Wwise SDK 2019.1.11
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Wwise SDK 2019.1.11
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AkQueryParameters.h
46 AkSpeakerPanningType pannerType; ///< Speaker panning type: type of panning logic when object is not 3D spatialized.
47 Ak3DPositionType e3dPositioningType; ///< 3D position type: defines what acts as the emitter position for computing spatialization against the listener.
48 bool bHoldEmitterPosAndOrient; ///< Hold emitter position and orientation values when starting playback.
61 AkReal32 fVolAuxGameDefAtMaxDist; ///< Volume wet at maximum distance (if any) (based on the Game defined distance attenuation)
62 AkReal32 fVolAuxUserDefAtMaxDist; ///< Volume wet at maximum distance (if any) (based on the User defined distance attenuation)
84 /// \warning Unless noted otherwise in the function definition that it will not acquire the main audio lock, the functions in this namespace
89 /// \warning There might be a significant delay between a Sound Engine call (such as PostEvent) and
119 AkGameObjectID* out_ListenerObjectIDs, ///< Pointer to an array of AkGameObjectID's. Will be populated with the IDs of the listeners of in_GameObjectID. Pass NULL to querry the size required.
120 AkUInt32& oi_uNumListeners ///< Pass in the the available number of elements in the array 'out_ListenerObjectIDs'. After return, the number of valid elements filled in the array.
140 AK::SpeakerVolumes::VectorPtr & out_pVolumeOffsets, ///< Per-speaker vector of volume offsets, in decibels. Use the functions of AK::SpeakerVolumes::Vector to interpret it.
141 AkChannelConfig &out_channelConfig ///< Channel configuration associated with out_rpVolumeOffsets.
154 /// For example, the user may request the GameObject specific value by specifying RTPCValue_GameObject
166 };
169 /// An RTPC can have a any combination of a global value, a unique value for each game object, or a unique value for each playing ID.
171 /// If a value at the requested scope (determined by RTPCValue_type) is not found, the value that is available at the the next broadest scope will be returned, and io_rValueType will be changed to indicate this.
173 /// When looking up RTPC values via playing ID (ie. io_rValueType is RTPC_PlayingID), in_gameObjectID can be set to a specific game object (if it is available to the caller) to use as a fall back value.
174 /// If the game object is unknown or unavailable, AK_INVALID_GAME_OBJECT can be passed in in_gameObjectID, and the game object will be looked up via in_playingID.
175 /// However in this case, it is not possible to retrieve a game object value as a fall back value if the playing id does not exist. It is best to pass in the game object if possible.
177 /// \return AK_Success if succeeded, AK_IDNotFound if the game object was not registered, or AK_Fail if the RTPC value could not be obtained
183 AkGameObjectID in_gameObjectID, ///< Associated game object ID, ignored if io_rValueType is RTPCValue_Global.
184 AkPlayingID in_playingID, ///< Associated playing ID, ignored if io_rValueType is not RTPC_PlayingID.
186 RTPCValue_type& io_rValueType ///< In/Out value, the user must specify the requested type. The function will return in this variable the type of the returned value.
192 /// An RTPC can have a any combination of a global value, a unique value for each game object, or a unique value for each playing ID.
194 /// If a value at the requested scope (determined by RTPCValue_type) is not found, the value that is available at the the next broadest scope will be returned, and io_rValueType will be changed to indicate this.
196 /// When looking up RTPC values via playing ID (ie. io_rValueType is RTPC_PlayingID), in_gameObjectID can be set to a specific game object (if it is available to the caller) to use as a fall back value.
197 /// If the game object is unknown or unavailable, AK_INVALID_GAME_OBJECT can be passed in in_gameObjectID, and the game object will be looked up via in_playingID.
198 /// However in this case, it is not possible to retrieve a game object value as a fall back value if the playing id does not exist. It is best to pass in the game object if possible.
200 /// \return AK_Success if succeeded, AK_IDNotFound if the game object was not registered or the rtpc name could not be found, or AK_Fail if the RTPC value could not be obtained
206 AkGameObjectID in_gameObjectID, ///< Associated game object ID, ignored if io_rValueType is RTPCValue_Global.
207 AkPlayingID in_playingID, ///< Associated playing ID, ignored if io_rValueType is not RTPC_PlayingID.
209 RTPCValue_type& io_rValueType ///< In/Out value, the user must specify the requested type. The function will return in this variable the type of the returned value. );
215 /// An RTPC can have a any combination of a global value, a unique value for each game object, or a unique value for each playing ID.
217 /// If a value at the requested scope (determined by RTPCValue_type) is not found, the value that is available at the the next broadest scope will be returned, and io_rValueType will be changed to indicate this.
219 /// When looking up RTPC values via playing ID (ie. io_rValueType is RTPC_PlayingID), in_gameObjectID can be set to a specific game object (if it is available to the caller) to use as a fall back value.
220 /// If the game object is unknown or unavailable, AK_INVALID_GAME_OBJECT can be passed in in_gameObjectID, and the game object will be looked up via in_playingID.
221 /// However in this case, it is not possible to retrieve a game object value as a fall back value if the playing id does not exist. It is best to pass in the game object if possible.
223 /// \return AK_Success if succeeded, AK_IDNotFound if the game object was not registered or the rtpc name could not be found, or AK_Fail if the RTPC value could not be obtained
229 AkGameObjectID in_gameObjectID, ///< Associated game object ID, ignored if io_rValueType is RTPCValue_Global.
230 AkPlayingID in_playingID, ///< Associated playing ID, ignored if io_rValueType is not RTPC_PlayingID.
232 RTPCValue_type& io_rValueType ///< In/Out value, the user must specify the requested type. The function will return in this variable the type of the returned value. );
247 /// \return AK_Success if succeeded, or AK_IDNotFound if the game object was not registered or the switch group name can not be found
258 /// \return AK_Success if succeeded, or AK_IDNotFound if the game object was not registered or the switch group name can not be found
308 /// \return AK_Success if succeeded, or AK_InvalidParameter if io_ruNumEnvValues is 0 or out_paEnvironmentValues is NULL, or AK_PartialSuccess if more environments exist than io_ruNumEnvValues
349 /// \aknote It is possible to call QueryAudioObjectIDs with io_ruNumItems = 0 to get the total size of the
351 /// \return AK_Success if succeeded, AK_IDNotFound if the eventID cannot be found, AK_InvalidParameter if out_aObjectInfos is NULL while io_ruNumItems > 0
355 AkUInt32& io_ruNumItems, ///< Number of items in array provided / Number of items filled in array
361 /// \aknote It is possible to call QueryAudioObjectIDs with io_ruNumItems = 0 to get the total size of the
363 /// \return AK_Success if succeeded, AK_IDNotFound if the event name cannot be found, AK_InvalidParameter if out_aObjectInfos is NULL while io_ruNumItems > 0
367 AkUInt32& io_ruNumItems, ///< Number of items in array provided / Number of items filled in array
373 /// \aknote It is possible to call QueryAudioObjectIDs with io_ruNumItems = 0 to get the total size of the
375 /// \return AK_Success if succeeded, AK_IDNotFound if the event name cannot be found, AK_InvalidParameter if out_aObjectInfos is NULL while io_ruNumItems > 0
379 AkUInt32& io_ruNumItems, ///< Number of items in array provided / Number of items filled in array
384 /// \return AK_Success if succeeded, AK_IDNotFound if the object ID cannot be found, AK_NotCompatible if the audio object cannot expose positioning
391 /// After calling this function, the list will contain the list of all game objects that are currently active in the sound engine.
392 /// Being active means that either a sound is playing or pending to be played using this game object.
393 /// The caller is responsible for calling Term() on the list when the list is not required anymore
398 /// Fill the provided list with all the game object IDs that are currently active in the sound engine.
399 /// The function may be used to avoid updating game objects positions that are not required at the moment.
400 /// After calling this function, the list will contain the list of all game objects that are currently active in the sound engine.
401 /// Being active means that either a sound is playing or pending to be played using this game object.
409 /// Being active means that either a sound is playing or pending to be played using this game object.
440 /// Returns the maximum distance used in attenuations associated to all sounds currently playing.
441 /// This may be used for example by the game to know if some processing need to be performed on the game side, that would not be required
468 /// The Scaling factor (if one was specified on the game object) is included in the return value.
470 /// is computed only when the playback starts with the initial scaling factor of this game object. Scaling factor will
471 /// be re-computed for every playback instance, always using the scaling factor available at this time.
477 AkRadiusList & io_RadiusList ///< List that will be filled with AK::SoundEngine::Query::GameObjDst objects.
480 /// Returns the maximum distance used in attenuations associated to sounds playing using the specified game object.
481 /// This may be used for example by the game to know if some processing need to be performed on the game side, that would not be required
484 /// \aknote The returned value is NOT the distance from a listener to an object but the maximum attenuation distance of all sounds playing on this object. \endaknote
488 /// - 0, if the game object was only associated to sounds playing using no distance attenuation.
489 /// - A positive number represents the maximum of all the distance attenuations playing on this game object.
492 /// The Scaling factor (if one was specified on the game object) is included in the return value.
494 /// is computed only when the playback starts with the initial scaling factor of this game object. Scaling factor will
495 /// be re-computed for every playback instance, always using the scaling factor available at this time.
523 /// \aknote It is possible to call GetPlayingIDsFromGameObject with io_ruNumItems = 0 to get the total size of the
525 /// \return AK_Success if succeeded, AK_InvalidParameter if out_aPlayingIDs is NULL while io_ruNumItems > 0
533 /// \return AK_PartialSuccess if the object was found but no matching custom property was found on this object. Note that it could mean this value is the default value.
535 AkUniqueID in_ObjectID, ///< Object ID, this is the 32bit ShortID of the AudioFileSource or Sound object found in the .wwu XML file. At runtime it can only be retrieved by the AK_Duration callback when registered with PostEvent(), or by calling Query::QueryAudioObjectIDs() to get all the shortIDs associated with an event.
536 AkUInt32 in_uPropID, ///< Property ID of your custom property found under the Custom Properties tab of the Wwise project settings.
541 /// \return AK_PartialSuccess if the object was found but no matching custom property was found on this object. Note that it could mean this value is the default value.
543 AkUniqueID in_ObjectID, ///< Object ID, this is the 32bit ShortID of the AudioFileSource or Sound object found in the .wwu XML file. At runtime it can only be retrieved by the AK_Duration callback when registered with PostEvent(), or by calling Query::QueryAudioObjectIDs() to get all the shortIDs associated with an event.
AKSOUNDENGINE_API AKRESULT GetSwitch(AkSwitchGroupID in_switchGroup, AkGameObjectID in_gameObjectID, AkSwitchStateID &out_rSwitchState)
GameObjDst(AkGameObjectID in_gameObjID, AkReal32 in_dst)
Easy constructor.
Definition: AkQueryParameters.h:426
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkTypes.h:566
@ RTPCValue_GameObject
The value is the game object specific RTPC.
Definition: AkQueryParameters.h:163
AKSOUNDENGINE_API AKRESULT GetObjectObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfObstructionLevel, AkReal32 &out_rfOcclusionLevel)
AkArray< AkGameObjectID, AkGameObjectID, ArrayPoolDefault, 32 > AkGameObjectsList
Definition: AkQueryParameters.h:396
Definition: AkSpeakerConfig.h:505
AkReal32 fVolAuxGameDefAtMaxDist
Volume wet at maximum distance (if any) (based on the Game defined distance attenuation)
Definition: AkQueryParameters.h:61
AkLPFType HPFValueAtMaxDist
High pass filter value at max distance (if any)
Definition: AkQueryParameters.h:64
AKSOUNDENGINE_API AKRESULT GetPositioningInfo(AkUniqueID in_ObjectID, AkPositioningInfo &out_rPositioningInfo)
AKSOUNDENGINE_API AKRESULT GetPlayingIDsFromGameObject(AkGameObjectID in_GameObjId, AkUInt32 &io_ruNumIDs, AkPlayingID *out_aPlayingIDs)
AKSOUNDENGINE_API AKRESULT GetCustomPropertyValue(AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkInt32 &out_iValue)
AkArray< GameObjDst, const GameObjDst &, ArrayPoolDefault, 32 > AkRadiusList
Definition: AkQueryParameters.h:438
AkReal32 fVolAuxUserDefAtMaxDist
Volume wet at maximum distance (if any) (based on the User defined distance attenuation)
Definition: AkQueryParameters.h:62
AKSOUNDENGINE_API AKRESULT GetMaxRadius(AkRadiusList &io_RadiusList)
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
Definition: AkSpeakerVolumes.h:49
bool bHoldEmitterPosAndOrient
Hold emitter position and orientation values when starting playback.
Definition: AkQueryParameters.h:48
AKSOUNDENGINE_API AKRESULT GetListeners(AkGameObjectID in_GameObjectID, AkGameObjectID *out_ListenerObjectIDs, AkUInt32 &oi_uNumListeners)
AKSOUNDENGINE_API AkGameObjectID GetGameObjectFromPlayingID(AkPlayingID in_playingID)
Ak3DPositionType e3dPositioningType
3D position type: defines what acts as the emitter position for computing spatialization against the ...
Definition: AkQueryParameters.h:47
AKSOUNDENGINE_API bool GetIsGameObjectActive(AkGameObjectID in_GameObjId)
AKSOUNDENGINE_API AKRESULT GetState(AkStateGroupID in_stateGroup, AkStateID &out_rState)
AKSOUNDENGINE_API AKRESULT GetActiveGameObjects(AkGameObjectsList &io_GameObjectList)
AkSpeakerPanningType pannerType
Speaker panning type: type of panning logic when object is not 3D spatialized.
Definition: AkQueryParameters.h:46
Positioning information obtained from an object.
Definition: AkQueryParameters.h:44
Object information structure for QueryAudioObjectsIDs.
Definition: AkQueryParameters.h:69
AKSOUNDENGINE_API AKRESULT GetListenerPosition(AkGameObjectID in_uIndex, AkListenerPosition &out_rPosition)
AKSOUNDENGINE_API AkUniqueID GetEventIDFromPlayingID(AkPlayingID in_playingID)
Ak3DSpatializationMode e3DSpatializationMode
Spatialization mode.
Definition: AkQueryParameters.h:49
@ RTPCValue_PlayingID
The value is the playing ID specific RTPC.
Definition: AkQueryParameters.h:164
AKSOUNDENGINE_API AKRESULT QueryAudioObjectIDs(AkUniqueID in_eventID, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos)
AKSOUNDENGINE_API AKRESULT GetListenerSpatialization(AkUInt32 in_uIndex, bool &out_rbSpatialized, AK::SpeakerVolumes::VectorPtr &out_pVolumeOffsets, AkChannelConfig &out_channelConfig)
AkLPFType LPFValueAtMaxDist
Low pass filter value at max distance (if any)
Definition: AkQueryParameters.h:63
AKSOUNDENGINE_API AKRESULT GetRTPCValue(AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID, AkPlayingID in_playingID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType)
@ RTPCValue_Unavailable
The value is not available for the RTPC specified.
Definition: AkQueryParameters.h:165
AKSOUNDENGINE_API AKRESULT GetGameObjectAuxSendValues(AkGameObjectID in_gameObjectID, AkAuxSendValue *out_paAuxSendValues, AkUInt32 &io_ruNumSendValues)
AKSOUNDENGINE_API AKRESULT GetPosition(AkGameObjectID in_GameObjectID, AkSoundPosition &out_rPosition)
AKSOUNDENGINE_API AKRESULT GetGameObjectDryLevelValue(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfControlValue)
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