Table of Contents

Wwise SDK 2018.1.11
Wwise Authoring API Reference

Functions

ak_soundengine_executeactiononevent
Execute an action on all nodes that are referenced in the specified event in an action of type play. See AK::SoundEngine::ExecuteActionOnEvent.

ak_soundengine_postevent
Asynchronously post an Event to the sound engine (by event ID). See AK::SoundEngine::PostEvent.

ak_soundengine_postmsgmonitor
Display a message in the profiler.

ak_soundengine_posttrigger
Post the specified Trigger. See AK::SoundEngine::PostTrigger.

ak_soundengine_registergameobj
Register a game object. Registering a game object twice does nothing. Unregistering it once unregisters it no matter how many times it has been registered. See AK::SoundEngine::RegisterGameObj.

ak_soundengine_resetrtpcvalue
Reset the value of a real-time parameter control to its default value, as specified in the Wwise project. See AK::SoundEngine::ResetRTPCValue.

ak_soundengine_seekonevent
Seek inside all playing objects that are referenced in Play Actions of the specified Event. See AK::SoundEngine::SeekOnEvent.

ak_soundengine_setdefaultlisteners
Set a the default active listeners for all subsequent game objects that are registered. See AK::SoundEngine::SetDefaultListeners.

ak_soundengine_setgameobjectauxsendvalues
Set the Auxiliary Busses to route the specified game object. See AK::SoundEngine::SetGameObjectAuxSendValues.

ak_soundengine_setgameobjectoutputbusvolume
Set the output bus volume (direct) to be used for the specified game object. See AK::SoundEngine::SetGameObjectOutputBusVolume.

ak_soundengine_setlisteners
Set a single game object's active listeners. By default, all new game objects have no listeners active, but this behavior can be overridden with SetDefaultListeners(). Inactive listeners are not computed. See AK::SoundEngine::SetListeners.

ak_soundengine_setlistenerspatialization
Set a listener's spatialization parameters. This lets you define listener-specific volume offsets for each audio channel. See AK::SoundEngine::SetListenerSpatialization.

ak_soundengine_setmultiplepositions
Set multiple positions for a single game object. Setting multiple positions for a single game object is a way to simulate multiple emission sources while using the resources of only one voice. This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area. See AK::SoundEngine::SetMultiplePositions.

ak_soundengine_setobjectobstructionandocclusion
Set a game object's obstruction and occlusion levels. This function is used to affect how an object should be heard by a specific listener. See AK::SoundEngine::SetObjectObstructionAndOcclusion.

ak_soundengine_setposition
Set the position of a game object. See AK::SoundEngine::SetPosition.

ak_soundengine_setrtpcvalue
Set the value of a real-time parameter control. See AK::SoundEngine::SetRTPCValue.

ak_soundengine_setscalingfactor
Set the scaling factor of a game object. Modify the attenuation computations on this game object to simulate sounds with a larger or smaller area of effect. See AK::SoundEngine::SetScalingFactor.

ak_soundengine_setswitch
Set the State of a Switch Group. See AK::SoundEngine::SetSwitch.

ak_soundengine_stopall
Stop playing the current content associated to the specified game object ID. If no game object is specified, all sounds will be stopped. See AK::SoundEngine::StopAll.

ak_soundengine_stopplayingid
Stop the current content, associated to the specified playing ID, from playing. See AK::SoundEngine::StopPlayingID.

ak_soundengine_unregistergameobj
Unregister a game object. Registering a game object twice does nothing. Unregistering it once unregisters it no matter how many times it has been registered. Unregistering a game object while it is in use is allowed, but the control over the parameters of this game object is lost. For example, say a sound associated with this game object is a 3D moving sound. It will stop moving when the game object is unregistered, and there will be no way to regain control over the game object. See AK::SoundEngine::UnregisterGameObj.

ak_wwise_core_audio_import
Create Wwise objects and import audio files. This function is using the same importation processor available through the Tab Delimited import in the Audio File Importer. See ak.wwise.core.audio.importTabDelimited. The function returns an array of all objects created, replaced or re-used. Use the options to specify how the objects are returned.

ak_wwise_core_audio_importtabdelimited
Scripted object creation and audio file import from a tab-delimited file.

ak_wwise_core_audiosourcepeaks_getminmaxpeaksinregion
Get the min/max peak pairs, in a given region of an audio source, as a collection of binary strings (one per channel). The strings are base-64 encoded 16-bit signed int arrays, with min and max values being interleaved. If getCrossChannelPeaks is true, there will be only one binary string representing peaks across all channels globally.

ak_wwise_core_audiosourcepeaks_getminmaxpeaksintrimmedregion
Get the min/max peak pairs in the entire trimmed region of an audio source, for each channel, as an array of binary strings (one per channel). The strings are base-64 encoded 16-bit signed int arrays, with min and max values being interleaved. If getCrossChannelPeaks is true, there will be only one binary string representing peaks across all channels globally.

ak_wwise_core_getinfo
Retrieve global Wwise information.

ak_wwise_core_log_get
Retrieve the latest log for a specific channel. Refer to ak.wwise.core.log.itemAdded to be notified when a item is added to the log.

ak_wwise_core_object_copy
Copies an object to the given parent.

ak_wwise_core_object_create
Creates an object of type 'type', as a child of 'parent'. Refer to Importing Audio Files and Creating Structures for more information about creating objects. Also refer to ak.wwise.core.audio.import to import audio files to Wwise.

ak_wwise_core_object_delete
Deletes the specified object.

ak_wwise_core_object_get
Performs a query, returns specified data for each object in query result. Refer to Querying the Wwise Project for more information.

ak_wwise_core_object_getattenuationcurve
Gets the specified attenuation curve for a given attenuation object.

ak_wwise_core_object_getpropertyandreferencenames
Retrieves the list of property and reference names for an object.

ak_wwise_core_object_getpropertyinfo
Retrieves information about an object property.

ak_wwise_core_object_getpropertynames
Retrieves the list of property and reference names for an object.

ak_wwise_core_object_gettypes
Retrieves the list of all object types.

ak_wwise_core_object_ispropertyenabled
Retrieves the status of a property.

ak_wwise_core_object_move
Moves an object to the given parent.

ak_wwise_core_object_setattenuationcurve
Sets the specified attenuation curve for a given attenuation object.

ak_wwise_core_object_setname
Renames an object.

ak_wwise_core_object_setnotes
Sets the object's notes.

ak_wwise_core_object_setproperty
Sets a property value of an object for a specific platform. Refer to Wwise Objects Reference for more information on the properties available on each object type.

ak_wwise_core_object_setreference
Sets an object's reference value.

ak_wwise_core_plugin_getlist
Retrieves the list of all object types.

ak_wwise_core_plugin_getproperties
Retrieves the list of property and reference names for an object.

ak_wwise_core_plugin_getproperty
Retrieves information about an object property.

ak_wwise_core_project_save
Saves the current project.

ak_wwise_core_remote_connect
Connects the Wwise Authoring application to a Wwise Sound Engine running executable. The host must be running code with communication enabled.

ak_wwise_core_remote_disconnect
Disconnects the Wwise Authoring application from a connected Wwise Sound Engine running executable.

ak_wwise_core_remote_getavailableconsoles
Retrieves all consoles available for connecting Wwise Authoring to a Sound Engine instance.

ak_wwise_core_remote_getconnectionstatus
Retrieves the connection status.

ak_wwise_core_soundbank_getinclusions
Retrieves a SoundBank's inclusion list.

ak_wwise_core_soundbank_setinclusions
Modifies a SoundBank's inclusion list. The 'operation' argument determines how the 'inclusions' argument modifies the SoundBank's inclusion list; 'inclusions' may be added to / removed from / replace the SoundBank's inclusion list.

ak_wwise_core_switchcontainer_addassignment
Assign a Switch Container's child to a Switch. This is the equivalent of doing a drag&drop of the child to a state in the Assigned Objects view. The child is always added at the end for each state.

ak_wwise_core_switchcontainer_getassignments
Returns the list of assignments between a Switch Container's children and states.

ak_wwise_core_switchcontainer_removeassignment
Remove an assignment between a Switch Container's child and a State.

ak_wwise_core_transport_create
Creates a transport object for the given Wwise object. The return transport object can be used to play, stop, pause and resume the Wwise object via the other transport functions.

ak_wwise_core_transport_destroy
Destroys the given transport object.

ak_wwise_core_transport_executeaction
Executes an action on the given transport object, or all transports if no transport is specified.

ak_wwise_core_transport_getlist
Returns the list of transport objects.

ak_wwise_core_transport_getstate
Gets the state of the given transport object.

ak_wwise_core_undo_begingroup
Begins an undo group. Make sure to call ak.wwise.core.endUndoGroup exactly once for every ak.wwise.core.beginUndoGroup call you make. Calls to ak.wwise.core.beginUndoGroup can be nested.

ak_wwise_core_undo_cancelgroup
Cancels the last undo group. Please note that this does not revert the operations made since the last ak.wwise.core.beginUndoGroup call.

ak_wwise_core_undo_endgroup
Ends the last undo group.

ak_wwise_debug_enableasserts
Enables debug assertions. Every call to enableAsserts with false increments the ref count. Calling with true will decrement the ref count. This is only available with Debug builds.

ak_wwise_debug_enableautomationmode
Enable or disable the automation mode for Wwise. This reduces the potential interruptions caused by message boxes and dialogs. For instance, enabling the automation mode silently accepts: project migration, project load log, EULA acceptance, project licence display and generic message boxes.

ak_wwise_debug_testassert
Private use only.

ak_wwise_ui_bringtoforeground
Bring Wwise main window to foreground. Refer to SetForegroundWindow and AllowSetForegroundWindow on MSDN for more information on the restrictions. Refer to ak.wwise.core.getInfo to obtain the Wwise process ID for AllowSetForegroundWindow.

ak_wwise_ui_commands_execute
Executes a command. Some commands can take a list of objects as parameter. Refer to Wwise Authoring Command Identifiers for the available commands.

ak_wwise_ui_commands_getcommands
Get the list of commands.

ak_wwise_ui_commands_register
Register an array of add-on UI commands.

ak_wwise_ui_commands_unregister
Unregister an array of add-on UI commands.

ak_wwise_ui_getselectedobjects
Retrieves the list of objects currently selected by the user in the active view.

ak_wwise_ui_project_close
Closes the current project.

ak_wwise_ui_project_open
Opens a project, specified by path. Please refer to ak.wwise.core.project.loaded for further explanations on how to be notified when the operation has completed.

ak_wwise_waapi_getfunctions
Retrieve the list of functions.

ak_wwise_waapi_getschema
Retrieve the JSON schema of a Waapi URI.

ak_wwise_waapi_gettopics
Retrieve the list of topics to which a client can subscribe.


Topics

ak_wwise_core_log_itemadded
Sent when an item is added to the log. This could be used to retrieve items added to the SoundBank generation log. To retrieve the complete log, refer to ak.wwise.core.log.get.

ak_wwise_core_object_attenuationcurvechanged
Sent when an attenuation curve is changed.

ak_wwise_core_object_attenuationcurvelinkchanged
Sent when an attenuation curve's link/unlink is changed.

ak_wwise_core_object_childadded
Sent when an object is added as a child to another object.

ak_wwise_core_object_childremoved
Sent when an object is removed from the children of another object.

ak_wwise_core_object_created
Sent when an object is created.

ak_wwise_core_object_curvechanged
Sent when one or many curves are changed.

ak_wwise_core_object_namechanged
Sent when an object is renamed.

ak_wwise_core_object_noteschanged
Sent when the object's notes are changed.

ak_wwise_core_object_postdeleted
Sent following an object's deletion.

ak_wwise_core_object_predeleted
Sent prior to an object's deletion.

ak_wwise_core_object_propertychanged
Sent when the watched property of an object changes.

ak_wwise_core_object_referencechanged
Sent when an object reference is changed.

ak_wwise_core_project_loaded
Sent when the project has been successfully loaded.

ak_wwise_core_project_postclosed
Sent when the after the project is completely closed.

ak_wwise_core_project_preclosed
Sent when the project begins closing.

ak_wwise_core_project_saved
Sent when the project has been saved.

ak_wwise_core_soundbank_generated
Sent when a single SoundBank is generated. This could be sent multiple times during soundbank generation, for every soundbank generated, for every platform. To generate SoundBanks, refer to ak.wwise.ui.commands.execute with one of the Soundbank generation commands. Refer to Wwise Authoring Command Identifiers for the list of commands.

ak_wwise_core_switchcontainer_assignmentadded
Sent when an assignment is added to a Switch Container.

ak_wwise_core_switchcontainer_assignmentremoved
Sent when an assignment is removed from a Switch Container.

ak_wwise_core_transport_statechanged
Sent when the transport's state has changed.

ak_wwise_debug_assertfailed
Sent when an assert has failed.

ak_wwise_ui_commands_executed
Sent when a command is executed. The objects for which the command is executed are sent in the publication.

ak_wwise_ui_selectionchanged
Sent when the selection changes in the project.