52AkThreadPropertiesthreadMonitor; ///< Monitor threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL). This parameter is not used in Release build.
53
54// Memory.
55AkReal32fLEngineDefaultPoolRatioThreshold; ///< 0.0f to 1.0f value: The percentage of occupied memory where the sound engine should enter in Low memory mode. \ref soundengine_initialization_advanced_soundengine_using_memory_threshold
61boolbRoundFrameSizeToHWSize;///< Used when hardware-preferred frame size and user-preferred frame size (AkInitSettings.uNumSamplesPerFrame) are not compatible.
62 /// If true (default) the sound engine will initialize to a multiple of the HW setting, close to the user setting.
63 /// If false, the user setting is used as is, regardless of the HW preference (might incur a performance hit).
64
65 SLObjectItf pSLEngine; ///< OpenSL engine reference for sharing between various audio components.
66 JavaVM* pJavaVM; ///< Active JavaVM for the app, used for internal system calls. Usually provided through the android_app structure given at startup or the NativeActivity. This parameter needs to be set to allow the sound engine initialization.
67 jobject jNativeActivity; ///< NativeActivity instance for this application. Usually provided through the android_app structure, or through other means if your application has an overridden activity.
68 ///< This is optional. However, not providing this object will prevent the background music muting when player start his own music in an external player.
81 /// Gets specific settings for the fast audio path on Android. Call this function after AK::SoundEngine::GetDefaultSettings and AK::SoundEngine::GetPlatformDefaultSettings to modify settings for the fast path.
82 /// in_pfSettings.pJavaVM and in_pfSettings.jNativeActivity must be filled properly prior to calling GetFastPathSettings.
83 /// The fast path constraints are:
84 /// -The sample rate must match the hardware native sample rate
85 /// -The number of samples per frame must be a multiple of the hardware buffer size.
86 /// Not fulfilling these constraints makes the audio hardware less efficient.
87 /// In general, using the fast path means a higher CPU usage. Complex audio designs may not be feasible while using the fast path.