arrow_right Table of Contents
AkExternalSourceInfo Struct Reference
Public Member Functions
|AkExternalSourceInfo (void *in_pInMemory, AkUInt32 in_uiMemorySize, AkUInt32 in_iExternalSrcCookie, AkCodecID in_idCodec)|
|Constructor: specify source by memory.
|AkExternalSourceInfo (AkOSChar *in_pszFileName, AkUInt32 in_iExternalSrcCookie, AkCodecID in_idCodec)|
|Constructor: specify source by streaming file name.
|AkExternalSourceInfo (AkFileID in_idFile, AkUInt32 in_iExternalSrcCookie, AkCodecID in_idCodec)|
|Constructor: specify source by streaming file ID.
|Cookie identifying the source, given by hashing the name of the source given in the project. See AK::SoundEngine::GetIDFromString.
|Codec ID for the file. One of the audio formats defined in AkTypes.h (AKCODECID_XXX).
|File path for the source. If not NULL, the source will be streaming from disk. Set pInMemory and idFile to NULL.
|Pointer to the in-memory file. If not NULL, the source will be read from memory. Set szFile and idFile to NULL.
|Size of the data pointed by pInMemory.
|File ID. If not zero, the source will be streaming from disk. This ID can be anything. Note that you must override the low-level IO to resolve this ID to a real file. See Low-Level I/O for more information on overriding the Low Level IO.
This structure allows the game to provide audio files to fill the external sources. See AK::SoundEngine::PostEvent You can specify a streaming file or a file in-memory, regardless of the "Stream" option in the Wwise project.
||Warning: Make sure that only one of szFile, pInMemory or idFile is non-null. The other 2 must be null.|
||Note: On the Wii, only mono files can be played from memory.|
The documentation for this struct was generated from the following file: