Table of Contents

AKRESULT __cdecl AK::SoundEngine::SetRTPCValueByPlayingID ( const char *  in_pszRtpcName,
AkRtpcValue  in_value,
AkPlayingID  in_playingID,
AkTimeMs  in_uValueChangeDuration = 0,
AkCurveInterpolation  in_eFadeCurve = AkCurveInterpolation_Linear,
bool  in_bBypassInternalValueInterpolation = false  
)

Sets the value of a real-time parameter control (by string name). With this function, you may set a game parameter value on playing id scope. Playing id scope supersedes both game object scope and global scope. With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient. Refer to RTPCs and Game Objects, RTPCs and Busses and RTPCs and Plug-Ins for more details on RTPC scope.

Returns:
Always AK_Success
See also:
Parameters:
in_pszRtpcName  Name of the game parameter
in_value  Value to set
in_playingID  Associated playing ID
in_uValueChangeDuration  Duration during which the game parameter is interpolated towards in_value
in_eFadeCurve  Curve type to be used for the game parameter interpolation
in_bBypassInternalValueInterpolation  True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.