Table of Contents

virtual AkPlayingID AK::IAkGlobalPluginContext::PostEventSync ( AkUniqueID  in_eventID,
AkGameObjectID  in_gameObjectID,
AkUInt32  in_uFlags = 0,
AkCallbackFunc  in_pfnCallback = NULL,
void *  in_pCookie = NULL,
AkUInt32  in_cExternals = 0,
AkExternalSourceInfo in_pExternalSources = NULL,
AkPlayingID  in_PlayingID = AK_INVALID_PLAYING_ID  
) [pure virtual]

Synchronously posts an Event to the sound engine (by event ID). The callback function can be used to be noticed when markers are reached or when the event is finished. An array of wave file sources can be provided to resolve External Sources triggered by the event.

The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed
This function executes the actions contained in the event without going through the message queue. In order to do so it acquires the global Wwise sound engine lock. It should therefore only be called from one of the global engine hooks (see AK::IAkGlobalPluginContext::RegisterGlobalCallback). Use AK::IAkGlobalPluginContext::GetIDFromString() if you use event names (strings).
See also:
in_eventID  Unique ID of the event
in_gameObjectID  Associated game object ID
in_uFlags  Bitmask: see AkCallbackType
in_pfnCallback  Callback function
in_pCookie  Callback cookie that will be sent to the callback function along with additional information
in_cExternals  Optional count of external source structures
in_pExternalSources  Optional array of external source resolution information
in_PlayingID  Optional (advanced users only) Specify the playing ID to target with the event. Will Cause active actions in this event to target an existing Playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any for normal playback.