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Wwise SDK 2022.1.19
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#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) |
| Copy 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. 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 ... | |
| 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 ... | |
| AkPipelineID | instigatorID |
| Profiling ID of the node from which the object stems (typically the voice, instance of an actor-mixer). 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 ... | |
| 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 ... | |
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 301 번째 라인에서 정의되었습니다.
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