Wwise SDK 2019.2.15
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Classes | |
struct | GameObjDst |
Functions | |
Game Objects | |
AKSOUNDENGINE_API AKRESULT | GetPosition (AkGameObjectID in_GameObjectID, AkSoundPosition &out_rPosition) |
Listeners | |
AKSOUNDENGINE_API AKRESULT | GetListeners (AkGameObjectID in_GameObjectID, AkGameObjectID *out_ListenerObjectIDs, AkUInt32 &oi_uNumListeners) |
AKSOUNDENGINE_API AKRESULT | GetListenerPosition (AkGameObjectID in_uIndex, AkListenerPosition &out_rPosition) |
AKSOUNDENGINE_API AKRESULT | GetListenerSpatialization (AkUInt32 in_uIndex, bool &out_rbSpatialized, AK::SpeakerVolumes::VectorPtr &out_pVolumeOffsets, AkChannelConfig &out_channelConfig) |
Game Syncs | |
enum |
RTPCValue_type { RTPCValue_Default, RTPCValue_Global, RTPCValue_GameObject, RTPCValue_PlayingID, RTPCValue_Unavailable } |
AKSOUNDENGINE_API AKRESULT | GetRTPCValue (AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID, AkPlayingID in_playingID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType) |
AKSOUNDENGINE_API AKRESULT | GetRTPCValue (const char *in_pszRtpcName, AkGameObjectID in_gameObjectID, AkPlayingID in_playingID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType) |
AKSOUNDENGINE_API AKRESULT | GetSwitch (AkSwitchGroupID in_switchGroup, AkGameObjectID in_gameObjectID, AkSwitchStateID &out_rSwitchState) |
AKSOUNDENGINE_API AKRESULT | GetSwitch (const char *in_pstrSwitchGroupName, AkGameObjectID in_GameObj, AkSwitchStateID &out_rSwitchState) |
AKSOUNDENGINE_API AKRESULT | GetState (AkStateGroupID in_stateGroup, AkStateID &out_rState) |
AKSOUNDENGINE_API AKRESULT | GetState (const char *in_pstrStateGroupName, AkStateID &out_rState) |
Query namespace
Warning: Unless noted otherwise in the function definition that it will not acquire the main audio lock, the functions in this namespace might stall for several milliseconds before returning (as they cannot execute while the main sound engine thread is busy). They should therefore not be called from any game critical thread, such as the main game loop. There might be a significant delay between a Sound Engine call (such as PostEvent) and the information being reflected in a Query (such as GetIsGameObjectActive). |
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