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Wwise SDK 2023.1.3

#include <AkCommonDefs.h>

클래스

class  ArrayCustomMetadata
 Array type for carrying custom metadata. 더 자세히 ...
 
struct  CustomMetadata
 Custom object metadata. 더 자세히 ...
 

Public 타입

typedef AkString< AkPluginArrayAllocator, char > String
 String type for use in 3D audio objects. 더 자세히 ...
 

Public 멤버 함수

 AkAudioObject ()
 Constructor 더 자세히 ...
 
 ~AkAudioObject ()
 Destructor 더 자세히 ...
 
void CopyContents (const AkAudioObject &in_src)
 Copies object metadata (everything but the key) from another object. 더 자세히 ...
 
void TransferContents (AkAudioObject &in_src)
 Moves object metadata (everything but the key) from another object. 더 자세히 ...
 
void SetCustomMetadata (CustomMetadata *in_aCustomMetadata, AkUInt32 in_uLength)
 
void Transfer (AkAudioObject &in_from)
 Transfer function for transfer move policies. 더 자세히 ...
 
AKRESULT SetName (AK::IAkPluginMemAlloc *in_pAllocator, const char *in_szName)
 
void ResetState ()
 Reset object state in preparation for next frame. 더 자세히 ...
 

Public 속성

AkAudioObjectID key
 Unique ID, local to a given bus. Only the lower 56 of 64 bits are used for the object itself. The highest 8 bits are available for channel indexing. 더 자세히 ...
 
AkPositioningData positioning
 Positioning data for deferred 3D rendering. 더 자세히 ...
 
AkRamp cumulativeGain
 Cumulative ramping gain to apply when mixing down to speaker bed or final endpoint 더 자세히 ...
 
AkPipelineID instigatorID
 Profiling ID of the node from which the object stems (typically the voice, instance of an actor-mixer). 더 자세히 ...
 
AkPriority priority
 Audio object playback priority. Object with a higher priority will be rendered using the hardware's object functionality on platforms that supports it, whereas objects with a lower priority will be downmixed to a lower resolution 3D bed. Audio object priorities should be retrieved, or set through IAkPluginServiceAudioObjectPriority to retain compatibility with future Wwise releases. 더 자세히 ...
 
ArrayCustomMetadata arCustomMetadata
 Array of custom metadata, gathered from visited objects. Note: any custom metadata is expected to exist for only the current sound engine render tick, and persistent references to it should not be stored. 더 자세히 ...
 
String objectName
 Name string of the object, to appear in the object profiler. This is normally used by out-of-place object processors for naming their output objects. Built-in sound engine structures don't use it. 더 자세히 ...
 

정적 Public 속성

static const AkUInt64 kObjectKeyNumBits = 56
 
static const AkUInt64 kObjectKeyMask = (((AkUInt64)1 << kObjectKeyNumBits) - 1)
 

상세한 설명

An audio object refers to an audio signal with some attached metadata going through the sound engine pipeline. The AkAudioObject struct encapsulates the metadata part. The signal itself is contained in a separate AkAudioBuffer instance.

AkCommonDefs.h 파일의 302 번째 라인에서 정의되었습니다.


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