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AkReflectGameData.h
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69 AkUniqueID arTextureID[AK_MAX_NUM_TEXTURE]; ///< Unique IDs of the Acoustics Texture ShareSets used to filter this image source.
86 AkImageSourceParams(AkVector64 in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
97 AkReal32 fDistanceScalingFactor; ///< Image source distance scaling. This number effectively scales the sourcePosition vector with respect to the listener and, consequently, scales distance and preserves orientation.
100 AkUInt8 uDiffractionEmitterSide; ///< If there is a shadow zone diffraction just after the emitter in the reflection path, indicates the number of diffraction edges, otherwise 0 if no diffraction.
101 AkUInt8 uDiffractionListenerSide; ///< If there is a shadow zone diffraction before reaching the listener in the reflection path, indicates the number of diffraction edges, otherwise 0 if no diffraction.
113 AkReflectImageSource(AkImageSourceID in_uID, AkVector64 in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
128 AkImageSourceTexture texture; ///< Image source's acoustic textures. Note that changing any of these textures across frames for a given image source, identified by uID, may result in a discontinuity in the audio signal.
135 AkGameObjectID listenerID; ///< ID of the listener used to compute spatialization and distance evaluation from within the targeted Reflect plug-in instance. It needs to be one of the listeners that are listening to the game object associated with the targeted plug-in instance. See AK::SoundEngine::SetListeners and AK::SoundEngine::SetGameObjectAuxSendValues.
137 AkReflectImageSource arSources[1]; ///< Variable array of image sources. You should allocate storage for the structure by calling AkReflectGameData::GetSize() with the desired number of sources.
145 /// Helper function for computing the size required to allocate the AkReflectGameData structure.
148 return (in_uNumSources > 0) ? sizeof(AkReflectGameData) + (in_uNumSources - 1) * sizeof(AkReflectImageSource) : sizeof(AkReflectGameData);
AkReflectImageSource(AkImageSourceID in_uID, AkVector64 in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
Definition: AkReflectGameData.h:113
Definition: AkReflectGameData.h:105
AkReflectImageSource arSources[1]
Variable array of image sources. You should allocate storage for the structure by calling AkReflectGa...
Definition: AkReflectGameData.h:137
AkImageSourceTexture texture
Image source's acoustic textures. Note that changing any of these textures across frames for a given ...
Definition: AkReflectGameData.h:128
Data used to describe one image source in Reflect.
Definition: AkReflectGameData.h:36
AkUInt32 uNumTexture
Number of valid textures in the texture array.
Definition: AkReflectGameData.h:68
AkReal32 fDiffraction
Diffraction amount, normalized to the range [0,1].
Definition: AkReflectGameData.h:99
AkReal32 fDistanceScalingFactor
Image source distance scaling. This number effectively scales the sourcePosition vector with respect ...
Definition: AkReflectGameData.h:97
AkUInt32 uNumImageSources
Number of image sources passed in the variable array, below.
Definition: AkReflectGameData.h:136
Definition: AkReflectGameData.h:73
static AkUInt32 GetSize(AkUInt32 in_uNumSources)
Helper function for computing the size required to allocate the AkReflectGameData structure.
Definition: AkReflectGameData.h:146
AkGameObjectID listenerID
ID of the listener used to compute spatialization and distance evaluation from within the targeted Re...
Definition: AkReflectGameData.h:135
AkUInt8 uDiffractionListenerSide
If there is a shadow zone diffraction before reaching the listener in the reflection path,...
Definition: AkReflectGameData.h:101
AkImageSourceID uID
Image source ID (for matching delay lines across frames)
Definition: AkReflectGameData.h:126
Data structure sent by the game to an instance of the Reflect plug-in.
Definition: AkReflectGameData.h:134
AkImageSourceParams(AkVector64 in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
Definition: AkReflectGameData.h:86
const char * pName
Optional image source name. Appears in Reflect's editor when profiling.
Definition: AkReflectGameData.h:57
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
Definition: AkTypes.h:176
3D 64-bit vector. Intended as storage for world positions of sounds and objects, benefiting from 64-b...
Definition: AkTypes.h:409
AkVector64 sourcePosition
Image source position, relative to the world.
Definition: AkReflectGameData.h:96
AkUniqueID arTextureID[AK_MAX_NUM_TEXTURE]
Unique IDs of the Acoustics Texture ShareSets used to filter this image source.
Definition: AkReflectGameData.h:69
Definition: AkReflectGameData.h:61
AkUInt8 uDiffractionEmitterSide
If there is a shadow zone diffraction just after the emitter in the reflection path,...
Definition: AkReflectGameData.h:100
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