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Wwise SDK 2025.1.4
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AkQueryParameters.h
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81 /// \remarks The functions in this namespace are thread-safe, unless stated otherwise. We recommend that you use these functions in development builds only, because they can cause CPU spikes.
86 /// They should therefore not be called from any game-critical thread, such as the main game loop.
87 /// However, if the function definition states that it does not require the main audio lock, no delay should occur.
155 /// For example, the user may request the GameObject specific value by specifying RTPCValue_GameObject
171 /// An RTPC can have a any combination of a global value, a unique value for each game object, or a unique value for each playing ID (Event).
173 /// If a value at the requested scope (determined by RTPCValue_type) is not found, the value that is available at the the next broadest scope will be returned, and io_rValueType will be changed to indicate this.
175 /// When looking up RTPC values via playing ID (ie. io_rValueType is RTPC_PlayingID), in_gameObjectID can be set to a specific game object (if it is available to the caller) to use as a fall back value.
176 /// If the game object is unknown or unavailable, AK_INVALID_GAME_OBJECT can be passed in in_gameObjectID, and the game object will be looked up via in_playingID.
177 /// However in this case, it is not possible to retrieve a game object value as a fall back value if the playing id does not exist. It is best to pass in the game object if possible.
179 /// Contrary to most AK::Query functions, GetRTPCValue does not block. This means that GetRTPCValue does not wait for all previous API to be completed (which may take several milliseconds),
180 /// and instead returns the current value. Therefore calling SetRTPCValue, RenderAudio and then GetRTPCValue might not immediately give the value set by SetRTPCValue.
199 /// An RTPC can have a any combination of a global value, a unique value for each game object, or a unique value for each playing ID.
201 /// If a value at the requested scope (determined by RTPCValue_type) is not found, the value that is available at the the next broadest scope will be returned, and io_rValueType will be changed to indicate this.
203 /// When looking up RTPC values via playing ID (ie. io_rValueType is RTPC_PlayingID), in_gameObjectID can be set to a specific game object (if it is available to the caller) to use as a fall back value.
204 /// If the game object is unknown or unavailable, AK_INVALID_GAME_OBJECT can be passed in in_gameObjectID, and the game object will be looked up via in_playingID.
205 /// However in this case, it is not possible to retrieve a game object value as a fall back value if the playing id does not exist. It is best to pass in the game object if possible.
207 /// Contrary to most AK::Query functions, GetRTPCValue does not block. This means that GetRTPCValue does not wait for all previous API to be completed (which may take several milliseconds),
208 /// and instead returns the current value. Therefore calling SetRTPCValue, RenderAudio and then GetRTPCValue might not immediately give the value set by SetRTPCValue.
227 /// An RTPC can have a any combination of a global value, a unique value for each game object, or a unique value for each playing ID.
229 /// If a value at the requested scope (determined by RTPCValue_type) is not found, the value that is available at the the next broadest scope will be returned, and io_rValueType will be changed to indicate this.
231 /// When looking up RTPC values via playing ID (ie. io_rValueType is RTPC_PlayingID), in_gameObjectID can be set to a specific game object (if it is available to the caller) to use as a fall back value.
232 /// If the game object is unknown or unavailable, AK_INVALID_GAME_OBJECT can be passed in in_gameObjectID, and the game object will be looked up via in_playingID.
233 /// However in this case, it is not possible to retrieve a game object value as a fall back value if the playing id does not exist. It is best to pass in the game object if possible.
235 /// Contrary to most AK::Query functions, GetRTPCValue does not block. This means that GetRTPCValue does not wait for all previous API to be completed (which may take several milliseconds),
236 /// and instead returns the current value. Therefore calling SetRTPCValue, RenderAudio and then GetRTPCValue might not immediately give the value set by SetRTPCValue.
254 /// Contrary to most AK::Query functions, GetSwitch does not block. This means that GetSwitch does not wait for all previous API to be completed (which may take several milliseconds),
255 /// and instead returns the current value. Therefore calling SetSwitch, RenderAudio and then GetSwitch might not immediately give the value set by SetSwitch.
260 /// \return AK_Success if succeeded, or AK_IDNotFound if the game object was not registered or the Switch Group name cannot be found
272 /// \return AK_Success if succeeded, or AK_IDNotFound if the game object was not registered or the Switch Group name cannot be found
284 /// \return AK_Success if succeeded, or AK_IDNotFound if the game object was not registered or the Switch Group name cannot be found
337 /// \return AK_Success if succeeded, or AK_InvalidParameter if io_ruNumSendValues is 0 or out_paEnvironmentValues is NULL, or AK_PartialSuccess if more environments exist than io_ruNumSendValues
377 /// \aknote It is possible to call QueryAudioObjectIDs with io_ruNumItems = 0 to get the total size of the
379 /// \return AK_Success if succeeded, AK_IDNotFound if the eventID cannot be found, AK_InvalidParameter if out_aObjectInfos is NULL while io_ruNumItems > 0
389 /// \aknote It is possible to call QueryAudioObjectIDs with io_ruNumItems = 0 to get the total size of the
391 /// \return AK_Success if succeeded, AK_IDNotFound if the event name cannot be found, AK_InvalidParameter if out_aObjectInfos is NULL while io_ruNumItems > 0
401 /// \aknote It is possible to call QueryAudioObjectIDs with io_ruNumItems = 0 to get the total size of the
403 /// \return AK_Success if succeeded, AK_IDNotFound if the event name cannot be found, AK_InvalidParameter if out_aObjectInfos is NULL while io_ruNumItems > 0
412 /// \return AK_Success if succeeded, AK_IDNotFound if the object ID cannot be found, AK_NotCompatible if the audio object cannot expose positioning
419 /// After calling this function, the list will contain the list of all game objects that are currently active in the sound engine.
420 /// Being active means that either a sound is playing or pending to be played using this game object.
421 /// The caller is responsible for calling Term() on the list when the list is not required anymore
426 /// Fill the provided list with all the game object IDs that are currently active in the sound engine.
427 /// The function may be used to avoid updating game objects positions that are not required at the moment.
428 /// After calling this function, the list will contain the list of all game objects that are currently active in the sound engine.
429 /// Being active means that either a sound is playing or pending to be played using this game object.
437 /// Being active means that either a sound is playing or pending to be played using this game object.
468 /// Returns the maximum distance used in attenuations associated to all sounds currently playing.
469 /// This may be used for example by the game to know if some processing need to be performed on the game side, that would not be required
496 /// The Scaling factor (if one was specified on the game object) is included in the return value.
498 /// is computed only when the playback starts with the initial scaling factor of this game object. Scaling factor will
499 /// be re-computed for every playback instance, always using the scaling factor available at this time.
508 /// Returns the maximum distance used in attenuations associated to sounds playing using the specified game object.
509 /// This may be used for example by the game to know if some processing need to be performed on the game side, that would not be required
512 /// \aknote The returned value is NOT the distance from a listener to an object but the maximum attenuation distance of all sounds playing on this object. \endaknote
516 /// - 0, if the game object was only associated to sounds playing using no distance attenuation.
517 /// - A positive number represents the maximum of all the distance attenuations playing on this game object.
520 /// The Scaling factor (if one was specified on the game object) is included in the return value.
522 /// is computed only when the playback starts with the initial scaling factor of this game object. Scaling factor will
523 /// be re-computed for every playback instance, always using the scaling factor available at this time.
551 /// \aknote It is possible to call GetPlayingIDsFromGameObject with io_ruNumItems = 0 to get the total size of the
553 /// \return AK_Success if succeeded, AK_InvalidParameter if out_aPlayingIDs is NULL while io_ruNumItems > 0
561 /// \return AK_PartialSuccess if the object was found but no matching custom property was found on this object. Note that it could mean this value is the default value.
AKSOUNDENGINE_API AKRESULT GetSwitch(AkSwitchGroupID in_switchGroup, AkGameObjectID in_gameObjectID, AkSwitchStateID &out_rSwitchState)
GameObjDst(AkGameObjectID in_gameObjID, AkReal32 in_dst)
Easy constructor
Definition: AkQueryParameters.h:454
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkSoundEngineTypes.h:107
@ RTPCValue_GameObject
The value is the game object specific RTPC.
Definition: AkQueryParameters.h:164
AKSOUNDENGINE_API AKRESULT GetObjectObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfObstructionLevel, AkReal32 &out_rfOcclusionLevel)
AKSOUNDENGINE_API AKRESULT GetListenerPosition(AkGameObjectID in_uListenerID, AkListenerPosition &out_rPosition)
Definition: AkSpeakerConfig.h:436
AkReal32 fVolAuxGameDefAtMaxDist
Volume wet at maximum distance (if any) (based on the Game defined distance attenuation)
Definition: AkQueryParameters.h:60
AKSOUNDENGINE_API AKRESULT GetListenerSpatialization(AkGameObjectID in_uListenerID, bool &out_rbSpatialized, AK::SpeakerVolumes::VectorPtr &out_pVolumeOffsets, AkChannelConfig &out_channelConfig)
AkSpeakerPanningType
Speaker panning type: type of panning logic when object is not 3D spatialized (i.e....
Definition: AkEnums.h:222
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
Definition: AkConstants.h:33
AkLPFType HPFValueAtMaxDist
High pass filter value at max distance (if any)
Definition: AkQueryParameters.h:63
AKSOUNDENGINE_API AKRESULT GetPositioningInfo(AkUniqueID in_ObjectID, AkPositioningInfo &out_rPositioningInfo)
AKSOUNDENGINE_API AKRESULT GetPlayingIDsFromGameObject(AkGameObjectID in_GameObjId, AkUInt32 &io_ruNumIDs, AkPlayingID *out_aPlayingIDs)
AKSOUNDENGINE_API AKRESULT GetCustomPropertyValue(AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkInt32 &out_iValue)
Ak3DPositionType
3D position type: defines what acts as the emitter position for computing spatialization against the ...
Definition: AkEnums.h:233
AkReal32 fVolAuxUserDefAtMaxDist
Volume wet at maximum distance (if any) (based on the User defined distance attenuation)
Definition: AkQueryParameters.h:61
AKSOUNDENGINE_API AKRESULT GetMaxRadius(AkRadiusList &io_RadiusList)
bool bHoldEmitterPosAndOrient
Hold emitter position and orientation values when starting playback.
Definition: AkQueryParameters.h:47
AKSOUNDENGINE_API AKRESULT GetListeners(AkGameObjectID in_GameObjectID, AkGameObjectID *out_ListenerObjectIDs, AkUInt32 &oi_uNumListeners)
AKSOUNDENGINE_API AkGameObjectID GetGameObjectFromPlayingID(AkPlayingID in_playingID)
Ak3DPositionType e3dPositioningType
3D position type: defines what acts as the emitter position for computing spatialization against the ...
Definition: AkQueryParameters.h:46
AKSOUNDENGINE_API bool GetIsGameObjectActive(AkGameObjectID in_GameObjId)
AKSOUNDENGINE_API AKRESULT GetState(AkStateGroupID in_stateGroup, AkStateID &out_rState)
AKSOUNDENGINE_API AKRESULT GetActiveGameObjects(AkGameObjectsList &io_GameObjectList)
AkSpeakerPanningType pannerType
Speaker panning type: type of panning logic when object is not 3D spatialized.
Definition: AkQueryParameters.h:45
AKSOUNDENGINE_API AkUniqueID GetEventIDFromPlayingID(AkPlayingID in_playingID)
AKSOUNDENGINE_API AKRESULT QueryAudioObjectIDs(AkUniqueID in_eventID, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos)
AkArray AkGameObjectsList
Definition: AkQueryParameters.h:424
AkLPFType LPFValueAtMaxDist
Low pass filter value at max distance (if any)
Definition: AkQueryParameters.h:62
AKSOUNDENGINE_API AKRESULT GetRTPCValue(AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID, AkPlayingID in_playingID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType)
@ RTPCValue_Unavailable
The value is not available for the RTPC specified.
Definition: AkQueryParameters.h:166
AkUInt32 AkPlayingID
A unique identifier generated whenever a PostEvent is called (or when a Dynamic Sequence is created)....
Definition: AkTypedefs.h:34
AKSOUNDENGINE_API AKRESULT GetGameObjectAuxSendValues(AkGameObjectID in_gameObjectID, AkAuxSendValue *out_paAuxSendValues, AkUInt32 &io_ruNumSendValues)
AKSOUNDENGINE_API AKRESULT GetPosition(AkGameObjectID in_GameObjectID, AkSoundPosition &out_rPosition)
AKSOUNDENGINE_API AKRESULT GetGameObjectDryLevelValue(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfControlValue)
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