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Wwise SDK 2023.1.3
AK::SpatialAudio 네임스페이스 참조

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, AkOSCharOsString
 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, CAkLockDbString
 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.

주의: At the moment, there can be only one Spatial Audio listener registered at any given time.
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.

참고: These functions are low-level and useful when your game engine already implements a geometrical approach to sound propagation such as an image-source or a ray tracing algorithm. Functions of Geometry are preferred and easier to use with the Reflect plug-in.
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 SetReverbZone (AkRoomID in_ReverbZone, AkRoomID in_ParentRoom, AkReal32 in_transitionRegionWidth)
 
AKSOUNDENGINE_API AKRESULT RemoveReverbZone (AkRoomID in_ReverbZone)
 
AKSOUNDENGINE_API AKRESULT SetGameObjectInRoom (AkGameObjectID in_gameObjectID, AkRoomID in_CurrentRoomID)
 
AKSOUNDENGINE_API AKRESULT UnsetGameObjectInRoom (AkGameObjectID in_gameObjectID)
 
AKSOUNDENGINE_API AKRESULT SetReflectionsOrder (AkUInt32 in_uReflectionsOrder, bool in_bUpdatePaths)
 
AKSOUNDENGINE_API AKRESULT SetDiffractionOrder (AkUInt32 in_uDiffractionOrder, bool in_bUpdatePaths)
 
AKSOUNDENGINE_API AKRESULT SetMaxEmitterRoomAuxSends (AkUInt32 in_uMaxEmitterRoomAuxSends)
 
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 ...
 

상세한 설명

Audiokinetic spatial audio namespace


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