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AkWinSoundEngine.h
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1 /*******************************************************************************
2 The content of this file includes portions of the AUDIOKINETIC Wwise Technology
3 released in source code form as part of the SDK installer package.
4 
5 Commercial License Usage
6 
7 Licensees holding valid commercial licenses to the AUDIOKINETIC Wwise Technology
8 may use this file in accordance with the end user license agreement provided
9 with the software or, alternatively, in accordance with the terms contained in a
10 written agreement between you and Audiokinetic Inc.
11 
12 Apache License Usage
13 
14 Alternatively, this file may be used under the Apache License, Version 2.0 (the
15 "Apache License"); you may not use this file except in compliance with the
16 Apache License. You may obtain a copy of the Apache License at
17 http://www.apache.org/licenses/LICENSE-2.0.
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19 Unless required by applicable law or agreed to in writing, software distributed
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24  Version: <VERSION> Build: <BUILDNUMBER>
25  Copyright (c) <COPYRIGHTYEAR> Audiokinetic Inc.
26 *******************************************************************************/
27 
28 // AkWinSoundEngine.h
29 
30 /// \file
31 /// Main Sound Engine interface, specific WIN32.
32 
33 #ifndef _AK_WIN_SOUND_ENGINE_H_
34 #define _AK_WIN_SOUND_ENGINE_H_
35 
38 
39 
40 struct IXAudio2;
41 /// \cond !(Web)
42 ///< API used for audio output
43 ///< Use with AkPlatformInitSettings to select the API used for audio output.
44 ///< Use AkAPI_Default, it will select the more appropriate API depending on the computer's capabilities. Other values should be used for testing purposes.
45 ///< \sa AK::SoundEngine::Init
46 typedef enum AkAudioAPIWindows
47 {
48  AkAPI_Wasapi = 1 << 0, ///< Use Wasapi
49  AkAPI_XAudio2 = 1 << 1, ///< Use XAudio2 (this is the preferred API on Windows)
50  AkAPI_DirectSound = 1 << 2, ///< Use DirectSound
51  AkAPI_Default = AkAPI_Wasapi | AkAPI_XAudio2 | AkAPI_DirectSound, ///< Default value, will select the more appropriate API (XAudio2 is the default)
52 } AkAudioAPI;
53 
54 /// Platform specific initialization settings
55 /// \sa AK::SoundEngine::Init
56 /// \sa AK::SoundEngine::GetDefaultPlatformInitSettings
57 
59 {
60  // Direct sound.
61  HWND hWnd; ///< Handle to the window associated to the audio.
62  ///< Each game must specify the HWND that will be passed to DirectSound initialization.
63  ///< The value returned by GetDefaultPlatformInitSettings is the foreground HWND at
64  ///< the moment of the initialization of the sound engine and may not be the correct one for your game.
65  ///< It is required that each game provides the correct HWND to be used.
66 
67 
68  // Threading model.
69  AkThreadProperties threadLEngine; ///< Lower engine threading properties
70  AkThreadProperties threadOutputMgr; ///< Ouput thread threading properties
71  AkThreadProperties threadBankManager; ///< Bank manager threading properties (its default priority is AK_THREAD_PRIORITY_NORMAL)
72  AkThreadProperties threadMonitor; ///< Monitor threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL). This parameter is not used in Release build.
73 
74  // Voices.
75  AkUInt16 uNumRefillsInVoice; ///< Number of refill buffers in voice buffer. 2 == double-buffered, defaults to 4.
76 
77  AkUInt32 uSampleRate; ///< Sampling Rate. Default is 48000 Hz. Use 24000hz for low quality. Any positive reasonable sample rate is supported. However be careful setting a custom value. Using an odd or really low sample rate may result in malfunctionning sound engine.
78 
79 
80  AkAudioAPI eAudioAPI; ///< Main audio API to use. Leave to AkAPI_Default for the default sink (default value).
81  ///< If a valid audioDeviceShareset plug-in is provided, the AkAudioAPI will be Ignored.
82  ///< \ref AkAudioAPI
83 
84  bool bGlobalFocus; ///< Corresponding to DSBCAPS_GLOBALFOCUS. If using the AkAPI_DirectSound AkAudioAPI type, sounds will be muted if set to false when the game loses the focus.
85  ///< This setting is ignored when using other AkAudioAPI types.
86 
87  IXAudio2* pXAudio2; ///< XAudio2 instance to use for the Wwise sound engine. If NULL (default) Wwise will initialize its own instance. Used only if the sink type is XAudio2 in AkInitSettings.outputType.
88 
89  bool bEnableAvxSupport; ///< Enables run-time detection of AVX and AVX2 SIMD support in the engine and plug-ins. Disabling this may improve CPU performance by allowing for higher CPU clockspeeds.
90 };
91 /// \endcond
92 
93 struct IDirectSound8;
94 struct IXAudio2;
95 struct IMMDevice;
96 struct IUnknown;
97 
98 namespace AK
99 {
100  /// Get instance of XAudio2 created by the sound engine at initialization.
101  /// \return Non-addref'd pointer to XAudio2 interface. NULL if sound engine is not initialized or XAudio2 is not used.
102  /// The returned pointer can be of either XAudio 2.7, XAudio 2.8, Xaudio 2.9 depending on the Windows version the game is running on. Use QueryInterface to identify which one and cast appropriately
104 
105  /// Get instance of DirectSound created by the sound engine at initialization.
106  /// \return Non-addref'd pointer to DirectSound interface. NULL if sound engine is not initialized or DirectSound is not used.
108 
109  /// Finds the device ID for particular Audio Endpoint.
110  /// \note CoInitialize must have been called for the calling thread. See Microsoft's documentation about CoInitialize for more details.
111  /// \return A device ID to use with AkPlatformInitSettings.idAudioDevice
112  AK_EXTERNAPIFUNC( AkUInt32, GetDeviceID ) (IMMDevice* in_pDevice);
113 
114  /// Finds an audio endpoint that matches the token in the device name or device ID and returns an ID.
115  /// This is a helper function that searches in the device ID (as returned by IMMDevice->GetId) and
116  /// in the property PKEY_Device_FriendlyName. The token parameter is case-sensitive. If you need to do matching on different conditions, use IMMDeviceEnumerator directly and AK::GetDeviceID.
117  /// \note CoInitialize must have been called for the calling thread. See Microsoft's documentation about CoInitialize for more details.
118  /// \return The device ID as returned by IMMDevice->GetId, hashed by AK::SoundEngine::GetIDFromName()
120 
121  /// Get the user-friendly name for the specified device. Call repeatedly with index starting at 0 and increasing to get all available devices, including disabled and unplugged devices, until the returned string is null and out_uDeviceID is zero.
122  /// The number of indexable devices for the given uDeviceStateMask can be fetched by calling AK::SoundEngine::GetWindowsDeviceCount().
123  /// You can also get the default device information by specifying index=-1. The default device is the one with a green checkmark in the Audio Playback Device panel in Windows.
124  /// The returned out_uDeviceID parameter is the Device ID to use with Wwise. Use it to specify the main device in AkPlatformInitSettings.idAudioDevice.
125  /// \note CoInitialize must have been called for the calling thread. See Microsoft's documentation about CoInitialize for more details.
126  /// \return The name of the device at the "index" specified. The pointer is valid until the next call to GetWindowsDeviceName.
128  AkInt32 index, ///< Index of the device in the array. -1 to get information on the default device.
129  AkUInt32 &out_uDeviceID, ///< Device ID for Wwise. This is the same as what is returned from AK::GetDeviceID and AK::GetDeviceIDFromName. Use it to specify the main device in AkPlatformInitSettings.idAudioDevice.
130  AkAudioDeviceState uDeviceStateMask = AkDeviceState_All ///< Optional bitmask used to filter the device based on their state.
131  );
132 
133  /// Get the number of Audio Endpoints available for the specified device state mask.
134  /// \note CoInitialize must have been called for the calling thread. See Microsoft's documentation about CoInitialize for more details.
135  /// \return The number of Audio Endpoints available for the specified device state mask.
137  AkAudioDeviceState uDeviceStateMask = AkDeviceState_All ///< Optional bitmask used to filter the device based on their state.
138  );
139 
140  /// Get the Audio Endpoint for the specified device index. Call repeatedly with index starting at 0 and increasing to get all available devices, including disabled and unplugged devices, until the false is returned.
141  /// You can also get the default device information by specifying index=-1. The default device is the one with a green checkmark in the Audio Playback Device panel in Windows.
142  /// The returned out_uDeviceID parameter is the Device ID to use with Wwise. Use it to specify the main device in AkPlatformInitSettings.idAudioDevice.
143  /// The returned out_ppDevice is a pointer to a pointer variable to which the method writes the address of the IMMDevice. out_ppDevice is optional; if it is null, then no action is taken.
144  /// If the method returns false, *out_ppDevice is null. If the method successed, *out_ppDevice will be a counted reference to the interface, and the caller is responsible for releasing the interface when it is no longer needed, by calling Release(), or encapsulating the device in a COM Smart Pointer.
145  /// \note CoInitialize must have been called for the calling thread. See Microsoft's documentation about CoInitialize for more details.
146  /// \return Whether or not a device was found at the given index.
148  AkInt32 in_index, ///< Index of the device in the array. -1 to get information on the default device.
149  AkUInt32& out_uDeviceID, ///< Device ID for Wwise. This is the same as what is returned from AK::GetDeviceID and AK::GetDeviceIDFromName. Use it to specify the main device in AkPlatformInitSettings.idAudioDevice.
150  IMMDevice** out_ppDevice, ///< pointer to a pointer variable to which the method writes the address of the IMMDevice in question.
151  AkAudioDeviceState uDeviceStateMask = AkDeviceState_All ///< Optional bitmask used to filter the device based on their state.
152  );
153 
154 #ifdef AK_UWP_CPP_CX
155 
156  /// Get the device ID corresponding to a Universal Windows Platform Gamepad reference. This device ID can be used to add/remove motion output for that gamepad.
157  /// \note The ID returned is unique to Wwise and does not correspond to any sensible value outside of Wwise.
158  /// \note This function is only available for project code using C++/CX.
159  /// \return Unique device ID, or AK_INVALID_DEVICE_ID if the reference is no longer valid (such as if the gamepad was disconnected)
160  AK_EXTERNAPIFUNC(AkDeviceID, GetDeviceIDFromGamepad) (Windows::Gaming::Input::Gamepad^ rGamepad);
161 
162 #endif
163 
164 };
165 
166 #endif //_AK_WIN_SOUND_ENGINE_H_
Audiokinetic namespace.
AKSOUNDENGINE_API IDirectSound8 * GetDirectSoundInstance()
#define AK_EXTERNAPIFUNC(_type, _name)
AkUInt32 AkDeviceID
I/O device ID.
Definition: AkTypes.h:82
AKSOUNDENGINE_API AkUInt32 GetDeviceID(IMMDevice *in_pDevice)
AkAudioAPI
Browse to Platform-Specific Audio Output API (enum AkAudioAPI) for each platform-specific audio outpu...
@ AkDeviceState_All
Includes audio devices in all states.
Definition: AkTypes.h:215
AKSOUNDENGINE_API bool GetWindowsDevice(AkInt32 in_index, AkUInt32 &out_uDeviceID, IMMDevice **out_ppDevice, AkAudioDeviceState uDeviceStateMask=AkDeviceState_All)
int32_t AkInt32
Signed 32-bit integer.
Definition: AkTypes.h:98
uint16_t AkUInt16
Unsigned 16-bit integer.
Definition: AkTypes.h:84
AKSOUNDENGINE_API const wchar_t * GetWindowsDeviceName(AkInt32 index, AkUInt32 &out_uDeviceID, AkAudioDeviceState uDeviceStateMask=AkDeviceState_All)
AKSOUNDENGINE_API IUnknown * GetWwiseXAudio2Interface()
AKSOUNDENGINE_API AkUInt32 GetDeviceIDFromName(wchar_t *in_szToken)
AkAudioDeviceState
Definition: AkTypes.h:209
AKSOUNDENGINE_API AkDeviceID GetDeviceIDFromGamepad(Windows::Gaming::Input::Gamepad^ rGamepad)
uint32_t AkUInt32
Unsigned 32-bit integer.
Definition: AkTypes.h:85
AKSOUNDENGINE_API AkUInt32 GetWindowsDeviceCount(AkAudioDeviceState uDeviceStateMask=AkDeviceState_All)

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