 &io_uArraySize) | ||
Rooms and Portals | |||
Sound Propagation API using rooms and portals. | |||
AKSOUNDENGINE_API AKRESULT | SetRoom (AkRoomID in_RoomID, const AkRoomParams &in_Params, const char *in_RoomName=nullptr) | ||
AKSOUNDENGINE_API AKRESULT | RemoveRoom (AkRoomID in_RoomID) | ||
AKSOUNDENGINE_API AKRESULT | SetPortal (AkPortalID in_PortalID, const AkPortalParams &in_Params, const char *in_PortalName=nullptr) | ||
AKSOUNDENGINE_API AKRESULT | RemovePortal (AkPortalID in_PortalID) | ||
AKSOUNDENGINE_API AKRESULT | SetGameObjectInRoom (AkGameObjectID in_gameObjectID, AkRoomID in_CurrentRoomID) | ||
AKSOUNDENGINE_API AKRESULT | SetReflectionsOrder (AkUInt32 in_uReflectionsOrder, bool in_bUpdatePaths) | ||
AKSOUNDENGINE_API AKRESULT | SetDiffractionOrder (AkUInt32 in_uDiffractionOrder, bool in_bUpdatePaths) | ||
AKSOUNDENGINE_API AKRESULT | SetNumberOfPrimaryRays (AkUInt32 in_uNbPrimaryRays) | ||
AKSOUNDENGINE_API AKRESULT | SetLoadBalancingSpread (AkUInt32 in_uNbFrames) | ||
AKSOUNDENGINE_API AKRESULT | SetEarlyReflectionsAuxSend (AkGameObjectID in_gameObjectID, AkAuxBusID in_auxBusID) | ||
AKSOUNDENGINE_API AKRESULT | SetEarlyReflectionsVolume (AkGameObjectID in_gameObjectID, AkReal32 in_fSendVolume) | ||
AKSOUNDENGINE_API AKRESULT | SetPortalObstructionAndOcclusion (AkPortalID in_PortalID, AkReal32 in_fObstruction, AkReal32 in_fOcclusion) | ||
AKSOUNDENGINE_API AKRESULT | SetGameObjectToPortalObstruction (AkGameObjectID in_gameObjectID, AkPortalID in_PortalID, AkReal32 in_fObstruction) | ||
AKSOUNDENGINE_API AKRESULT | SetPortalToPortalObstruction (AkPortalID in_PortalID0, AkPortalID in_PortalID1, AkReal32 in_fObstruction) | ||
AKSOUNDENGINE_API AKRESULT | QueryWetDiffraction (AkPortalID in_portal, AkReal32 &out_wetDiffraction) | ||
AKSOUNDENGINE_API AKRESULT | QueryDiffractionPaths (AkGameObjectID in_gameObjectID, AkUInt32 in_positionIndex, AkVector64 &out_listenerPos, AkVector64 &out_emitterPos, AkDiffractionPathInfo *out_aPaths, AkUInt32 &io_uArraySize) | ||
AKSOUNDENGINE_API AKRESULT | ResetStochasticEngine () | ||
변수 | |
constexpr AkRoomID | kOutdoorRoomID |
The outdoor room ID. This room is created automatically and is typically used for outdoors, i.e. when not in a room. 더 자세히 ... | |
Audiokinetic spatial audio namespace
프로젝트를 등록하세요. 아무런 조건이나 의무 사항 없이 빠른 시작을 도와드리겠습니다.
Wwise를 시작해 보세요