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Wwise SDK 2023.1.3
AkPlatformInitSettings 구조체 참조

#include <AkAndroidSoundEngine.h>

Public 속성

AkThreadProperties threadLEngine
 Lower engine threading properties 더 자세히 ...
 
AkThreadProperties threadOutputMgr
 Ouput thread threading properties 더 자세히 ...
 
AkThreadProperties threadBankManager
 Bank manager threading properties (its default priority is AK_THREAD_PRIORITY_NORMAL) 더 자세히 ...
 
AkThreadProperties threadMonitor
 Monitor threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL). This parameter is not used in Release build. 더 자세히 ...
 
AkAudioAPI eAudioAPI
 
AkUInt32 uSampleRate
 Sampling Rate. Set to 0 to get the native sample rate. Default value is 0. 더 자세히 ...
 
AkUInt16 uNumRefillsInVoice
 Number of refill buffers in voice buffer. Defaults to 4.
더 자세히 ...
 
bool bRoundFrameSizeToHWSize
 
SLObjectItf pSLEngine
 OpenSL engine reference for sharing between various audio components. 더 자세히 ...
 
JavaVM * pJavaVM
 Active JavaVM for the app, used for internal system calls. Usually provided through the android_app structure given at startup or the NativeActivity. This parameter needs to be set to allow the sound engine initialization. 더 자세히 ...
 
jobject jActivity
 android.app.Activity instance for this application. Usually provided through the android_app structure, or through other means if your application has an overridden activity. 더 자세히 ...
 
bool bVerboseSink
 Enable this to inspect sink behavior. Useful for debugging non-standard Android devices. 더 자세히 ...
 
bool bEnableLowLatency
 
const char * szAudioWorkletProcessorUrl
 URL of the Audio Worklet processor script. Default: "WwiseAudioWorklet.processor.js" 더 자세히 ...
 
AkAudioSessionProperties audioSession
 iOS audio session properties 더 자세히 ...
 
AkAudioCallbacks audioCallbacks
 iOS audio callbacks 더 자세히 ...
 
AkUInt32 uNumSpatialAudioPointSources
 Number of Apple Spatial Audio point sources to allocate for 3D audio use (each point source is a system audio object). Default: 128 더 자세히 ...
 
bool bVerboseSystemOutput
 Print additional debugging information specific to iOS to the system output log. 더 자세히 ...
 
AkThreadProperties threadAudioOut
 AudioOut threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL) 더 자세히 ...
 
AkThreadProperties threadQueueLevel
 Plot Queue Level threading properties (see bPlotQueueLevel; this is not used in Release builds) 더 자세히 ...
 
AkUInt32 uLEngineAcpBatchBufferSize
 ACP batch buffer size: used for ATRAC9 decoding. 더 자세히 ...
 
bool bHwCodecLowLatencyMode
 Use low latency mode for ATRAC9 (default is false). If true, decoding jobs are submitted at the beginning of the Wwise update and it will be necessary to wait for the result. 더 자세히 ...
 
bool bStrictAtrac9Aligment
 Forces checks for ATRAC9 alignment in banks. 더 자세히 ...
 
AkUInt32 uMaxNumAudio3dObjects
 The number of objects to initialize the sceAudio3dPort with. Corresponds to SceAudio3dOpenParameters::uiMaxObjects. Default value is set to 128 objects. 더 자세히 ...
 
bool bPlotQueueLevel
 If enabled, will constantly output the current port queue level as a plot to Razor CPU, to visualize audio starvation limits 더 자세히 ...
 
AkThreadProperties threadAcmQueue
 Acm Job Queue threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL) 더 자세히 ...
 
AkUInt32 uHwExtraBuffering
 How many frames of audio to decode in advance, beyond the minimum required for the next frame. Ranges from 0 (the default) to 4. Higher values may save total CPU usage, but will lower the number of hardware voices that can be decoded in a single frame without running into voice starvation issues. 더 자세히 ...
 
bool bVorbisHwAcceleration
 Decode Vorbis sources on PS5's audio co-processor, similar to ATRAC9. Requires loading a separate PRX library to work properly. See AK::LoadVorbisHwAcceleratorLibrary. 더 자세히 ...
 
AkUInt32 uNumAudioOut2Ports
 The number of ports to initialize the audioOut2Context with. May need to be increased if using many sinks 더 자세히 ...
 
AkUInt32 uNumAudioOut2ObjectPorts
 The number of object ports to initialize the audioOut2Context with. Will need to be increased depending on sceAudio3D configuration 더 자세히 ...
 
bool bEnable3DAudioSync
 Controls synchronization of 3D Audio across the ambisonic mix, and passthrough/objects. When enabled, this increases the delay of the Passthrough and Objects audio mixes by a few milliseconds, in order to be in sync with the main Ambisonic mix. Refer to sceAudioOut2Set3DLatency in the platform documentation for more information. 더 자세히 ...
 
bool bUseAudioOut2SpeakerAngles
 When enabled, the system output devices automatically call AK::SoundEngine::SetSpeakerAngles, using speaker angles configured by users in the System Software's Sound settings menu. If it is preferable to set speaker angles manually, refer to AK::GetAudioOut2SpeakerAngles. 더 자세히 ...
 
AkUInt32 uNumOperationsForHwMixing
 Used to determine the threshold at which bus-mix operations will be performed in hardware instead of software. For example, if 25 input channels need to be mixed to a 5th-order-ambisonics (36-channel) speaker bed (generating 25*36=900 operations) the mix will be performed in hardware if this value is less than 900, but performed in software if this value is greater than or equal to 900. 더 자세히 ...
 
AkThreadProperties threadOpusDecoder
 Opus decoder threading properties 더 자세히 ...
 
AkThreadProperties threadMotionSink
 Motion sink threading properties 더 자세히 ...
 
bool bAutoPanningRule
 Automatically switch to appropriate panning rule when headphones are plugged/unplugged. Defaults to false. 더 자세히 ...
 
bool bAcquireAudioDeviceNotification
 Allow the sound engine to register for audio device notification. Required for bAutoPanningRule. Defaults to true. Set to false if your game wants to handle audio device changes manually. 더 자세히 ...
 
HWND hWnd
 
bool bEnableAvxSupport
 Enables run-time detection of AVX and AVX2 SIMD support in the engine and plug-ins. Disabling this may improve CPU performance by allowing for higher CPU clockspeeds. 더 자세히 ...
 
AkUInt32 uMaxSystemAudioObjects
 Dictates how many Microsoft Spatial Sound dynamic objects will be reserved by the System sink. On Windows, other running processes will be prevented from reserving these objects. Set to 0 to disable the use of System Audio Objects. Default is 128. 더 자세히 ...
 
bool bEnableDirectInputSupport
 Enables run-time enumeration and support of DirectInput devices for AK Motion plug-in. Disabling this can alleviate potential issues with stability around device management, and improve overall responsiveness of device enumeration. Default is false. 더 자세히 ...
 
AkDataTypeID sampleType
 
AkUInt16 uMaxXMAVoices
 Maximum number of hardware-accelerated XMA voices used at run-time. Default is 128 voices on XboxOne. It is 0 on XSX (disabled by default). 더 자세히 ...
 

상세한 설명

Platform specific initialization settings

참고
AK::SoundEngine::Init
AK::SoundEngine::GetDefaultPlatformInitSettings

Platform specific initialization settings

참고
AK::SoundEngine::Init
AK::SoundEngine::GetDefaultPlatformInitSettings

AkAndroidSoundEngine.h 파일의 54 번째 라인에서 정의되었습니다.


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