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27 #ifndef _AK_SOUNDENGINE_AKDYNAMICSEQUENCE_H
28 #define _AK_SOUNDENGINE_AKDYNAMICSEQUENCE_H
39 namespace DynamicSequence
78 :
public AkArray<PlaylistItem, const PlaylistItem&>
86 void * in_pCustomInfo = NULL,
120 void* in_pCookie = NULL,
139 AkTimeMs in_uTransitionDuration = 0,
150 AkTimeMs in_uTransitionDuration = 0,
160 AkTimeMs in_uTransitionDuration = 0,
172 AkTimeMs in_uTransitionDuration = 0,
194 bool in_bSeekToNearestMarker
207 bool in_bSeekToNearestMarker
228 void *& out_pCustomInfo
258 #endif // _AK_SOUNDENGINE_AKDYNAMICSEQUENCE_H
AKSOUNDENGINE_API AKRESULT Stop(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
AKRESULT SetExternalSources(AkUInt32 in_nExternalSrc, AkExternalSourceInfo *in_pExternalSrc)
AkEventCallbackFunc AkCallbackFunc
AKSOUNDENGINE_API AKRESULT GetPlayingItem(AkPlayingID in_playingID, AkUniqueID &out_audioNodeID, void *&out_pCustomInfo)
void * AkExternalSourceArray
Definition of data structures for AkAudioObject
AkUniqueID audioNodeID
Unique ID of Audio Node
AkUInt64 AkGameObjectID
Game object ID
#define AK_EXTERNAPIFUNC(_type, _name)
AkCurveInterpolation
Curve interpolation types
AkTimeMs msDelay
Delay before playing this item, in milliseconds
@ AkDynamicSequenceType_Last
End of enum, invalid value.
PlaylistItem & operator=(const PlaylistItem &in_rCopy)
AKSOUNDENGINE_API AKRESULT Resume(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
AkUInt32 AkUniqueID
Unique 32-bit ID
const AkDynamicSequenceType DynamicSequenceType_NormalTransition
Specific implementation of array
float AkReal32
32-bit floating point
AKSOUNDENGINE_API AKRESULT Pause(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
const AkDynamicSequenceType DynamicSequenceType_Last
PlaylistItem(const PlaylistItem &in_rCopy)
AkInt32 AkTimeMs
Time in ms
AKSOUNDENGINE_API Playlist * LockPlaylist(AkPlayingID in_playingID)
AKSOUNDENGINE_API AKRESULT Play(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
@ AkDynamicSequenceType_SampleAccurate
Sample accurate mode
#define AKASSERT(Condition)
@ AK_InsufficientMemory
Memory error.
AKSOUNDENGINE_API AkPlayingID Open(AkGameObjectID in_gameObjectID, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, AkDynamicSequenceType in_eDynamicSequenceType=AkDynamicSequenceType_SampleAccurate)
AkForceInline AKRESULT Enqueue(AkUniqueID in_audioNodeID, AkTimeMs in_msDelay=0, void *in_pCustomInfo=NULL, AkUInt32 in_cExternals=0, AkExternalSourceInfo *in_pExternalSources=NULL)
AkExternalSourceArray pExternalSrcs
AKSOUNDENGINE_API AKRESULT Seek(AkPlayingID in_playingID, AkTimeMs in_iPosition, bool in_bSeekToNearestMarker)
@ AkCurveInterpolation_Linear
Linear (Default)
AkForceInline PlaylistItem * AddLast()
AKSOUNDENGINE_API AKRESULT UnlockPlaylist(AkPlayingID in_playingID)
uint32_t AkUInt32
Unsigned 32-bit integer
const AkDynamicSequenceType DynamicSequenceType_SampleAccurate
AKSOUNDENGINE_API AKRESULT GetPauseTimes(AkPlayingID in_playingID, AkUInt32 &out_uTime, AkUInt32 &out_uDuration)
AkUInt32 AkPlayingID
A unique identifier generated whenever a PostEvent is called (or when a Dynamic Sequence is created)....
void * pCustomInfo
Optional user data
@ AkDynamicSequenceType_NormalTransition
Normal transition mode, allows the entire playlist to be edited at all times.
bool operator==(const PlaylistItem &in_rCopy)
AKSOUNDENGINE_API AKRESULT Close(AkPlayingID in_playingID)
AKSOUNDENGINE_API AKRESULT Break(AkPlayingID in_playingID)
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