Table of Contents

AkInitSettings Struct Reference

List of all members.

Public Attributes

AkAssertHook  pfnAssertHook
  External assertion handling function (optional).
AkUInt32  uMaxNumPaths
  Maximum number of paths for positioning.
AkUInt32  uMaxNumTransitions
  Maximum number of transitions.
AkUInt32  uDefaultPoolSize
  Size of the default memory pool, in bytes.
AkReal32  fDefaultPoolRatioThreshold
  0.0f to 1.0f value: The percentage of occupied memory where the sound engine should enter in Low memory Mode. Defining a Memory Threshold
AkUInt32  uCommandQueueSize
  Size of the command queue, in bytes.
AkMemPoolId  uPrepareEventMemoryPoolID
  Memory pool where data allocated by AK::SoundEngine::PrepareEvent() and AK::SoundEngine::PrepareGameSyncs() will be done.
bool  bEnableGameSyncPreparation
  Set to true to enable AK::SoundEngine::PrepareGameSync usage.
AkUInt32  uContinuousPlaybackLookAhead
  Default is 1 audio quantum (20.3 ms on most platforms). This value is adequate if you have a RAM-based streaming device which completes transfers within 20 ms: with 1 look-ahead quantum, voices spawned by continuous containers are more likely to be ready when they are required to play, thus improving the overall timing precision sounds scheduling. If your device completes transfers in 30 ms instead, you might consider increasing this value to 2, as it will grant new voices 2 audio quanta (~41 ms) during which they can fetch data.
AkUInt32  uNumSamplesPerFrame
  Number of samples per audio frame (256, 512, 1024 or 2048).
AkUInt32  uMonitorPoolSize
  Size of the monitoring pool, in bytes. This parameter is not used in Release build.
AkUInt32  uMonitorQueuePoolSize
  Size of the monitoring queue pool, in bytes. This parameter is not used in Release build.
AkAudioAPI  eMainOutputType
  API used for audio output, default = AkAPI_Default.
AkOutputSettings  settingsMainOutput
  Main output device settings.
AkUInt32  uMaxHardwareTimeoutMs
  Amount of time to wait for HW devices to trigger an audio interrupt. If there is no interrupt after that time, the sound engine will revert to silent mode and continue operating until the HW finally comes back. Default value: 2000 (2 seconds).
bool  bUseSoundBankMgrThread
  Use a separate thread for loading sound banks. Allows asynchronous operations.
bool  bUseLEngineThread
  Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAudio(). Ignored on 3DS, Vita, Wii-U, and Xbox 360 platforms. Custom scheduling of audio rendering.
AkAudioSourceChangeCallbackFunc  sourceChangeCallback
  Application-defined audio source change event callback function.
void *  sourceChangeCallbackCookie
  Application-defined user data for the audio source change event callback function.

Detailed Description

Platform-independent initialization settings of the sound engine

See also:

Definition at line 117 of file AkSoundEngine.h.

The documentation for this struct was generated from the following file: