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Wwise SDK 2024.1.10
AkSoundEngine.h
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4 
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26 
27 // AkSoundEngine.h
28 
29 /// \file
30 /// The main sound engine interface.
31 
32 
33 #ifndef _AK_SOUNDENGINE_H_
34 #define _AK_SOUNDENGINE_H_
35 
36 #include AK/SoundEngine/Common/AkSoundEngineExport.h>
37 #include AK/SoundEngine/Common/AkTypes.h>
38 #include AK/SoundEngine/Common/IAkPlugin.h>
39 #include AK/SoundEngine/Common/AkCallback.h>
40 
41 #if defined(AK_NULL_PLATFORM)
42 // null platform has no platform-specific soundengine
43 struct AkPlatformInitSettings { };
44 #elif defined(AK_WIN)
45 #include AK/SoundEngine/Platforms/Windows/AkWinSoundEngine.h>
46 #include AK/SoundEngine/Platforms/Windows/AkPlatformContext.h>
47 
48 #elif defined (AK_MAC_OS_X)
49 #include AK/SoundEngine/Platforms/Mac/AkMacSoundEngine.h>
50 #include AK/SoundEngine/Platforms/Mac/AkPlatformContext.h>
51 
52 #elif defined (AK_IOS)
53 #include AK/SoundEngine/Platforms/iOS/AkiOSSoundEngine.h>
54 #include AK/SoundEngine/Platforms/iOS/AkPlatformContext.h>
55 
56 #elif defined(AK_XBOXGC) // Gaming.Xbox platform
57 #include AK/SoundEngine/Platforms/XboxGC/AkXboxGCSoundEngine.h>
58 #include AK/SoundEngine/Platforms/XboxGC/AkPlatformContext.h>
59 
60 #elif defined( AK_ANDROID )
61 #include AK/SoundEngine/Platforms/Android/AkAndroidSoundEngine.h>
62 #include AK/SoundEngine/Platforms/Android/AkPlatformContext.h>
63 
64 #elif defined( AK_HARMONY )
65 #include AK/SoundEngine/Platforms/OpenHarmony/AkOpenHarmonySoundEngine.h>
66 #include AK/SoundEngine/Platforms/OpenHarmony/AkPlatformContext.h>
67 
68 #elif defined (AK_PS4)
69 #include AK/SoundEngine/Platforms/PS4/AkPS4SoundEngine.h>
70 #include AK/SoundEngine/Platforms/PS4/AkPlatformContext.h>
71 
72 #elif defined (AK_PS5)
73 #include AK/SoundEngine/Platforms/PS5/AkPS5SoundEngine.h>
74 #include AK/SoundEngine/Platforms/PS5/AkPlatformContext.h>
75 
76 #elif defined( AK_LINUX_DESKTOP )
77 #include AK/SoundEngine/Platforms/Linux/AkLinuxSoundEngine.h>
78 #include AK/SoundEngine/Platforms/Linux/AkPlatformContext.h>
79 
80 #elif defined( AK_EMSCRIPTEN )
81 #include AK/SoundEngine/Platforms/Emscripten/AkEmscriptenSoundEngine.h>
82 #include AK/SoundEngine/Platforms/Emscripten/AkPlatformContext.h>
83 
84 #elif defined( AK_QNX )
85 #include
86 #include
87 
88 #elif defined( AK_NX )
89 #include AK/SoundEngine/Platforms/NX/AkNXSoundEngine.h>
90 #include AK/SoundEngine/Platforms/NX/AkPlatformContext.h>
91 
92 #elif defined( AK_OUNCE )
93 #include AK/SoundEngine/Platforms/Ounce/AkOunceSoundEngine.h>
94 #include AK/SoundEngine/Platforms/Ounce/AkPlatformContext.h>
95 
96 #else
97 #error AkSoundEngine.h: Undefined platform
98 #endif
99 
100 #ifndef AK_ASSERT_HOOK
101  /// Function called on assert handling, optional
102  /// \sa
103  /// - AkInitSettings
105  const char * in_pszExpression, ///
106  const char * in_pszFileName, ///
107  int in_lineNumber ///
108  );
109  #define AK_ASSERT_HOOK
110 #endif
111 
112 /// Callback function prototype for User Music notifications
113 /// It is useful for reacting to user music playback.
114 ///
115 /// \sa
116 /// - \ref AkGlobalCallbackFunc
117 /// - \ref AkPlatformInitSettings
118 /// - \ref background_music_and_dvr
119 ///
121  bool in_bBackgroundMusicMuted, ///
122  void* in_pCookie ///
123  );
124 
125 /// Platform-independent initialization settings of output devices.
127 {
130  idDevice(0),
132  channelConfig(){};
133 
134  AkOutputSettings(const char* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
135 
136 #ifdef AK_SUPPORT_WCHAR
137  AkOutputSettings(const wchar_t* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
138 #endif
139 
141  ///
142  ///
143  /// \sa \ref AK::SoundEngine::GetIDFromString()
144  /// \sa \ref soundengine_plugins_audiodevices
145  /// \sa \ref integrating_secondary_outputs
146  /// \sa \ref default_audio_devices
147 
149  /// \sa \ref obtaining_device_id
150 
152  ///
153  ///
154 
156  ///
157 };
158 
159 /// Define the orientation of the the floor plane with respect to the X,Y,Z axes, and which axes represent the side, front and up vectors as a basis for rotations in Wwise.
160 /// AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
162 {
163  AkFloorPlane_XZ = 0, ///
168 };
169 
170 // Function that the host runtime must call to allow for jobs to execute.
171 // in_jobType is the type originally provided by AkJobMgrSettings::FuncRequestJobWorker.
172 // in_uExecutionTimeUsec is the number of microseconds that the function should execute for before terminating.
173 // Note that the deadline is only checked after each individual job completes execution, so the function may run slightly
174 // longer than intended. The "in_uExecutionTimeUsec" should be considered a suggestion or guideline, not a strict rule.
175 // A value of 0 means that the function will run until there are no more jobs ready to be immediately executed.
177  AkJobType in_jobType,
178  AkUInt32 in_uExecutionTimeUsec
179  );
180 
181 /// Settings for the Sound Engine's internal job manager
183 {
184  /// Callback function prototype definition used for handling requests from JobMgr for new workers to perform work.
186  AkJobWorkerFunc in_fnJobWorker, ///
187  AkJobType in_jobType, ///
188  AkUInt32 in_uNumWorkers, ///
189  void * in_pClientData ///
190  );
191 
193 
194  AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]; ///= 1 for each jobType.
195 
198 
199  void* pClientData; ///
200 };
201 
202 /// External (optional) callback for tracking performance of the sound engine that is called when a timer starts. (only called in Debug and Profile binaries; this is not called in Release)
203 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Timer was started in.
204 /// in_pszZoneName will point to a static string, so the pointer can be stored for later use, not just the contents of the string itself.
206  AkPluginID in_uPluginID,
207  const char* in_pszZoneName
208  );
209 
210 /// External (optional) function for tracking performance of the sound engine that is called when a timer stops. (only called in Debug and Profile binaries; this is not called in Release)
212 
213 ///
214 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Marker was posted in.
215 /// in_pszMarkerName will point to a static string, so the pointer can be stored for later use, not just the contents of the string itself.
217  AkPluginID in_uPluginID,
218  const char* in_pszMarkerName
219  );
220 
221 /// Platform-independent initialization settings of the sound engine
222 /// \sa
223 /// - AK::SoundEngine::Init()
224 /// - AK::SoundEngine::GetDefaultInitSettings()
225 /// - \ref soundengine_integration_init_advanced
227 {
229 
234  ///
235 
237 
240 
243 
245 
247  bool bUseLEngineThread; ///
248 
250  void* BGMCallbackCookie; ///
251  const AkOSChar * szPluginDLLPath; ///
252 
254  ///
255 
257  ///
258  ///
259  ///
260  ///
261 
263 
265 
267 
268  bool bOfflineRendering; ///
269 
273 };
274 
275 /// Necessary settings for setting externally-loaded sources
277 {
281 };
282 
283 /// Return values for GetSourcePlayPositions.
285 {
291 };
292 
293 /// Audiokinetic namespace
294 namespace AK
295 {
296  class IReadBytes;
297  class IWriteBytes;
298 
299  /// Audiokinetic sound engine namespace
300  /// \remarks The functions in this namespace are thread-safe, unless stated otherwise.
301  namespace SoundEngine
302  {
303  ///////////////////////////////////////////////////////////////////////
304  /// @name Initialization
305  //@{
306 
307  /// Query whether or not the sound engine has been successfully initialized.
308  /// \warning This function is not thread-safe. It should not be called at the same time as \c SoundEngine::Init() or \c SoundEngine::Term().
309  /// \return \c True if the sound engine has been initialized, \c False otherwise.
310  /// \sa
311  /// - \ref soundengine_integration_init_advanced
312  /// - AK::SoundEngine::Init()
313  /// - AK::SoundEngine::Term()
315 
316  /// Initialize the sound engine.
317  /// \warning This function is not thread-safe.
318  /// \remark The initial settings should be initialized using AK::SoundEngine::GetDefaultInitSettings()
319  /// and AK::SoundEngine::GetDefaultPlatformInitSettings() to fill the structures with their
320  /// default settings. This is not mandatory, but it helps avoid backward compatibility problems.
321  ///
322  /// \return
323  /// - \c AK_Success if the initialization was successful
324  /// - \c AK_MemManagerNotInitialized if the memory manager is not available or not properly initialized
325  /// - \c AK_StreamMgrNotInitialized if the stream manager is not available or not properly initialized
326  /// - \c AK_SSEInstructionsNotSupported if the machine does not support SSE instruction (only on the PC)
327  /// - \c AK_InsufficientMemory if there is not enough memory available to initialize the sound engine properly
328  /// - \c AK_InvalidParameter if some parameters are invalid
329  /// - \c AK_AlreadyInitialized if the sound engine is already initialized, or if the provided settings result in insufficient
330  /// - \c AK_Fail for unknown errors, check with AK Support.
331  /// resources for the initialization.
332  /// \sa
333  /// - \ref soundengine_integration_init_advanced
334  /// - \ref workingwithsdks_initialization
335  /// - AK::SoundEngine::Term()
336  /// - AK::SoundEngine::GetDefaultInitSettings()
337  /// - AK::SoundEngine::GetDefaultPlatformInitSettings()
339  AkInitSettings * in_pSettings, ///
340  AkPlatformInitSettings * in_pPlatformSettings ///
341  );
342 
343  /// Gets the default values of the platform-independent initialization settings.
344  /// \warning This function is not thread-safe.
345  /// \sa
346  /// - \ref soundengine_integration_init_advanced
347  /// - AK::SoundEngine::Init()
348  /// - AK::SoundEngine::GetDefaultPlatformInitSettings()
350  AkInitSettings & out_settings ///
351  );
352 
353  /// Gets the default values of the platform-specific initialization settings.
354  ///
355  /// \warning This function is not thread-safe.
356  /// \sa
357  /// - \ref soundengine_integration_init_advanced
358  /// - AK::SoundEngine::Init()
359  /// - AK::SoundEngine::GetDefaultInitSettings()
361  AkPlatformInitSettings & out_platformSettings ///
362  );
363 
364  /// Terminates the sound engine.
365  /// If some sounds are still playing or events are still being processed when this function is
366  /// called, they will be stopped.
367  /// \warning This function is not thread-safe.
368  /// \warning Before calling Term, you must ensure that no other thread is accessing the sound engine.
369  /// \sa
370  /// - \ref soundengine_integration_init_advanced
371  /// - AK::SoundEngine::Init()
372  AK_EXTERNAPIFUNC( void, Term )();
373 
374  /// Gets the configured audio settings.
375  /// Call this function to get the configured audio settings.
376  ///
377  /// \warning This function is not thread-safe.
378  /// \warning Call this function only after the sound engine has been properly initialized.
379  /// \return
380  /// - \c AK_NotInitialized if AK::SoundEngine::Init() was not called
381  /// - \c AK_Success otherwise.
383  AkAudioSettings & out_audioSettings ///
384  );
385 
386  /// Gets the output speaker configuration of the specified output.
387  /// Call this function to get the speaker configuration of the output (which may not correspond
388  /// to the physical output format of the platform, in the case of downmixing provided by the platform itself).
389  /// You may initialize the sound engine with a user-specified configuration, but the resulting
390  /// configuration is determined by the sound engine, based on the platform, output type and
391  /// platform settings (for e.g. system menu or control panel option).
392  /// If the speaker configuration of the output is object-based, the speaker configuration of the
393  /// main mix is returned. To query more information on object-based output devices, see AK::SoundEngine::GetOutputDeviceConfiguration.
394  ///
395  /// It is recommended to call GetSpeakerConfiguration anytime after receiving a callback from RegisterAudioDeviceStatusCallback to know if the channel configuration has changed.
396  ///
397  /// \warning Call this function only after the sound engine has been properly initialized.
398  /// If you are initializing the sound engine with AkInitSettings::bUseLEngineThread to false, it is required to call RenderAudio() at least once before calling this function to complete the sound engine initialization.
399  /// The Init.bnk must be loaded prior to this call.
400  /// \return The output configuration. An empty AkChannelConfig not AkChannelConfig::IsValid() if device does not exist or if the Init.bnk was not loaded yet.
401  /// \sa
402  /// - AkSpeakerConfig.h
403  /// - AkOutputSettings
404  /// - AK::SoundEngine::GetOutputDeviceConfiguration()
406  AkOutputDeviceID in_idOutput = 0 ///
407  );
408 
409  /// Gets the configuration of the specified output device.
410  /// Call this function to get the channel configuration of the output device as well as its 3D audio capabilities.
411  /// If the configuration of the output device is object-based (io_channelConfig.eConfigType == AK_ChannelConfigType_Objects),
412  /// io_capabilities can be inspected to determine the channel configuration of the main mix (Ak3DAudioSinkCapabilities::channelConfig),
413  /// whether or not the output device uses a passthrough mix (Ak3DAudioSinkCapabilities::bPassthrough) and the maximum number of objects
414  /// that can play simultaneously on this output device (Ak3DAudioSinkCapabilities::uMax3DAudioObjects). Note that if
415  /// Ak3DAudioSinkCapabilities::bMultiChannelObjects is false, multi-channel objects will be split into multiple mono objects
416  /// before being sent to the output device.
417  ///
418  /// \warning Call this function only after the sound engine has been properly initialized. If you are initializing the sound engine with AkInitSettings::bUseLEngineThread to false, it is required to call RenderAudio() at least once before calling this function to complete the sound engine initialization.
419  /// \return
420  /// - \c AK_Success if successful
421  /// - \c AK_IDNotFound is the output was not found in the system.
422  /// - \c AK_NotInitialized if the sound engine is not initialized
423  /// \sa
424  /// - AkSpeakerConfig.h
425  /// - AkOutputSettings
426  /// - AK::SoundEngine::GetSpeakerConfiguration()
428  AkOutputDeviceID in_idOutput,
429  AkChannelConfig& io_channelConfig,
430  Ak3DAudioSinkCapabilities& io_capabilities
431  );
432 
433  /// Gets the panning rule of the specified output.
434  /// \warning Call this function only after the sound engine has been properly initialized.
435  /// Returns the supported configuration in out_ePanningRule:
436  /// - AkPanningRule_Speakers
437  /// - AkPanningRule_Headphone
438  /// \return
439  /// - \c AK_Success if successful
440  /// - \c AK_IDNotFound is the output was not found in the system.
441  /// - \c AK_NotInitialized if the sound engine is not initialized
442  /// \sa
443  /// - AkSpeakerConfig.h
445  AkPanningRule & out_ePanningRule, ///
446  AkOutputDeviceID in_idOutput = 0 ///
447  );
448 
449  /// Sets the panning rule of the specified output.
450  /// This may be changed anytime once the sound engine is initialized.
451  /// \warning This function posts a message through the sound engine's internal message queue, whereas GetPanningRule() queries the current panning rule directly.
452  /// \aknote
453  /// The specified panning rule will only impact the sound if the processing format is downmixing to Stereo in the mixing process. It
454  /// will not impact the output if the audio stays in 5.1 until the end, for example.
455  /// \endaknote
457  AkPanningRule in_ePanningRule, ///
458  AkOutputDeviceID in_idOutput = 0 ///
459  );
460 
461  /// Gets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
462  /// Note that the current version of Wwise only supports positioning on the plane.
463  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
464  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
465  /// Angles must be set in ascending order.
466  /// You may call this function with io_pfSpeakerAngles set to NULL to get the expected number of angle values in io_uNumAngles,
467  /// in order to allocate your array correctly. You may also obtain this number by calling
468  /// AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ).
469  /// If io_pfSpeakerAngles is not NULL, the array is filled with up to io_uNumAngles.
470  /// Typical usage:
471  /// - AkUInt32 uNumAngles;
472  /// - GetSpeakerAngles( NULL, uNumAngles, AkOutput_Main );
473  /// - AkReal32 * pfSpeakerAngles = AkAlloca( uNumAngles * sizeof(AkReal32) );
474  /// - GetSpeakerAngles( pfSpeakerAngles, uNumAngles, AkOutput_Main );
475  /// \aknote
476  /// On most platforms, the angle set on the plane consists of 3 angles, to account for 7.1.
477  /// - When panning to stereo (speaker mode, see AK::SoundEngine::SetPanningRule()), only angle[0] is used, and 3D sounds in the back of the listener are mirrored to the front.
478  /// - When panning to 5.1, the front speakers use angle[0], and the surround speakers use (angle[2] + angle[1]) / 2.
479  /// \endaknote
480  /// \warning Call this function only after the sound engine has been properly initialized.
481  /// \return AK_Success if device exists.
482  /// \sa SetSpeakerAngles()
484  AkReal32 * io_pfSpeakerAngles, ///
485  AkUInt32 & io_uNumAngles, ///
486  AkReal32 & out_fHeightAngle, ///
487  AkOutputDeviceID in_idOutput = 0 ///
488  );
489 
490  /// Sets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
491  /// Note that the current version of Wwise only supports positioning on the plane.
492  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180], for a 7.1 speaker configuration.
493  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
494  /// Angles must be set in ascending order.
495  /// Note:
496  /// - This function requires the minimum speaker angle between any pair of speakers to be at least 5 degrees.
497  /// - When setting angles for a 5.1 speaker layout, we recommend that you select an angle for the SL and SR channels, then subtract 15 degrees for in_pfSpeakerAngles[1] and add 15 degrees for in_pfSpeakerAngles[2] to set the arc appropriately.
498  ///
499  /// Typical usage:
500  /// - Initialize the sound engine and/or add secondary output(s).
501  /// - Get number of speaker angles and their value into an array using GetSpeakerAngles().
502  /// - Modify the angles and call SetSpeakerAngles().
503  /// This function posts a message to the audio thread through the command queue, so it is thread safe. However the result may not be immediately read with GetSpeakerAngles().
504  /// \warning This function only applies to configurations (or subset of these configurations) that are standard and whose speakers are on the plane (2D).
505  /// \return
506  /// - \c AK_Success if successful.
507  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
508  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
509  /// - \c AK_InvalidParameter one of the parameter is invalid, check the debug log. Speaker angles must be [0, 180] and height angle must be [-90, 90]. Height angle must not be 0, regardless if height channels are used.
510  /// \sa GetSpeakerAngles()
512  const AkReal32 * in_pfSpeakerAngles, ///
513  AkUInt32 in_uNumAngles, ///
514  AkReal32 in_fHeightAngle = AK_DEFAULT_HEIGHT_ANGLE, ///
515  AkOutputDeviceID in_idOutput = 0 ///
516  );
517 
518  /// Allows the game to set the volume threshold to be used by the sound engine to determine if a voice must go virtual.
519  /// This may be changed anytime once the sound engine was initialized.
520  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
521  /// \return
522  /// - \c AK_Success if successful
523  /// - \c AK_InvalidParameter if the threshold was not between 0 and -96.3 dB.
524  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
526  AkReal32 in_fVolumeThresholdDB ///
527  );
528 
529  /// Allows the game to set the maximum number of non virtual voices to be played simultaneously.
530  /// This may be changed anytime once the sound engine was initialized.
531  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
532  /// \return
533  /// - \c AK_InvalidParameter if the threshold was not between 1 and MaxUInt16.
534  /// - \c AK_Success if successful
536  AkUInt16 in_maxNumberVoices ///
537  );
538 
539  /// Allows the game to set new values for the maximum active workers for the job manager
540  /// This may be changed anytime once the sound engine was initialized.
541  /// This function may only be used if a worker function has been set via \ref AkJobMgrSettings.
542  /// \return
543  /// - \c AK_InvalidParameter in_jobType is not a valid jobtype, or in_uNewMaxActiveWorkers is not greater than 0
544  /// - \c AK_NotInitialized JobMgr system was not already initialized with a function to request for workers
545  /// - \c AK_Success if successful
547  AkJobType in_jobType, ///
548  AkUInt32 in_uNewMaxActiveWorkers ///
549  );
550 
551  //@}
552 
553  ////////////////////////////////////////////////////////////////////////
554  /// @name Rendering Audio
555  //@{
556 
557  /// Processes all commands in the sound engine's command queue.
558  /// This method has to be called periodically (usually once per game frame).
559  /// \sa
560  /// - \ref concept_events
561  /// - \ref soundengine_events
562  /// - AK::SoundEngine::PostEvent()
563  /// \return Always returns AK_Success
565  bool in_bAllowSyncRender = true ///
566  );
567 
568  //@}
569 
570  ////////////////////////////////////////////////////////////////////////
571  /// @name Component Registration
572  //@{
573 
574  /// Query interface to global plug-in context used for plug-in registration/initialization.
575  /// \return Global plug-in context.
577 
578  /// Registers a plug-in with the sound engine and sets the callback functions to create the
579  /// plug-in and its parameter node.
580  /// \aknote
581  /// This function is deprecated. Registration is now automatic if you link plug-ins statically. If plug-ins are dynamic libraries (such as DLLs or SOs), use \c RegisterPluginDLL.
582  /// \endaknote
583  /// \sa
584  /// - \ref register_effects
585  /// - \ref plugin_xml
586  /// \return
587  /// - \c AK_Success if successful
588  /// - \c AK_InvalidParameter if invalid parameters were provided
589  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
590  /// \remarks
591  /// Codecs and plug-ins must be registered before loading banks that use them.\n
592  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
593  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
594  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
595  /// posting the event will fail.
597  AkPluginType in_eType, ///
598  AkUInt32 in_ulCompanyID, ///
599  AkUInt32 in_ulPluginID, ///
600  AkCreatePluginCallback in_pCreateFunc, ///
601  AkCreateParamCallback in_pCreateParamFunc, ///
602  AkGetDeviceListCallback in_pGetDeviceList = NULL ///
603  );
604 
605  /// Loads a plug-in dynamic library and registers it with the sound engine.
606  /// With dynamic linking, all plugins are automatically registered.
607  /// The plug-in DLL must be in the OS-specific library path or in the same location as the executable. If not, set AkInitSettings.szPluginDLLPath.
608  /// \return
609  /// - \c AK_Success if successful.
610  /// - \c AK_FileNotFound if the DLL is not found in the OS path or if it has extraneous dependencies not found.
611  /// - \c AK_InsufficientMemory if the system ran out of resources while loading the dynamic library
612  /// - \c AK_NotCompatible if the file was found but is not binary-compatible with the system's expected executable format
613  /// - \c AK_InvalidFile if the symbol g_pAKPluginList is not exported by the dynamic library
614  /// - \c AK_Fail if an unexpected system error was encountered
616  const AkOSChar* in_DllName, ///
617  const AkOSChar* in_DllPath = NULL ///
618  );
619 
620  /// Query whether plug-in is registered with the sound engine.
621  /// \return true when plug-in is registered, false otherwise.
623  AkPluginType in_eType, ///
624  AkUInt32 in_ulCompanyID, ///
625  AkUInt32 in_ulPluginID ///
626  );
627 
628  /// Registers a codec type with the sound engine and set the callback functions to create the
629  /// codec's file source and bank source nodes.
630  /// \aknote
631  /// This function is deprecated. Registration is now automatic if you link plugins statically. If plugins are dynamic libraries (such as DLLs or SOs), use RegisterPluginDLL.
632  /// \endaknote
633  /// \sa
634  /// - \ref register_effects
635  /// \return
636  /// - \c AK_Success if successful
637  /// - \c AK_InvalidParameter if invalid parameters were provided
638  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
639  /// \remarks
640  /// Codecs and plug-ins must be registered before loading banks that use them.\n
641  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
642  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
643  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
644  /// posting the Event will fail.
646  AkUInt32 in_ulCompanyID, ///
647  AkUInt32 in_ulCodecID, ///
648  AkCreateFileSourceCallback in_pFileCreateFunc, ///
649  AkCreateBankSourceCallback in_pBankCreateFunc ///
650  );
651 
652  /// Registers a global callback function. This function will be called from the audio rendering thread, at the
653  /// location specified by in_eLocation. This function will also be called from the thread calling
654  /// AK::SoundEngine::Term with in_eLocation set to AkGlobalCallbackLocation_Term.
655  /// For example, in order to be called at every audio rendering pass, and once during teardown for releasing resources, you would call
656  /// RegisterGlobalCallback(myCallback, AkGlobalCallbackLocation_BeginRender | AkGlobalCallbackLocation_Term, myCookie, AkPluginTypeNone, 0, 0);
657  /// \remarks
658  /// A Plugin Type, Company ID and Plugin ID can be provided to this function to enable timing in the performance monitor.
659  /// If the callback is being timed, it will contribute to the Total Plug-in CPU measurement, and also appear in the Plug-ins tab of the Advanced Profiler by plug-in type and ID.
660  /// It is illegal to call this function while already inside of a global callback.
661  /// This function might stall for several milliseconds before returning.
662  /// \return
663  /// - \c AK_Success if successful
664  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
665  /// \sa
666  /// - AK::SoundEngine::UnregisterGlobalCallback()
667  /// - AkGlobalCallbackFunc
668  /// - AkGlobalCallbackLocation
670  AkGlobalCallbackFunc in_pCallback, ///
671  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender, ///
672  void * in_pCookie = NULL, ///
673  AkPluginType in_eType = AkPluginTypeNone, ///
674  AkUInt32 in_ulCompanyID = 0, ///
675  AkUInt32 in_ulPluginID = 0 ///
676  );
677 
678  /// Unregisters a global callback function, previously registered using RegisterGlobalCallback.
679  /// \remarks
680  /// It is legal to call this function while already inside of a global callback, If it is unregistering itself and not
681  /// another callback.
682  /// This function might stall for several milliseconds before returning.
683  /// \return
684  /// - \c AK_Success if successful
685  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
686  /// \sa
687  /// - AK::SoundEngine::RegisterGlobalCallback()
688  /// - AkGlobalCallbackFunc
689  /// - AkGlobalCallbackLocation
691  AkGlobalCallbackFunc in_pCallback, ///
693  );
694 
695  /// Registers a resource monitor callback function that gets all of the resource usage data contained in the
696  /// AkResourceMonitorDataSummary structure. This includes general information about the system, such as CPU usage,
697  /// active Voices, and Events. This function will be called from the audio rendering thread at the end of each frame.
698  /// \remarks
699  /// If the callback is being timed, it will contribute to the Total Plug-in CPU measurement, and also appear in the Plug-ins tab of the Advanced Profiler by plug-in type and ID.
700  /// It is illegal to call this function while already inside of a resource callback.
701  /// This function might stall for several milliseconds before returning.
702  /// This function will return AK_Fail in Release
703  /// \sa
704  /// - AK::SoundEngine::UnregisterResourceMonitorCallback()
705  /// - AkResourceMonitorCallbackFunc
707  AkResourceMonitorCallbackFunc in_pCallback ///
708  );
709 
710  /// Unregisters a resource monitor callback function, previously registered using RegisterResourceMonitorCallback.
711  /// \remarks
712  /// It is legal to call this function while already inside of a resource monitor callback, If it is unregistering itself and not
713  /// another callback.
714  /// This function might stall for several milliseconds before returning.
715  /// \sa
716  /// - AK::SoundEngine::RegisterResourceMonitorCallback()
717  /// - AkResourceMonitorCallbackFunc
719  AkResourceMonitorCallbackFunc in_pCallback ///
720  );
721 
722  /// Registers a callback for the Audio Device status changes.
723  /// The callback will be called from the audio thread
724  /// Can be called prior to AK::SoundEngine::Init
725  /// \sa AK::SoundEngine::AddOutput
727  AK::AkDeviceStatusCallbackFunc in_pCallback ///
728  );
729 
730  /// Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatusCallback
732  //@}
733 
734 #ifdef AK_SUPPORT_WCHAR
735  ////////////////////////////////////////////////////////////////////////
736  /// @name Getting ID from strings
737  //@{
738 
739  /// Universal converter from Unicode string to ID for the sound engine.
740  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
741  /// Note:
742  /// This function does return a AkUInt32, which is totally compatible with:
743  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
744  /// \sa
745  /// - AK::SoundEngine::PostEvent
746  /// - AK::SoundEngine::SetRTPCValue
747  /// - AK::SoundEngine::SetSwitch
748  /// - AK::SoundEngine::SetState
749  /// - AK::SoundEngine::PostTrigger
750  /// - AK::SoundEngine::SetGameObjectAuxSendValues
751  /// - AK::SoundEngine::LoadBank
752  /// - AK::SoundEngine::UnloadBank
753  /// - AK::SoundEngine::PrepareEvent
754  /// - AK::SoundEngine::PrepareGameSyncs
755  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const wchar_t* in_pszString );
756 #endif //AK_SUPPORT_WCHAR
757 
758  /// Universal converter from string to ID for the sound engine.
759  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
760  /// Note:
761  /// This function does return a AkUInt32, which is totally compatible with:
762  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
763  /// \sa
764  /// - AK::SoundEngine::PostEvent
765  /// - AK::SoundEngine::SetRTPCValue
766  /// - AK::SoundEngine::SetSwitch
767  /// - AK::SoundEngine::SetState
768  /// - AK::SoundEngine::PostTrigger
769  /// - AK::SoundEngine::SetGameObjectAuxSendValues
770  /// - AK::SoundEngine::LoadBank
771  /// - AK::SoundEngine::UnloadBank
772  /// - AK::SoundEngine::PrepareEvent
773  /// - AK::SoundEngine::PrepareGameSyncs
774  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const char* in_pszString );
775 
776  //@}
777 
778  ////////////////////////////////////////////////////////////////////////
779  /// @name Event Management
780  //@{
781 
782  /// Asynchronously posts an Event to the sound engine (by event ID).\n
783  /// The Event must be loaded through a SoundBank before the call to PostEvent.
784  /// The callback function can be used to be notified when markers are reached or when the event is finished (see \ref AkCallbackType).
785  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
786  /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
787  /// \remarks
788  /// If used, the array of external sources should contain the information for each external source triggered by the
789  /// event. When triggering an event with multiple external sources, you need to differentiate each source
790  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
791  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
792  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
793  /// \endaknote
794  /// \aknote
795  /// If Wwise Authoring is connected to the game and "Profile And Edit (Sync All)" is used, the required Event doesn't have to be loaded before this function is called.
796  /// If the Event is missing, it will be requested from Wwise Authoring directly, which might cause additional latency.
797  /// \endaknote
798  /// \sa
799  /// - \ref concept_events
800  /// - \ref integrating_external_sources
801  /// - AK::SoundEngine::RenderAudio()
802  /// - AK::SoundEngine::GetIDFromString()
803  /// - AK::SoundEngine::GetSourcePlayPosition()
805  AkUniqueID in_eventID, ///
806  AkGameObjectID in_gameObjectID, ///
807  AkUInt32 in_uFlags = 0, ///
808  AkCallbackFunc in_pfnCallback = NULL, ///
809  void * in_pCookie = NULL, ///
810  AkUInt32 in_cExternals = 0, ///
811  AkExternalSourceInfo *in_pExternalSources = NULL,///
812  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID///
813  );
814 
815 #ifdef AK_SUPPORT_WCHAR
816  /// Posts an Event to the sound engine (by Event name)\n
817  /// The Event must be loaded through a SoundBank before the call to PostEvent.
818  /// The callback function can be used to be notified when markers are reached or when the event is finished (see \ref AkCallbackType).
819  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
820  /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
821  /// \remarks
822  /// If used, the array of external sources should contain the information for each external source triggered by the
823  /// event. When triggering an event with multiple external sources, you need to differentiate each source
824  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
825  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
826  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
827  /// \endaknote
828  /// \aknote
829  /// If Wwise Authoring is connected to the game and "Profile And Edit (Sync All)" is used, the required Event doesn't have to be loaded before this function is called.
830  /// If the Event is missing, it will be requested from Wwise Authoring directly, which might cause additional latency.
831  /// \endaknote
832  /// \sa
833  /// - \ref concept_events
834  /// - \ref integrating_external_sources
835  /// - AK::SoundEngine::RenderAudio()
836  /// - AK::SoundEngine::GetIDFromString()
837  /// - AK::SoundEngine::GetSourcePlayPosition()
839  const wchar_t* in_pszEventName, ///
840  AkGameObjectID in_gameObjectID, ///
841  AkUInt32 in_uFlags = 0, ///
842  AkCallbackFunc in_pfnCallback = NULL, ///
843  void * in_pCookie = NULL, ///
844  AkUInt32 in_cExternals = 0, ///
845  AkExternalSourceInfo *in_pExternalSources = NULL,///
846  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID///
847  );
848 #endif //AK_SUPPORT_WCHAR
849 
850  /// Posts an Event to the sound engine (by Event name)\n
851  /// The Event must be loaded through a SoundBank before the call to PostEvent.
852  /// The callback function can be used to be notified when markers are reached or when the event is finished (see \ref AkCallbackType).
853  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
854  /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
855  /// \remarks
856  /// If used, the array of external sources should contain the information for each external source triggered by the
857  /// event. When triggering an event with multiple external sources, you need to differentiate each source
858  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
859  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
860  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
861  /// \endaknote
862  /// \aknote
863  /// If Wwise Authoring is connected to the game and "Profile And Edit (Sync All)" is used, the required Event doesn't have to be loaded before this function is called.
864  /// If the Event is missing, it will be requested from Wwise Authoring directly, which might cause additional latency.
865  /// \endaknote
866  /// \sa
867  /// - \ref concept_events
868  /// - \ref integrating_external_sources
869  /// - AK::SoundEngine::RenderAudio()
870  /// - AK::SoundEngine::GetIDFromString()
871  /// - AK::SoundEngine::GetSourcePlayPosition()
873  const char* in_pszEventName, ///
874  AkGameObjectID in_gameObjectID, ///
875  AkUInt32 in_uFlags = 0, ///
876  AkCallbackFunc in_pfnCallback = NULL, ///
877  void * in_pCookie = NULL, ///
878  AkUInt32 in_cExternals = 0, ///
879  AkExternalSourceInfo *in_pExternalSources = NULL,///
880  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID///
881  );
882 
883  // If you modify AkActionOnEventType, don't forget to modify the WAAPI validation schema accordingly.
884 
885  /// AkActionOnEventType
886  /// \sa
887  /// - AK::SoundEngine::ExecuteActionOnEvent()
889  {
896  };
897 
898  /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type play.
899  /// \return
900  /// - \c AK_Success if the action was successfully queued.
901  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
902  /// \sa
903  /// - AK::SoundEngine::AkActionOnEventType
905  AkUniqueID in_eventID, ///
906  AkActionOnEventType in_ActionType, ///
907  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///
908  AkTimeMs in_uTransitionDuration = 0, ///
910  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///
911  );
912 
913 #ifdef AK_SUPPORT_WCHAR
914  /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type play.
915  /// \return
916  /// - \c AK_Success if the action was successfully queued.
917  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
918  /// \sa
919  /// - AK::SoundEngine::AkActionOnEventType
921  const wchar_t* in_pszEventName, ///
922  AkActionOnEventType in_ActionType, ///
923  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///
924  AkTimeMs in_uTransitionDuration = 0, ///
926  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///
927  );
928 #endif //AK_SUPPORT_WCHAR
929 
930  /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type play.
931  /// \return
932  /// - \c AK_Success if the action was successfully queued.
933  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
934  /// \sa
935  /// - AK::SoundEngine::AkActionOnEventType
937  const char* in_pszEventName, ///
938  AkActionOnEventType in_ActionType, ///
939  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///
940  AkTimeMs in_uTransitionDuration = 0, ///
942  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///
943  );
944 
945 
946  /// Executes a number of MIDI Events on all nodes that are referenced in the specified Event in an Action of type Play.
947  /// The time at which a MIDI Event is posted is determined by in_bAbsoluteOffsets. If false, each MIDI event will be
948  /// posted in AkMIDIPost::uOffset samples from the start of the current frame. If true, each MIDI event will be posted
949  /// at the absolute time AkMIDIPost::uOffset samples.
950  /// To obtain the current absolute time, see AK::SoundEngine::GetSampleTick.
951  /// The duration of a sample can be determined from the sound engine's audio settings, via a call to AK::SoundEngine::GetAudioSettings.
952  /// If a playing ID is specified then that playing ID must be active. Otherwise a new playing ID will be assigned.
953  /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
954  /// \sa
955  /// - AK::SoundEngine::GetAudioSettings
956  /// - AK::SoundEngine::GetSampleTick
957  /// - AK::SoundEngine::StopMIDIOnEvent
958  /// - \ref soundengine_midi_event_playing_id
960  AkUniqueID in_eventID, ///
961  AkGameObjectID in_gameObjectID, ///
962  AkMIDIPost* in_pPosts, ///
963  AkUInt16 in_uNumPosts, ///
964  bool in_bAbsoluteOffsets = false, ///
965  AkUInt32 in_uFlags = 0, ///
966  AkCallbackFunc in_pfnCallback = NULL, ///
967  void * in_pCookie = NULL, ///
968  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///
969  );
970 
971  /// Stops MIDI notes on all nodes that are referenced in the specified event in an action of type play,
972  /// with the specified Game Object. Invalid parameters are interpreted as wildcards. For example, calling
973  /// this function with in_eventID set to AK_INVALID_UNIQUE_ID will stop all MIDI notes for Game Object
974  /// in_gameObjectID.
975  /// \return
976  /// - \c AK_Success if the stop command was queued
977  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
978  /// \sa
979  /// - AK::SoundEngine::PostMIDIOnEvent
980  /// - \ref soundengine_midi_event_playing_id
982  AkUniqueID in_eventID = AK_INVALID_UNIQUE_ID, ///
983  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///
984  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///
985  );
986 
987 
988  /// Starts streaming the first part of all streamed files referenced by an Event into a cache buffer. Caching streams are serviced when no other streams require the
989  /// available bandwidth. The files will remain cached until UnpinEventInStreamCache is called, or a higher priority pinned file needs the space and the limit set by
990  /// uMaxCachePinnedBytes is exceeded.
991  /// \remarks The amount of data from the start of the file that will be pinned to cache is determined by the prefetch size. The prefetch size is set via the authoring tool and stored in the sound banks.
992  /// \remarks It is possible to override the prefetch size stored in the sound bank via the low level IO. For more information see AK::StreamMgr::IAkLowLevelIOHook::BatchOpen() and AkFileSystemFlags.
993  /// \remarks If this function is called additional times with the same event, then the priority of the caching streams are updated. Note however that priority is passed down to the stream manager
994  /// on a file-by-file basis, and if another event is pinned to cache that references the same file but with a different priority, then the first priority will be updated with the most recent value.
995  /// \remarks If the event references files that are chosen based on a State Group (via a switch container), all files in all states will be cached. Those in the current active state
996  /// will get cached with active priority, while all other files will get cached with inactive priority.
997  /// \remarks in_uInactivePriority is only relevant for events that reference switch containers that are assigned to State Groups. This parameter is ignored for all other events, including events that only reference
998  /// switch containers that are assigned to Switch Groups. Files that are chosen based on a Switch Group have a different switch value per game object, and are all effectively considered active by the pin-to-cache system.
999  /// \return
1000  /// - \c AK_Success if command was queued
1001  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1002  /// \sa
1003  /// - AK::SoundEngine::GetBufferStatusForPinnedEvent
1004  /// - AK::SoundEngine::UnpinEventInStreamCache
1005  /// - AK::StreamMgr::IAkLowLevelIOHook::BatchOpen
1006  /// - AkFileSystemFlags
1008  AkUniqueID in_eventID, ///
1009  AkPriority in_uActivePriority, ///
1010  AkPriority in_uInactivePriority ///
1011  );
1012 
1013 #ifdef AK_SUPPORT_WCHAR
1014  /// Starts streaming the first part of all streamed files referenced by an event into a cache buffer. Caching streams are serviced when no other streams require the
1015  /// available bandwidth. The files will remain cached until UnpinEventInStreamCache is called, or a higher priority pinned file needs the space and the limit set by
1016  /// uMaxCachePinnedBytes is exceeded.
1017  /// \remarks The amount of data from the start of the file that will be pinned to cache is determined by the prefetch size. The prefetch size is set via the authoring tool and stored in the sound banks.
1018  /// \remarks It is possible to override the prefetch size stored in the sound bank via the low level IO. For more information see AK::StreamMgr::IAkLowLevelIOHook::BatchOpen() and AkFileSystemFlags.
1019  /// \remarks If this function is called additional times with the same event, then the priority of the caching streams are updated. Note however that priority is passed down to the stream manager
1020  /// on a file-by-file basis, and if another event is pinned to cache that references the same file but with a different priority, then the first priority will be updated with the most recent value.
1021  /// \remarks If the event references files that are chosen based on a State Group (via a Switch Container), all files in all states will be cached. Those in the current active state
1022  /// will get cached with active priority, while all other files will get cached with inactive priority.
1023  /// \remarks in_uInactivePriority is only relevant for events that reference switch containers that are assigned to State Groups. This parameter is ignored for all other events, including events that only reference
1024  /// switch containers that are assigned to Switch Groups. Files that are chosen based on a Switch Group have a different switch value per game object, and are all effectively considered active by the pin-to-cache system.
1025  /// \return
1026  /// - \c AK_Success if command was queued
1027  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1028  /// \sa
1029  /// - AK::SoundEngine::GetBufferStatusForPinnedEvent
1030  /// - AK::SoundEngine::UnpinEventInStreamCache
1031  /// - AK::StreamMgr::IAkLowLevelIOHook::BatchOpen
1032  /// - AkFileSystemFlags
1034  const wchar_t* in_pszEventName, ///
1035  AkPriority in_uActivePriority, ///
1036  AkPriority in_uInactivePriority ///
1037  );
1038 #endif //AK_SUPPORT_WCHAR
1039 
1040  /// Starts streaming the first part of all streamed files referenced by an event into a cache buffer. Caching streams are serviced when no other streams require the
1041  /// available bandwidth. The files will remain cached until UnpinEventInStreamCache is called, or a higher priority pinned file needs the space and the limit set by
1042  /// uMaxCachePinnedBytes is exceeded.
1043  /// \remarks The amount of data from the start of the file that will be pinned to cache is determined by the prefetch size. The prefetch size is set via the authoring tool and stored in the sound banks.
1044  /// \remarks It is possible to override the prefetch size stored in the sound bank via the low level IO. For more information see AK::StreamMgr::IAkLowLevelIOHook::BatchOpen() and AkFileSystemFlags.
1045  /// \remarks If this function is called additional times with the same event, then the priority of the caching streams are updated. Note however that priority is passed down to the stream manager
1046  /// on a file-by-file basis, and if another event is pinned to cache that references the same file but with a different priority, then the first priority will be updated with the most recent value.
1047  /// \remarks If the event references files that are chosen based on a State Group (via a switch container), all files in all states will be cached. Those in the current active state
1048  /// will get cached with active priority, while all other files will get cached with inactive priority.
1049  /// \remarks in_uInactivePriority is only relevant for events that reference switch containers that are assigned to State Groups. This parameter is ignored for all other events, including events that only reference
1050  /// switch containers that are assigned to Switch Groups. Files that are chosen based on a Switch Group have a different switch value per game object, and are all effectively considered active by the pin-to-cache system.
1051  /// \return
1052  /// - \c AK_Success if command was queued
1053  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1054  /// \sa
1055  /// - AK::SoundEngine::GetBufferStatusForPinnedEvent
1056  /// - AK::SoundEngine::UnpinEventInStreamCache
1057  /// - AK::StreamMgr::IAkLowLevelIOHook::BatchOpen
1058  /// - AkFileSystemFlags
1060  const char* in_pszEventName, ///
1061  AkPriority in_uActivePriority, ///
1062  AkPriority in_uInactivePriority ///
1063  );
1064 
1065  /// Releases the set of files that were previously requested to be pinned into cache via AK::SoundEngine::PinEventInStreamCache(). The file may still remain in stream cache
1066  /// after AK::SoundEngine::UnpinEventInStreamCache() is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
1067  /// \return
1068  /// - \c AK_Success if command was queued
1069  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1070  /// \sa
1071  /// - AK::SoundEngine::PinEventInStreamCache
1072  /// - AK::SoundEngine::GetBufferStatusForPinnedEvent
1074  AkUniqueID in_eventID ///
1075  );
1076 
1077 #ifdef AK_SUPPORT_WCHAR
1078  /// Releases the set of files that were previously requested to be pinned into cache via AK::SoundEngine::PinEventInStreamCache(). The file may still remain in stream cache
1079  /// after AK::SoundEngine::UnpinEventInStreamCache() is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
1080  /// \return
1081  /// - \c AK_Success if command was queued
1082  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1083  /// \sa
1084  /// - AK::SoundEngine::PinEventInStreamCache
1085  /// - AK::SoundEngine::GetBufferStatusForPinnedEvent
1087  const wchar_t* in_pszEventName ///
1088  );
1089 #endif //AK_SUPPORT_WCHAR
1090 
1091  /// Releases the set of files that were previously requested to be pinned into cache via AK::SoundEngine::PinEventInStreamCache(). The file may still remain in stream cache
1092  /// after AK::SoundEngine::UnpinEventInStreamCache() is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
1093  /// \return
1094  /// - \c AK_Success if command was queued
1095  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1096  /// \sa
1097  /// - AK::SoundEngine::PinEventInStreamCache
1098  /// - AK::SoundEngine::GetBufferStatusForPinnedEvent
1100  const char* in_pszEventName ///
1101  );
1102 
1103  /// Returns information about an Event that was requested to be pinned into cache via AK::SoundEngine::PinEventInStreamCache().
1104  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1105  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1106  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see \c AkDeviceSettings
1107  /// \return
1108  /// - \c AK_Success if command was queued
1109  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1110  /// \sa
1111  /// - AK::SoundEngine::PinEventInStreamCache
1112  /// - AK::SoundEngine::UnpinEventInStreamCache
1113  /// - AkDeviceSettings
1115  AkUniqueID in_eventID, ///
1116  AkReal32& out_fPercentBuffered, ///
1117  bool& out_bCachePinnedMemoryFull ///
1118  );
1119 
1120  /// Returns information about an Event that was requested to be pinned into cache via \c AK::SoundEngine::PinEventInStreamCache().
1121  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1122  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1123  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1124  /// \return
1125  /// - \c AK_Success if command was queued
1126  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1127  /// \sa
1128  /// - AK::SoundEngine::PinEventInStreamCache
1129  /// - AK::SoundEngine::UnpinEventInStreamCache
1130  /// - AkDeviceSettings
1132  const char* in_pszEventName, ///
1133  AkReal32& out_fPercentBuffered, ///
1134  bool& out_bCachePinnedMemoryFull ///
1135  );
1136 
1137 #ifdef AK_SUPPORT_WCHAR
1138  /// Returns information about an Event that was requested to be pinned into cache via \c AK::SoundEngine::PinEventInStreamCache().
1139  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1140  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1141  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1142  /// \return
1143  /// - \c AK_Success if command was queued
1144  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1145  /// \sa
1146  /// - AK::SoundEngine::PinEventInStreamCache
1147  /// - AK::SoundEngine::UnpinEventInStreamCache
1148  /// - AkDeviceSettings
1150  const wchar_t* in_pszEventName, ///
1151  AkReal32& out_fPercentBuffered, ///
1152  bool& out_bCachePinnedMemoryFull ///
1153  );
1154 #endif
1155 
1156  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1157  ///
1158  /// Notes:
1159  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1160  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1161  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1162  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1163  /// the sound that is currently playing is the first sound of the sequence.
1164  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1165  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1166  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1167  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1168  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1169  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1170  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1171  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1172  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1173  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1174  /// the audio thread consumes it (after a call to RenderAudio()).
1175  ///
1176  /// Notes specific to Music Segments:
1177  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1178  /// value to seek within the Pre-Entry.
1179  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1180  /// in order to restart them if required.
1181  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1182  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1183  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1184  /// value that was passed to the method. Use AK::MusicEngine::GetPlayingSegmentInfo() to query
1185  /// the exact position of a segment. Also, the segment will be silent during that time
1186  /// (so that it restarts precisely at the position that you specified). AK::MusicEngine::GetPlayingSegmentInfo()
1187  /// also informs you about the remaining look-ahead time.
1188  ///
1189  /// Notes specific to Music Switch Containers:
1190  /// - Seeking triggers a music transition towards the current (or target) segment.
1191  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1192  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1193  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1194  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1195  ///
1196  /// \return
1197  /// - \c AK_Success if command was queued
1198  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1199  /// \sa
1200  /// - AK::SoundEngine::RenderAudio()
1201  /// - AK::SoundEngine::PostEvent()
1202  /// - AK::SoundEngine::GetSourcePlayPosition()
1203  /// - AK::MusicEngine::GetPlayingSegmentInfo()
1205  AkUniqueID in_eventID, ///
1206  AkGameObjectID in_gameObjectID, ///
1207  AkTimeMs in_iPosition, ///
1208  bool in_bSeekToNearestMarker = false, ///
1209  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///
1210  );
1211 
1212 #ifdef AK_SUPPORT_WCHAR
1213  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1214  ///
1215  /// Notes:
1216  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1217  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1218  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1219  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1220  /// the sound that is currently playing is the first sound of the sequence.
1221  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1222  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1223  /// value to seek within the Pre-Entry.
1224  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1225  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1226  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1227  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1228  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1229  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1230  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1231  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1232  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1233  /// the audio thread consumes it (after a call to RenderAudio()).
1234  ///
1235  /// Notes specific to Music Segments:
1236  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1237  /// value to seek within the Pre-Entry.
1238  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1239  /// in order to restart them if required.
1240  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1241  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1242  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1243  /// value that was passed to the method. Use AK::MusicEngine::GetPlayingSegmentInfo() to query
1244  /// the exact position of a segment. Also, the segment will be silent during that time
1245  /// (so that it restarts precisely at the position that you specified). AK::MusicEngine::GetPlayingSegmentInfo()
1246  /// also informs you about the remaining look-ahead time.
1247  ///
1248  /// Notes specific to Music Switch Containers:
1249  /// - Seeking triggers a music transition towards the current (or target) segment.
1250  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1251  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1252  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1253  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1254  /// \return
1255  /// - \c AK_Success if command was queued
1256  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1257  /// \sa
1258  /// - AK::SoundEngine::RenderAudio()
1259  /// - AK::SoundEngine::PostEvent()
1260  /// - AK::SoundEngine::GetSourcePlayPosition()
1261  /// - AK::MusicEngine::GetPlayingSegmentInfo()
1263  const wchar_t* in_pszEventName, ///
1264  AkGameObjectID in_gameObjectID, ///
1265  AkTimeMs in_iPosition, ///
1266  bool in_bSeekToNearestMarker = false, ///
1267  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///
1268  );
1269 #endif //AK_SUPPORT_WCHAR
1270 
1271  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1272  ///
1273  /// Notes:
1274  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1275  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1276  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1277  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1278  /// the sound that is currently playing is the first sound of the sequence.
1279  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1280  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1281  /// value to seek within the Pre-Entry.
1282  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1283  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1284  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1285  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1286  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1287  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1288  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1289  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1290  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1291  /// the audio thread consumes it (after a call to RenderAudio()).
1292  ///
1293  /// Notes specific to Music Segments:
1294  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1295  /// value to seek within the Pre-Entry.
1296  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1297  /// in order to restart them if required.
1298  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1299  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1300  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1301  /// value that was passed to the method. Use AK::MusicEngine::GetPlayingSegmentInfo() to query
1302  /// the exact position of a segment. Also, the segment will be silent during that time
1303  /// (so that it restarts precisely at the position that you specified). AK::MusicEngine::GetPlayingSegmentInfo()
1304  /// also informs you about the remaining look-ahead time.
1305  ///
1306  /// Notes specific to Music Switch Containers:
1307  /// - Seeking triggers a music transition towards the current (or target) segment.
1308  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1309  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1310  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1311  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1312  ///
1313  /// \return
1314  /// - \c AK_Success if command was queued
1315  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1316  /// \sa
1317  /// - AK::SoundEngine::RenderAudio()
1318  /// - AK::SoundEngine::PostEvent()
1319  /// - AK::SoundEngine::GetSourcePlayPosition()
1320  /// - AK::MusicEngine::GetPlayingSegmentInfo()
1322  const char* in_pszEventName, ///
1323  AkGameObjectID in_gameObjectID, ///
1324  AkTimeMs in_iPosition, ///
1325  bool in_bSeekToNearestMarker = false, ///
1326  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///
1327  );
1328 
1329  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1330  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1331  ///
1332  /// Notes:
1333  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1334  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1335  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1336  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1337  /// the sound that is currently playing is the first sound of the sequence.
1338  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1339  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1340  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1341  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1342  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1343  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1344  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1345  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1346  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1347  /// the audio thread consumes it (after a call to RenderAudio()).
1348  ///
1349  /// Notes specific to Music Segments:
1350  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1351  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1352  /// post-exit of a segment using this method. Use absolute values instead.
1353  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1354  /// in order to restart them if required.
1355  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1356  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1357  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1358  /// value that was passed to the method. Use AK::MusicEngine::GetPlayingSegmentInfo() to query
1359  /// the exact position of a segment. Also, the segment will be silent during the time that period
1360  /// (so that it restarts precisely at the position that you specified). AK::MusicEngine::GetPlayingSegmentInfo()
1361  /// also informs you about the remaining look-ahead time.
1362  ///
1363  /// Notes specific to Music Switch Containers:
1364  /// - Seeking triggers a music transition towards the current (or target) segment.
1365  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1366  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1367  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1368  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1369  ///
1370  /// \sa
1371  /// - AK::SoundEngine::RenderAudio()
1372  /// - AK::SoundEngine::PostEvent()
1373  /// - AK::SoundEngine::GetSourcePlayPosition()
1374  /// - AK::MusicEngine::GetPlayingSegmentInfo()
1376  AkUniqueID in_eventID, ///
1377  AkGameObjectID in_gameObjectID , ///
1378  AkReal32 in_fPercent, ///
1379  bool in_bSeekToNearestMarker = false, ///
1380  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///
1381  );
1382 
1383 #ifdef AK_SUPPORT_WCHAR
1384  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1385  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1386  ///
1387  /// Notes:
1388  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1389  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1390  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1391  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1392  /// the sound that is currently playing is the first sound of the sequence.
1393  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1394  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1395  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1396  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1397  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1398  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1399  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1400  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1401  /// the audio thread consumes it (after a call to RenderAudio()).
1402  ///
1403  /// Notes specific to Music Segments:
1404  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1405  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1406  /// post-exit of a segment using this method. Use absolute values instead.
1407  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1408  /// in order to restart them if required.
1409  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1410  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1411  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1412  /// value that was passed to the method. Use AK::MusicEngine::GetPlayingSegmentInfo() to query
1413  /// the exact position of a segment. Also, the segment will be silent during the time that period
1414  /// (so that it restarts precisely at the position that you specified). AK::MusicEngine::GetPlayingSegmentInfo()
1415  /// also informs you about the remaining look-ahead time.
1416  ///
1417  /// Notes specific to Music Switch Containers:
1418  /// - Seeking triggers a music transition towards the current (or target) segment.
1419  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1420  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1421  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1422  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1423  ///
1424  /// \sa
1425  /// - AK::SoundEngine::RenderAudio()
1426  /// - AK::SoundEngine::PostEvent()
1427  /// - AK::SoundEngine::GetSourcePlayPosition()
1428  /// - AK::MusicEngine::GetPlayingSegmentInfo()
1430  const wchar_t* in_pszEventName, ///
1431  AkGameObjectID in_gameObjectID , ///
1432  AkReal32 in_fPercent , ///
1433  bool in_bSeekToNearestMarker = false, ///
1434  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///
1435  );
1436 #endif //AK_SUPPORT_WCHAR
1437 
1438  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1439  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1440  ///
1441  /// Notes:
1442  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1443  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1444  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1445  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1446  /// the sound that is currently playing is the first sound of the sequence.
1447  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1448  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1449  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1450  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1451  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1452  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1453  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1454  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1455  /// the audio thread consumes it (after a call to RenderAudio()).
1456  ///
1457  /// Notes specific to Music Segments:
1458  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1459  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1460  /// post-exit of a segment using this method. Use absolute values instead.
1461  /// - Music segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1462  /// in order to restart them if required.
1463  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1464  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1465  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1466  /// value that was passed to the method. Use AK::MusicEngine::GetPlayingSegmentInfo() to query
1467  /// the exact position of a segment. Also, the segment will be silent during the time that period
1468  /// (so that it restarts precisely at the position that you specified). AK::MusicEngine::GetPlayingSegmentInfo()
1469  /// also informs you about the remaining look-ahead time.
1470  ///
1471  /// Notes specific to Music Switch Containers:
1472  /// - Seeking triggers a music transition towards the current (or target) segment.
1473  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1474  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1475  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1476  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1477  ///
1478  /// \sa
1479  /// - AK::SoundEngine::RenderAudio()
1480  /// - AK::SoundEngine::PostEvent()
1481  /// - AK::SoundEngine::GetSourcePlayPosition()
1482  /// - AK::MusicEngine::GetPlayingSegmentInfo()
1484  const char* in_pszEventName, ///
1485  AkGameObjectID in_gameObjectID, ///
1486  AkReal32 in_fPercent, ///
1487  bool in_bSeekToNearestMarker = false, ///
1488  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///
1489  );
1490 
1491  /// Cancels all Event callbacks associated with a specific callback cookie.\n
1492  /// \sa
1493  /// - \c AK::SoundEngine::PostEvent()
1495  void * in_pCookie ///
1496  );
1497 
1498  /// Cancels all Event callbacks associated with a specific game object.\n
1499  /// \sa
1500  /// - \c AK::SoundEngine::PostEvent()
1502  AkGameObjectID in_gameObjectID ///
1503  );
1504 
1505  /// Cancels all Event callbacks for a specific playing ID.
1506  /// \sa
1507  /// - \c AK::SoundEngine::PostEvent()
1509  AkPlayingID in_playingID ///
1510  );
1511 
1512  /// Gets the current position of the source associated with this playing ID, obtained from PostEvent(). If more than one source is playing,
1513  /// the first to play is returned.
1514  /// Notes:
1515  /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1516  /// it returns AK_Fail, even if the playing ID is valid.
1517  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1518  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1519  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1520  /// sound engine update and the source's playback rate.
1521  /// \return
1522  /// - \c AK_Success if successful.
1523  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1524  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1525  /// \sa
1526  /// - \ref soundengine_query_pos
1527  /// - \ref concept_events
1529  AkPlayingID in_PlayingID, ///AK::SoundEngine::PostEvent()
1530  AkTimeMs* out_puPosition, ///
1531  bool in_bExtrapolate = true ///
1532  );
1533 
1534  /// Gets the current position of the sources associated with this playing ID, obtained from PostEvent().
1535  /// Notes:
1536  /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1537  /// it returns AK_Fail, even if the playing ID is valid.
1538  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1539  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1540  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1541  /// sound engine update and the source's playback rate.
1542  /// - If 0 is passed in for the number of entries (*in_pcPositions == 0) then only the number of positions will be returned and the
1543  /// position array (out_puPositions) will not be updated.
1544  /// - The io_pcPositions pointer must be non-NULL.
1545  /// out_puPositions may be NULL if *io_pcPositions == 0, otherwise it must be non-NULL.
1546  /// \return
1547  /// - \c AK_Success if successful.
1548  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1549  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1550  /// \sa
1551  /// - \ref soundengine_query_pos
1552  /// - \ref concept_events
1554  AkPlayingID in_PlayingID, ///AK::SoundEngine::PostEvent()
1555  AkSourcePosition* out_puPositions, ///
1556  AkUInt32 * io_pcPositions, ///
1557  bool in_bExtrapolate = true ///
1558  );
1559 
1560  /// Gets the stream buffering of the sources associated with this playing ID, obtained from PostEvent().
1561  /// Notes:
1562  /// - You need to pass AK_EnableGetSourceStreamBuffering to PostEvent() in order to use this function, otherwise
1563  /// it returns AK_Fail, even if the playing ID is valid.
1564  /// - The sources stream buffering is updated at every audio frame. If there are multiple sources associated with this playing ID,
1565  /// the value returned corresponds to the least buffered source.
1566  /// - The returned buffering status out_bIsBuffering will be true If any of the sources associated with the playing ID are actively being buffered.
1567  /// It will be false if all of them have reached the end of file, or have reached a state where they are buffered enough and streaming is temporarily idle.
1568  /// - Purely in-memory sources are excluded from this database. If all sources are in-memory, GetSourceStreamBuffering() will return AK_PlayingIDNotFound.
1569  /// - The returned buffering amount and state is not completely accurate with some hardware-accelerated codecs. In such cases, the amount of stream buffering is generally underestimated.
1570  /// On the other hand, it is not guaranteed that the source will be ready to produce data at the next audio frame even if out_bIsBuffering has turned to false.
1571  /// \return
1572  /// - \c AK_Success if successful.
1573  /// - \c AK_PlayingIDNotFound if the source data associated with this playing ID is not found, for example if PostEvent() was not called with AK_EnableGetSourceStreamBuffering, or if the header was not parsed.
1574  /// \sa
1575  /// - \ref concept_events
1577  AkPlayingID in_PlayingID, ///AK::SoundEngine::PostEvent()
1578  AkTimeMs & out_buffering, ///
1579  bool & out_bIsBuffering ///
1580  );
1581 
1582  /// Stops the current content playing associated to the specified game object ID.
1583  /// If no game object is specified, all sounds will be stopped.
1585  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///
1586  );
1587 
1588  /// Stop the current content playing associated to the specified playing ID.
1589  /// \aknote
1590  /// This function is deprecated. Please use ExecuteActionOnPlayingID() in its place.
1591  /// \endaknote
1592  /// \sa
1593  /// - AK::SoundEngine::ExecuteActionOnPlayingID()
1595  AkPlayingID in_playingID, ///
1596  AkTimeMs in_uTransitionDuration = 0, ///
1598  );
1599 
1600  /// Executes an Action on the content associated to the specified playing ID.
1601  /// \sa
1602  /// - AK::SoundEngine::AkActionOnEventType
1604  AkActionOnEventType in_ActionType, ///
1605  AkPlayingID in_playingID, ///
1606  AkTimeMs in_uTransitionDuration = 0, ///
1608  );
1609 
1610  /// Sets the random seed value. Can be used to synchronize randomness
1611  /// across instances of the Sound Engine.
1612  /// \remark This seeds the number generator used for all container randomization
1613  /// and the plug-in RNG; since it acts globally, this should be called right
1614  /// before any PostEvent call where randomness synchronization is required,
1615  /// and cannot guarantee similar results for continuous containers.
1616  /// \sa
1617  /// - AK::IAkPluginServiceRNG
1619  AkUInt32 in_uSeed ///
1620  );
1621 
1622  /// Mutes/Unmutes the busses tagged as background music.
1623  /// This is automatically called for platforms that have user-music support.
1624  /// This function is provided to give the same behavior on platforms that don't have user-music support.
1626  bool in_bMute ///
1627  );
1628  //@}
1629 
1630  /// Gets the state of the Background Music busses. This state is either set directly
1631  /// with \c AK::SoundEngine::MuteBackgroundMusic or by the OS, if it has User Music services.
1632  /// \return true if the background music busses are muted, false if not.
1634  //@}
1635 
1636 
1637  /// Sends custom game data to a plug-in that resides on a bus (insert Effect or mixer plug-in).
1638  /// Data will be copied and stored into a separate list.
1639  /// Previous entry is deleted when a new one is sent.
1640  /// Sets the data pointer to NULL to clear item from the list.
1641  /// \aknote The plug-in type and ID are passed and matched with plugins set on the desired bus.
1642  /// This means that you cannot send different data to various instances of a plug-in on the same bus.\endaknote
1643  /// \return AK_Success if data was sent successfully.
1645  AkUniqueID in_busID, ///
1646  AkGameObjectID in_busObjectID, ///
1647  AkPluginType in_eType, ///
1648  AkUInt32 in_uCompanyID, ///
1649  AkUInt32 in_uPluginID, ///
1650  const void* in_pData, ///
1651  AkUInt32 in_uSizeInBytes ///
1652  );
1653  //@}
1654 
1655  ////////////////////////////////////////////////////////////////////////
1656  /// @name Game Objects
1657  //@{
1658 
1659  /// Registers a game object.
1660  /// \return
1661  /// - \c AK_Success if successful
1662  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1663  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1664  /// matter how many times it has been registered.
1665  /// \sa
1666  /// - AK::SoundEngine::UnregisterGameObj()
1667  /// - AK::SoundEngine::UnregisterAllGameObj()
1668  /// - \ref concept_gameobjects
1670  AkGameObjectID in_gameObjectID ///
1671  );
1672 
1673  /// Registers a game object.
1674  /// \return
1675  /// - \c AK_Success if successful
1676  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1677  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1678  /// matter how many times it has been registered.
1679  /// \sa
1680  /// - AK::SoundEngine::UnregisterGameObj()
1681  /// - AK::SoundEngine::UnregisterAllGameObj()
1682  /// - \ref concept_gameobjects
1684  AkGameObjectID in_gameObjectID, ///
1685  const char * in_pszObjName ///
1686  );
1687 
1688  /// Unregisters a game object.
1689  /// \return
1690  /// - \c AK_Success if successful
1691  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1692  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1693  /// matter how many times it has been registered. Unregistering a game object while it is
1694  /// in use is allowed, but the control over the parameters of this game object is lost.
1695  /// For example, say a sound associated with this game object is a 3D moving sound. This sound will
1696  /// stop moving when the game object is unregistered, and there will be no way to regain control over the game object.
1697  /// \sa
1698  /// - AK::SoundEngine::RegisterGameObj()
1699  /// - AK::SoundEngine::UnregisterAllGameObj()
1700  /// - \ref concept_gameobjects
1702  AkGameObjectID in_gameObjectID ///
1703  /// AK_INVALID_GAME_OBJECT to unregister all game objects.
1704  );
1705 
1706  /// Unregister all game objects, or all game objects with a particular matching set of property flags.
1707  /// This function to can be used to unregister all game objects.
1708  /// \return
1709  /// - \c AK_Success if successful
1710  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1711  /// matter how many times it has been registered. Unregistering a game object while it is
1712  /// in use is allowed, but the control over the parameters of this game object is lost.
1713  /// For example, if a sound associated with this game object is a 3D moving sound, it will
1714  /// stop moving once the game object is unregistered, and there will be no way to recover
1715  /// the control over this game object.
1716  /// \sa
1717  /// - AK::SoundEngine::RegisterGameObj()
1718  /// - AK::SoundEngine::UnregisterGameObj()
1719  /// - \ref concept_gameobjects
1721  );
1722 
1723  /// Sets the position of a game object.
1724  /// \warning The object's orientation vector (in_Position.Orientation) must be normalized.
1725  /// \return
1726  /// - \c AK_Success when successful
1727  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1728  /// + in_Position makes an invalid transform
1729  /// + in_eFlags is not one of the valid enum values
1730  /// + the game object ID is in the reserved ID range.
1731  /// \sa
1732  /// - \ref soundengine_3dpositions
1734  AkGameObjectID in_GameObjectID, ///
1735  const AkSoundPosition & in_Position,///
1737  );
1738 
1739  /// Sets multiple positions to a single game object.
1740  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1741  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1742  /// \aknote
1743  /// - Calling AK::SoundEngine::SetMultiplePositions() with only one position is the same as calling AK::SoundEngine::SetPosition()
1744  /// - If a sound has diffraction enabled, it is treated as MultiPositionType_MultiDirections. MultiPositionType_MultiSources is not supported in this case.
1745  /// \endaknote
1746  /// \return
1747  /// - \c AK_Success when successful
1748  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1749  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1750  /// + in_Position makes an invalid transform
1751  /// + in_eFlags is not one of the valid enum values
1752  /// + the game object ID is in the reserved ID range.
1753  /// \sa
1754  /// - \ref soundengine_3dpositions
1755  /// - \ref soundengine_3dpositions_multiplepos
1756  /// - \ref AK::SoundEngine::MultiPositionType
1758  AkGameObjectID in_GameObjectID, ///
1759  const AkSoundPosition * in_pPositions, ///
1760  AkUInt16 in_NumPositions, ///
1761  MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///
1763  );
1764 
1765  /// Sets multiple positions to a single game object, with flexible assignment of input channels.
1766  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1767  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1768  /// \aknote Calling AK::SoundEngine::SetMultiplePositions() with only one position is the same as calling AK::SoundEngine::SetPosition() \endaknote
1769  /// \return
1770  /// - \c AK_Success when successful
1771  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1772  /// - \c AK_InvalidParameter if parameters are not valid.
1773  /// \sa
1774  /// - \ref soundengine_3dpositions
1775  /// - \ref soundengine_3dpositions_multiplepos
1776  /// - \ref AK::SoundEngine::MultiPositionType
1778  AkGameObjectID in_GameObjectID, ///
1779  const AkChannelEmitter * in_pPositions, ///
1780  AkUInt16 in_NumPositions, ///
1781  MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///
1783  );
1784 
1785  /// Sets the scaling factor of a Game Object.
1786  /// Modify the attenuation computations on this Game Object to simulate sounds with a larger or smaller area of effect.
1787  /// \return
1788  /// - \c AK_Success when successful
1789  /// - \c AK_InvalidParameter if the scaling factor specified was 0 or negative.
1790  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
1792  AkGameObjectID in_GameObjectID, ///
1793  AkReal32 in_fAttenuationScalingFactor ///
1794  );
1795 
1796  /// Use the position of a separate game object for distance calculations for a specified listener.
1797  /// When AK::SoundEngine::SetDistanceProbe() is called, Wwise calculates distance attenuation and filtering
1798  /// based on the distance between the distance probe Game Object (\c in_distanceProbeGameObjectID) and the emitter Game Object's position.
1799  /// In third-person perspective applications, the distance probe Game Object may be set to the player character's position,
1800  /// and the listener Game Object's position to that of the camera. In this scenario, attenuation is based on
1801  /// the distance between the character and the sound, whereas panning, spatialization, and spread and focus calculations are base on the camera.
1802  /// Both Game Objects, \c in_listenerGameObjectID and \c in_distanceProbeGameObjectID must have been previously registered using AK::SoundEngine::RegisterGameObj.
1803  /// This function is optional. if AK::SoundEngine::SetDistanceProbe() is never called, distance calculations are based on the listener Game Object position.
1804  /// To clear the distance probe, and revert to using the listener position for distance calculations, pass \c AK_INVALID_GAME_OBJECT to \c in_distanceProbeGameObjectID.
1805  /// \aknote If the distance probe Game Object is assigned multiple positions, then the first position is used for distance calculations by the listener. \endaknote
1806  /// \return
1807  /// - \c AK_Success when successful
1808  /// \sa
1809  /// - AK::SoundEngine::SetPosition()
1811  AkGameObjectID in_listenerGameObjectID, ///
1812  AkGameObjectID in_distanceProbeGameObjectID ///
1813  );
1814 
1815  //@}
1816 
1817  ////////////////////////////////////////////////////////////////////////
1818  /// @name Bank Management
1819  //@{
1820 
1821  /// Unload all currently loaded banks.
1822  /// It also internally calls ClearPreparedEvents() since at least one bank must have been loaded to allow preparing events.
1823  /// \return
1824  /// - \c AK_Success if successful
1825  /// - \c AK_NotInitialized if the sound engine was not correctly initialized or if there is not enough memory to handle the command
1826  /// \sa
1827  /// - AK::SoundEngine::UnloadBank()
1828  /// - AK::SoundEngine::LoadBank()
1829  /// - \ref soundengine_banks
1831 
1832  /// Sets the I/O settings of the bank load and prepare event processes.
1833  /// The sound engine uses default values unless explicitly set by calling this method.
1834  /// \warning This function must be called before loading banks.
1835  /// \return
1836  /// - \c AK_Success if successful
1837  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1838  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1839  /// \sa
1840  /// - \ref soundengine_banks
1841  /// - \ref streamingdevicemanager
1843  AkReal32 in_fThroughput, ///
1844  AkPriority in_priority ///
1845  );
1846 
1847 #ifdef AK_SUPPORT_WCHAR
1848  /// Load a bank synchronously (by Unicode string).\n
1849  /// The bank name and type are passed to the Stream Manager.
1850  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1851  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1852  /// The function returns when the request has been completely processed.
1853  /// \return
1854  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1855  /// You may use this ID with UnloadBank().
1856  /// - \c AK_Success: Load or unload successful.
1857  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1858  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1859  /// - \c AK_BankReadError: I/O error.
1860  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that you used to generate the SoundBanks matches that of the SDK you are currently using.
1861  /// - \c AK_InvalidFile: File specified could not be opened.
1862  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
1863  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1864  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1865  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1866  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure, check the debug console)
1867  /// \remarks
1868  /// - The initialization bank (Init.bnk) must be loaded first.
1869  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1870  /// initialization bank. If you need to load SoundBanks from a different project, you
1871  /// must first unload ALL banks, including the initialization bank, then load the
1872  /// initialization bank from the other project, and finally load banks from that project.
1873  /// - Codecs and plug-ins must be registered before loading banks that use them.
1874  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1875  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1876  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1877  /// posting the event will fail.
1878  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1879  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1880  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1881  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1882  /// \aknote
1883  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will return AK_Success even if the file is not found.
1884  /// The Capture Log will still report the missing file. For example, this will be the case when SoundBanks were not generated.
1885  /// If this option is selected, you can work without SoundBanks as long as Wwise Authoring is connected.
1886  /// The Init.bnk is still required to initialize the sound engine properly.
1887  /// \endaknote
1888  /// \sa
1889  /// - AK::SoundEngine::UnloadBank()
1890  /// - AK::SoundEngine::ClearBanks()
1891  /// - AK::SoundEngine::GetIDFromString()
1892  /// - \ref soundengine_banks
1893  /// - \ref integrating_elements_plugins
1894  /// - \ref streamingdevicemanager
1895  /// - \ref streamingmanager_lowlevel
1896  /// - \ref sdk_bank_training
1898  const wchar_t* in_pszString, ///
1899  AkBankID & out_bankID, ///
1900  AkBankType in_bankType = AkBankType_User ///
1901  );
1902 #endif //AK_SUPPORT_WCHAR
1903 
1904  /// Loads a bank synchronously.\n
1905  /// The bank name and type are passed to the Stream Manager.
1906  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1907  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1908  /// The function returns when the request has been completely processed.
1909  /// \return
1910  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1911  /// You may use this ID with UnloadBank().
1912  /// - \c AK_Success: Load or unload successful.
1913  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1914  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1915  /// - \c AK_BankReadError: I/O error.
1916  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1917  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1918  /// - \c AK_InvalidFile: File specified could not be opened.
1919  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1920  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1921  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1922  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1923  /// \remarks
1924  /// - The initialization bank (Init.bnk) must be loaded first.
1925  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1926  /// initialization bank. If you need to load SoundBanks from a different project, you
1927  /// must first unload ALL banks, including the initialization bank, then load the
1928  /// initialization bank from the other project, and finally load banks from that project.
1929  /// - Codecs and plug-ins must be registered before loading banks that use them.
1930  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1931  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1932  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1933  /// posting the event will fail.
1934  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1935  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1936  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1937  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1938  /// \aknote
1939  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will return AK_Success even if the file is not found.
1940  /// The Capture Log will still report the missing file. For example, this will be the case when SoundBanks were not generated.
1941  /// If this option is selected, you can work without SoundBanks as long as Wwise Authoring is connected.
1942  /// The Init.bnk is still required to initialize the sound engine properly.
1943  /// \endaknote
1944  /// \sa
1945  /// - AK::SoundEngine::UnloadBank()
1946  /// - AK::SoundEngine::ClearBanks()
1947  /// - AK::SoundEngine::GetIDFromString
1948  /// - \ref soundengine_banks
1949  /// - \ref integrating_elements_plugins
1950  /// - \ref streamingdevicemanager
1951  /// - \ref streamingmanager_lowlevel
1952  /// - \ref sdk_bank_training
1954  const char* in_pszString, ///
1955  AkBankID & out_bankID, ///
1956  AkBankType in_bankType = AkBankType_User ///
1957  );
1958 
1959  /// Loads a bank synchronously (by ID).\n
1960  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
1961  /// The bank ID is passed to the Stream Manager.
1962  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1963  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1964  /// The function returns when the request has been completely processed.
1965  /// \return
1966  /// - \c AK_Success: Load or unload successful.
1967  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1968  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1969  /// - \c AK_BankReadError: I/O error. The bank is either shorter than expected or its data corrupted.
1970  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1971  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1972  /// - \c AK_InvalidFile: File specified could not be opened.
1973  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1974  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console or Wwise Profiler
1975  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1976  /// - \c AK_FileNotFound if the bank file was not found on disk.
1977  /// - \c AK_FilePermissionError if the file permissions are wrong for the file
1978  /// - \c AK_Fail: Load or unload failed for any other reason. , check the debug console or Wwise Profiler
1979  /// \remarks
1980  /// - The initialization bank (Init.bnk) must be loaded first.
1981  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1982  /// initialization bank. If you need to load SoundBanks from a different project, you
1983  /// must first unload ALL banks, including the initialization bank, then load the
1984  /// initialization bank from the other project, and finally load banks from that project.
1985  /// - Codecs and plug-ins must be registered before loading banks that use them.
1986  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1987  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1988  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1989  /// posting the event will fail.
1990  /// \aknote
1991  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will return AK_Success even if the file is not found.
1992  /// The Capture Log will still report the missing file. For example, this will be the case when SoundBanks were not generated.
1993  /// If this option is selected, you can work without SoundBanks as long as Wwise Authoring is connected.
1994  /// The Init.bnk is still required to initialize the sound engine properly.
1995  /// \endaknote
1996  /// \sa
1997  /// - AK::SoundEngine::UnloadBank()
1998  /// - AK::SoundEngine::ClearBanks()
1999  /// - \ref soundengine_banks
2000  /// - \ref integrating_elements_plugins
2001  /// - \ref sdk_bank_training
2003  AkBankID in_bankID, ///
2004  AkBankType in_bankType = AkBankType_User ///
2005  );
2006 
2007  /// Loads a bank synchronously (from in-memory data, in-place, user bank only).\n
2008  ///
2009  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2010  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2011  ///
2012  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2013  /// in a buffer and pass its address to the sound engine.
2014  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2015  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2016  /// The function returns when the request has been completely processed.
2017  /// \return
2018  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2019  /// ID with UnloadBank().
2020  /// - \c AK_Success: Load or unload successful.
2021  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2022  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2023  /// - \c AK_BankReadError: I/O error.
2024  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2025  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2026  /// - \c AK_InvalidFile: File specified could not be opened.
2027  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2028  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2029  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2030  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2031  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2032  /// \remarks
2033  /// - The initialization bank (Init.bnk) must be loaded first.
2034  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2035  /// initialization bank. If you need to load SoundBanks from a different project, you
2036  /// must first unload ALL banks, including the initialization bank, then load the
2037  /// initialization bank from the other project, and finally load banks from that project.
2038  /// - Codecs and plug-ins must be registered before loading banks that use them.
2039  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2040  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2041  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2042  /// posting the event will fail.
2043  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2044  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2045  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2046  /// \sa
2047  /// - AK::SoundEngine::UnloadBank()
2048  /// - AK::SoundEngine::ClearBanks()
2049  /// - \ref soundengine_banks
2050  /// - \ref integrating_elements_plugins
2051  /// - \ref sdk_bank_training
2053  const void * in_pInMemoryBankPtr, ///
2054  AkUInt32 in_uInMemoryBankSize, ///
2055  AkBankID & out_bankID ///
2056  );
2057 
2058  /// Loads a bank synchronously (from in-memory data, in-place, any bank type).\n
2059  ///
2060  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2061  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2062  ///
2063  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2064  /// in a buffer and pass its address to the sound engine.
2065  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2066  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2067  /// The function returns when the request has been completely processed.
2068  /// \return
2069  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2070  /// ID with UnloadBank().
2071  /// - \c AK_Success: Load or unload successful.
2072  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2073  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2074  /// - \c AK_BankReadError: I/O error.
2075  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2076  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2077  /// - \c AK_InvalidFile: File specified could not be opened.
2078  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2079  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2080  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2081  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2082  /// \remarks
2083  /// - The initialization bank (Init.bnk) must be loaded first.
2084  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2085  /// initialization bank. If you need to load SoundBanks from a different project, you
2086  /// must first unload ALL banks, including the initialization bank, then load the
2087  /// initialization bank from the other project, and finally load banks from that project.
2088  /// - Codecs and plug-ins must be registered before loading banks that use them.
2089  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2090  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2091  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2092  /// posting the event will fail.
2093  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2094  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2095  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2096  /// \sa
2097  /// - AK::SoundEngine::UnloadBank()
2098  /// - AK::SoundEngine::ClearBanks()
2099  /// - \ref soundengine_banks
2100  /// - \ref integrating_elements_plugins
2101  /// - \ref sdk_bank_training
2103  const void * in_pInMemoryBankPtr, ///
2104  AkUInt32 in_uInMemoryBankSize, ///
2105  AkBankID & out_bankID, ///
2106  AkBankType & out_bankType ///
2107  );
2108 
2109  /// Loads a bank synchronously (from in-memory data, out-of-place, user bank only).\n
2110  ///
2111  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2112  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2113  ///
2114  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2115  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2116  /// allocated memory.
2117  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2118  /// over the in-place version is that there is no duplication of bank structures.
2119  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2120  /// The function returns when the request has been completely processed.
2121  /// \return
2122  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2123  /// ID with UnloadBank().
2124  /// - \c AK_Success: Load or unload successful.
2125  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2126  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2127  /// - \c AK_BankReadError: I/O error.
2128  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2129  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2130  /// - \c AK_InvalidFile: File specified could not be opened.
2131  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2132  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2133  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2134  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2135  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2136  /// \remarks
2137  /// - The initialization bank (Init.bnk) must be loaded first.
2138  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2139  /// initialization bank. If you need to load SoundBanks from a different project, you
2140  /// must first unload ALL banks, including the initialization bank, then load the
2141  /// initialization bank from the other project, and finally load banks from that project.
2142  /// - Codecs and plug-ins must be registered before loading banks that use them.
2143  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2144  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2145  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2146  /// posting the event will fail.
2147  /// \sa
2148  /// - AK::SoundEngine::UnloadBank()
2149  /// - AK::SoundEngine::ClearBanks()
2150  /// - \ref soundengine_banks
2151  /// - \ref integrating_elements_plugins
2152  /// - \ref sdk_bank_training
2154  const void * in_pInMemoryBankPtr, ///
2155  AkUInt32 in_uInMemoryBankSize, ///
2156  AkBankID & out_bankID ///
2157  );
2158 
2159  /// Loads a bank synchronously (from in-memory data, out-of-place, any bank type).\n
2160  ///
2161  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2162  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2163  ///
2164  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2165  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2166  /// allocated memory.
2167  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2168  /// over the in-place version is that there is no duplication of bank structures.
2169  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2170  /// The function returns when the request has been completely processed.
2171  /// \return
2172  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2173  /// ID with UnloadBank().
2174  /// - \c AK_Success: Load or unload successful.
2175  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2176  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2177  /// - \c AK_BankReadError: I/O error.
2178  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2179  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2180  /// - \c AK_InvalidFile: File specified could not be opened.
2181  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2182  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2183  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2184  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2185  /// \remarks
2186  /// - The initialization bank (Init.bnk) must be loaded first.
2187  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2188  /// initialization bank. If you need to load SoundBanks from a different project, you
2189  /// must first unload ALL banks, including the initialization bank, then load the
2190  /// initialization bank from the other project, and finally load banks from that project.
2191  /// - Codecs and plug-ins must be registered before loading banks that use them.
2192  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2193  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2194  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2195  /// posting the event will fail.
2196  /// \sa
2197  /// - AK::SoundEngine::UnloadBank()
2198  /// - AK::SoundEngine::ClearBanks()
2199  /// - \ref soundengine_banks
2200  /// - \ref integrating_elements_plugins
2201  /// - \ref sdk_bank_training
2203  const void * in_pInMemoryBankPtr, ///
2204  AkUInt32 in_uInMemoryBankSize, ///
2205  AkBankID & out_bankID, ///
2206  AkBankType & out_bankType ///
2207  );
2208 
2209  /// Synchronously decodes Vorbis-encoded and Opus-encoded (Software version) media in a SoundBank. The file should already be read in memory before the decode operation. The out_pDecodedBankPtr can then be used with variants of LoadBank that load from in-memory data.
2210  /// \n
2211  /// CPU usage, RAM size, storage size and Internet bandwidth must be accounted for when developing a game, especially when it is aimed at mobile platforms. The DecodeBank function makes it possible to decode media at load time instead of decoding them every time they are played.
2213  const void * in_pInMemoryBankPtr, ///
2214  AkUInt32 in_uInMemoryBankSize, ///
2215  AkMemPoolId in_uPoolForDecodedBank, ///
2216  void * & out_pDecodedBankPtr, ///
2217  AkUInt32 & out_uDecodedBankSize ///
2218  );
2219 
2220 #ifdef AK_SUPPORT_WCHAR
2221  /// Loads a bank asynchronously (by Unicode string).\n
2222  /// The bank name is passed to the Stream Manager.
2223  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2224  /// A bank load request will be posted to the Bank Manager consumer thread.
2225  /// The function returns immediately.
2226  /// \return
2227  /// - \c AK_Success if the scheduling was successful,
2228  /// - \c AK_InvalidBankType if in_bankType was invalid
2229  /// Use a callback to be notified when completed, and get the status of the request.
2230  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2231  /// You may use this ID with UnloadBank().
2232  /// \remarks
2233  /// - The initialization bank (Init.bnk) must be loaded first.
2234  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2235  /// initialization bank. If you need to load SoundBanks from a different project, you
2236  /// must first unload ALL banks, including the initialization bank, then load the
2237  /// initialization bank from the other project, and finally load banks from that project.
2238  /// - Codecs and plug-ins must be registered before loading banks that use them.
2239  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2240  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2241  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2242  /// posting the event will fail.
2243  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2244  /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2245  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2246  /// your implementation of the Stream Manager (AK::IAkStreamMgr::CreateStd()), or in the Low-Level I/O module
2247  /// (AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()) if you use the default Stream Manager's implementation.
2248  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()
2249  /// as AkFileSystemFlags::pCustomParam.
2250  /// \aknote
2251  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will succeed even if the file is not found.
2252  /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2253  /// This allows working without sound banks, as long as the Wwise Authoring is connected.
2254  /// The Init.bnk is still required to initialize the sound engine properly though.
2255  /// \endaknote
2256  /// \sa
2257  /// - AK::SoundEngine::UnloadBank()
2258  /// - AK::SoundEngine::ClearBanks()
2259  /// - AkBankCallbackFunc
2260  /// - \ref soundengine_banks
2261  /// - \ref integrating_elements_plugins
2262  /// - \ref streamingdevicemanager
2263  /// - \ref streamingmanager_lowlevel
2264  /// - \ref sdk_bank_training
2266  const wchar_t* in_pszString, ///
2267  AkBankCallbackFunc in_pfnBankCallback, ///
2268  void * in_pCookie, ///AK::StreamMgr::IAkLowLevelIOHook::BatchOpen() as AkFileSystemFlags::pCustomParam)
2269  AkBankID & out_bankID, ///
2270  AkBankType in_bankType = AkBankType_User ///
2271  );
2272 #endif //AK_SUPPORT_WCHAR
2273 
2274  /// Loads a bank asynchronously.\n
2275  /// The bank name is passed to the Stream Manager.
2276  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2277  /// A bank load request will be posted to the Bank Manager consumer thread.
2278  /// The function returns immediately.
2279  /// \return
2280  /// - \c AK_Success if the scheduling was successful,
2281  /// - \c AK_InvalidBankType if in_bankType was invalid
2282  /// Use a callback to be notified when completed, and get the status of the request.
2283  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2284  /// You may use this ID with UnloadBank().
2285  /// \remarks
2286  /// - The initialization bank (Init.bnk) must be loaded first.
2287  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2288  /// initialization bank. If you need to load SoundBanks from a different project, you
2289  /// must first unload ALL banks, including the initialization bank, then load the
2290  /// initialization bank from the other project, and finally load banks from that project.
2291  /// - Codecs and plug-ins must be registered before loading banks that use them.
2292  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2293  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2294  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2295  /// posting the Event will fail.
2296  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2297  /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2298  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2299  /// your implementation of the Stream Manager (AK::IAkStreamMgr::CreateStd()), or in the Low-Level I/O module
2300  /// (AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()) if you use the default Stream Manager's implementation.
2301  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()
2302  /// as AkFileSystemFlags::pCustomParam.
2303  /// \aknote
2304  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will succeed even if the file is not found.
2305  /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2306  /// This allows working without sound banks, as long as Wwise Authoring is connected.
2307  /// The Init.bnk is still required to initialize the sound engine properly though.
2308  /// \endaknote
2309  /// \sa
2310  /// - AK::SoundEngine::UnloadBank()
2311  /// - AK::SoundEngine::ClearBanks()
2312  /// - AkBankCallbackFunc
2313  /// - \ref soundengine_banks
2314  /// - \ref integrating_elements_plugins
2315  /// - \ref streamingdevicemanager
2316  /// - \ref streamingmanager_lowlevel
2317  /// - \ref sdk_bank_training
2319  const char* in_pszString, ///
2320  AkBankCallbackFunc in_pfnBankCallback, ///
2321  void * in_pCookie, ///AK::StreamMgr::IAkLowLevelIOHook::BatchOpen() as AkFileSystemFlags::pCustomParam)
2322  AkBankID & out_bankID, ///
2323  AkBankType in_bankType = AkBankType_User ///
2324  );
2325 
2326  /// Loads a bank asynchronously (by ID).\n
2327  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2328  /// The bank ID is passed to the Stream Manager.
2329  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2330  /// A bank load request will be posted to the Bank Manager consumer thread.
2331  /// The function returns immediately.
2332  /// \return
2333  /// - \c AK_Success if the scheduling was successful,
2334  /// - \c AK_InvalidBankType if in_bankType was invalid
2335  /// Use a callback to be notified when completed, and get the status of the request.
2336  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2337  /// You may use this ID with \c UnloadBank().
2338  /// \remarks
2339  /// - The initialization bank (Init.bnk) must be loaded first.
2340  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2341  /// initialization bank. If you need to load SoundBanks from a different project, you
2342  /// must first unload ALL banks, including the initialization bank, then load the
2343  /// initialization bank from the other project, and finally load banks from that project.
2344  /// - Codecs and plug-ins must be registered before loading banks that use them.
2345  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2346  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2347  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2348  /// posting the event will fail.
2349  /// - The file path should be resolved in your implementation of the Stream Manager, or in the Low-Level I/O module if
2350  /// you use the default Stream Manager's implementation. The ID overload of AK::IAkStreamMgr::CreateStd() and AK::StreamMgr::IAkLowLevelIOHook::BatchOpen() are called.
2351  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()
2352  /// as AkFileSystemFlags::pCustomParam.
2353  /// \aknote
2354  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will succeed even if the file is not found.
2355  /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2356  /// This allows working without sound banks, as long as Wwise Authoring is connected.
2357  /// The Init.bnk is still required to initialize the sound engine properly though.
2358  /// \endaknote
2359  /// \sa
2360  /// - AK::SoundEngine::UnloadBank()
2361  /// - AK::SoundEngine::ClearBanks()
2362  /// - AkBankCallbackFunc
2363  /// - \ref soundengine_banks
2364  /// - \ref integrating_elements_plugins
2365  /// - \ref sdk_bank_training
2367  AkBankID in_bankID, ///
2368  AkBankCallbackFunc in_pfnBankCallback, ///
2369  void * in_pCookie, ///AK::StreamMgr::IAkLowLevelIOHook::BatchOpen() as AkFileSystemFlags::pCustomParam)
2370  AkBankType in_bankType = AkBankType_User ///
2371  );
2372 
2373  /// Loads a bank asynchronously (from in-memory data, in-place, user bank only).\n
2374  ///
2375  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2376  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2377  ///
2378  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2379  /// in a buffer and pass its address to the sound engine.
2380  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2381  /// A bank load request will be posted to the Bank Manager consumer thread.
2382  /// The function returns immediately.
2383  /// \return
2384  /// - \c AK_Success if the scheduling was successful,
2385  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2386  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2387  /// Use a callback to be notified when completed, and get the status of the request.
2388  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2389  /// You may use this ID with UnloadBank().
2390  /// \remarks
2391  /// - The initialization bank (Init.bnk) must be loaded first.
2392  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2393  /// initialization bank. If you need to load SoundBanks from a different project, you
2394  /// must first unload ALL banks, including the initialization bank, then load the
2395  /// initialization bank from the other project, and finally load banks from that project.
2396  /// - Codecs and plug-ins must be registered before loading banks that use them.
2397  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2398  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2399  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2400  /// posting the event will fail.
2401  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2402  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2403  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2404  /// \sa
2405  /// - AK::SoundEngine::UnloadBank()
2406  /// - AK::SoundEngine::ClearBanks()
2407  /// - AkBankCallbackFunc
2408  /// - \ref soundengine_banks
2409  /// - \ref integrating_elements_plugins
2410  /// - \ref sdk_bank_training
2412  const void * in_pInMemoryBankPtr, ///
2413  AkUInt32 in_uInMemoryBankSize, ///
2414  AkBankCallbackFunc in_pfnBankCallback, ///
2415  void * in_pCookie, ///
2416  AkBankID & out_bankID ///
2417  );
2418 
2419  /// Loads a bank asynchronously (from in-memory data, in-place, any bank type).\n
2420  ///
2421  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2422  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2423  ///
2424  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2425  /// in a buffer and pass its address to the sound engine.
2426  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2427  /// A bank load request will be posted to the Bank Manager consumer thread.
2428  /// The function returns immediately.
2429  /// \return
2430  /// - \c AK_Success if the scheduling was successful,
2431  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2432  /// Use a callback to be notified when completed, and get the status of the request.
2433  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2434  /// You may use this ID with UnloadBank().
2435  /// \remarks
2436  /// - The initialization bank (Init.bnk) must be loaded first.
2437  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2438  /// initialization bank. If you need to load SoundBanks from a different project, you
2439  /// must first unload ALL banks, including the initialization bank, then load the
2440  /// initialization bank from the other project, and finally load banks from that project.
2441  /// - Codecs and plug-ins must be registered before loading banks that use them.
2442  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2443  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2444  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2445  /// posting the event will fail.
2446  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2447  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2448  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2449  /// \sa
2450  /// - AK::SoundEngine::UnloadBank()
2451  /// - AK::SoundEngine::ClearBanks()
2452  /// - AkBankCallbackFunc
2453  /// - \ref soundengine_banks
2454  /// - \ref integrating_elements_plugins
2455  /// - \ref sdk_bank_training
2457  const void * in_pInMemoryBankPtr, ///
2458  AkUInt32 in_uInMemoryBankSize, ///
2459  AkBankCallbackFunc in_pfnBankCallback, ///
2460  void * in_pCookie, ///
2461  AkBankID & out_bankID, ///
2462  AkBankType & out_bankType ///
2463  );
2464 
2465  /// Loads a bank asynchronously (from in-memory data, out-of-place, user bank only).\n
2466  ///
2467  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2468  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2469  ///
2470  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2471  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2472  /// memory.
2473  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2474  /// over the in-place version is that there is no duplication of bank structures.
2475  /// A bank load request will be posted to the Bank Manager consumer thread.
2476  /// The function returns immediately.
2477  /// \return
2478  /// - \c AK_Success if the scheduling was successful,
2479  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2480  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2481  /// Use a callback to be notified when completed, and get the status of the request.
2482  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2483  /// You may use this ID with UnloadBank().
2484  /// \remarks
2485  /// - The initialization bank (Init.bnk) must be loaded first.
2486  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2487  /// initialization bank. If you need to load SoundBanks from a different project, you
2488  /// must first unload ALL banks, including the initialization bank, then load the
2489  /// initialization bank from the other project, and finally load banks from that project.
2490  /// - Codecs and plug-ins must be registered before loading banks that use them.
2491  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2492  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2493  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2494  /// posting the event will fail.
2495  /// \sa
2496  /// - AK::SoundEngine::UnloadBank()
2497  /// - AK::SoundEngine::ClearBanks()
2498  /// - AkBankCallbackFunc
2499  /// - \ref soundengine_banks
2500  /// - \ref integrating_elements_plugins
2501  /// - \ref sdk_bank_training
2503  const void* in_pInMemoryBankPtr, ///
2504  AkUInt32 in_uInMemoryBankSize, ///
2505  AkBankCallbackFunc in_pfnBankCallback, ///
2506  void* in_pCookie, ///
2507  AkBankID& out_bankID ///
2508  );
2509 
2510  /// Loads a bank asynchronously (from in-memory data, out-of-place, any bank type).\n
2511  ///
2512  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2513  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2514  ///
2515  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2516  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2517  /// memory.
2518  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2519  /// over the in-place version is that there is no duplication of bank structures.
2520  /// A bank load request will be posted to the Bank Manager consumer thread.
2521  /// The function returns immediately.
2522  /// \return
2523  /// - \c AK_Success if the scheduling was successful,
2524  /// - \c AK_InvalidBankType if in_bankType was invalid
2525  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2526  /// Use a callback to be notified when completed, and get the status of the request.
2527  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2528  /// You may use this ID with UnloadBank().
2529  /// \remarks
2530  /// - The initialization bank (Init.bnk) must be loaded first.
2531  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2532  /// initialization bank. If you need to load SoundBanks from a different project, you
2533  /// must first unload ALL banks, including the initialization bank, then load the
2534  /// initialization bank from the other project, and finally load banks from that project.
2535  /// - Codecs and plug-ins must be registered before loading banks that use them.
2536  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2537  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2538  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2539  /// posting the event will fail.
2540  /// \sa
2541  /// - AK::SoundEngine::UnloadBank()
2542  /// - AK::SoundEngine::ClearBanks()
2543  /// - AkBankCallbackFunc
2544  /// - \ref soundengine_banks
2545  /// - \ref integrating_elements_plugins
2546  /// - \ref sdk_bank_training
2548  const void * in_pInMemoryBankPtr, ///
2549  AkUInt32 in_uInMemoryBankSize, ///
2550  AkBankCallbackFunc in_pfnBankCallback, ///
2551  void * in_pCookie, ///
2552  AkBankID & out_bankID, ///
2553  AkBankType & out_bankType ///
2554  );
2555 
2556 #ifdef AK_SUPPORT_WCHAR
2557  /// Unloads a bank synchronously (by Unicode string).\n
2558  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2559  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2560  /// \remarks
2561  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2562  /// then it calls the synchronous version of UnloadBank() by ID.
2563  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2564  /// not the name of the file (if you changed it), nor the full path of the file.
2565  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2566  /// This means that streamed sounds or generated sounds will not be stopped.
2567  /// \sa
2568  /// - AK::SoundEngine::LoadBank()
2569  /// - AK::SoundEngine::ClearBanks()
2570  /// - \ref soundengine_banks
2572  const wchar_t* in_pszString, ///
2573  const void * in_pInMemoryBankPtr, ///
2574  AkBankType in_bankType = AkBankType_User ///
2575  );
2576 #endif //AK_SUPPORT_WCHAR
2577 
2578  /// Unloads a bank synchronously.\n
2579  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2580  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2581  /// \remarks
2582  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2583  /// then it calls the synchronous version of UnloadBank() by ID.
2584  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2585  /// not the name of the file (if you changed it), nor the full path of the file.
2586  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2587  /// This means that streamed sounds or generated sounds will not be stopped.
2588  /// \sa
2589  /// - AK::SoundEngine::LoadBank()
2590  /// - AK::SoundEngine::ClearBanks()
2591  /// - \ref soundengine_banks
2593  const char* in_pszString, ///
2594  const void * in_pInMemoryBankPtr, ///
2595  AkBankType in_bankType = AkBankType_User ///
2596  );
2597 
2598  /// Unloads a bank synchronously (by ID and memory pointer).\n
2599  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2600  /// \remarks
2601  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2602  /// This means that streamed sounds or generated sounds will not be stopped.
2603  /// \sa
2604  /// - AK::SoundEngine::LoadBank()
2605  /// - AK::SoundEngine::ClearBanks()
2606  /// - \ref soundengine_banks
2608  AkBankID in_bankID, ///
2609  const void * in_pInMemoryBankPtr, ///
2610  AkBankType in_bankType = AkBankType_User ///
2611  );
2612 
2613 #ifdef AK_SUPPORT_WCHAR
2614  /// Unloads a bank asynchronously (by Unicode string).\n
2615  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2616  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2617  /// \remarks
2618  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2619  /// then it calls the synchronous version of UnloadBank() by ID.
2620  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2621  /// not the name of the file (if you changed it), nor the full path of the file.
2622  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2623  /// This means that streamed sounds or generated sounds will not be stopped.
2624  /// \sa
2625  /// - AK::SoundEngine::LoadBank()
2626  /// - AK::SoundEngine::ClearBanks()
2627  /// - AkBankCallbackFunc
2628  /// - \ref soundengine_banks
2630  const wchar_t* in_pszString, ///
2631  const void * in_pInMemoryBankPtr, ///
2632  AkBankCallbackFunc in_pfnBankCallback, ///
2633  void * in_pCookie, ///
2634  AkBankType in_bankType = AkBankType_User ///
2635  );
2636 #endif //AK_SUPPORT_WCHAR
2637 
2638  /// Unloads a bank asynchronously.\n
2639  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2640  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2641  /// \remarks
2642  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2643  /// then it calls the synchronous version of UnloadBank() by ID.
2644  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2645  /// not the name of the file (if you changed it), nor the full path of the file.
2646  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2647  /// This means that streamed sounds or generated sounds will not be stopped.
2648  /// \sa
2649  /// - AK::SoundEngine::LoadBank()
2650  /// - AK::SoundEngine::ClearBanks()
2651  /// - AkBankCallbackFunc
2652  /// - \ref soundengine_banks
2654  const char* in_pszString, ///
2655  const void * in_pInMemoryBankPtr, ///
2656  AkBankCallbackFunc in_pfnBankCallback, ///
2657  void * in_pCookie, ///
2658  AkBankType in_bankType = AkBankType_User ///
2659  );
2660 
2661  /// Unloads a bank asynchronously (by ID and memory pointer).\n
2662  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2663  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2664  /// \remarks
2665  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2666  /// This means that streamed sounds or generated sounds will not be stopped.
2667  /// \sa
2668  /// - AK::SoundEngine::LoadBank()
2669  /// - AK::SoundEngine::ClearBanks()
2670  /// - AkBankCallbackFunc
2671  /// - \ref soundengine_banks
2673  AkBankID in_bankID, ///
2674  const void * in_pInMemoryBankPtr, ///
2675  AkBankCallbackFunc in_pfnBankCallback, ///
2676  void * in_pCookie, ///
2677  AkBankType in_bankType = AkBankType_User ///
2678  );
2679 
2680  /// Cancels all Event callbacks associated with a specific callback cookie specified while loading Banks of preparing Events.\n
2681  /// \sa
2682  /// - AK::SoundEngine::LoadBank()
2683  /// - AK::SoundEngine::PrepareEvent()
2684  /// - AK::SoundEngine::UnloadBank()
2685  /// - AK::SoundEngine::ClearBanks()
2686  /// - AkBankCallbackFunc
2688  void * in_pCookie ///
2689  );
2690 
2691  /// Preparation type.
2692  /// \sa
2693  /// - AK::SoundEngine::PrepareEvent()
2694  /// - AK::SoundEngine::PrepareGameSyncs()
2695  /// - AK::SoundEngine::PrepareBank()
2697  {
2702  };
2703 
2704  /// Parameter to be passed to AK::SoundEngine::PrepareBank().
2705  /// Use AkBankContent_All to load both the media and structural content from the bank.
2706  /// Use AkBankContent_StructureOnly to load only the structural content, including events, from the bank and then later use the PrepareEvent() functions to load media on demand from loose files on the disk.
2707  /// \sa
2708  /// - AK::SoundEngine::PrepareBank()
2709  /// - \ref soundengine_banks_preparingbanks
2711  {
2714  AkBankContent_Last ///
2715  };
2716 
2717 #ifdef AK_SUPPORT_WCHAR
2718  /// This function will load the Events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from
2719  /// the bank; but, as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(),
2720  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2721  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2722  /// allowing using PrepareEvent() to load media on demand.
2723  /// \sa
2724  /// - \ref soundengine_banks_preparingbanks
2725  /// - AK::SoundEngine::LoadBank()
2726  /// - AK::SoundEngine::PreparationType
2727  /// \remarks
2728  /// \c PrepareBank(), when called with the flag \c AkBankContent_StructureOnly, requires additional calls to \c PrepareEvent() to load the media for each event. \c PrepareEvent(), however, is unable to
2729  /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2730  /// for example, a game may have a tool mode that uses \c PrepareEvent() to load loose files on-demand and, also, a game mode that uses \c LoadBank() to load the bank in entirety.
2732  AK::SoundEngine::PreparationType in_PreparationType, ///
2733  const wchar_t* in_pszString, ///
2735  AkBankType in_bankType = AkBankType_User ///
2736  );
2737 #endif //AK_SUPPORT_WCHAR
2738 
2739  /// This function will load the Events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from
2740  /// the bank; but, as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(),
2741  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2742  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2743  /// allowing using PrepareEvent() to load media on demand.
2744  /// \sa
2745  /// - \ref soundengine_banks_preparingbanks
2746  /// - AK::SoundEngine::LoadBank()
2747  /// - AK::SoundEngine::PreparationType
2748  /// \remarks
2749  /// \c PrepareBank(), when called with the flag \c AkBankContent_StructureOnly, requires additional calls to \c PrepareEvent() to load the media for each event. \c PrepareEvent(), however, is unable to
2750  /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2751  /// for example, a game may have a tool mode that uses \c PrepareEvent() to load loose files on-demand and, also, a game mode that uses \c LoadBank() to load the bank in entirety.
2753  AK::SoundEngine::PreparationType in_PreparationType, ///
2754  const char* in_pszString, ///
2756  AkBankType in_bankType = AkBankType_User ///
2757  );
2758 
2759  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2760  /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from
2761  /// the bank, but as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(),
2762  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2763  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2764  /// allowing using PrepareEvent() to load media on demand.
2765  /// \sa
2766  /// - \ref soundengine_banks_preparingbanks
2767  /// - AK::SoundEngine::LoadBank()
2768  /// - AK::SoundEngine::PreparationType
2769  /// \remarks
2770  /// \c PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to
2771  /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2772  /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
2774  AK::SoundEngine::PreparationType in_PreparationType, ///
2775  AkBankID in_bankID, ///
2777  AkBankType in_bankType = AkBankType_User ///
2778  );
2779 
2780 #ifdef AK_SUPPORT_WCHAR
2781  /// This function will load the Events, structural content, and optionally, the media content from the SoundBank. If the flag \c AkBankContent_All is specified, \c PrepareBank() will load the media content from
2782  /// the bank, but as opposed to \c LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using \c PrepareBank(), alone or in combination with \c PrepareEvent(),
2783  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2784  /// Calling this function specifying the flag \c AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2785  /// allowing using \c PrepareEvent() to load media on demand.
2786  /// \sa
2787  /// - \ref soundengine_banks_preparingbanks
2788  /// - AK::SoundEngine::LoadBank()
2789  /// - AK::SoundEngine::PreparationType
2790  /// \remarks
2791  /// \c PrepareBank(), when called with the flag \c AkBankContent_StructureOnly, requires additional calls to \c PrepareEvent() to load the media for each event. \c PrepareEvent(), however, is unable to
2792  /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2793  /// for example, a game may have a tool mode that uses \c PrepareEvent() to load loose files on-demand and, also, a game mode that uses \c LoadBank() to load the bank in entirety.
2795  AK::SoundEngine::PreparationType in_PreparationType, ///
2796  const wchar_t* in_pszString, ///
2797  AkBankCallbackFunc in_pfnBankCallback, ///
2798  void * in_pCookie, ///
2800  AkBankType in_bankType = AkBankType_User ///
2801  );
2802 #endif //AK_SUPPORT_WCHAR
2803 
2804  /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag \c AkBankContent_All is specified, \c PrepareBank() will load the media content from
2805  /// the bank, but as opposed to \c LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using \c PrepareBank(), alone or in combination with PrepareEvent(),
2806  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2807  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2808  /// allowing using PrepareEvent() to load media on demand.
2809  /// \sa
2810  /// - \ref soundengine_banks_preparingbanks
2811  /// - AK::SoundEngine::LoadBank()
2812  /// - AK::SoundEngine::PreparationType()
2813  /// \remarks
2814  /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to
2815  /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2816  /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
2818  AK::SoundEngine::PreparationType in_PreparationType, ///
2819  const char* in_pszString, ///
2820  AkBankCallbackFunc in_pfnBankCallback, ///
2821  void * in_pCookie, ///
2823  AkBankType in_bankType = AkBankType_User ///
2824  );
2825 
2826  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2827  /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, \c PrepareBank() will load the media content from
2828  /// the bank, but as opposed to \c LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using \c PrepareBank(), alone or in combination with \c PrepareEvent(),
2829  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2830  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2831  /// allowing using PrepareEvent() to load media on demand.
2832  /// \sa
2833  /// - \ref soundengine_banks_preparingbanks
2834  /// - AK::SoundEngine::LoadBank()
2835  /// - AK::SoundEngine::PreparationType()
2836  /// \remarks
2837  /// \c PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. \c PrepareEvent(), however, is unable to
2838  /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2839  /// for example, a game may have a tool mode that uses \c PrepareEvent() to load loose files on-demand and, also, a game mode that uses \c LoadBank() to load the bank in entirety.
2841  AK::SoundEngine::PreparationType in_PreparationType, ///
2842  AkBankID in_bankID, ///
2843  AkBankCallbackFunc in_pfnBankCallback, ///
2844  void * in_pCookie, ///
2846  AkBankType in_bankType = AkBankType_User ///
2847  );
2848 
2849  /// Clear all previously prepared events.\n
2850  /// \return
2851  /// - \c AK_Success if successful.
2852  /// - \c AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command.
2853  /// \remarks
2854  /// The function \c ClearBanks() also clears all prepared events.
2855  /// \sa
2856  /// - \c AK::SoundEngine::PrepareEvent()
2857  /// - \c AK::SoundEngine::ClearBanks()
2859 
2860 #ifdef AK_SUPPORT_WCHAR
2861  /// Prepares or unprepares Events synchronously (by Unicode string).\n
2862  /// The Events are identified by strings, and converted to IDs internally
2863  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2864  /// Before invoking \c PrepareEvent(), use \c LoadBank() to explicitly load the SoundBank(s)
2865  /// that contain the Events and structures. When a request is posted to the
2866  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2867  /// successfully post the specified Events and load the required loose media files.
2868  /// \aknote Before version 2015.1, the required media files could be included
2869  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2870  /// however,\c \c PrepareEvent() now only looks for loose media files.
2871  /// \endaknote
2872  /// The function returns when the request is completely processed.
2873  /// \return
2874  /// - \c AK_Success: Prepare/un-prepare successful.
2875  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2876  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2877  /// - \c AK_BankReadError: I/O error.
2878  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2879  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2880  /// - \c AK_InvalidFile: File specified could not be opened.
2881  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2882  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2883  /// \remarks
2884  /// Whenever at least one event fails to be resolved, the actions performed for all
2885  /// other events are cancelled.
2886  /// \aknote The use of \c PrepareEvent() is incompatible with \c LoadBank(), using in-memory data.
2887  /// \endaknote
2888  /// \sa
2889  /// - AK::SoundEngine::PrepareEvent()
2890  /// - AK::SoundEngine::ClearPreparedEvents()
2891  /// - AK::SoundEngine::GetIDFromString()
2892  /// - AK::SoundEngine::LoadBank()
2893  /// - \ref soundengine_banks
2894  /// - \ref sdk_bank_training
2896  PreparationType in_PreparationType, ///
2897  const wchar_t** in_ppszString, ///
2898  AkUInt32 in_uNumEvent ///
2899  );
2900 #endif //AK_SUPPORT_WCHAR
2901 
2902  /// Prepares or unprepares events synchronously.\n
2903  /// The Events are identified by strings and converted to IDs internally
2904  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2905  /// Before invoking \c PrepareEvent(), use \c LoadBank() to explicitly load the SoundBank(s)
2906  /// that contain the Events and structures. When a request is posted to the
2907  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2908  /// successfully post the specified Events and load the required loose media files.
2909  /// \aknote Before version 2015.1, the required media files could be included
2910  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2911  /// however, \c PrepareEvent() now only looks for loose media files.
2912  /// \endaknote
2913  /// The function returns when the request is completely processed.
2914  /// \return
2915  /// - \c AK_Success: Prepare/un-prepare successful.
2916  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2917  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2918  /// - \c AK_BankReadError: I/O error.
2919  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2920  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2921  /// - \c AK_InvalidFile: File specified could not be opened.
2922  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2923  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2924  /// \remarks
2925  /// Whenever at least one event fails to be resolved, the actions performed for all
2926  /// other events are cancelled.
2927  /// \aknote The use of \c PrepareEvent() is incompatible with \c LoadBank(), using in-memory data.
2928  /// \endaknote
2929  /// \sa
2930  /// - AK::SoundEngine::PrepareEvent()
2931  /// - AK::SoundEngine::ClearPreparedEvents()
2932  /// - AK::SoundEngine::GetIDFromString()
2933  /// - AK::SoundEngine::LoadBank()
2934  /// - \ref soundengine_banks
2935  /// - \ref sdk_bank_training
2937  PreparationType in_PreparationType, ///
2938  const char** in_ppszString, ///
2939  AkUInt32 in_uNumEvent ///
2940  );
2941 
2942  /// Prepares or unprepares events synchronously (by ID).
2943  /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2944  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2945  /// that contain the Events and structures. When a request is posted to the
2946  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2947  /// successfully post the specified Events and load the required loose media files.
2948  /// \aknote Before version 2015.1, the required media files could be included
2949  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2950  /// however, PrepareEvent() now only looks for loose media files.
2951  /// \endaknote
2952  /// The function returns when the request is completely processed.
2953  /// \return
2954  /// - \c AK_Success: Prepare/un-prepare successful.
2955  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2956  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2957  /// - \c AK_BankReadError: I/O error.
2958  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2959  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2960  /// - \c AK_InvalidFile: File specified could not be opened.
2961  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2962  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2963  /// \remarks
2964  /// Whenever at least one event fails to be resolved, the actions performed for all
2965  /// other events are cancelled.
2966  /// \sa
2967  /// - AK::SoundEngine::PrepareEvent()
2968  /// - AK::SoundEngine::ClearPreparedEvents()
2969  /// - AK::SoundEngine::GetIDFromString()
2970  /// - AK::SoundEngine::LoadBank()
2971  /// - \ref soundengine_banks
2972  /// - \ref sdk_bank_training
2974  PreparationType in_PreparationType, ///
2975  AkUniqueID* in_pEventID, ///
2976  AkUInt32 in_uNumEvent ///
2977  );
2978 
2979 #ifdef AK_SUPPORT_WCHAR
2980  /// Prepares or unprepares an event asynchronously (by Unicode string).
2981  /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2982  /// Before invoking \c PrepareEvent(), use \c LoadBank() to explicitly load the SoundBank(s)
2983  /// that contain the Events and structures. When a request is posted to the
2984  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2985  /// successfully post the specified Events and load the required loose media files.
2986  /// \aknote Before version 2015.1, the required media files could be included
2987  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2988  /// however, \c PrepareEvent() now only looks for loose media files.
2989  /// \endaknote
2990  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2991  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
2992  /// \remarks
2993  /// Whenever at least one Event fails to be resolved, the actions performed for all
2994  /// other Events are cancelled.
2995  /// \sa
2996  /// - AK::SoundEngine::PrepareEvent()
2997  /// - AK::SoundEngine::ClearPreparedEvents()
2998  /// - AK::SoundEngine::GetIDFromString()
2999  /// - AK::SoundEngine::LoadBank()
3000  /// - AkBankCallbackFunc
3001  /// - \ref soundengine_banks
3002  /// - \ref sdk_bank_training
3004  PreparationType in_PreparationType, ///
3005  const wchar_t** in_ppszString, ///
3006  AkUInt32 in_uNumEvent, ///
3007  AkBankCallbackFunc in_pfnBankCallback, ///
3008  void * in_pCookie ///
3009  );
3010 #endif //AK_SUPPORT_WCHAR
3011 
3012  /// Prepares or unprepares an event asynchronously.
3013  /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3014  /// Before invoking \c PrepareEvent(), use \c LoadBank() to explicitly load the SoundBank(s)
3015  /// that contain the Events and structures. When a request is posted to the
3016  /// Bank Manager consumer thread, it will resolve all dependencies needed to
3017  /// successfully post the specified Events and load the required loose media files.
3018  /// \aknote Before version 2015.1, the required media files could be included
3019  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
3020  /// however, \c PrepareEvent() now only looks for loose media files.
3021  /// \endaknote
3022  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3023  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3024  /// \remarks
3025  /// Whenever at least one event fails to be resolved, the actions performed for all
3026  /// other events are cancelled.
3027  /// \sa
3028  /// - AK::SoundEngine::PrepareEvent()
3029  /// - AK::SoundEngine::ClearPreparedEvents()
3030  /// - AK::SoundEngine::GetIDFromString()
3031  /// - AK::SoundEngine::LoadBank()
3032  /// - AkBankCallbackFunc
3033  /// - \ref soundengine_banks
3034  /// - \ref sdk_bank_training
3036  PreparationType in_PreparationType, ///
3037  const char** in_ppszString, ///
3038  AkUInt32 in_uNumEvent, ///
3039  AkBankCallbackFunc in_pfnBankCallback, ///
3040  void * in_pCookie ///
3041  );
3042 
3043  /// Prepares or unprepares events asynchronously (by ID).\n
3044  /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3045  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
3046  /// that contain the Events and structures. When a request is posted to the
3047  /// Bank Manager consumer thread, it will resolve all dependencies needed to
3048  /// successfully post the specified Events and load the required loose media files.
3049  /// \aknote Before version 2015.1, the required media files could be included
3050  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
3051  /// however, PrepareEvent() now only looks for loose media files.
3052  /// \endaknote
3053  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3054  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3055  /// \remarks
3056  /// Whenever at least one event fails to be resolved, the actions performed for all
3057  /// other events are cancelled.
3058  /// \sa
3059  /// - AK::SoundEngine::PrepareEvent()
3060  /// - AK::SoundEngine::ClearPreparedEvents()
3061  /// - AK::SoundEngine::GetIDFromString()
3062  /// - AK::SoundEngine::LoadBank()
3063  /// - AkBankCallbackFunc
3064  /// - \ref soundengine_banks
3065  /// - \ref sdk_bank_training
3067  PreparationType in_PreparationType, ///
3068  AkUniqueID* in_pEventID, ///
3069  AkUInt32 in_uNumEvent, ///
3070  AkBankCallbackFunc in_pfnBankCallback, ///
3071  void * in_pCookie ///
3072  );
3073 
3074 #ifdef AK_SUPPORT_WCHAR
3075  /// Prepares or unprepares busses synchronously (by Unicode string).\n
3076  /// The Busses are identified by strings and converted to IDs internally
3077  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3078  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3079  /// that contain the Bus structures. When a request is posted to the
3080  /// Bank Manager consumer thread, it will load the required loose media files for effects
3081  /// placed on the specified busses.
3082  /// The function returns when the request is completely processed.
3083  /// \return
3084  /// - \c AK_Success: Prepare/un-prepare successful.
3085  /// - \c AK_IDNotFound: At least one of the bus IDs does not exist.
3086  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3087  /// - \c AK_BankReadError: I/O error.
3088  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3089  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3090  /// - \c AK_InvalidFile: File specified could not be opened.
3091  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3092  /// - \c AK_Fail: Load or unload failed for any other reason.
3093  /// \remarks
3094  /// Whenever at least one bus fails to be resolved, the actions performed for all
3095  /// other busses are cancelled.
3096  /// \sa
3097  /// - AK::SoundEngine::PrepareBus()
3098  /// - AK::SoundEngine::GetIDFromString()
3099  /// - AK::SoundEngine::LoadBank()
3100  /// - AkBankCallbackFunc
3101  /// - \ref soundengine_banks
3102  /// - \ref sdk_bank_training
3104  PreparationType in_PreparationType, ///
3105  const wchar_t** in_ppszString, ///
3106  AkUInt32 in_uBusses ///
3107  );
3108 #endif //AK_SUPPORT_WCHAR
3109 
3110  /// Prepares or unprepares busses synchronously.\n
3111  /// The Busses are identified by strings and converted to IDs internally
3112  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3113  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3114  /// that contain the Bus structures. When a request is posted to the
3115  /// Bank Manager consumer thread, it will load the required loose media files for effects
3116  /// placed on the specified busses.
3117  /// The function returns when the request is completely processed.
3118  /// \return
3119  /// - \c AK_Success: Prepare/un-prepare successful.
3120  /// - \c AK_IDNotFound: At least one of the bus IDs does not exist.
3121  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3122  /// - \c AK_BankReadError: I/O error.
3123  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3124  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3125  /// - \c AK_InvalidFile: File specified could not be opened.
3126  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3127  /// - \c AK_Fail: Load or unload failed for any other reason.
3128  /// \remarks
3129  /// Whenever at least one bus fails to be resolved, the actions performed for all
3130  /// other busses are cancelled.
3131  /// \sa
3132  /// - AK::SoundEngine::PrepareBus()
3133  /// - AK::SoundEngine::GetIDFromString()
3134  /// - AK::SoundEngine::LoadBank()
3135  /// - AkBankCallbackFunc
3136  /// - \ref soundengine_banks
3137  /// - \ref sdk_bank_training
3139  PreparationType in_PreparationType, ///
3140  const char** in_ppszString, ///
3141  AkUInt32 in_uBusses ///
3142  );
3143 
3144  /// Prepares or unprepares busses synchronously (by ID).\n
3145  /// The Busses are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3146  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3147  /// that contain the Bus structures. When a request is posted to the
3148  /// Bank Manager consumer thread, it will load the required loose media files for effects
3149  /// placed on the specified busses.
3150  /// The function returns when the request is completely processed.
3151  /// \return
3152  /// - \c AK_Success: Prepare/un-prepare successful.
3153  /// - \c AK_IDNotFound: At least one of the bus IDs does not exist.
3154  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3155  /// - \c AK_BankReadError: I/O error.
3156  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3157  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3158  /// - \c AK_InvalidFile: File specified could not be opened.
3159  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3160  /// - \c AK_Fail: Load or unload failed for any other reason.
3161  /// \remarks
3162  /// Whenever at least one bus fails to be resolved, the actions performed for all
3163  /// other busses are cancelled.
3164  /// \sa
3165  /// - AK::SoundEngine::PrepareBus()
3166  /// - AK::SoundEngine::GetIDFromString()
3167  /// - AK::SoundEngine::LoadBank()
3168  /// - AkBankCallbackFunc
3169  /// - \ref soundengine_banks
3170  /// - \ref sdk_bank_training
3172  PreparationType in_PreparationType, ///
3173  AkUniqueID* in_pBusID, ///
3174  AkUInt32 in_uBusses ///
3175  );
3176 
3177 #ifdef AK_SUPPORT_WCHAR
3178  /// Prepares or unprepares busses asynchronously (by Unicode string).\n
3179  /// The Busses are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3180  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3181  /// that contain the Bus structures. When a request is posted to the
3182  /// Bank Manager consumer thread, it will load the required loose media files for effects
3183  /// placed on the specified busses.
3184  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3185  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3186  /// \remarks
3187  /// Whenever at least one bus fails to be resolved, the actions performed for all
3188  /// other busses are cancelled.
3189  /// \sa
3190  /// - AK::SoundEngine::PrepareBus()
3191  /// - AK::SoundEngine::GetIDFromString()
3192  /// - AK::SoundEngine::LoadBank()
3193  /// - AkBankCallbackFunc
3194  /// - \ref soundengine_banks
3195  /// - \ref sdk_bank_training
3197  PreparationType in_PreparationType, ///
3198  const wchar_t** in_ppszString, ///
3199  AkUInt32 in_uBusses, ///
3200  AkBankCallbackFunc in_pfnBankCallback, ///
3201  void* in_pCookie ///
3202  );
3203 #endif //AK_SUPPORT_WCHAR
3204 
3205  /// Prepares or unprepares busses asynchronously.\n
3206  /// The Busses are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3207  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3208  /// that contain the Bus structures. When a request is posted to the
3209  /// Bank Manager consumer thread, it will load the required loose media files for effects
3210  /// placed on the specified busses.
3211  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3212  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3213  /// \remarks
3214  /// Whenever at least one bus fails to be resolved, the actions performed for all
3215  /// other busses are cancelled.
3216  /// \sa
3217  /// - AK::SoundEngine::PrepareBus()
3218  /// - AK::SoundEngine::GetIDFromString()
3219  /// - AK::SoundEngine::LoadBank()
3220  /// - AkBankCallbackFunc
3221  /// - \ref soundengine_banks
3222  /// - \ref sdk_bank_training
3224  PreparationType in_PreparationType, ///
3225  const char** in_ppszString, ///
3226  AkUInt32 in_uBusses, ///
3227  AkBankCallbackFunc in_pfnBankCallback, ///
3228  void* in_pCookie ///
3229  );
3230 
3231  /// Prepares or unprepares busses asynchronously (by ID).\n
3232  /// The Busses are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3233  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3234  /// that contain the Bus structures. When a request is posted to the
3235  /// Bank Manager consumer thread, it will load the required loose media files for effects
3236  /// placed on the specified busses.
3237  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3238  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3239  /// \remarks
3240  /// Whenever at least one bus fails to be resolved, the actions performed for all
3241  /// other busses are cancelled.
3242  /// \sa
3243  /// - AK::SoundEngine::PrepareBus()
3244  /// - AK::SoundEngine::GetIDFromString()
3245  /// - AK::SoundEngine::LoadBank()
3246  /// - AkBankCallbackFunc
3247  /// - \ref soundengine_banks
3248  /// - \ref sdk_bank_training
3250  PreparationType in_PreparationType, ///
3251  AkUniqueID* in_pBusID, ///
3252  AkUInt32 in_uBusses, ///
3253  AkBankCallbackFunc in_pfnBankCallback, ///
3254  void* in_pCookie ///
3255  );
3256 
3257  /// Indicates the location of a specific Media ID in memory
3258  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3259  /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid or media sizes are 0.
3261  AkSourceSettings * in_pSourceSettings, ///
3262  AkUInt32 in_uNumSourceSettings ///
3263  );
3264 
3265  /// Removes the specified source from the list of loaded media, only if this media is not already in use.
3266  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3267  /// \aknote Media that is still in use by the sound engine should not be unset. It is marked for removal to prevent additional use.
3268  /// If this function returns AK_ResourceInUse, then the client must not release memory for this media.
3269  /// Instead, the client should retry the TryUnsetMedia operation later with the same parameters and check for AK_Success.
3270  /// \endaknote
3271  /// If out_pUnsetResults is not null, then it is assumed to point to an array of result codes of the same length as in_pSourceSettings.
3272  /// out_pUnsetResults will be filled with either AK_Success or AK_ResourceInUse, indicating which media was still in use and not unset.
3273  /// \return
3274  /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3275  /// - \c AK_ResourceInUse: Specified media is still in use by the sound engine, and the media was not unset. Do not release memory, and try again later.
3276  /// - \c AK_InvalidParameter: in_pSourceSettings is invalid
3278  AkSourceSettings* in_pSourceSettings, ///
3279  AkUInt32 in_uNumSourceSettings, ///
3280  AKRESULT* out_pUnsetResults ///
3281  );
3282 
3283 #ifdef AK_SUPPORT_WCHAR
3284  /// Prepares or unprepares game syncs synchronously (by Unicode string).\n
3285  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3286  /// The game syncs definitions must already exist in the sound engine by having
3287  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3288  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3289  /// dependencies needed to successfully set this game sync group to one of the
3290  /// game sync values specified, and load the required banks, if applicable.
3291  /// The function returns when the request has been completely processed.
3292  /// \return
3293  /// - \c AK_Success: Prepare/un-prepare successful.
3294  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3295  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3296  /// - \c AK_BankReadError: I/O error.
3297  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3298  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3299  /// - \c AK_InvalidFile: File specified could not be opened.
3300  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3301  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3302  /// \remarks
3303  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3304  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3305  /// so you never need to call this function.
3306  /// \sa
3307  /// - \c AK::SoundEngine::GetIDFromString()
3308  /// - \c AK::SoundEngine::PrepareEvent()
3309  /// - \c AK::SoundEngine::LoadBank()
3310  /// - \c AkInitSettings
3311  /// - \ref soundengine_banks
3312  /// - \ref sdk_bank_training
3314  PreparationType in_PreparationType, ///
3315  AkGroupType in_eGameSyncType, ///
3316  const wchar_t* in_pszGroupName, ///
3317  const wchar_t** in_ppszGameSyncName, ///
3318  AkUInt32 in_uNumGameSyncs ///
3319  );
3320 #endif //AK_SUPPORT_WCHAR
3321 
3322  /// Prepares or unprepares game syncs synchronously.\n
3323  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3324  /// The game syncs definitions must already exist in the sound engine by having
3325  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3326  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3327  /// dependencies needed to successfully set this game sync group to one of the
3328  /// game sync values specified, and load the required banks, if applicable.
3329  /// The function returns when the request has been completely processed.
3330  /// \return
3331  /// - \c AK_Success: Prepare/un-prepare successful.
3332  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3333  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3334  /// - \c AK_BankReadError: I/O error.
3335  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3336  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3337  /// - \c AK_InvalidFile: File specified could not be opened.
3338  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3339  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3340  /// \remarks
3341  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3342  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3343  /// so you never need to call this function.
3344  /// \sa
3345  /// - AK::SoundEngine::GetIDFromString()
3346  /// - AK::SoundEngine::PrepareEvent()
3347  /// - AK::SoundEngine::LoadBank()
3348  /// - AkInitSettings
3349  /// - \ref soundengine_banks
3350  /// - \ref sdk_bank_training
3352  PreparationType in_PreparationType, ///
3353  AkGroupType in_eGameSyncType, ///
3354  const char* in_pszGroupName, ///
3355  const char** in_ppszGameSyncName, ///
3356  AkUInt32 in_uNumGameSyncs ///
3357  );
3358 
3359  /// Prepares or unprepares game syncs synchronously (by ID).\n
3360  /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3361  /// The game syncs definitions must already exist in the sound engine by having
3362  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3363  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3364  /// dependencies needed to successfully set this game sync group to one of the
3365  /// game sync values specified, and load the required banks, if applicable.
3366  /// The function returns when the request has been completely processed.
3367  /// \return
3368  /// - \c AK_Success: Prepare/un-prepare successful.
3369  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3370  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3371  /// - \c AK_BankReadError: I/O error.
3372  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3373  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3374  /// - \c AK_InvalidFile: File specified could not be opened.
3375  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3376  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3377  /// \remarks
3378  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3379  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3380  /// so you never need to call this function.
3381  /// \sa
3382  /// - AK::SoundEngine::GetIDFromString()
3383  /// - AK::SoundEngine::PrepareEvent()
3384  /// - AK::SoundEngine::LoadBank()
3385  /// - AkInitSettings
3386  /// - \ref soundengine_banks
3387  /// - \ref sdk_bank_training
3389  PreparationType in_PreparationType, ///
3390  AkGroupType in_eGameSyncType, ///
3391  AkUInt32 in_GroupID, ///
3392  AkUInt32* in_paGameSyncID, ///
3393  AkUInt32 in_uNumGameSyncs ///
3394  );
3395 
3396 #ifdef AK_SUPPORT_WCHAR
3397  /// Prepares or unprepares game syncs asynchronously (by Unicode string).\n
3398  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3399  /// The game syncs definitions must already exist in the sound engine by having
3400  /// explicitly loaded the bank(s) that contain them (with \c LoadBank()).
3401  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3402  /// dependencies needed to successfully set this game sync group to one of the
3403  /// game sync values specified, and load the required banks, if applicable.
3404  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3405  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3406  /// \remarks
3407  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3408  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3409  /// so you never need to call this function.
3410  /// \sa
3411  /// - \c AK::SoundEngine::GetIDFromString()
3412  /// - \c AK::SoundEngine::PrepareEvent()
3413  /// - \c AK::SoundEngine::LoadBank()
3414  /// - \c AkInitSettings
3415  /// - \c AkBankCallbackFunc
3416  /// - \ref soundengine_banks
3417  /// - \ref sdk_bank_training
3419  PreparationType in_PreparationType, ///
3420  AkGroupType in_eGameSyncType, ///
3421  const wchar_t* in_pszGroupName, ///
3422  const wchar_t** in_ppszGameSyncName, ///
3423  AkUInt32 in_uNumGameSyncs, ///
3424  AkBankCallbackFunc in_pfnBankCallback, ///
3425  void * in_pCookie ///
3426  );
3427 #endif //AK_SUPPORT_WCHAR
3428 
3429  /// Prepares or unprepares game syncs asynchronously.\n
3430  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3431  /// The game syncs definitions must already exist in the sound engine by having
3432  /// explicitly loaded the bank(s) that contain them (with \c LoadBank()).
3433  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3434  /// dependencies needed to successfully set this game sync group to one of the
3435  /// game sync values specified, and load the required banks, if applicable.
3436  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3437  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3438  /// \remarks
3439  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3440  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing events,
3441  /// so you never need to call this function.
3442  /// \sa
3443  /// - AK::SoundEngine::GetIDFromString()
3444  /// - AK::SoundEngine::PrepareEvent()
3445  /// - AK::SoundEngine::LoadBank()
3446  /// - AkInitSettings
3447  /// - AkBankCallbackFunc
3448  /// - \ref soundengine_banks
3449  /// - \ref sdk_bank_training
3451  PreparationType in_PreparationType, ///
3452  AkGroupType in_eGameSyncType, ///
3453  const char* in_pszGroupName, ///
3454  const char** in_ppszGameSyncName, ///
3455  AkUInt32 in_uNumGameSyncs, ///
3456  AkBankCallbackFunc in_pfnBankCallback, ///
3457  void * in_pCookie ///
3458  );
3459 
3460  /// Prepares or un-prepare game syncs asynchronously (by ID).\n
3461  /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3462  /// The game syncs definitions must already exist in the sound engine by having
3463  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3464  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3465  /// dependencies needed to successfully set this game sync group to one of the
3466  /// game sync values specified, and load the required banks, if applicable.
3467  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3468  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3469  /// \remarks
3470  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3471  /// set to true. When set to false, the sound engine automatically prepares all Game Syncs when preparing Events,
3472  /// so you never need to call this function.
3473  /// \sa
3474  /// - AK::SoundEngine::GetIDFromString()
3475  /// - AK::SoundEngine::PrepareEvent()
3476  /// - AK::SoundEngine::LoadBank()
3477  /// - AkInitSettings
3478  /// - AkBankCallbackFunc
3479  /// - \ref soundengine_banks
3480  /// - \ref sdk_bank_training
3482  PreparationType in_PreparationType, ///
3483  AkGroupType in_eGameSyncType, ///
3484  AkUInt32 in_GroupID, ///
3485  AkUInt32* in_paGameSyncID, ///
3486  AkUInt32 in_uNumGameSyncs, ///
3487  AkBankCallbackFunc in_pfnBankCallback, ///
3488  void * in_pCookie ///
3489  );
3490 
3491  //@}
3492 
3493 
3494  ////////////////////////////////////////////////////////////////////////
3495  /// @name Listeners
3496  //@{
3497 
3498  /// Sets a game object's associated listeners.
3499  /// All listeners that have previously been added via AddListener or set via SetListeners will be removed and replaced with the listeners in the array in_pListenerGameObjs.
3500  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3501  /// \return
3502  /// - \c AK_Success if successful
3503  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
3504  /// \sa
3505  /// - AK::SoundEngine::AddListener
3506  /// - AK::SoundEngine::RemoveListener
3507  /// - AK::SoundEngine::SetDefaultListeners
3508  /// - \ref soundengine_listeners
3510  AkGameObjectID in_emitterGameObj, ///
3511  const AkGameObjectID* in_pListenerGameObjs, ///
3512  AkUInt32 in_uNumListeners ///
3513  );
3514 
3515  /// Add a single listener to a game object's set of associated listeners.
3516  /// Any listeners that have previously been added or set via AddListener or SetListeners will remain as listeners and in_listenerGameObj will be added as an additional listener.
3517  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3518  /// \sa
3519  /// - AK::SoundEngine::SetListeners
3520  /// - AK::SoundEngine::RemoveListener
3521  /// - AK::SoundEngine::SetDefaultListeners
3522  /// - \ref soundengine_listeners
3524  AkGameObjectID in_emitterGameObj, ///
3525  AkGameObjectID in_listenerGameObj ///
3526  );
3527 
3528  /// Remove a single listener from a game object's set of active listeners.
3529  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3530  /// \sa
3531  /// - AK::SoundEngine::SetListeners
3532  /// - AK::SoundEngine::AddListener
3533  /// - AK::SoundEngine::SetDefaultListeners
3534  /// - \ref soundengine_listeners
3536  AkGameObjectID in_emitterGameObj, ///
3537  AkGameObjectID in_listenerGameObj ///
3538  );
3539 
3540  /// Sets the default set of associated listeners for game objects that have not explicitly overridden their listener sets. Upon registration, all game objects reference the default listener set, until
3541  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3542  /// All default listeners that have previously been added via AddDefaultListener or set via SetDefaultListeners will be removed and replaced with the listeners in the array in_pListenerGameObjs.
3543  /// \return Always returns AK_Success
3544  /// \sa
3545  /// - \ref soundengine_listeners
3547  const AkGameObjectID* in_pListenerObjs, ///
3548  AkUInt32 in_uNumListeners ///
3549  );
3550 
3551  /// Add a single listener to the default set of listeners. Upon registration, all game objects reference the default listener set, until
3552  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3553  /// \sa
3554  /// - AK::SoundEngine::SetDefaultListeners
3555  /// - AK::SoundEngine::RemoveDefaultListener
3556  /// - \ref soundengine_listeners
3558  AkGameObjectID in_listenerGameObj ///
3559  );
3560 
3561  /// Remove a single listener from the default set of listeners. Upon registration, all game objects reference the default listener set, until
3562  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3563  /// \sa
3564  /// - AK::SoundEngine::SetDefaultListeners
3565  /// - AK::SoundEngine::AddDefaultListener
3566  /// - \ref soundengine_listeners
3568  AkGameObjectID in_listenerGameObj ///
3569  );
3570 
3571  /// Resets the listener associations to the default listener(s), as set by SetDefaultListeners. This will also reset per-listener gains that have been set using SetGameObjectOutputBusVolume.
3572  /// \return Always returns AK_Success
3573  /// \sa
3574  /// - AK::SoundEngine::SetListeners
3575  /// - AK::SoundEngine::SetDefaultListeners
3576  /// - AK::SoundEngine::SetGameObjectOutputBusVolume
3577  /// - \ref soundengine_listeners
3579  AkGameObjectID in_emitterGameObj ///
3580  );
3581 
3582  /// Sets a listener's spatialization parameters. This lets you define listener-specific
3583  /// volume offsets for each audio channel.
3584  /// If \c in_bSpatialized is false, only \c in_pVolumeOffsets is used for this listener (3D positions
3585  /// have no effect on the speaker distribution). Otherwise, \c in_pVolumeOffsets is added to the speaker
3586  /// distribution computed for this listener.
3587  /// Use helper functions of \c AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets.
3588  ///
3589  /// \remarks
3590  /// - If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig,
3591  /// standard up/downmix rules apply.
3592  /// - Sounds with 3D Spatialization set to None will not be affected by these parameters.
3593  /// \return
3594  /// - \c AK_Success if message was successfully posted to sound engine queue
3595  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3596  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
3597  /// \sa
3598  /// - \ref soundengine_listeners_spatial
3600  AkGameObjectID in_uListenerID, ///
3601  bool in_bSpatialized, ///
3602  AkChannelConfig in_channelConfig, ///
3603  AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets = NULL ///
3604  );
3605 
3606  //@}
3607 
3608 
3609  ////////////////////////////////////////////////////////////////////////
3610  /// @name Game Syncs
3611  //@{
3612 
3613  /// Sets the value of a real-time parameter control (by ID).
3614  /// With this function, you may set a game parameter value with global scope or with game object scope.
3615  /// 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
3616  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3617  /// To set a game parameter value with global scope, pass \c AK_INVALID_GAME_OBJECT as the game object.
3618  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3619  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3620  /// according to the interpolation curve. If you call \c SetRTPCValue() with in_uValueChangeDuration = 0 in the
3621  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3622  /// function at every game frame, you should not use \c in_uValueChangeDuration, as it would have no effect and it is less efficient.
3623  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3624  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3625  /// \return
3626  /// - \c AK_Success if the value was successfully set
3627  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3628  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3629  /// \sa
3630  /// - \ref soundengine_rtpc
3631  /// - AK::SoundEngine::GetIDFromString()
3633  AkRtpcID in_rtpcID, ///
3634  AkRtpcValue in_value, ///
3635  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///
3636  AkTimeMs in_uValueChangeDuration = 0, ///
3637  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3638  bool in_bBypassInternalValueInterpolation = false ///
3639  );
3640 
3641 #ifdef AK_SUPPORT_WCHAR
3642  /// Sets the value of a real-time parameter control (by Unicode string name).
3643  /// With this function, you may set a game parameter value to global scope or to game object scope.
3644  /// 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 global scope are applied to all
3645  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3646  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3647  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3648  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3649  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3650  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3651  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3652  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3653  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3654  /// \return
3655  /// - \c AK_Success if the value was successfully set
3656  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3657  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3658  /// \aknote Strings are case-insensitive. \endaknote
3659  /// \sa
3660  /// - \ref soundengine_rtpc
3662  const wchar_t* in_pszRtpcName, ///
3663  AkRtpcValue in_value, ///
3664  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///
3665  AkTimeMs in_uValueChangeDuration = 0, ///
3666  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3667  bool in_bBypassInternalValueInterpolation = false ///
3668  );
3669 #endif //AK_SUPPORT_WCHAR
3670 
3671  /// Sets the value of a real-time parameter control.
3672  /// With this function, you may set a game parameter value with global scope or with game object scope.
3673  /// 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 global scope are applied to all
3674  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3675  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3676  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3677  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3678  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3679  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3680  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3681  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3682  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3683  /// \return
3684  /// - \c AK_Success if the value was successfully set
3685  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3686  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3687  /// \aknote Strings are case-insensitive. \endaknote
3688  /// \sa
3689  /// - \ref soundengine_rtpc
3691  const char* in_pszRtpcName, ///
3692  AkRtpcValue in_value, ///
3693  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///
3694  AkTimeMs in_uValueChangeDuration = 0, ///
3695  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3696  bool in_bBypassInternalValueInterpolation = false ///
3697  );
3698 
3699  /// Sets the value of a real-time parameter control (by ID).
3700  /// With this function, you may set a game parameter value on playing id scope.
3701  /// Playing id scope supersedes both game object scope and global scope.
3702  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3703  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3704  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3705  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3706  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3707  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3708  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3709  /// - \c AK_Success if successful
3710  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3711  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3712  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3713  /// \sa
3714  /// - \ref soundengine_rtpc
3715  /// - AK::SoundEngine::GetIDFromString()
3717  AkRtpcID in_rtpcID, ///
3718  AkRtpcValue in_value, ///
3719  AkPlayingID in_playingID, ///
3720  AkTimeMs in_uValueChangeDuration = 0, ///
3721  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3722  bool in_bBypassInternalValueInterpolation = false ///
3723  );
3724 
3725 #ifdef AK_SUPPORT_WCHAR
3726  /// Sets the value of a real-time parameter control (by Unicode string name).
3727  /// With this function, you may set a game parameter value on playing ID scope.
3728  /// Playing id scope supersedes both game object scope and global scope.
3729  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3730  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3731  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3732  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3733  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3734  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3735  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3736  /// - \c AK_Success if successful
3737  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3738  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3739  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3740  /// \sa
3741  /// - \ref soundengine_rtpc
3742  /// - AK::SoundEngine::GetIDFromString()
3744  const wchar_t* in_pszRtpcName, ///
3745  AkRtpcValue in_value, ///
3746  AkPlayingID in_playingID, ///
3747  AkTimeMs in_uValueChangeDuration = 0, ///
3748  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3749  bool in_bBypassInternalValueInterpolation = false ///
3750  );
3751 #endif //AK_SUPPORT_WCHAR
3752 
3753  /// Sets the value of a real-time parameter control (by string name).
3754  /// With this function, you may set a game parameter value on playing id scope.
3755  /// Playing id scope supersedes both game object scope and global scope.
3756  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3757  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3758  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3759  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3760  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3761  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3762  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3763  /// - \c AK_Success if successful
3764  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3765  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3766  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3767  /// \sa
3768  /// - \ref soundengine_rtpc
3769  /// - AK::SoundEngine::GetIDFromString()
3771  const char* in_pszRtpcName, ///
3772  AkRtpcValue in_value, ///
3773  AkPlayingID in_playingID, ///
3774  AkTimeMs in_uValueChangeDuration = 0, ///
3775  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3776  bool in_bBypassInternalValueInterpolation = false ///
3777  );
3778 
3779  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3780  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3781  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3782  /// game objects that were not overridden with a value with game object scope.
3783  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3784  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3785  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3786  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3787  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3788  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3789  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3790  /// \return
3791  /// - \c AK_Success when successful
3792  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3793  /// \sa
3794  /// - \ref soundengine_rtpc
3795  /// - AK::SoundEngine::GetIDFromString()
3796  /// - AK::SoundEngine::SetRTPCValue()
3798  AkRtpcID in_rtpcID, ///
3799  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///
3800  AkTimeMs in_uValueChangeDuration = 0, ///
3801  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3802  bool in_bBypassInternalValueInterpolation = false ///
3803  );
3804 
3805 #ifdef AK_SUPPORT_WCHAR
3806  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3807  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3808  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3809  /// game objects that were not overridden with a value with game object scope.
3810  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3811  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3812  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3813  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3814  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3815  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3816  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3817  /// \return
3818  /// - \c AK_Success if successful
3819  /// - \c AK_InvalidID if in_pszParamName is NULL.
3820  /// \aknote Strings are case-insensitive. \endaknote
3821  /// \sa
3822  /// - \ref soundengine_rtpc
3823  /// - AK::SoundEngine::SetRTPCValue()
3825  const wchar_t* in_pszRtpcName, ///
3826  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///
3827  AkTimeMs in_uValueChangeDuration = 0, ///
3828  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3829  bool in_bBypassInternalValueInterpolation = false ///
3830  );
3831 #endif //AK_SUPPORT_WCHAR
3832 
3833  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3834  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3835  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3836  /// game objects that were not overridden with a value with game object scope.
3837  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3838  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3839  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3840  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3841  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3842  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3843  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3844  /// \return
3845  /// - \c AK_Success if successful
3846  /// - \c AK_InvalidID if in_pszParamName is NULL.
3847  /// \aknote Strings are case-insensitive. \endaknote
3848  /// \sa
3849  /// - \ref soundengine_rtpc
3850  /// - AK::SoundEngine::SetRTPCValue()
3852  const char* in_pszRtpcName, ///
3853  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///
3854  AkTimeMs in_uValueChangeDuration = 0, ///
3855  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3856  bool in_bBypassInternalValueInterpolation = false ///
3857  );
3858 
3859  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3860  /// With this function, you may reset a game parameter to its default value on playing id scope.
3861  /// Playing id scope supersedes both game object scope and global scope.
3862  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3863  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3864  /// according to the interpolation curve.
3865  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3866  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3867  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3868  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3869  /// \return
3870  /// - \c AK_Success when successful
3871  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0)
3872  /// \sa
3873  /// - \ref soundengine_rtpc
3874  /// - AK::SoundEngine::SetRTPCValueByPlayingID()
3876  AkRtpcID in_rtpcID, ///
3877  AkPlayingID in_playingID, ///
3878  AkTimeMs in_uValueChangeDuration = 0, ///
3879  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3880  bool in_bBypassInternalValueInterpolation = false ///
3881  );
3882 
3883 #ifdef AK_SUPPORT_WCHAR
3884  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3885  /// With this function, you may reset a game parameter to its default value on playing id scope.
3886  /// Playing id scope supersedes both game object scope and global scope.
3887  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3888  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3889  /// according to the interpolation curve.
3890  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3891  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3892  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3893  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3894  /// \return
3895  /// - \c AK_Success when successful
3896  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
3897  /// \aknote Strings are case-insensitive. \endaknote
3898  /// \sa
3899  /// - \ref soundengine_rtpc
3900  /// - AK::SoundEngine::SetRTPCValueByPlayingID()
3901  /// - AK::SoundEngine::GetIDFromString()
3903  const wchar_t* in_pszRtpcName, ///
3904  AkPlayingID in_playingID, ///
3905  AkTimeMs in_uValueChangeDuration = 0, ///
3906  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3907  bool in_bBypassInternalValueInterpolation = false ///
3908  );
3909 #endif //AK_SUPPORT_WCHAR
3910 
3911  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3912  /// With this function, you may reset a game parameter to its default value on playing id scope.
3913  /// Playing id scope supersedes both game object scope and global scope.
3914  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3915  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3916  /// according to the interpolation curve.
3917  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3918  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3919  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3920  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3921  /// \return
3922  /// - \c AK_Success when successful
3923  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
3924  /// \aknote Strings are case-insensitive. \endaknote
3925  /// \sa
3926  /// - \ref soundengine_rtpc
3927  /// - AK::SoundEngine::SetRTPCValueByPlayingID()
3928  /// - AK::SoundEngine::GetIDFromString()
3930  const char* in_pszRtpcName, ///
3931  AkPlayingID in_playingID, ///
3932  AkTimeMs in_uValueChangeDuration = 0, ///
3933  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///
3934  bool in_bBypassInternalValueInterpolation = false ///
3935  );
3936 
3937  /// Sets the State of a Switch Group (by IDs).
3938  /// \return Always returns AK_Success
3939  /// \sa
3940  /// - \ref soundengine_switch
3941  /// - AK::SoundEngine::GetIDFromString()
3943  AkSwitchGroupID in_switchGroup, ///
3944  AkSwitchStateID in_switchState, ///
3945  AkGameObjectID in_gameObjectID ///
3946  );
3947 
3948 #ifdef AK_SUPPORT_WCHAR
3949  /// Sets the State of a Switch Group (by Unicode string names).
3950  /// \return
3951  /// - \c AK_Success if successful
3952  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3953  /// Make sure that the banks were generated with the "include string" option.
3954  /// \aknote Strings are case-insensitive. \endaknote
3955  /// \sa
3956  /// - \ref soundengine_switch
3958  const wchar_t* in_pszSwitchGroup, ///
3959  const wchar_t* in_pszSwitchState, ///
3960  AkGameObjectID in_gameObjectID ///
3961  );
3962 #endif //AK_SUPPORT_WCHAR
3963 
3964  /// Sets the state of a Switch Group.
3965  /// \return
3966  /// - \c AK_Success if successful
3967  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3968  /// Make sure that the banks were generated with the "include string" option.
3969  /// \aknote Strings are case-insensitive. \endaknote
3970  /// \sa
3971  /// - \ref soundengine_switch
3973  const char* in_pszSwitchGroup, ///
3974  const char* in_pszSwitchState, ///
3975  AkGameObjectID in_gameObjectID ///
3976  );
3977 
3978  /// Post the specified trigger (by IDs).
3979  /// \return Always returns AK_Success
3980  /// \sa
3981  /// - \ref soundengine_triggers
3982  /// - AK::SoundEngine::GetIDFromString()
3984  AkTriggerID in_triggerID, ///
3985  AkGameObjectID in_gameObjectID ///
3986  );
3987 
3988 #ifdef AK_SUPPORT_WCHAR
3989  /// Posts the specified trigger (by Unicode string name).
3990  /// \return
3991  /// - \c AK_Success if successful
3992  /// - \c AK_InvalidID if the trigger name was null
3993  /// Make sure that the banks were generated with the "include string" option.
3994  /// \aknote Strings are case-insensitive. \endaknote
3995  /// \sa
3996  /// - \ref soundengine_triggers
3998  const wchar_t* in_pszTrigger, ///
3999  AkGameObjectID in_gameObjectID ///
4000  );
4001 #endif //AK_SUPPORT_WCHAR
4002 
4003  /// Posts the specified trigger.
4004  /// \return
4005  /// - \c AK_Success if successful
4006  /// - \c AK_InvalidID if the trigger name was null
4007  /// Make sure that the banks were generated with the "include string" option.
4008  /// \aknote Strings are case-insensitive. \endaknote
4009  /// \sa
4010  /// - \ref soundengine_triggers
4012  const char* in_pszTrigger, ///
4013  AkGameObjectID in_gameObjectID ///
4014  );
4015 
4016  /// Sets the state of a State Group (by IDs).
4017  /// \return Always returns AK_Success
4018  /// \sa
4019  /// - \ref soundengine_states
4020  /// - AK::SoundEngine::GetIDFromString()
4022  AkStateGroupID in_stateGroup, ///
4023  AkStateID in_state ///
4024  );
4025 
4026 #ifdef AK_SUPPORT_WCHAR
4027  /// Sets the state of a State Group (by Unicode string names).
4028  /// \return
4029  /// - \c AK_Success if successful
4030  /// - \c AK_InvalidID if the state or State Group name was null
4031  /// Make sure that the banks were generated with the "include string" option.
4032  /// \aknote Strings are case-insensitive. \endaknote
4033  /// \sa
4034  /// - \ref soundengine_states
4035  /// - AK::SoundEngine::GetIDFromString()
4037  const wchar_t* in_pszStateGroup, ///
4038  const wchar_t* in_pszState ///
4039  );
4040 #endif //AK_SUPPORT_WCHAR
4041 
4042  /// Sets the state of a State Group.
4043  /// \return
4044  /// - \c AK_Success if successful
4045  /// - \c AK_InvalidID if the state or State Group name was null
4046  /// Make sure that the banks were generated with the "include string" option.
4047  /// \aknote Strings are case-insensitive. \endaknote
4048  /// \sa
4049  /// - \ref soundengine_states
4050  /// - AK::SoundEngine::GetIDFromString()
4052  const char* in_pszStateGroup, ///
4053  const char* in_pszState ///
4054  );
4055 
4056  //@}
4057 
4058  ////////////////////////////////////////////////////////////////////////
4059  /// @name Environments
4060  //@{
4061 
4062  /// Sets the Auxiliary Busses to route the specified game object
4063  /// To clear the game object's auxiliary sends, \c in_uNumSendValues must be 0.
4064  /// \sa
4065  /// - \ref soundengine_environments
4066  /// - \ref soundengine_environments_dynamic_aux_bus_routing
4067  /// - \ref soundengine_environments_id_vs_string
4068  /// - AK::SoundEngine::GetIDFromString()
4069  /// \return
4070  /// - \c AK_Success if successful
4071  /// - \c AK_InvalidParameter if a duplicated environment is found in the array
4072  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4074  AkGameObjectID in_gameObjectID, ///
4075  AkAuxSendValue* in_aAuxSendValues, ///
4076  ///
4077  AkUInt32 in_uNumSendValues ///
4078  ///
4079  );
4080 
4081  /// Registers a callback to allow the game to modify or override the volume to be applied at the output of an audio bus.
4082  /// The callback must be registered once per bus ID.
4083  /// Call with in_pfnCallback = NULL to unregister.
4084  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
4085  /// \aknote The callback function will not be called for the Master Audio Bus, since the output of this bus is not a bus, but is instead an Audio Device.\endaknote
4086  /// \sa
4087  /// - \ref goingfurther_speakermatrixcallback
4088  /// - \ref soundengine_environments
4089  /// - AkSpeakerVolumeMatrixCallbackInfo
4090  /// - AK::IAkMixerInputContext
4091  /// - AK::IAkMixerPluginContext
4092  /// \return
4093  /// - \c AK_Success if successful
4094  /// - \c AK_IDNotFound if the bus is not found
4095  /// - \c AK_NotInitialized if the sound engine is not initialized
4096  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
4098  AkUniqueID in_busID, ///
4099  AkBusCallbackFunc in_pfnCallback, ///
4100  void* in_pCookie = NULL ///
4101  );
4102 
4103  /// Registers a callback to be called to allow the game to access metering data from any mixing bus. You may use this to monitor loudness at any point of the mixing hierarchy
4104  /// by accessing the peak, RMS, True Peak and K-weighted power (according to loudness standard ITU BS.1770). See \ref goingfurther_speakermatrixcallback for an example.
4105  /// The callback must be registered once per bus ID.
4106  /// Call with in_pfnCallback = NULL or in_eMeteringFlags = AK_NoMetering to unregister.
4107  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
4108  /// \sa
4109  /// - \ref goingfurther_speakermatrixcallback
4110  /// - AkBusMeteringCallbackFunc
4111  /// - AK::AkMetering
4112  /// \return
4113  /// - \c AK_Success if successful
4114  /// - \c AK_IDNotFound if the bus is not found
4115  /// - \c AK_NotInitialized if the sound engine is not initialized
4116  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
4118  AkUniqueID in_busID, ///
4119  AkBusMeteringCallbackFunc in_pfnCallback, ///
4120  AkMeteringFlags in_eMeteringFlags, ///
4121  void* in_pCookie = NULL ///
4122  );
4123 
4124  /// Registers a callback to be called to allow the game to access metering data from any output device. You may use this to monitor loudness as sound leaves the Wwise sound engine
4125  /// by accessing the peak, RMS, True Peak and K-weighted power (according to loudness standard ITU BS.1770). See \ref goingfurther_speakermatrixcallback for an example.
4126  /// The callback must be registered once per device shareset ID.
4127  /// Call with in_pfnCallback = NULL or in_eMeteringFlags = AK_NoMetering to unregister.
4128  /// \sa
4129  /// - \ref goingfurther_speakermatrixcallback
4130  /// - AkOutputDeviceMeteringCallbackFunc
4131  /// - AK::AkMetering
4132  /// \return
4133  /// - \c AK_Success if successful
4134  /// - \c AK_DeviceNotFound if the device is not found
4135  /// - \c AK_NotInitialized if the sound engine is not initialized
4136  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
4138  AkOutputDeviceID in_idOutput, ///
4139  AkOutputDeviceMeteringCallbackFunc in_pfnCallback, ///
4140  AkMeteringFlags in_eMeteringFlags, ///
4141  void* in_pCookie = NULL ///
4142  );
4143 
4144  /// Sets the Output Bus Volume (direct) to be used for the specified game object.
4145  /// The control value is a number ranging from 0.0f to 1.0f.
4146  /// Output Bus Volumes are stored per listener association, so calling this function will override the default set of listeners. The game object in_emitterObjID will now reference its own set of listeners which will
4147  /// be the same as the old set of listeners, but with the new associated gain. Future changes to the default listener set will not be picked up by this game object unless ResetListenersToDefault() is called.
4148  /// \sa
4149  /// - \ref AK::SoundEngine::ResetListenersToDefault
4150  /// - \ref soundengine_environments
4151  /// - \ref soundengine_environments_setting_dry_environment
4152  /// - \ref soundengine_environments_id_vs_string
4153  /// \return
4154  /// - \c AK_Success when successful
4155  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4157  AkGameObjectID in_emitterObjID, ///
4158  AkGameObjectID in_listenerObjID, ///
4159  AkReal32 in_fControlValue ///
4160  ///
4161  );
4162 
4163  /// Sets an Effect ShareSet at the specified audio node and Effect slot index.
4164  /// \aknote
4165  /// Replacing effects is preferably done through a Set Effect Event Action.
4166  /// \endaknote
4167  /// The target node cannot be a Bus, to set effects on a bus, use SetBusEffect() instead.
4168  /// \aknote The option "Override Parent" in
4169  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will
4170  /// still be the one in use and the call to SetActorMixerEffect will have no impact.
4171  /// \endaknote
4172  /// \return Always returns AK_Success
4174  AkUniqueID in_audioNodeID, ///
4175  AkUInt32 in_uFXIndex, ///
4176  AkUniqueID in_shareSetID ///
4177  );
4178 
4179  /// Sets an Effect ShareSet at the specified bus and Effect slot index.
4180  /// \aknote
4181  /// Replacing effects is preferably done through a Set Effect Event Action.
4182  /// \endaknote
4183  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
4184  /// This adds a reference on the audio node to an existing ShareSet.
4185  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4186  /// Bus which does not have any Effects, or removing the last Effect on a currently playing bus.
4187  /// \endaknote
4188  /// \aknote This function will replace existing Effects on the node. If the target node is not at
4189  /// the top of the hierarchy and is in the actor-mixer hierarchy, the option "Override Parent" in
4190  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4191  /// still be the one in use and the call to SetBusEffect will have no impact.
4192  /// \endaknote
4193  /// \return
4194  /// - \c AK_Success when successfully posted.
4195  /// - \c AK_IDNotFound if the Bus isn't found by in_audioNodeID
4196  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
4198  AkUniqueID in_audioNodeID, ///
4199  AkUInt32 in_uFXIndex, ///
4200  AkUniqueID in_shareSetID ///
4201  );
4202 
4203 #ifdef AK_SUPPORT_WCHAR
4204  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
4205  /// \aknote
4206  /// Replacing effects is preferably done through a Set Effect Event Action.
4207  /// \endaknote
4208  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
4209  /// This adds a reference on the audio node to an existing ShareSet.
4210  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4211  /// bus which does not have any Effects, or removing the last Effect on a currently playing Bus.
4212  /// \endaknote
4213  /// \aknote Make sure the new effect shareset is included in a soundbank, and that sound bank is
4214  /// loaded. Otherwise you will see errors in the Capture Log.
4215  /// \endaknote
4216  /// \aknote This function will replace existing Effects on the node. If the target node is not at
4217  /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
4218  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4219  /// still be the one in use and the call to \c SetBusEffect will have no impact.
4220  /// \endaknote
4221  /// \returns
4222  /// - \c AK_Success when successfully posted.
4223  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
4224  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
4225  /// - \c AK_InvalidID if in_pszBusName is null
4227  const wchar_t* in_pszBusName, ///
4228  AkUInt32 in_uFXIndex, ///
4229  AkUniqueID in_shareSetID ///
4230  );
4231 #endif //AK_SUPPORT_WCHAR
4232 
4233  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
4234  /// \aknote
4235  /// Replacing effects is preferably done through a Set Effect Event Action.
4236  /// \endaknote
4237  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
4238  /// This adds a reference on the audio node to an existing ShareSet.
4239  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4240  /// Bus which does not have any effects, or removing the last Effect on a currently playing bus.
4241  /// \endaknote
4242  /// \aknote Make sure the new effect shareset is included in a soundbank, and that sound bank is
4243  /// loaded. Otherwise you will see errors in the Capture Log.
4244  /// \endaknote
4245  /// \aknote This function will replace existing Effects on the node. If the target node is not at
4246  /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
4247  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4248  /// still be the one in use and the call to \c SetBusEffect will have no impact.
4249  /// \endaknote
4250  /// \returns
4251  /// - \c AK_Success when successfully posted.
4252  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
4253  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
4254  /// - \c AK_InvalidID if in_pszBusName is null
4256  const char* in_pszBusName, ///
4257  AkUInt32 in_uFXIndex, ///
4258  AkUniqueID in_shareSetID ///
4259  );
4260 
4261  /// Sets an audio device effect shareset on the specified output device and effect slot index.
4262  /// \aknote
4263  /// Replacing effects is preferably done through a Set Effect Event Action.
4264  /// \endaknote
4265  /// \aknote Make sure the new effect shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
4266  /// \aknote This function will replace existing effects of the audio device shareset. \endaknote
4267  /// \aknote Audio device effects support is limited to one shareset per plug-in type at any time. \endaknote
4268  /// \aknote Errors are reported in the Wwise Capture Log if the effect cannot be set on the output device. \endaknote
4269 
4270  /// \returns Always returns AK_Success
4272  AkOutputDeviceID in_outputDeviceID, ///
4273  AkUInt32 in_uFXIndex, ///
4274  AkUniqueID in_FXShareSetID ///
4275  );
4276 
4277  /// Forces channel configuration for the specified bus.
4278  /// \aknote You cannot change the configuration of the master bus.\endaknote
4279  ///
4280  /// \return Always returns AK_Success
4282  AkUniqueID in_audioNodeID, ///
4283  AkChannelConfig in_channelConfig ///
4284  );
4285 
4286 #ifdef AK_SUPPORT_WCHAR
4287  /// Forces channel configuration for the specified bus.
4288  /// \aknote You cannot change the configuration of the master bus.\endaknote
4289  ///
4290  /// \returns
4291  /// - \c AK_Success when successful
4292  /// - \c AK_InvalidID if in_pszBusName is null
4294  const wchar_t* in_pszBusName, ///
4295  AkChannelConfig in_channelConfig ///
4296  );
4297 #endif //AK_SUPPORT_WCHAR
4298 
4299  /// Forces channel configuration for the specified bus.
4300  /// \aknote You cannot change the configuration of the master bus.\endaknote
4301  ///
4302  /// \returns
4303  /// - \c AK_Success when successful
4304  /// - \c AK_InvalidID if in_pszBusName is null
4306  const char* in_pszBusName, ///
4307  AkChannelConfig in_channelConfig ///
4308  );
4309 
4310  /// Sets a game object's obstruction and occlusion levels. If SetMultiplePositions were used, values are set for all positions.
4311  /// To assign a unique obstruction and occlusion value to each sound position, instead use AK::SoundEngine::SetMultipleObstructionAndOcclusion.
4312  /// This function is used to affect how an object should be heard by a specific listener.
4313  /// \sa
4314  /// - \ref soundengine_obsocc
4315  /// - \ref soundengine_environments
4316  /// \return Always returns AK_Success
4318  AkGameObjectID in_EmitterID, ///
4319  AkGameObjectID in_ListenerID, ///
4320  AkReal32 in_fObstructionLevel, ///
4321  AkReal32 in_fOcclusionLevel ///
4322  );
4323 
4324  /// Sets a game object's obstruction and occlusion value for each position defined by AK::SoundEngine::SetMultiplePositions.
4325  /// This function differs from AK::SoundEngine::SetObjectObstructionAndOcclusion as a list of obstruction/occlusion pair is provided
4326  /// and each obstruction/occlusion pair will affect the corresponding position defined at the same index.
4327  /// \aknote In the case the number of obstruction/occlusion pairs is smaller than the number of positions, remaining positions'
4328  /// obstruction/occlusion values are set to 0.0. \endaknote
4329  /// \return
4330  /// - \c AK_Success if successful
4331  /// - \c AK_CommandTooLarge if the number of obstruction values is too large for the command queue.
4332  /// - \c AK_InvalidParameter if one of the parameter is out of range (check the debug console)
4333  /// - \c AK_InvalidFloatValue if one of the occlusion/obstruction values is NaN or Inf.
4334  /// \sa
4335  /// - \ref soundengine_obsocc
4336  /// - \ref soundengine_environments
4337  /// \return AK_Success if occlusion/obstruction values are successfully stored for this emitter
4339  AkGameObjectID in_EmitterID, ///
4340  AkGameObjectID in_uListenerID, ///
4341  AkObstructionOcclusionValues* in_fObstructionOcclusionValues, ///
4342  ///
4343  ///
4344  AkUInt32 in_uNumOcclusionObstruction ///
4345  );
4346 
4347  /// Saves the playback history of container structures.
4348  /// This function will write history data for all currently loaded containers and instantiated game
4349  /// objects (for example, current position in Sequence Containers and previously played elements in
4350  /// Random Containers).
4351  /// \remarks
4352  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4353  /// \return
4354  /// - \c AK_Success when successful
4355  /// - \c AK_Fail is in_pBytes could not be parsed (corruption or data is truncated)
4356  /// \sa
4357  /// - AK::SoundEngine::SetContainerHistory()
4359  AK::IWriteBytes * in_pBytes ///
4360  );
4361 
4362  /// Restores the playback history of container structures.
4363  /// This function will read history data from the passed-in stream reader interface, and apply it to all
4364  /// currently loaded containers and instantiated game objects. Game objects are matched by
4365  /// ID. History for unloaded structures and unknown game objects will be skipped.
4366  /// \remarks
4367  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4368  /// \return
4369  /// - \c AK_Success if successful
4370  /// - \c AK_InsufficientMemory if not enough memory is available for IReadBytes operation
4371  /// \sa
4372  /// - AK::SoundEngine::GetContainerHistory()
4374  AK::IReadBytes * in_pBytes ///
4375  );
4376 
4377  //@}
4378 
4379  ////////////////////////////////////////////////////////////////////////
4380  /// @name Capture
4381  //@{
4382 
4383  /// Starts recording the sound engine audio output.
4384  /// StartOutputCapture outputs a wav file per current output device of the sound engine.
4385  /// If more than one device is active, the system will create multiple files in the same output
4386  /// directory and will append numbers at the end of the provided filename.
4387  ///
4388  /// If no device is running yet, the system will return success AK_Success despite doing nothing.
4389  /// Use RegisterAudioDeviceStatusCallback to get notified when devices are created/destructed.
4390  ///
4391  /// \return AK_Success if successful, AK_Fail if there was a problem starting the output capture.
4392  /// \remark
4393  /// - The sound engine opens a stream for writing using AK::IAkStreamMgr::CreateStd(). If you are using the
4394  /// default implementation of the Stream Manager, file opening is executed in your implementation of
4395  /// the Low-Level IO interface AK::StreamMgr::IAkLowLevelIOHook::BatchOpen(). The following
4396  /// AkFileSystemFlags are passed: uCompanyID = AKCOMPANYID_AUDIOKINETIC and uCodecID = AKCODECID_PCM,
4397  /// and the AkOpenMode is AK_OpenModeWriteOvrwr. Refer to \ref streamingmanager_lowlevel_location for
4398  /// more details on managing the deployment of your Wwise generated data.
4399  /// \return
4400  /// - \c AK_Success when successful
4401  /// - \c AK_InvalidParameter if in_CaptureFileName is null.
4402  /// - \c AK_InsufficientMemory if not enough memory is available.
4403  /// \sa
4404  /// - AK::SoundEngine::StopOutputCapture()
4405  /// - AK::StreamMgr::SetFileLocationResolver()
4406  /// - \ref streamingdevicemanager
4407  /// - \ref streamingmanager_lowlevel_location
4408  /// - RegisterAudioDeviceStatusCallback
4410  const AkOSChar* in_CaptureFileName ///
4411  );
4412 
4413  /// Stops recording the sound engine audio output.
4414  /// \return AK_Success if successful, AK_Fail if there was a problem stopping the output capture.
4415  /// \sa
4416  /// - AK::SoundEngine::StartOutputCapture()
4418 
4419  /// Adds text marker in audio output file.
4420  /// \return
4421  /// - \c AK_Success when successful
4422  /// - \c AK_InvalidParameter if in_MarkerText is null.
4423  /// - \c AK_InsufficientMemory if not enough memory is available.
4424  /// \sa
4425  /// - AK::SoundEngine::StartOutputCapture()
4427  const char* in_MarkerText ///
4428  );
4429 
4430  /// Adds binary data to a marker in audio output file.
4431  /// \return
4432  /// - \c AK_Success when successful
4433  /// - \c AK_InvalidParameter if in_pMarkerData is null or in_uMarkerDataSize is zero.
4434  /// - \c AK_InsufficientMemory if not enough memory is available.
4435  /// \sa
4436  /// - AK::SoundEngine::StartOutputCapture()
4438  void* in_pMarkerData, ///
4439  AkUInt32 in_uMarkerDataSize ///
4440  );
4441 
4442  /// Gets the system sample rate.
4443  /// \return The sample rate.
4445 
4446  /// Registers a callback used for retrieving audio samples.
4447  /// The callback will be called from the audio thread during real-time rendering and from the main thread during offline rendering.
4448  /// \return
4449  /// - \c AK_Success when successful
4450  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4451  /// - \c AK_InvalidParameter when in_pfnCallback is null
4452  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4453  /// \sa
4454  /// - AK::SoundEngine::AddOutput()
4455  /// - AK::SoundEngine::GetOutputID()
4456  /// - AK::SoundEngine::UnregisterCaptureCallback()
4458  AkCaptureCallbackFunc in_pfnCallback, ///
4459  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///
4460  void* in_pCookie = NULL ///
4461  );
4462 
4463  /// Unregisters a callback used for retrieving audio samples.
4464  /// \return
4465  /// - \c AK_Success when successful
4466  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4467  /// - \c AK_InvalidParameter when in_pfnCallback is null
4468  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4469  /// \sa
4470  /// - AK::SoundEngine::AddOutput()
4471  /// - AK::SoundEngine::GetOutputID()
4472  /// - AK::SoundEngine::RegisterCaptureCallback()
4474  AkCaptureCallbackFunc in_pfnCallback, ///
4475  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///
4476  void* in_pCookie = NULL ///
4477  );
4478 
4479  /// Starts recording the sound engine profiling information into a file. This file can be read
4480  /// by Wwise Authoring. The file is created at the base path. If you have integrated Wwise I/O,
4481  /// you can use CAkDefaultIOHookDeferred::SetBasePath() (or CAkDefaultIOHookDeferred::AddBasePath())
4482  /// to change the location where the file is saved. The profiling session records all data types possible.
4483  /// Note that this call captures peak metering for all the busses loaded and mixing
4484  /// while this call is invoked.
4485  /// \remark This function is provided as a utility tool only. It does nothing if it is
4486  /// called in the release configuration and returns AK_NotCompatible.
4488  const AkOSChar* in_CaptureFileName ///
4489  );
4490 
4491  /// Stops recording the sound engine profiling information.
4492  /// \remark This function is provided as a utility tool only. It does nothing if it is
4493  /// called in the release configuration and returns AK_NotCompatible.
4495 
4496  //@}
4497 
4498  ////////////////////////////////////////////////////////////////////////
4499  /// @name Offline Rendering
4500  //@{
4501 
4502  /// Sets the offline rendering frame time in seconds.
4503  /// When offline rendering is enabled, every call to \ref RenderAudio() will generate sample data as if this much time has elapsed. If the frame time argument is less than or equal to zero, every call to RenderAudio() will generate one audio buffer.
4504  ///
4505  /// \sa \ref goingfurther_offlinerendering
4506  /// \return Always returns AK_Success
4508  AkReal32 in_fFrameTimeInSeconds ///
4509  );
4510 
4511  /// Enables/disables offline rendering.
4512  ///
4513  /// \sa \ref goingfurther_offlinerendering
4514  /// \return Always returns AK_Success
4516  bool in_bEnableOfflineRendering ///
4517  );
4518 
4519  //@}
4520 
4521  ////////////////////////////////////////////////////////////////////////
4522  /// @name Secondary Outputs
4523  //@{
4524 
4525  /// Adds an output to the sound engine. Use this to add controller-attached headphones, controller speakers, DVR output, etc.
4526  /// The in_Settings parameter contains an Audio Device shareset to specify the output plugin to use and a device ID to specify the instance, if necessary (e.g. which game controller).
4527  ///
4528  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4529  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4530  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4531  ///
4532  /// \sa AkOutputSettings for more details.
4533  /// \sa \ref integrating_secondary_outputs
4534  /// \sa \ref default_audio_devices
4535  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4536  /// \sa AK::AkDeviceStatusCallbackFunc
4537  /// \return
4538  /// The following codes are returned directly from the function, as opposed to the AkDeviceStatusCallback
4539  /// - \c AK_NotImplemented: Feature not supported, some platforms don't have other outputs.
4540  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations (see parameter list below).
4541  /// - \c AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
4542  /// - \c AK_DeviceNotReady: The idDevice on in_settings doesn't match with a valid hardware device. Either the device doesn't exist or is disabled. Disconnected devices (headphones) are not considered "not ready" therefore won't cause this error.
4543  /// - \c AK_NotInitialized: If AK::SoundEngine::Init was not called or if the Init.bnk was not loaded before the call.
4544  /// - \c AK_Success: Parameters are valid.
4545  ///
4546  /// The following codes are returned from the callback.
4547  /// - \c AK_InsufficientMemory : Not enough memory to complete the operation.
4548  /// - \c AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
4549  /// - \c AK_PluginNotRegistered: The audioDeviceShareset exists but the plug-in it refers to is not installed or statically linked with the game.
4550  /// - \c AK_NotCompatible: The hardware does not support this type of output. Wwise will try to use the System output instead, and a separate callback will fire when that completes.
4551  /// - \c AK_DeviceNotCompatible: The hardware does not support this type of output. Wwise will NOT fallback to any other type of output.
4552  /// - \c AK_Fail: Generic code for any non-permanent conditions (e.g. disconnection) that prevent the use of the output. Wwise has created the output and sounds will be routed to it, but this output is currently silent until the temporary condition resolves.
4553  /// - \c AK_NoDistinctListener: Outputs of the same type (same ShareSet, like controller speakers) must have distinct Listeners to make a proper routing. This doesn't happen if there is only one output of that type.
4555  const AkOutputSettings & in_Settings, ///
4556  AkOutputDeviceID *out_pDeviceID = NULL, ///
4557  const AkGameObjectID* in_pListenerIDs = NULL, ///
4558  ///
4559  ///
4560  ///
4561  AkUInt32 in_uNumListeners = 0 ///
4562  );
4563 
4564  /// Removes one output added through AK::SoundEngine::AddOutput
4565  /// If a listener was associated with the device, you should consider unregistering the listener prior to call RemoveOutput
4566  /// so that Game Object/Listener routing is properly updated according to your game scenario.
4567  /// \sa \ref integrating_secondary_outputs
4568  /// \sa AK::SoundEngine::AddOutput
4569  /// \return AK_Success: Parameters are valid.
4571  AkOutputDeviceID in_idOutput ///
4572  );
4573 
4574  /// Replaces an output device previously created during engine initialization or from AddOutput, with a new output device.
4575  /// In addition to simply removing one output device and adding a new one, the new output device will also be used on all of the master buses
4576  /// that the old output device was associated with, and preserve all listeners that were attached to the old output device.
4577  ///
4578  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4579  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4580  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4581  ///
4582  /// \sa AK::SoundEngine::AddOutput
4583  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4584  /// \sa AK::AkDeviceStatusCallbackFunc
4585  /// \return
4586  /// - \c AK_InvalidID: The audioDeviceShareset on in_settings was not valid.
4587  /// - \c AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
4588  /// - \c AK_DeviceNotReady: The idDevice on in_settings doesn't match with a valid hardware device. Either the device doesn't exist or is disabled. Disconnected devices (headphones) are not considered "not ready" therefore won't cause this error.
4589  /// - \c AK_DeviceNotFound: The in_outputDeviceId provided does not match with any of the output devices that the sound engine is currently using.
4590  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations on in_settings
4591  /// - \c AK_Success: parameters were valid, and the remove and add will occur.
4593  const AkOutputSettings & in_Settings, ///
4594  AkOutputDeviceID in_outputDeviceId, ///
4595  AkOutputDeviceID *out_pOutputDeviceId = NULL ///
4596  );
4597 
4598  /// Gets the compounded output ID from shareset and device id.
4599  /// Outputs are defined by their type (Audio Device shareset) and their specific system ID. A system ID could be reused for other device types on some OS or platforms, hence the compounded ID.
4600  /// Use 0 for in_idShareset & in_idDevice to get the Main Output ID (the one usually initialized during AK::SoundEngine::Init)
4601  /// \return The id of the output
4603  AkUniqueID in_idShareset, ///
4604  AkUInt32 in_idDevice ///
4605  /// \sa \ref obtaining_device_id
4606  );
4607 
4609  const char* in_szShareSet, ///
4610  AkUInt32 in_idDevice ///
4611  /// \sa \ref obtaining_device_id
4612  );
4613 
4614  #ifdef AK_SUPPORT_WCHAR
4616  const wchar_t* in_szShareSet, ///
4617  AkUInt32 in_idDevice ///
4618  /// \sa \ref obtaining_device_id
4619  );
4620  #endif
4621 
4622  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4623  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4624  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4625  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4626  /// \return
4627  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4628  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4630  AkUniqueID in_idBus, ///
4631  AkUniqueID in_idNewDevice ///
4632  );
4633 
4634  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4635  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4636  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4637  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4638  /// \return
4639  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4640  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4642  const char* in_BusName, ///
4643  const char* in_DeviceName ///
4644  );
4645 
4646  #ifdef AK_SUPPORT_WCHAR
4647  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4648  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4649  /// SetBusDevice must be preceded by a call to AddOutput for the new device shareset to be registered as an output.
4650  /// \return
4651  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4652  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4654  const wchar_t* in_BusName, ///
4655  const wchar_t* in_DeviceName ///
4656  );
4657  #endif
4658 
4659  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4660  /// \remarks
4661  /// This call is only valid for sink plug-ins that support device enumeration.
4662  /// Prerequisites:
4663  /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4664  /// * A physical device recognized by this plug-in must exist in the system.
4665  ///
4666  /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4667  /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4668  /// Note that it is optional to implement device enumeration on custom sink plug-ins.
4669  /// \return
4670  /// - \c AK_NotImplemented if the sink plug-in does not implement device enumeration
4671  /// - \c AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4672  /// - \c AK_NotCompatible if no device of this type are supported on the current platform
4673  /// - \c AK_Fail in case of system device manager failure (OS related)
4674  ///
4676  AkUInt32 in_ulCompanyID, ///
4677  AkUInt32 in_ulPluginID, ///
4678  AkUInt32& io_maxNumDevices, ///
4679  AkDeviceDescription* out_deviceDescriptions ///
4680  );
4681 
4682  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4683  /// \remarks
4684  /// This call is only valid for sink plug-ins that support device enumeration.
4685  /// Prerequisites:
4686  /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4687  /// * The audio device shareset must have been loaded from a soundbank, and a physical device recognized by this plug-in must exist in the system.
4688  ///
4689  /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4690  /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4691  /// Note that it is optional to implement device enumeration on custom sink plug-ins.
4692  /// \return
4693  /// AK_NotImplemented if the sink plug-in does not implement device enumeration
4694  /// AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4696  AkUniqueID in_audioDeviceShareSetID, ///
4697  AkUInt32& io_maxNumDevices, ///
4698  AkDeviceDescription* out_deviceDescriptions ///
4699  );
4700 
4701  /// Sets the volume of a output device.
4702  /// \return
4703  /// - \c AK_Success if successful
4704  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4706  AkOutputDeviceID in_idOutput, ///
4707  AkReal32 in_fVolume ///
4708  );
4709 
4710  /// Returns whether or not the audio device matching the device ID provided supports spatial audio (i.e. the functionality is enabled, and more than 0 dynamic objects are supported).
4711  /// If Spatial Audio is supported, then you can call Init, AddOutput, or ReplaceOutput with an Audio Device Shareset corresponding to the respective platform-specific plug-in that
4712  /// provides spatial audio, such as the Microsoft Spatial Sound Platform for Windows. Note that on Xbox One, you need to call EnableSpatialAudio() before the sound engine is
4713  /// initialized, or initialize the sound engine with AkPlatformInitSettings::bEnableSpatialAudio set to true if you want spatial audio support; otherwise this will always return AK_NotCompatible.
4714  /// \return
4715  /// AK_NotCompatible when the device ID provided does not support spatial audio, or the platform does not support spatial audio
4716  /// AK_Fail when there is some other miscellaneous failure, or the device ID provided does not match a device that the system knows about
4717  /// AK_Success when the device ID provided does support spatial audio
4719  AkUInt32 in_idDevice ///
4720  /// \sa \ref obtaining_device_id
4721  );
4722 
4723 
4724  //@}
4725 
4726  /// This function should be called to put the sound engine in background mode, where audio isn't processed anymore. This needs to be called if the console has a background mode or some suspended state.
4727  /// Call \c WakeupFromSuspend when your application receives the message from the OS that the process is back in foreground.
4728  /// When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when \ref RenderAudio() is called.
4729  /// It is recommended to match the in_bRenderAnyway parameter with the behavior of the rest of your game:
4730  /// if your game still runs in background and you must keep some kind of coherent state between the audio engine and game, then allow rendering.
4731  /// If you want to minimize CPU when in background, then don't allow rendering and never call RenderAudio from the game.
4732  ///
4733  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4734  /// \sa WakeupFromSuspend
4735  /// \sa \ref workingwithsdks_system_calls
4737  bool in_bRenderAnyway = false, ///
4738  bool in_bFadeOut = true ///
4739  );
4740 
4741  /// This function should be called to wake up the sound engine and start processing audio again. This needs to be called if the console has a background mode or some suspended state.
4742  ///
4743  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4744  /// \sa Suspend
4745  /// \sa \ref workingwithsdks_system_calls
4747  AkUInt32 in_uDelayMs = 0 /// Delay (in milliseconds) before the wake up occurs. Rounded up to audio frame granularity. Adding a delay is useful if there is a possibility that another OS event may override the wake-up in the near future.
4748  );
4749 
4750  /// Obtains the current audio output buffer tick. This corresponds to the number of buffers produced by
4751  /// the sound engine since initialization.
4752  /// \return Tick count.
4754 
4755  /// Obtains the current audio output sample tick. This corresponds to the number of samples produced by
4756  /// the sound engine since initialization.
4757  /// \return Sample count.
4759  }
4760 }
4761 
4762 #endif // _AK_SOUNDENGINE_H_
AkOutputSettings settingsMainOutput
Main output device settings.
AKSOUNDENGINE_API AKRESULT RegisterPluginDLL(const AkOSChar *in_DllName, const AkOSChar *in_DllPath=NULL)
AkUInt32 uMonitorQueuePoolSize
Size of the monitoring queue, in bytes. This parameter is not used in Release build.
AkUInt32 AkStateGroupID
State group ID.
Definition: AkTypes.h:54
AKSOUNDENGINE_API AKRESULT RemoveDefaultListener(AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT PrepareEvent(PreparationType in_PreparationType, const char **in_ppszString, AkUInt32 in_uNumEvent)
AKSOUNDENGINE_API AkUInt32 GetSampleRate()
void(* AkProfilerPostMarkerFunc)(AkPluginID in_uPluginID, const char *in_pszMarkerName)
AKSOUNDENGINE_API AKRESULT SetRTPCValue(AkRtpcID in_rtpcID, AkRtpcValue in_value, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AKSOUNDENGINE_API AKRESULT SetOutputDeviceEffect(AkOutputDeviceID in_outputDeviceID, AkUInt32 in_uFXIndex, AkUniqueID in_FXShareSetID)
uint16_t AkUInt16
Unsigned 16-bit integer.
#define AK_DEFAULT_HEIGHT_ANGLE
Definition of data structures for AkAudioObject.
AkInt32 AkTimeMs
Time in ms.
Definition: AkTypes.h:56
AkBackgroundMusicChangeCallbackFunc BGMCallback
Application-defined audio source change event callback function.
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkTypes.h:885
AKSOUNDENGINE_API void ExecuteActionOnPlayingID(AkActionOnEventType in_ActionType, AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
Obstruction/occlusion pair for a position.
Definition: AkTypes.h:724
AKSOUNDENGINE_API AKRESULT LoadBankMemoryView(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkBankID &out_bankID)
AkUInt8 * pMediaMemory
Pointer to the data to be set for the source.
AkPanningRule ePanningRule
AKSOUNDENGINE_API AKRESULT PrepareGameSyncs(PreparationType in_PreparationType, AkGroupType in_eGameSyncType, const char *in_pszGroupName, const char **in_ppszGameSyncName, AkUInt32 in_uNumGameSyncs)
AKSOUNDENGINE_API AKRESULT GetSourcePlayPositions(AkPlayingID in_PlayingID, AkSourcePosition *out_puPositions, AkUInt32 *io_pcPositions, bool in_bExtrapolate=true)
AKSOUNDENGINE_API AKRESULT Init(AkInitSettings *in_pSettings, AkPlatformInitSettings *in_pPlatformSettings)
AKSOUNDENGINE_API AKRESULT SetSwitch(AkSwitchGroupID in_switchGroup, AkSwitchStateID in_switchState, AkGameObjectID in_gameObjectID)
AKSOUNDENGINE_API bool IsPluginRegistered(AkPluginType in_eType, AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID)
void(* AkResourceMonitorCallbackFunc)(const AkResourceMonitorDataSummary *in_pdataSummary)
Definition: AkCallback.h:385
void(* AkJobWorkerFunc)(AkJobType in_jobType, AkUInt32 in_uExecutionTimeUsec)
AKSOUNDENGINE_API AKRESULT StopMIDIOnEvent(AkUniqueID in_eventID=AK_INVALID_UNIQUE_ID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkPlayingID in_playingID=AK_INVALID_PLAYING_ID)
AKSOUNDENGINE_API AKRESULT GetSourceStreamBuffering(AkPlayingID in_PlayingID, AkTimeMs &out_buffering, bool &out_bIsBuffering)
@ AkBankContent_StructureOnly
Use AkBankContent_StructureOnly to load only the structural content, including Events,...
IAkSoftwareCodec *(* AkCreateFileSourceCallback)(void *in_pCtx)
Registered file source creation function prototype.
Definition: AkTypes.h:1064
@ AkSetPositionFlags_Default
Definition: AkTypes.h:1146
AKSOUNDENGINE_API AKRESULT StartOutputCapture(const AkOSChar *in_CaptureFileName)
AkUInt32 AkRtpcID
Real time parameter control ID.
Definition: AkTypes.h:73
AkProfilerPopTimerFunc fnProfilerPopTimer
External (optional) function for tracking performance of the sound engine that is called when a timer...
AKSOUNDENGINE_API AKRESULT SetMaxNumVoicesLimit(AkUInt16 in_maxNumberVoices)
AKSOUNDENGINE_API AKRESULT RegisterOutputDeviceMeteringCallback(AkOutputDeviceID in_idOutput, AkOutputDeviceMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
AkUInt32 uNumSamplesPerFrame
Number of samples per audio frame (256, 512, 1024, or 2048).
@ AkFloorPlane_Default
The Wwise default floor plane is ZX.
AKSOUNDENGINE_API AKRESULT SetDefaultListeners(const AkGameObjectID *in_pListenerObjs, AkUInt32 in_uNumListeners)
AKSOUNDENGINE_API AKRESULT RegisterBusVolumeCallback(AkUniqueID in_busID, AkBusCallbackFunc in_pfnCallback, void *in_pCookie=NULL)
AKSOUNDENGINE_API AKRESULT UnregisterAllGameObj()
AKSOUNDENGINE_API AKRESULT ResetRTPCValue(AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AkUInt64 AkGameObjectID
Game object ID.
Definition: AkTypes.h:60
AkUInt32 AkBankID
Run time bank ID.
Definition: AkTypes.h:75
#define AK_EXTERNAPIFUNC(_type, _name)
@ AkFloorPlane_XY
The floor is oriented along the XY-plane. The front vector points towards +X, the up vector towards +...
AkReal32 fDebugOutOfRangeLimit
Debug setting: Only used when bDebugOutOfRangeCheckEnabled is true. This defines the maximum values s...
AKSOUNDENGINE_API AKRESULT RegisterGlobalCallback(AkGlobalCallbackFunc in_pCallback, AkUInt32 in_eLocation=AkGlobalCallbackLocation_BeginRender, void *in_pCookie=NULL, AkPluginType in_eType=AkPluginTypeNone, AkUInt32 in_ulCompanyID=0, AkUInt32 in_ulPluginID=0)
AKSOUNDENGINE_API void CancelEventCallbackCookie(void *in_pCookie)
AKRESULT
Standard function call result.
Definition: AkTypes.h:134
AkUInt32 updateBufferTick
Value of GetBufferTick() at the time the position was updated.
AKRESULT(* AkGetDeviceListCallback)(AkUInt32 &io_maxNumDevices, AkDeviceDescription *out_deviceDescriptions)
Registered plugin device enumeration function prototype, used for providing lists of devices by plug-...
Definition: IAkPlugin.h:1333
AKSOUNDENGINE_API AKRESULT RegisterGameObj(AkGameObjectID in_gameObjectID)
void(* AkGlobalCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkGlobalCallbackLocation in_eLocation, void *in_pCookie)
Definition: AkCallback.h:378
@ Preparation_LoadAndDecode
Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
AkMeteringFlags
Metering flags. Used for specifying bus metering, through AK::SoundEngine::RegisterBusVolumeCallback(...
Definition: AkTypes.h:1171
AKSOUNDENGINE_API AKRESULT GetContainerHistory(AK::IWriteBytes *in_pBytes)
AKSOUNDENGINE_API AKRESULT LoadBank(const char *in_pszString, AkBankID &out_bankID, AkBankType in_bankType=AkBankType_User)
AkInt32 AkMemPoolId
Memory pool ID.
Definition: AkTypes.h:62
AKSOUNDENGINE_API AKRESULT SetState(AkStateGroupID in_stateGroup, AkStateID in_state)
Platform-independent initialization settings of output devices.
AKSOUNDENGINE_API bool IsInitialized()
@ Preparation_Unload
PrepareEvent() will unload required information to play the specified event.
@ AkBankContent_All
Use AkBankContent_All to load both the media and structural content.
void(* AkBusMeteringCallbackFunc)(AkBusMeteringCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:292
AKSOUNDENGINE_API AKRESULT SetOfflineRenderingFrameTime(AkReal32 in_fFrameTimeInSeconds)
char AkOSChar
Generic character string.
Definition: AkTypes.h:60
uint8_t AkUInt8
Unsigned 8-bit integer.
AKSOUNDENGINE_API AKRESULT ClearBanks()
AKSOUNDENGINE_API AKRESULT UnregisterAudioDeviceStatusCallback()
Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatus...
AkUInt32 uMaxNumPaths
Maximum number of paths for positioning.
AKSOUNDENGINE_API AKRESULT WakeupFromSuspend(AkUInt32 in_uDelayMs=0)
AKSOUNDENGINE_API AKRESULT SetMultipleObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_uListenerID, AkObstructionOcclusionValues *in_fObstructionOcclusionValues, AkUInt32 in_uNumOcclusionObstruction)
AkUInt32 samplePosition
Position of the source (in samples) associated with that playing item.
AKSOUNDENGINE_API AKRESULT SetOutputVolume(AkOutputDeviceID in_idOutput, AkReal32 in_fVolume)
AKSOUNDENGINE_API AKRESULT GetPanningRule(AkPanningRule &out_ePanningRule, AkOutputDeviceID in_idOutput=0)
@ AkActionOnEventType_Last
End of enum, invalid value.
void(* AkOutputDeviceMeteringCallbackFunc)(AkOutputDeviceMeteringCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:302
AKSOUNDENGINE_API AKRESULT ResetRTPCValueByPlayingID(AkRtpcID in_rtpcID, AkPlayingID in_playingID, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AkFloorPlane eFloorPlane
AKSOUNDENGINE_API AKRESULT SetBankLoadIOSettings(AkReal32 in_fThroughput, AkPriority in_priority)
#define NULL
Definition: AkTypes.h:46
AKSOUNDENGINE_API AKRESULT AddOutputCaptureMarker(const char *in_MarkerText)
AKSOUNDENGINE_API AKRESULT RegisterAudioDeviceStatusCallback(AK::AkDeviceStatusCallbackFunc in_pCallback)
AKSOUNDENGINE_API AKRESULT PostTrigger(AkTriggerID in_triggerID, AkGameObjectID in_gameObjectID)
float AkReal32
32-bit floating point
AKSOUNDENGINE_API AKRESULT PinEventInStreamCache(AkUniqueID in_eventID, AkPriority in_uActivePriority, AkPriority in_uInactivePriority)
AKSOUNDENGINE_API void CancelEventCallbackGameObject(AkGameObjectID in_gameObjectID)
Position and orientation of game objects in the world (i.e. supports 64-bit-precision position)
Definition: AkTypes.h:429
AKSOUNDENGINE_API AKRESULT ReplaceOutput(const AkOutputSettings &in_Settings, AkOutputDeviceID in_outputDeviceId, AkOutputDeviceID *out_pOutputDeviceId=NULL)
AKSOUNDENGINE_API void GetDefaultInitSettings(AkInitSettings &out_settings)
AKSOUNDENGINE_API AKRESULT RegisterPlugin(AkPluginType in_eType, AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID, AkCreatePluginCallback in_pCreateFunc, AkCreateParamCallback in_pCreateParamFunc, AkGetDeviceListCallback in_pGetDeviceList=NULL)
FuncRequestJobWorker fnRequestJobWorker
Function called by the job manager when a new worker needs to be requested. When null,...
AKSOUNDENGINE_API AKRESULT SetActorMixerEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
AkSetPositionFlags
Flags to independently set the position of the emitter or listener component on a game object.
Definition: AkTypes.h:1142
AKSOUNDENGINE_API AKRESULT RegisterCodec(AkUInt32 in_ulCompanyID, AkUInt32 in_ulCodecID, AkCreateFileSourceCallback in_pFileCreateFunc, AkCreateBankSourceCallback in_pBankCreateFunc)
@ MultiPositionType_MultiDirections
Simulate one sound coming from multiple directions. Useful for repositionning sounds based on wall op...
Definition: AkTypes.h:1114
bool bUseLEngineThread
Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAud...
AKSOUNDENGINE_API AKRESULT StopProfilerCapture()
AKSOUNDENGINE_API AKRESULT SetObjectObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 in_fObstructionLevel, AkReal32 in_fOcclusionLevel)
AKSOUNDENGINE_API AkOutputDeviceID GetOutputID(AkUniqueID in_idShareset, AkUInt32 in_idDevice)
AkOutputSettings(const char *in_szDeviceShareSet, AkUniqueID in_idDevice=AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig=AkChannelConfig(), AkPanningRule in_ePanning=AkPanningRule_Speakers)
AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]
The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
AKSOUNDENGINE_API AKRESULT DecodeBank(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkMemPoolId in_uPoolForDecodedBank, void *&out_pDecodedBankPtr, AkUInt32 &out_uDecodedBankSize)
AkUInt32 AkUniqueID
Unique 32-bit ID.
Definition: AkTypes.h:52
AKSOUNDENGINE_API AKRESULT StartProfilerCapture(const AkOSChar *in_CaptureFileName)
void(* AkProfilerPopTimerFunc)()
External (optional) function for tracking performance of the sound engine that is called when a timer...
Configured audio settings.
Definition: AkTypes.h:226
@ AkFloorPlane_XZ
The floor is oriented along the ZX-plane. The front vector points towards +Z, the up vector towards +...
AkUInt32 uContinuousPlaybackLookAhead
Default is 1 audio quantum, also known as an audio frame. Its size is equal to AkInitSettings::uNumSa...
AKSOUNDENGINE_API AKRESULT RemoveOutput(AkOutputDeviceID in_idOutput)
@ AkFloorPlane_Last
End of enum, invalid value.
bool bEnableGameSyncPreparation
Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
AkUInt32 AkPluginID
Source or effect plug-in ID.
Definition: AkTypes.h:63
AKSOUNDENGINE_API AkUInt32 GetBufferTick()
AKSOUNDENGINE_API AKRESULT RegisterResourceMonitorCallback(AkResourceMonitorCallbackFunc in_pCallback)
void * pClientData
Arbitrary data that will be passed back to the client when calling FuncRequestJobWorker.
AKSOUNDENGINE_API AKRESULT GetOutputDeviceConfiguration(AkOutputDeviceID in_idOutput, AkChannelConfig &io_channelConfig, Ak3DAudioSinkCapabilities &io_capabilities)
AKSOUNDENGINE_API AKRESULT GetDeviceSpatialAudioSupport(AkUInt32 in_idDevice)
AKSOUNDENGINE_API AKRESULT AddListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
AkAssertHook pfnAssertHook
External assertion handling function (optional)
Necessary settings for setting externally-loaded sources.
AkUInt32 uMemorySlabSize
Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
AKSOUNDENGINE_API AKRESULT SeekOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkTimeMs in_iPosition, bool in_bSeekToNearestMarker=false, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AkUInt32 uMaxHardwareTimeoutMs
Amount of time to wait for HW devices to trigger an audio interrupt. If there is no interrupt after t...
AKSOUNDENGINE_API AKRESULT SetScalingFactor(AkGameObjectID in_GameObjectID, AkReal32 in_fAttenuationScalingFactor)
AKSOUNDENGINE_API AKRESULT RegisterCaptureCallback(AkCaptureCallbackFunc in_pfnCallback, AkOutputDeviceID in_idOutput=AK_INVALID_OUTPUT_DEVICE_ID, void *in_pCookie=NULL)
@ Preparation_Load
PrepareEvent() will load required information to play the specified event.
AKSOUNDENGINE_API AKRESULT UnregisterGameObj(AkGameObjectID in_gameObjectID)
AKSOUNDENGINE_API AKRESULT SetJobMgrMaxActiveWorkers(AkJobType in_jobType, AkUInt32 in_uNewMaxActiveWorkers)
AKSOUNDENGINE_API AKRESULT RenderAudio(bool in_bAllowSyncRender=true)
AkJobMgrSettings settingsJobManager
Settings to configure the behavior of the Sound Engine's internal job manager.
void(* AkCaptureCallbackFunc)(AkAudioBuffer &in_CaptureBuffer, AkOutputDeviceID in_idOutput, void *in_pCookie)
Definition: AkCallback.h:419
Positioning information for a sound, with specified subset of its channels.
Definition: AkTypes.h:731
AKSOUNDENGINE_API AKRESULT SetListenerSpatialization(AkGameObjectID in_uListenerID, bool in_bSpatialized, AkChannelConfig in_channelConfig, AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets=NULL)
AKSOUNDENGINE_API AKRESULT SetGameObjectAuxSendValues(AkGameObjectID in_gameObjectID, AkAuxSendValue *in_aAuxSendValues, AkUInt32 in_uNumSendValues)
AkInt8 AkPriority
Priority.
Definition: AkTypes.h:67
AkGroupType
Game sync group type.
Definition: AkTypes.h:218
Settings for the Sound Engine's internal job manager.
AKSOUNDENGINE_API AkPlayingID PostMIDIOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkMIDIPost *in_pPosts, AkUInt16 in_uNumPosts, bool in_bAbsoluteOffsets=false, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, AkPlayingID in_playingID=AK_INVALID_PLAYING_ID)
static const AkUInt32 AK_NUM_JOB_TYPES
Number of possible job types recognized by the Sound Engine.
Definition: AkTypes.h:130
@ AkBankContent_Last
End of enum, invalid value.
void(* AkCallbackFunc)(AkCallbackType in_eType, AkCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:272
AKRESULT(* AkBackgroundMusicChangeCallbackFunc)(bool in_bBackgroundMusicMuted, void *in_pCookie)
AKSOUNDENGINE_API AKRESULT UnregisterCaptureCallback(AkCaptureCallbackFunc in_pfnCallback, AkOutputDeviceID in_idOutput=AK_INVALID_OUTPUT_DEVICE_ID, void *in_pCookie=NULL)
AKSOUNDENGINE_API AKRESULT AddOutputCaptureBinaryMarker(void *in_pMarkerData, AkUInt32 in_uMarkerDataSize)
AKSOUNDENGINE_API AkChannelConfig GetSpeakerConfiguration(AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API AKRESULT GetAudioSettings(AkAudioSettings &out_audioSettings)
AkUInt32 uMediaSize
Size, in bytes, of the data to be set for the source.
AKSOUNDENGINE_API AKRESULT UnloadBank(const char *in_pszString, const void *in_pInMemoryBankPtr, AkBankType in_bankType=AkBankType_User)
@ Preparation_Last
End of enum, invalid value.
AkReal32 fGameUnitsToMeters
AKSOUNDENGINE_API AKRESULT RegisterBusMeteringCallback(AkUniqueID in_busID, AkBusMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
static const AkUInt32 AK_INVALID_OUTPUT_DEVICE_ID
Invalid Device ID.
Definition: AkTypes.h:110
AkCurveInterpolation
Curve interpolation types.
Definition: AkTypes.h:860
AKSOUNDENGINE_API void SetRandomSeed(AkUInt32 in_uSeed)
#define AK_CALLBACK(_type, _name)
AkPanningRule
Headphone / speakers panning rules.
Definition: AkTypes.h:1151
const AkOSChar * szPluginDLLPath
When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the gam...
void(* AkBusCallbackFunc)(AkSpeakerVolumeMatrixCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:282
AkUInt32 uNumMemorySlabs
Number of memory slabs to pre-allocate for job manager memory. At least one slab per worker thread sh...
AKSOUNDENGINE_API void GetDefaultPlatformInitSettings(AkPlatformInitSettings &out_platformSettings)
AKSOUNDENGINE_API AKRESULT TryUnsetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings, AKRESULT *out_pUnsetResults)
AKSOUNDENGINE_API AKRESULT SetMultiplePositions(AkGameObjectID in_GameObjectID, const AkSoundPosition *in_pPositions, AkUInt16 in_NumPositions, MultiPositionType in_eMultiPositionType=MultiPositionType_MultiDirections, AkSetPositionFlags in_eFlags=AkSetPositionFlags_Default)
AKSOUNDENGINE_API AKRESULT GetSourcePlayPosition(AkPlayingID in_PlayingID, AkTimeMs *out_puPosition, bool in_bExtrapolate=true)
AKSOUNDENGINE_API AKRESULT SetDistanceProbe(AkGameObjectID in_listenerGameObjectID, AkGameObjectID in_distanceProbeGameObjectID)
AKSOUNDENGINE_API AKRESULT SetListeners(AkGameObjectID in_emitterGameObj, const AkGameObjectID *in_pListenerGameObjs, AkUInt32 in_uNumListeners)
AKSOUNDENGINE_API AKRESULT SetPosition(AkGameObjectID in_GameObjectID, const AkSoundPosition &in_Position, AkSetPositionFlags in_eFlags=AkSetPositionFlags_Default)
static const AkUniqueID AK_INVALID_UNIQUE_ID
Invalid unique 32-bit ID.
Definition: AkTypes.h:97
AKSOUNDENGINE_API AKRESULT SendPluginCustomGameData(AkUniqueID in_busID, AkGameObjectID in_busObjectID, AkPluginType in_eType, AkUInt32 in_uCompanyID, AkUInt32 in_uPluginID, const void *in_pData, AkUInt32 in_uSizeInBytes)
AkUInt32 AkStateID
State ID.
Definition: AkTypes.h:53
AkPluginType
Definition: AkTypes.h:1186
@ AkPanningRule_Speakers
Left and right positioned 60 degrees apart (by default - see AK::SoundEngine::GetSpeakerAngles()).
Definition: AkTypes.h:1152
AKSOUNDENGINE_API AKRESULT SetBusEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
void(* AkBankCallbackFunc)(AkUInt32 in_bankID, const void *in_pInMemoryBankPtr, AKRESULT in_eLoadResult, void *in_pCookie)
Definition: AkCallback.h:332
AKSOUNDENGINE_API void MuteBackgroundMusic(bool in_bMute)
@ AkCurveInterpolation_Linear
Linear (Default)
Definition: AkTypes.h:867
AKSOUNDENGINE_API AKRESULT SetContainerHistory(AK::IReadBytes *in_pBytes)
void(* AkAssertHook)(const char *in_pszExpression, const char *in_pszFileName, int in_lineNumber)
static const AkPlayingID AK_INVALID_PLAYING_ID
Invalid playing ID.
Definition: AkTypes.h:99
AKSOUNDENGINE_API AkUInt32 GetIDFromString(const char *in_pszString)
AKSOUNDENGINE_API AKRESULT PrepareBank(AK::SoundEngine::PreparationType in_PreparationType, const char *in_pszString, AK::SoundEngine::AkBankContent in_uFlags=AkBankContent_All, AkBankType in_bankType=AkBankType_User)
AKSOUNDENGINE_API AKRESULT SetOfflineRendering(bool in_bEnableOfflineRendering)
AKSOUNDENGINE_API AKRESULT LoadBankMemoryCopy(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkBankID &out_bankID)
AKSOUNDENGINE_API AKRESULT SetPanningRule(AkPanningRule in_ePanningRule, AkOutputDeviceID in_idOutput=0)
uint64_t AkUInt64
Unsigned 64-bit integer.
AKSOUNDENGINE_API AKRESULT AddDefaultListener(AkGameObjectID in_listenerGameObj)
AkUInt32 AkSwitchStateID
Switch ID.
Definition: AkTypes.h:72
@ AkActionOnEventType_Resume
Resume.
AKSOUNDENGINE_API AKRESULT SetGameObjectOutputBusVolume(AkGameObjectID in_emitterObjID, AkGameObjectID in_listenerObjID, AkReal32 in_fControlValue)
AKSOUNDENGINE_API AKRESULT AddOutput(const AkOutputSettings &in_Settings, AkOutputDeviceID *out_pDeviceID=NULL, const AkGameObjectID *in_pListenerIDs=NULL, AkUInt32 in_uNumListeners=0)
AKSOUNDENGINE_API AKRESULT Suspend(bool in_bRenderAnyway=false, bool in_bFadeOut=true)
AKSOUNDENGINE_API AKRESULT StopOutputCapture()
AKSOUNDENGINE_API AKRESULT SetSpeakerAngles(const AkReal32 *in_pfSpeakerAngles, AkUInt32 in_uNumAngles, AkReal32 in_fHeightAngle=AK_DEFAULT_HEIGHT_ANGLE, AkOutputDeviceID in_idOutput=0)
AkUInt32 uCpuMonitorQueueMaxSize
Maximum size of the CPU monitoring queue, per thread, in bytes. This parameter is not used in Release...
AK::IAkPluginParam *(* AkCreateParamCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin parameter node creation function prototype.
Definition: IAkPlugin.h:1331
AKSOUNDENGINE_API AKRESULT ResetListenersToDefault(AkGameObjectID in_emitterGameObj)
@ AkActionOnEventType_Break
Break.
AKSOUNDENGINE_API AKRESULT SetBusDevice(AkUniqueID in_idBus, AkUniqueID in_idNewDevice)
AKSOUNDENGINE_API AKRESULT ExecuteActionOnEvent(AkUniqueID in_eventID, AkActionOnEventType in_ActionType, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
bool bOfflineRendering
Enables/disables offline rendering. Offline Rendering with Wwise.
AKSOUNDENGINE_API AKRESULT SetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings)
AKSOUNDENGINE_API void CancelBankCallbackCookie(void *in_pCookie)
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
Definition: AkTypes.h:96
AkUniqueID audioDeviceShareset
@ AkFloorPlane_YZ
The floor is oriented along the YZ-plane. The front vector points towards +Y, the up vector towards +...
AkTimeMs msTime
Position of the source (in ms) associated with that playing item.
@ AkActionOnEventType_Stop
Stop.
void * BGMCallbackCookie
Application-defined user data for the audio source change event callback function.
AkUniqueID sourceID
Source ID (available in the SoundBank content files)
uint32_t AkUInt32
Unsigned 32-bit integer.
AkChannelConfig channelConfig
bool bUseSoundBankMgrThread
Use a separate thread for loading sound banks. Allows asynchronous operations.
void(* AkDeviceStatusCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkUniqueID in_idAudioDeviceShareset, AkUInt32 in_idDeviceID, AkAudioDeviceEvent in_idEvent, AKRESULT in_AkResult)
Definition: AkCallback.h:401
AkUniqueID mediaID
Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file...
@ AkPluginTypeNone
Unknown/invalid plug-in type.
Definition: AkTypes.h:1187
Definition: AkMidiTypes.h:237
AkUInt64 AkOutputDeviceID
Audio Output device ID.
Definition: AkTypes.h:85
bool bDebugOutOfRangeCheckEnabled
Debug setting: Enable checks for out-of-range (and NAN) floats in the processing code....
AkUniqueID audioNodeID
Audio Node ID of playing item.
AKSOUNDENGINE_API AKRESULT UnpinEventInStreamCache(AkUniqueID in_eventID)
AKSOUNDENGINE_API AKRESULT SetRTPCValueByPlayingID(AkRtpcID in_rtpcID, AkRtpcValue in_value, AkPlayingID in_playingID, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
@ AkBankType_User
User-defined bank.
Definition: AkTypes.h:1087
AkReal32 AkRtpcValue
Real time parameter control value.
Definition: AkTypes.h:74
AKSOUNDENGINE_API AKRESULT UnregisterResourceMonitorCallback(AkResourceMonitorCallbackFunc in_pCallback)
AKSOUNDENGINE_API AKRESULT UnregisterGlobalCallback(AkGlobalCallbackFunc in_pCallback, AkUInt32 in_eLocation=AkGlobalCallbackLocation_BeginRender)
AkProfilerPostMarkerFunc fnProfilerPostMarker
External (optional) function for tracking significant events in the sound engine, to act as a marker ...
AkUInt32 AkSwitchGroupID
Switch group ID.
Definition: AkTypes.h:71
AKSOUNDENGINE_API AKRESULT ClearPreparedEvents()
Return values for GetSourcePlayPositions.
AKSOUNDENGINE_API AKRESULT SetVolumeThreshold(AkReal32 in_fVolumeThresholdDB)
AKSOUNDENGINE_API AkPlayingID PostEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, AkUInt32 in_cExternals=0, AkExternalSourceInfo *in_pExternalSources=NULL, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AKSOUNDENGINE_API void Term()
AkUInt32 uCommandQueueSize
Size of the command queue, in bytes.
AKSOUNDENGINE_API AKRESULT GetDeviceList(AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID, AkUInt32 &io_maxNumDevices, AkDeviceDescription *out_deviceDescriptions)
AKSOUNDENGINE_API void StopAll(AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
AK::IAkPlugin *(* AkCreatePluginCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin creation function prototype.
Definition: IAkPlugin.h:1329
IAkSoftwareCodec *(* AkCreateBankSourceCallback)(void *in_pCtx)
Registered bank source node creation function prototype.
Definition: AkTypes.h:1066
AKSOUNDENGINE_API AKRESULT PrepareBus(PreparationType in_PreparationType, const char **in_ppszString, AkUInt32 in_uBusses)
AKSOUNDENGINE_API AkUInt64 GetSampleTick()
AKSOUNDENGINE_API AK::IAkGlobalPluginContext * GetGlobalPluginContext()
AkUInt32 AkBankType
Run time bank type.
Definition: AkTypes.h:76
@ AkActionOnEventType_ReleaseEnvelope
Release envelope.
AkFloorPlane
AKSOUNDENGINE_API AKRESULT SetBusConfig(AkUniqueID in_audioNodeID, AkChannelConfig in_channelConfig)
AkUInt32 AkJobType
Job type identifier.
Definition: AkTypes.h:89
AkUInt32 AkPlayingID
A unique identifier generated whenever a PostEvent is called (or when a Dynamic Sequence is created)....
Definition: AkTypes.h:55
AKSOUNDENGINE_API bool GetBackgroundMusicMute()
@ AkActionOnEventType_Pause
Pause.
void(* AkProfilerPushTimerFunc)(AkPluginID in_uPluginID, const char *in_pszZoneName)
AkProfilerPushTimerFunc fnProfilerPushTimer
External (optional) function for tracking performance of the sound engine that is called when a timer...
AKSOUNDENGINE_API void StopPlayingID(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
@ AkGlobalCallbackLocation_BeginRender
Start of frame rendering, after having processed game messages.
Definition: AkCallback.h:348
void(* FuncRequestJobWorker)(AkJobWorkerFunc in_fnJobWorker, AkJobType in_jobType, AkUInt32 in_uNumWorkers, void *in_pClientData)
Callback function prototype definition used for handling requests from JobMgr for new workers to perf...
AkUInt32 uBankReadBufferSize
The number of bytes read by the BankReader when new data needs to be loaded from disk during serializ...
AKSOUNDENGINE_API AKRESULT RemoveListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT GetBufferStatusForPinnedEvent(AkUniqueID in_eventID, AkReal32 &out_fPercentBuffered, bool &out_bCachePinnedMemoryFull)
AkUInt32 AkTriggerID
Trigger ID.
Definition: AkTypes.h:79
AKSOUNDENGINE_API AKRESULT GetSpeakerAngles(AkReal32 *io_pfSpeakerAngles, AkUInt32 &io_uNumAngles, AkReal32 &out_fHeightAngle, AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API void CancelEventCallback(AkPlayingID in_playingID)

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