Sets the value of a real-time parameter control (by ID). With this function, you may set a game parameter value with global scope or with game object scope. Game object scope supersedes global scope. (Once a value is set for the game object scope, it will not be affected by changes to the global scope value.) Game parameter values set with a global scope are applied to all game objects that not yet registered, or already registered but not overridden with a value with game object scope. To set a game parameter value with global scope, pass
AK_INVALID_GAME_OBJECT as the game object. 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
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.
AK_Success if the value was successfully set
AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
- See also
||ID of the game parameter
||Value to set
||Associated game object ID
||Duration during which the game parameter is interpolated towards in_value
||Curve type to be used for the game parameter interpolation
||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.