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Wwise SDK 2023.1.3
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AkDynamicSequence.h
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39 /// Dynamic Sequence namespace. Use the Dynamic Sequence API to play and sequence Dialogue Events dynamically, according to a set of rules and conditions. For more information, refer to \ref integrating_elements_dynamicdialogue and <a href="https://www.audiokinetic.com/library/edge/?source=Help&id=understanding_dynamic_dialogue_system" target="_blank">Understanding the Dynamic Dialogue System</a>.
95 AkExternalSourceInfo *in_pExternalSources = NULL///< Optional array of external source resolution information
113 /// In sample accurate mode, when a dynamic sequence item finishes playing and there is another item\n
114 /// pending in its playlist, the next sound will be stitched to the end of the ending sound. In this \n
115 /// mode, if there are one or more pending items in the playlist while the dynamic sequence is playing,\n
117 /// can remove the next item to be played from the playlist and prepare it for sample accurate playback before\n
118 /// the first sound is finished playing. This mechanism helps keep sounds sample accurate, but then\n
122 /// playlist at any time, then you should use the DynamicSequenceType_NormalTransition option instead.\n
125 /// Note that a Stop or a Break will always prevent the next to be played sound from actually being played.
132 DynamicSequenceType_NormalTransition ///< Normal transition mode, allows the entire playlist to be edited at all times.
133 };
136 /// \return Playing ID of the dynamic sequence, or AK_INVALID_PLAYING_ID in failure case and an error message in the debug console and Wwise Profiler
144 void* in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information;
145 DynamicSequenceType in_eDynamicSequenceType = DynamicSequenceType_SampleAccurate ///< See : \ref AK::SoundEngine::DynamicSequence::DynamicSequenceType
164 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
168 /// To restart the sequence, call Resume. The item paused will resume its playback, followed by the rest of the sequence.
175 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
185 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
197 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
210 /// If you seek past the duration of the first item, it will be skipped and an error will reported in the Capture Log and debug output.
223 /// If you seek past the duration of the first item, it will be skipped and an error will reported in the Capture Log and debug output.
240 AkUInt32 &out_uTime, ///< If sequence is currently paused, returns time when pause started, else 0.
241 AkUInt32 &out_uDuration ///< Returns total pause duration since last call to GetPauseTimes, excluding the time elapsed in the current pause.
AKSOUNDENGINE_API AKRESULT Stop(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
AKRESULT SetExternalSources(AkUInt32 in_nExternalSrc, AkExternalSourceInfo *in_pExternalSrc)
AKSOUNDENGINE_API AKRESULT GetPlayingItem(AkPlayingID in_playingID, AkUniqueID &out_audioNodeID, void *&out_pCustomInfo)
DynamicSequenceType
Definition: AkDynamicSequence.h:130
PlaylistItem & operator=(const PlaylistItem &in_rCopy)
AKSOUNDENGINE_API AKRESULT Resume(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
AKSOUNDENGINE_API AKRESULT Pause(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
PlaylistItem(const PlaylistItem &in_rCopy)
AKSOUNDENGINE_API Playlist * LockPlaylist(AkPlayingID in_playingID)
Definition: AkTypes.h:340
AKSOUNDENGINE_API AKRESULT Play(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
void(* AkCallbackFunc)(AkCallbackType in_eType, AkCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:266
AkForceInline AKRESULT Enqueue(AkUniqueID in_audioNodeID, AkTimeMs in_msDelay=0, void *in_pCustomInfo=NULL, AkUInt32 in_cExternals=0, AkExternalSourceInfo *in_pExternalSources=NULL)
Definition: AkDynamicSequence.h:90
AKSOUNDENGINE_API AKRESULT Seek(AkPlayingID in_playingID, AkTimeMs in_iPosition, bool in_bSeekToNearestMarker)
AkExternalSourceArray * GetExternalSources()
Get the external source array. Internal use only.
Definition: AkDynamicSequence.h:70
AkForceInline PlaylistItem * AddLast()
Definition: AkArray.h:592
AKSOUNDENGINE_API AKRESULT UnlockPlaylist(AkPlayingID in_playingID)
AKSOUNDENGINE_API AkPlayingID Open(AkGameObjectID in_gameObjectID, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, DynamicSequenceType in_eDynamicSequenceType=DynamicSequenceType_SampleAccurate)
@ DynamicSequenceType_NormalTransition
Normal transition mode, allows the entire playlist to be edited at all times.
Definition: AkDynamicSequence.h:132
AKSOUNDENGINE_API AKRESULT GetPauseTimes(AkPlayingID in_playingID, AkUInt32 &out_uTime, AkUInt32 &out_uDuration)
bool operator==(const PlaylistItem &in_rCopy)
Definition: AkDynamicSequence.h:56
AKSOUNDENGINE_API AKRESULT Close(AkPlayingID in_playingID)
AKSOUNDENGINE_API AKRESULT Break(AkPlayingID in_playingID)
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