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Wwise SDK 2021.1.14
AkXboxGCSoundEngine.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.
18 
19 Unless required by applicable law or agreed to in writing, software distributed
20 under the Apache License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES
21 OR CONDITIONS OF ANY KIND, either express or implied. See the Apache License for
22 the specific language governing permissions and limitations under the License.
23 
24  Version: v2021.1.14 Build: 6590
25  Copyright (c) 2006-2023 Audiokinetic Inc.
26 *******************************************************************************/
27 
28 /// \file
29 /// Main Sound Engine interface for the Gaming.Xbox-specific platform.
30 /// Currently, Xbox One and Xbox Series X share similar settings and interface via the GDK
31 
32 #pragma once
33 
36 
37 struct IMMDevice;
38 struct IGameInputDevice;
39 
40 /// \cond !(Web)
41 /// Platform specific initialization settings
42 /// \sa AK::SoundEngine::Init
43 /// \sa AK::SoundEngine::GetDefaultPlatformInitSettings
45 {
46  // Threading model.
47  AkThreadProperties threadLEngine; ///< Lower engine threading properties
48  AkThreadProperties threadOutputMgr; ///< Ouput thread threading properties
49  AkThreadProperties threadBankManager; ///< Bank manager threading properties (its default priority is AK_THREAD_PRIORITY_NORMAL)
50  AkThreadProperties threadMonitor; ///< Monitor threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL). This parameter is not used in Release build.
51 
52  // Voices.
53  AkUInt16 uNumRefillsInVoice; ///< Number of refill buffers in voice buffer. 2 == double-buffered, defaults to 4.
54  AkUInt16 uMaxXMAVoices; ///< Maximum number of hardware-accelerated XMA voices used at run-time. Default is 128 voices on XboxOne. It is 0 on XSX (disabled by default).
55  bool bHwCodecLowLatencyMode; ///< Use low latency mode for hardware XMA or Opus decoding (default is false). If true, decoding jobs are submitted at the beginning of the Wwise update and it will be necessary to wait for the result.
56 #ifdef AK_XBOXSERIESX
57  AkUInt16 uMaxOpusVoices; ///< Maximum number of hardware-accelerated Opus voices used at run-time. Default is 320 voices, the maximum value. Reduce to save on XAPU memory, or set to zero to use software decoding.
58 #endif
59  AkUInt32 uMaxSystemAudioObjects; ///< Dictates how many Microsoft Spatial Sound dynamic objects will be reserved by the System sink. Set to 0 to disable the use of System Audio Objects. Default is 256.
60 };
61 /// \endcond
62 
63 namespace AK
64 {
65  /// Finds the device ID for particular Audio Endpoint.
66  /// \return A device ID to use with AddSecondaryOutput
67  AK_EXTERNAPIFUNC( AkUInt32, GetDeviceID ) (IMMDevice* in_pDevice);
68 
69  /// Finds an audio endpoint that matches the token in the device name or device ID and returns and ID compatible with AddSecondaryOutput.
70  /// This is a helper function that searches in the device ID (as returned by IMMDevice->GetId) and IMMXboxDevice->GetPnpId()
71  /// If you need to do matching on different conditions, use IMMXboxDeviceEnumerator directly.
72  /// \return An ID to use with AddSecondaryOutput. The ID returned is the device ID as returned by IMMDevice->GetId, hashed by AK::SoundEngine::GetIDFromName()
73  AK_EXTERNAPIFUNC( AkUInt32, GetDeviceIDFromName )(wchar_t* in_szToken);
74 
75  namespace SoundEngine
76  {
77 
78  /// Finds the device ID for particular GameInput device.
79  /// \return A device ID to use with AddSecondaryOutput
80  AK_EXTERNAPIFUNC(AkUInt32, GetGameInputDeviceID) (const IGameInputDevice* in_pGameInputDevice);
81  }
82 }
Audiokinetic namespace.
#define AK_EXTERNAPIFUNC(_type, _name)
AKSOUNDENGINE_API AkUInt32 GetDeviceID(IMMDevice *in_pDevice)
AKSOUNDENGINE_API AkUInt32 GetGameInputDeviceID(const IGameInputDevice *in_pGameInputDevice)
uint16_t AkUInt16
Unsigned 16-bit integer.
Definition: AkTypes.h:58
AKSOUNDENGINE_API AkUInt32 GetDeviceIDFromName(wchar_t *in_szToken)
uint32_t AkUInt32
Unsigned 32-bit integer.
Definition: AkTypes.h:59

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