Wwise SDK
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Wwise SDK 2024.1.10
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AkSoundEngine.h
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134Â AkOutputSettings(const char* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
137Â AkOutputSettings(const wchar_t* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
159Â /// 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.
160Â /// AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
168Â };
172Â // in_uExecutionTimeUsec is the number of microseconds that the function should execute for before terminating.
173Â // Note that the deadline is only checked after each individual job completes execution, so the function may run slightly
174Â // longer than intended. The "in_uExecutionTimeUsec" should be considered a suggestion or guideline, not a strict rule.
175Â // A value of 0 means that the function will run until there are no more jobs ready to be immediately executed.
184Â /// Callback function prototype definition used for handling requests from JobMgr for new workers to perform work.
202Â /// 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)
203Â /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Timer was started in.
204Â /// 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.
210Â /// 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)
214Â /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Marker was posted in.
215Â /// 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.
308Â /// \warning This function is not thread-safe. It should not be called at the same time as \c SoundEngine::Init() or \c SoundEngine::Term().
318Â /// \remark The initial settings should be initialized using AK::SoundEngine::GetDefaultInitSettings()
320Â /// default settings. This is not mandatory, but it helps avoid backward compatibility problems.
324Â /// - \c AK_MemManagerNotInitialized if the memory manager is not available or not properly initialized
325Â /// - \c AK_StreamMgrNotInitialized if the stream manager is not available or not properly initialized
326Â /// - \c AK_SSEInstructionsNotSupported if the machine does not support SSE instruction (only on the PC)
327Â /// - \c AK_InsufficientMemory if there is not enough memory available to initialize the sound engine properly
329Â /// - \c AK_AlreadyInitialized if the sound engine is already initialized, or if the provided settings result in insufficient
368Â /// \warning Before calling Term, you must ensure that no other thread is accessing the sound engine.
387Â /// Call this function to get the speaker configuration of the output (which may not correspond
388Â /// to the physical output format of the platform, in the case of downmixing provided by the platform itself).
392Â /// If the speaker configuration of the output is object-based, the speaker configuration of the
393Â /// main mix is returned. To query more information on object-based output devices, see AK::SoundEngine::GetOutputDeviceConfiguration.
395Â /// It is recommended to call GetSpeakerConfiguration anytime after receiving a callback from RegisterAudioDeviceStatusCallback to know if the channel configuration has changed.
398Â /// 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.
400Â /// \return The output configuration. An empty AkChannelConfig not AkChannelConfig::IsValid() if device does not exist or if the Init.bnk was not loaded yet.
410Â /// Call this function to get the channel configuration of the output device as well as its 3D audio capabilities.
411Â /// If the configuration of the output device is object-based (io_channelConfig.eConfigType == AK_ChannelConfigType_Objects),
412Â /// io_capabilities can be inspected to determine the channel configuration of the main mix (Ak3DAudioSinkCapabilities::channelConfig),
413Â /// whether or not the output device uses a passthrough mix (Ak3DAudioSinkCapabilities::bPassthrough) and the maximum number of objects
414Â /// that can play simultaneously on this output device (Ak3DAudioSinkCapabilities::uMax3DAudioObjects). Note that if
415Â /// Ak3DAudioSinkCapabilities::bMultiChannelObjects is false, multi-channel objects will be split into multiple mono objects
418Â /// \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.
451Â /// \warning This function posts a message through the sound engine's internal message queue, whereas GetPanningRule() queries the current panning rule directly.
453Â /// The specified panning rule will only impact the sound if the processing format is downmixing to Stereo in the mixing process. It
461Â /// Gets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
463Â /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
464Â /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
466Â /// You may call this function with io_pfSpeakerAngles set to NULL to get the expected number of angle values in io_uNumAngles,
477Â /// - 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.
478Â /// - When panning to 5.1, the front speakers use angle[0], and the surround speakers use (angle[2] + angle[1]) / 2.
490Â /// Sets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
492Â /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180], for a 7.1 speaker configuration.
493Â /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
496Â /// - This function requires the minimum speaker angle between any pair of speakers to be at least 5 degrees.
497Â /// - 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.
503Â /// 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().
504Â /// \warning This function only applies to configurations (or subset of these configurations) that are standard and whose speakers are on the plane (2D).
509Â /// - \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.
518Â /// Allows the game to set the volume threshold to be used by the sound engine to determine if a voice must go virtual.
520Â /// If this function is not called, the used value will be the value specified in the platform specific project settings.
529Â /// Allows the game to set the maximum number of non virtual voices to be played simultaneously.
531Â /// If this function is not called, the used value will be the value specified in the platform specific project settings.
541Â /// This function may only be used if a worker function has been set via \ref AkJobMgrSettings.
543Â /// - \c AK_InvalidParameter in_jobType is not a valid jobtype, or in_uNewMaxActiveWorkers is not greater than 0
544Â /// - \c AK_NotInitialized JobMgr system was not already initialized with a function to request for workers
581Â /// 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.
592Â /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
593Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
594Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
607Â /// 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.
610Â /// - \c AK_FileNotFound if the DLL is not found in the OS path or if it has extraneous dependencies not found.
611Â /// - \c AK_InsufficientMemory if the system ran out of resources while loading the dynamic library
612Â /// - \c AK_NotCompatible if the file was found but is not binary-compatible with the system's expected executable format
631Â /// 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.
641Â /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
642Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
643Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
652Â /// Registers a global callback function. This function will be called from the audio rendering thread, at the
653Â /// location specified by in_eLocation. This function will also be called from the thread calling
655Â /// For example, in order to be called at every audio rendering pass, and once during teardown for releasing resources, you would call
656Â /// RegisterGlobalCallback(myCallback, AkGlobalCallbackLocation_BeginRender | AkGlobalCallbackLocation_Term, myCookie, AkPluginTypeNone, 0, 0);
658Â /// A Plugin Type, Company ID and Plugin ID can be provided to this function to enable timing in the performance monitor.
659Â /// 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.
664Â /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
678Â /// Unregisters a global callback function, previously registered using RegisterGlobalCallback.
680Â /// It is legal to call this function while already inside of a global callback, If it is unregistering itself and not
685Â /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
695Â /// Registers a resource monitor callback function that gets all of the resource usage data contained in the
696Â /// AkResourceMonitorDataSummary structure. This includes general information about the system, such as CPU usage,
697Â /// active Voices, and Events. This function will be called from the audio rendering thread at the end of each frame.
699Â /// 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.
710Â /// Unregisters a resource monitor callback function, previously registered using RegisterResourceMonitorCallback.
712Â /// It is legal to call this function while already inside of a resource monitor callback, If it is unregistering itself and not
730Â /// Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatusCallback
740Â /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
743Â /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
759Â /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
762Â /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
784Â /// The callback function can be used to be notified when markers are reached or when the event is finished (see \ref AkCallbackType).
785Â /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
786Â /// \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.
788Â /// If used, the array of external sources should contain the information for each external source triggered by the
789Â /// event. When triggering an event with multiple external sources, you need to differentiate each source
790Â /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
791Â /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
792Â /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
795Â /// 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.
796Â /// If the Event is missing, it will be requested from Wwise Authoring directly, which might cause additional latency.
818Â /// The callback function can be used to be notified when markers are reached or when the event is finished (see \ref AkCallbackType).
819Â /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
820Â /// \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.
822Â /// If used, the array of external sources should contain the information for each external source triggered by the
823Â /// event. When triggering an event with multiple external sources, you need to differentiate each source
824Â /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
825Â /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
826Â /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
829Â /// 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.
830Â /// If the Event is missing, it will be requested from Wwise Authoring directly, which might cause additional latency.
852Â /// The callback function can be used to be notified when markers are reached or when the event is finished (see \ref AkCallbackType).
853Â /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
854Â /// \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.
856Â /// If used, the array of external sources should contain the information for each external source triggered by the
857Â /// event. When triggering an event with multiple external sources, you need to differentiate each source
858Â /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
859Â /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
860Â /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
863Â /// 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.
864Â /// If the Event is missing, it will be requested from Wwise Authoring directly, which might cause additional latency.
883Â // If you modify AkActionOnEventType, don't forget to modify the WAAPI validation schema accordingly.
896Â };
898Â /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type play.
914Â /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type play.
930Â /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type play.
946Â /// Executes a number of MIDI Events on all nodes that are referenced in the specified Event in an Action of type Play.
947Â /// The time at which a MIDI Event is posted is determined by in_bAbsoluteOffsets. If false, each MIDI event will be
948Â /// posted in AkMIDIPost::uOffset samples from the start of the current frame. If true, each MIDI event will be posted
951Â /// The duration of a sample can be determined from the sound engine's audio settings, via a call to AK::SoundEngine::GetAudioSettings.
952Â /// If a playing ID is specified then that playing ID must be active. Otherwise a new playing ID will be assigned.
953Â /// \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.
971Â /// Stops MIDI notes on all nodes that are referenced in the specified event in an action of type play,
972Â /// with the specified Game Object. Invalid parameters are interpreted as wildcards. For example, calling
973Â /// this function with in_eventID set to AK_INVALID_UNIQUE_ID will stop all MIDI notes for Game Object
988Â /// 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
989Â /// 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
991Â /// \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.
992Â /// \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.
993Â /// \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
994Â /// 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.
995Â /// \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
996Â /// will get cached with active priority, while all other files will get cached with inactive priority.
997Â /// \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
998Â /// 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.
1014Â /// 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
1015Â /// 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
1017Â /// \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.
1018Â /// \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.
1019Â /// \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
1020Â /// 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.
1021Â /// \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
1022Â /// will get cached with active priority, while all other files will get cached with inactive priority.
1023Â /// \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
1024Â /// 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.
1040Â /// 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
1041Â /// 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
1043Â /// \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.
1044Â /// \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.
1045Â /// \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
1046Â /// 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.
1047Â /// \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
1048Â /// will get cached with active priority, while all other files will get cached with inactive priority.
1049Â /// \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
1050Â /// 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.
1065Â /// 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
1066Â /// after AK::SoundEngine::UnpinEventInStreamCache() is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
1078Â /// 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
1079Â /// after AK::SoundEngine::UnpinEventInStreamCache() is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
1091Â /// 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
1092Â /// after AK::SoundEngine::UnpinEventInStreamCache() is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
1103Â /// Returns information about an Event that was requested to be pinned into cache via AK::SoundEngine::PinEventInStreamCache().
1104Â /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1105Â /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1106Â /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see \c AkDeviceSettings
1120Â /// Returns information about an Event that was requested to be pinned into cache via \c AK::SoundEngine::PinEventInStreamCache().
1121Â /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1122Â /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1123Â /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1138Â /// Returns information about an Event that was requested to be pinned into cache via \c AK::SoundEngine::PinEventInStreamCache().
1139Â /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1140Â /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1141Â /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1156Â /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1159Â /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1160Â /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1161Â /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1162Â /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1167Â /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1168Â /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1169Â /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1170Â /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1171Â /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1172Â /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1173Â /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1177Â /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1179Â /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1181Â /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1183Â /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1184Â /// value that was passed to the method. Use AK::MusicEngine::GetPlayingSegmentInfo() to query
1186Â /// (so that it restarts precisely at the position that you specified). AK::MusicEngine::GetPlayingSegmentInfo()
1191Â /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1192Â /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1193Â /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1194Â /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1213Â /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1216Â /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1217Â /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1218Â /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1219Â /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1222Â /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1226Â /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1227Â /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1228Â /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1229Â /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1230Â /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1231Â /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1232Â /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1236Â /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1238Â /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1240Â /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1242Â /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1243Â /// value that was passed to the method. Use AK::MusicEngine::GetPlayingSegmentInfo() to query
1245Â /// (so that it restarts precisely at the position that you specified). AK::MusicEngine::GetPlayingSegmentInfo()
1250Â /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1251Â /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1252Â /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1253Â /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1271Â /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1274Â /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1275Â /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1276Â /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1277Â /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1280Â /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1284Â /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1285Â /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1286Â /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1287Â /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1288Â /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1289Â /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1290Â /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1294Â /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1296Â /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1298Â /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1300Â /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1301Â /// value that was passed to the method. Use AK::MusicEngine::GetPlayingSegmentInfo() to query
1303Â /// (so that it restarts precisely at the position that you specified). AK::MusicEngine::GetPlayingSegmentInfo()
1308Â /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1309Â /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1310Â /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1311Â /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1329Â /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1330Â /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1333Â /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1334Â /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1335Â /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1336Â /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1340Â /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1341Â /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1342Â /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1343Â /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1344Â /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1345Â /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1346Â /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1350Â /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1351Â /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1353Â /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1355Â /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1357Â /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1358Â /// value that was passed to the method. Use AK::MusicEngine::GetPlayingSegmentInfo() to query
1359Â /// the exact position of a segment. Also, the segment will be silent during the time that period
1360Â /// (so that it restarts precisely at the position that you specified). AK::MusicEngine::GetPlayingSegmentInfo()
1365Â /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1366Â /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1367Â /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1368Â /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1384Â /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1385Â /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1388Â /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1389Â /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1390Â /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1391Â /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1394Â /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1395Â /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1396Â /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1397Â /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1398Â /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1399Â /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1400Â /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1404Â /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1405Â /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1407Â /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1409Â /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1411Â /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1412Â /// value that was passed to the method. Use AK::MusicEngine::GetPlayingSegmentInfo() to query
1413Â /// the exact position of a segment. Also, the segment will be silent during the time that period
1414Â /// (so that it restarts precisely at the position that you specified). AK::MusicEngine::GetPlayingSegmentInfo()
1419Â /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1420Â /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1421Â /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1422Â /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1438Â /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1439Â /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1442Â /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1443Â /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1444Â /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1445Â /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1448Â /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1449Â /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1450Â /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1451Â /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1452Â /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1453Â /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1454Â /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1458Â /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1459Â /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1461Â /// - Music segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1463Â /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1465Â /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1466Â /// value that was passed to the method. Use AK::MusicEngine::GetPlayingSegmentInfo() to query
1467Â /// the exact position of a segment. Also, the segment will be silent during the time that period
1468Â /// (so that it restarts precisely at the position that you specified). AK::MusicEngine::GetPlayingSegmentInfo()
1473Â /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1474Â /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1475Â /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1476Â /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1512Â /// Gets the current position of the source associated with this playing ID, obtained from PostEvent(). If more than one source is playing,
1515Â /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1517Â /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1518Â /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1519Â /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1524Â /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1534Â /// Gets the current position of the sources associated with this playing ID, obtained from PostEvent().
1536Â /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1538Â /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1539Â /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1540Â /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1542Â /// - If 0 is passed in for the number of entries (*in_pcPositions == 0) then only the number of positions will be returned and the
1549Â /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1560Â /// Gets the stream buffering of the sources associated with this playing ID, obtained from PostEvent().
1562Â /// - You need to pass AK_EnableGetSourceStreamBuffering to PostEvent() in order to use this function, otherwise
1564Â /// - The sources stream buffering is updated at every audio frame. If there are multiple sources associated with this playing ID,
1566Â /// - The returned buffering status out_bIsBuffering will be true If any of the sources associated with the playing ID are actively being buffered.
1567Â /// 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.
1568Â /// - Purely in-memory sources are excluded from this database. If all sources are in-memory, GetSourceStreamBuffering() will return AK_PlayingIDNotFound.
1569Â /// - 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.
1570Â /// 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.
1573Â /// - \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.
1624Â /// This function is provided to give the same behavior on platforms that don't have user-music support.
1637Â /// Sends custom game data to a plug-in that resides on a bus (insert Effect or mixer plug-in).
1641Â /// \aknote The plug-in type and ID are passed and matched with plugins set on the desired bus.
1642Â /// This means that you cannot send different data to various instances of a plug-in on the same bus.\endaknote
1662Â /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1663Â /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1676Â /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1677Â /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1691Â /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1692Â /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1695Â /// For example, say a sound associated with this game object is a 3D moving sound. This sound will
1696Â /// stop moving when the game object is unregistered, and there will be no way to regain control over the game object.
1706Â /// Unregister all game objects, or all game objects with a particular matching set of property flags.
1710Â /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1740Â /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1741Â /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1743Â /// - Calling AK::SoundEngine::SetMultiplePositions() with only one position is the same as calling AK::SoundEngine::SetPosition()
1744Â /// - If a sound has diffraction enabled, it is treated as MultiPositionType_MultiDirections. MultiPositionType_MultiSources is not supported in this case.
1748Â /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1765Â /// Sets multiple positions to a single game object, with flexible assignment of input channels.
1766Â /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1767Â /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1768Â /// \aknote Calling AK::SoundEngine::SetMultiplePositions() with only one position is the same as calling AK::SoundEngine::SetPosition() \endaknote
1771Â /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1786Â /// Modify the attenuation computations on this Game Object to simulate sounds with a larger or smaller area of effect.
1796Â /// Use the position of a separate game object for distance calculations for a specified listener.
1797Â /// When AK::SoundEngine::SetDistanceProbe() is called, Wwise calculates distance attenuation and filtering
1798Â /// based on the distance between the distance probe Game Object (\c in_distanceProbeGameObjectID) and the emitter Game Object's position.
1799Â /// In third-person perspective applications, the distance probe Game Object may be set to the player character's position,
1800Â /// and the listener Game Object's position to that of the camera. In this scenario, attenuation is based on
1801Â /// the distance between the character and the sound, whereas panning, spatialization, and spread and focus calculations are base on the camera.
1802Â /// Both Game Objects, \c in_listenerGameObjectID and \c in_distanceProbeGameObjectID must have been previously registered using AK::SoundEngine::RegisterGameObj.
1803Â /// This function is optional. if AK::SoundEngine::SetDistanceProbe() is never called, distance calculations are based on the listener Game Object position.
1804Â /// 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.
1805Â /// \aknote If the distance probe Game Object is assigned multiple positions, then the first position is used for distance calculations by the listener. \endaknote
1822Â /// It also internally calls ClearPreparedEvents() since at least one bank must have been loaded to allow preparing events.
1825Â /// - \c AK_NotInitialized if the sound engine was not correctly initialized or if there is not enough memory to handle the command
1860Â /// - \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.
1866Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure, check the debug console)
1874Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1875Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1876Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1878Â /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1879Â /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1880Â /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1881Â /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1883Â /// 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.
1884Â /// The Capture Log will still report the missing file. For example, this will be the case when SoundBanks were not generated.
1885Â /// If this option is selected, you can work without SoundBanks as long as Wwise Authoring is connected.
1922Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1930Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1931Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1932Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1934Â /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1935Â /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1936Â /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1937Â /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1939Â /// 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.
1940Â /// The Capture Log will still report the missing file. For example, this will be the case when SoundBanks were not generated.
1941Â /// If this option is selected, you can work without SoundBanks as long as Wwise Authoring is connected.
1960Â /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
1969Â /// - \c AK_BankReadError: I/O error. The bank is either shorter than expected or its data corrupted.
1974Â /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console or Wwise Profiler
1978Â /// - \c AK_Fail: Load or unload failed for any other reason. , check the debug console or Wwise Profiler
1986Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1987Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1988Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1991Â /// 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.
1992Â /// The Capture Log will still report the missing file. For example, this will be the case when SoundBanks were not generated.
1993Â /// If this option is selected, you can work without SoundBanks as long as Wwise Authoring is connected.
2009Â /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2010Â /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2014Â /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2031Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2039Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2040Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2041Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2043Â /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2044Â /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2045Â /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2060Â /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2061Â /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2065Â /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2081Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2089Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2090Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2091Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2093Â /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2094Â /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2095Â /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2111Â /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2115Â /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2117Â /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2135Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2143Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2144Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2145Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2161Â /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2165Â /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2167Â /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2184Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2192Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2193Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2194Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2209Â /// 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.
2211Â /// 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.
2239Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2240Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2241Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2243Â /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2244Â /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2245Â /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2246Â /// your implementation of the Stream Manager (AK::IAkStreamMgr::CreateStd()), or in the Low-Level I/O module
2247Â /// (AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()) if you use the default Stream Manager's implementation.
2248Â /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()
2251Â /// 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.
2252Â /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2268Â void * in_pCookie, ///AK::StreamMgr::IAkLowLevelIOHook::BatchOpen() as AkFileSystemFlags::pCustomParam)
2292Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2293Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2294Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2296Â /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2297Â /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2298Â /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2299Â /// your implementation of the Stream Manager (AK::IAkStreamMgr::CreateStd()), or in the Low-Level I/O module
2300Â /// (AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()) if you use the default Stream Manager's implementation.
2301Â /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()
2304Â /// 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.
2305Â /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2321Â void * in_pCookie, ///AK::StreamMgr::IAkLowLevelIOHook::BatchOpen() as AkFileSystemFlags::pCustomParam)
2327Â /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2345Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2346Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2347Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2349Â /// - The file path should be resolved in your implementation of the Stream Manager, or in the Low-Level I/O module if
2350Â /// you use the default Stream Manager's implementation. The ID overload of AK::IAkStreamMgr::CreateStd() and AK::StreamMgr::IAkLowLevelIOHook::BatchOpen() are called.
2351Â /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()
2354Â /// 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.
2355Â /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2369Â void * in_pCookie, ///AK::StreamMgr::IAkLowLevelIOHook::BatchOpen() as AkFileSystemFlags::pCustomParam)
2375Â /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2376Â /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2380Â /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2397Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2398Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2399Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2401Â /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2402Â /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2403Â /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2421Â /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2422Â /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2426Â /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2442Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2443Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2444Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2446Â /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2447Â /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2448Â /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2467Â /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2471Â /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2473Â /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2491Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2492Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2493Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2512Â /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2516Â /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2518Â /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2536Â /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2537Â /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2538Â /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2559Â /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2561Â /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2563Â /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2565Â /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2580Â /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2582Â /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2584Â /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2586Â /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2599Â /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2601Â /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2616Â /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2620Â /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2622Â /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2640Â /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2644Â /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2646Â /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2663Â /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2665Â /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2680Â /// Cancels all Event callbacks associated with a specific callback cookie specified while loading Banks of preparing Events.\n
2706Â /// 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.
2715Â };
2718Â /// 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
2719Â /// 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(),
2721Â /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2728Â /// \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
2729Â /// 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;
2730Â /// 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.
2739Â /// 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
2740Â /// 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(),
2742Â /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2749Â /// \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
2750Â /// 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;
2751Â /// 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.
2759Â /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2760Â /// 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
2761Â /// 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(),
2763Â /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2770Â /// \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
2771Â /// 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;
2772Â /// 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.
2781Â /// 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
2782Â /// 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(),
2784Â /// Calling this function specifying the flag \c AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2791Â /// \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
2792Â /// 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;
2793Â /// 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.
2804Â /// 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
2805Â /// 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(),
2807Â /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2814Â /// 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
2815Â /// 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;
2816Â /// 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.
2826Â /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2827Â /// 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
2828Â /// 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(),
2830Â /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2837Â /// \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
2838Â /// 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;
2839Â /// 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.
2852Â /// - \c AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command.
2875Â /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2882Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2886Â /// \aknote The use of \c PrepareEvent() is incompatible with \c LoadBank(), using in-memory data.
2916Â /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2923Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2927Â /// \aknote The use of \c PrepareEvent() is incompatible with \c LoadBank(), using in-memory data.
2943Â /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2955Â /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2962Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2981Â /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2990Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3013Â /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3022Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3044Â /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3053Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3145Â /// The Busses are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3179Â /// The Busses are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3184Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3206Â /// The Busses are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3211Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3232Â /// The Busses are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3237Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3258Â /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3259Â /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid or media sizes are 0.
3265Â /// Removes the specified source from the list of loaded media, only if this media is not already in use.
3266Â /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3267Â /// \aknote Media that is still in use by the sound engine should not be unset. It is marked for removal to prevent additional use.
3268Â /// If this function returns AK_ResourceInUse, then the client must not release memory for this media.
3269Â /// Instead, the client should retry the TryUnsetMedia operation later with the same parameters and check for AK_Success.
3271Â /// 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.
3272Â /// out_pUnsetResults will be filled with either AK_Success or AK_ResourceInUse, indicating which media was still in use and not unset.
3274Â /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3275Â /// - \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.
3285Â /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3294Â /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3301Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3303Â /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3304Â /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3323Â /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3332Â /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3339Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3341Â /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3342Â /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3360Â /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3369Â /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3376Â /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3378Â /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3379Â /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3398Â /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3404Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3407Â /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3408Â /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3430Â /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3436Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3439Â /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3440Â /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing events,
3461Â /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3467Â /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3470Â /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3471Â /// set to true. When set to false, the sound engine automatically prepares all Game Syncs when preparing Events,
3499Â /// 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.
3500Â /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3503Â /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
3516Â /// 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.
3517Â /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3529Â /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3540Â /// 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
3541Â /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3542Â /// 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.
3551Â /// Add a single listener to the default set of listeners. Upon registration, all game objects reference the default listener set, until
3552Â /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3561Â /// Remove a single listener from the default set of listeners. Upon registration, all game objects reference the default listener set, until
3562Â /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3571Â /// 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.
3584Â /// If \c in_bSpatialized is false, only \c in_pVolumeOffsets is used for this listener (3D positions
3585Â /// have no effect on the speaker distribution). Otherwise, \c in_pVolumeOffsets is added to the speaker
3587Â /// Use helper functions of \c AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets.
3590Â /// - If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig,
3614Â /// With this function, you may set a game parameter value with global scope or with game object scope.
3615Â /// 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
3616Â /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3617Â /// To set a game parameter value with global scope, pass \c AK_INVALID_GAME_OBJECT as the game object.
3618Â /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3619Â /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3620Â /// according to the interpolation curve. If you call \c SetRTPCValue() with in_uValueChangeDuration = 0 in the
3621Â /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3622Â /// function at every game frame, you should not use \c in_uValueChangeDuration, as it would have no effect and it is less efficient.
3643Â /// With this function, you may set a game parameter value to global scope or to game object scope.
3644Â /// 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
3645Â /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3646Â /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3647Â /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3648Â /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3649Â /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3650Â /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3651Â /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3672Â /// With this function, you may set a game parameter value with global scope or with game object scope.
3673Â /// 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
3674Â /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3675Â /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3676Â /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3677Â /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3678Â /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3679Â /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3680Â /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3702Â /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3703Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3704Â /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3705Â /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3706Â /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3729Â /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3730Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3731Â /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3732Â /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3733Â /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3756Â /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3757Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3758Â /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3759Â /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3760Â /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3779Â /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3780Â /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3781Â /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3783Â /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3784Â /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3785Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3786Â /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3806Â /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3807Â /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3808Â /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3810Â /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3811Â /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3812Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3813Â /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3833Â /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3834Â /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3835Â /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3837Â /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3838Â /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3839Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3840Â /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3859Â /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3860Â /// With this function, you may reset a game parameter to its default value on playing id scope.
3862Â /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3863Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3865Â /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3884Â /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3885Â /// With this function, you may reset a game parameter to its default value on playing id scope.
3887Â /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3888Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3890Â /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3896Â /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
3911Â /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3912Â /// With this function, you may reset a game parameter to its default value on playing id scope.
3914Â /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3915Â /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3917Â /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3923Â /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
4081Â /// Registers a callback to allow the game to modify or override the volume to be applied at the output of an audio bus.
4085Â /// \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
4103Â /// 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
4104Â /// 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.
4124Â /// 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
4125Â /// 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.
4146Â /// 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
4147Â /// 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.
4169Â /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will
4185Â /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4186Â /// Bus which does not have any Effects, or removing the last Effect on a currently playing bus.
4188Â /// \aknote This function will replace existing Effects on the node. If the target node is not at
4189Â /// the top of the hierarchy and is in the actor-mixer hierarchy, the option "Override Parent" in
4190Â /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4210Â /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4211Â /// bus which does not have any Effects, or removing the last Effect on a currently playing Bus.
4213Â /// \aknote Make sure the new effect shareset is included in a soundbank, and that sound bank is
4216Â /// \aknote This function will replace existing Effects on the node. If the target node is not at
4217Â /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
4218Â /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4239Â /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4240Â /// Bus which does not have any effects, or removing the last Effect on a currently playing bus.
4242Â /// \aknote Make sure the new effect shareset is included in a soundbank, and that sound bank is
4245Â /// \aknote This function will replace existing Effects on the node. If the target node is not at
4246Â /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
4247Â /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4261Â /// Sets an audio device effect shareset on the specified output device and effect slot index.
4265Â /// \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
4266Â /// \aknote This function will replace existing effects of the audio device shareset. \endaknote
4267Â /// \aknote Audio device effects support is limited to one shareset per plug-in type at any time. \endaknote
4268Â /// \aknote Errors are reported in the Wwise Capture Log if the effect cannot be set on the output device. \endaknote
4310Â /// Sets a game object's obstruction and occlusion levels. If SetMultiplePositions were used, values are set for all positions.
4311Â /// To assign a unique obstruction and occlusion value to each sound position, instead use AK::SoundEngine::SetMultipleObstructionAndOcclusion.
4324Â /// Sets a game object's obstruction and occlusion value for each position defined by AK::SoundEngine::SetMultiplePositions.
4325Â /// This function differs from AK::SoundEngine::SetObjectObstructionAndOcclusion as a list of obstruction/occlusion pair is provided
4326Â /// and each obstruction/occlusion pair will affect the corresponding position defined at the same index.
4327Â /// \aknote In the case the number of obstruction/occlusion pairs is smaller than the number of positions, remaining positions'
4331Â /// - \c AK_CommandTooLarge if the number of obstruction values is too large for the command queue.
4332Â /// - \c AK_InvalidParameter if one of the parameter is out of range (check the debug console)
4337Â /// \return AK_Success if occlusion/obstruction values are successfully stored for this emitter
4348Â /// This function will write history data for all currently loaded containers and instantiated game
4349Â /// objects (for example, current position in Sequence Containers and previously played elements in
4352Â /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4363Â /// This function will read history data from the passed-in stream reader interface, and apply it to all
4367Â /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4385Â /// If more than one device is active, the system will create multiple files in the same output
4388Â /// If no device is running yet, the system will return success AK_Success despite doing nothing.
4389Â /// Use RegisterAudioDeviceStatusCallback to get notified when devices are created/destructed.
4391Â /// \return AK_Success if successful, AK_Fail if there was a problem starting the output capture.
4393Â /// - The sound engine opens a stream for writing using AK::IAkStreamMgr::CreateStd(). If you are using the
4394Â /// default implementation of the Stream Manager, file opening is executed in your implementation of
4396Â /// AkFileSystemFlags are passed: uCompanyID = AKCOMPANYID_AUDIOKINETIC and uCodecID = AKCODECID_PCM,
4397Â /// and the AkOpenMode is AK_OpenModeWriteOvrwr. Refer to \ref streamingmanager_lowlevel_location for
4414Â /// \return AK_Success if successful, AK_Fail if there was a problem stopping the output capture.
4447Â /// The callback will be called from the audio thread during real-time rendering and from the main thread during offline rendering.
4479Â /// Starts recording the sound engine profiling information into a file. This file can be read
4480Â /// by Wwise Authoring. The file is created at the base path. If you have integrated Wwise I/O,
4481Â /// you can use CAkDefaultIOHookDeferred::SetBasePath() (or CAkDefaultIOHookDeferred::AddBasePath())
4482Â /// to change the location where the file is saved. The profiling session records all data types possible.
4503Â /// 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.
4525Â /// Adds an output to the sound engine. Use this to add controller-attached headphones, controller speakers, DVR output, etc.
4526Â /// 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).
4528Â /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4529Â /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4538Â /// The following codes are returned directly from the function, as opposed to the AkDeviceStatusCallback
4540Â /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations (see parameter list below).
4541Â /// - \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.
4542Â /// - \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.
4543Â /// - \c AK_NotInitialized: If AK::SoundEngine::Init was not called or if the Init.bnk was not loaded before the call.
4548Â /// - \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.
4549Â /// - \c AK_PluginNotRegistered: The audioDeviceShareset exists but the plug-in it refers to is not installed or statically linked with the game.
4550Â /// - \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.
4551Â /// - \c AK_DeviceNotCompatible: The hardware does not support this type of output. Wwise will NOT fallback to any other type of output.
4552Â /// - \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.
4553Â /// - \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.
4565Â /// If a listener was associated with the device, you should consider unregistering the listener prior to call RemoveOutput
4574Â /// Replaces an output device previously created during engine initialization or from AddOutput, with a new output device.
4575Â /// 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
4576Â /// that the old output device was associated with, and preserve all listeners that were attached to the old output device.
4578Â /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4579Â /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4587Â /// - \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.
4588Â /// - \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.
4589Â /// - \c AK_DeviceNotFound: The in_outputDeviceId provided does not match with any of the output devices that the sound engine is currently using.
4590Â /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations on in_settings
4599Â /// 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.
4600Â /// Use 0 for in_idShareset & in_idDevice to get the Main Output ID (the one usually initialized during AK::SoundEngine::Init)
4622Â /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4623Â /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4624Â /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4625Â /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4627Â /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4628Â /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4634Â /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4635Â /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4636Â /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4637Â /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4639Â /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4640Â /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4647Â /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4648Â /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4649Â /// SetBusDevice must be preceded by a call to AddOutput for the new device shareset to be registered as an output.
4651Â /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4652Â /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4659Â /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4663Â /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4666Â /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4667Â /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4671Â /// - \c AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4682Â /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4686Â /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4687Â /// * 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.
4689Â /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4690Â /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4694Â /// AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4710Â /// 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).
4711Â /// 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
4712Â /// 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
4713Â /// 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.
4715Â /// AK_NotCompatible when the device ID provided does not support spatial audio, or the platform does not support spatial audio
4716Â /// AK_Fail when there is some other miscellaneous failure, or the device ID provided does not match a device that the system knows about
4726Â /// 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.
4727Â /// Call \c WakeupFromSuspend when your application receives the message from the OS that the process is back in foreground.
4728Â /// When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when \ref RenderAudio() is called.
4729Â /// It is recommended to match the in_bRenderAnyway parameter with the behavior of the rest of your game:
4730Â /// 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.
4731Â /// If you want to minimize CPU when in background, then don't allow rendering and never call RenderAudio from the game.
4733Â /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4741Â /// 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.
4743Â /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4747Â 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.
4750Â /// Obtains the current audio output buffer tick. This corresponds to the number of buffers produced by
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.
Definition: AkSoundEngine.h:238
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)
Definition: AkSoundEngine.h:216
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)
AkBackgroundMusicChangeCallbackFunc BGMCallback
Application-defined audio source change event callback function.
Definition: AkSoundEngine.h:249
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkTypes.h:885
Definition: AkCommonDefs.h:286
AKSOUNDENGINE_API void ExecuteActionOnPlayingID(AkActionOnEventType in_ActionType, AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
AKSOUNDENGINE_API AKRESULT LoadBankMemoryView(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkBankID &out_bankID)
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)
Definition: AkSoundEngine.h:176
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,...
Definition: AkSoundEngine.h:2712
IAkSoftwareCodec *(* AkCreateFileSourceCallback)(void *in_pCtx)
Registered file source creation function prototype.
Definition: AkTypes.h:1064
AKSOUNDENGINE_API AKRESULT StartOutputCapture(const AkOSChar *in_CaptureFileName)
AkProfilerPopTimerFunc fnProfilerPopTimer
External (optional) function for tracking performance of the sound engine that is called when a timer...
Definition: AkSoundEngine.h:271
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).
Definition: AkSoundEngine.h:236
Definition: AkAndroidSoundEngine.h:56
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)
@ AkFloorPlane_XY
The floor is oriented along the XY-plane. The front vector points towards +X, the up vector towards +...
Definition: AkSoundEngine.h:164
AkReal32 fDebugOutOfRangeLimit
Debug setting: Only used when bDebugOutOfRangeCheckEnabled is true. This defines the maximum values s...
Definition: AkSoundEngine.h:264
Definition: AkSpeakerConfig.h:444
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)
AkUInt32 updateBufferTick
Value of GetBufferTick() at the time the position was updated.
Definition: AkSoundEngine.h:290
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.
Definition: AkSoundEngine.h:2700
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)
AKSOUNDENGINE_API AKRESULT SetState(AkStateGroupID in_stateGroup, AkStateID in_state)
Platform-independent initialization settings of output devices.
Definition: AkSoundEngine.h:127
AKSOUNDENGINE_API bool IsInitialized()
@ Preparation_Unload
PrepareEvent() will unload required information to play the specified event.
Definition: AkSoundEngine.h:2699
@ AkBankContent_All
Use AkBankContent_All to load both the media and structural content.
Definition: AkSoundEngine.h:2713
void(* AkBusMeteringCallbackFunc)(AkBusMeteringCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:292
AKSOUNDENGINE_API AKRESULT SetOfflineRenderingFrameTime(AkReal32 in_fFrameTimeInSeconds)
AKSOUNDENGINE_API AKRESULT ClearBanks()
AKSOUNDENGINE_API AKRESULT UnregisterAudioDeviceStatusCallback()
Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatus...
Definition: IBytes.h:43
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.
Definition: AkSoundEngine.h:289
AKSOUNDENGINE_API AKRESULT SetOutputVolume(AkOutputDeviceID in_idOutput, AkReal32 in_fVolume)
AKSOUNDENGINE_API AKRESULT GetPanningRule(AkPanningRule &out_ePanningRule, AkOutputDeviceID in_idOutput=0)
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)
AKSOUNDENGINE_API AKRESULT SetBankLoadIOSettings(AkReal32 in_fThroughput, AkPriority in_priority)
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)
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,...
Definition: AkSoundEngine.h:192
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...
Definition: AkSoundEngine.h:247
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.
Definition: AkSoundEngine.h:194
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
Definition: AkSpeakerVolumes.h:49
AKSOUNDENGINE_API AKRESULT DecodeBank(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkMemPoolId in_uPoolForDecodedBank, void *&out_pDecodedBankPtr, AkUInt32 &out_uDecodedBankSize)
Definition: AkTypes.h:264
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...
Definition: AkSoundEngine.h:211
@ AkFloorPlane_XZ
The floor is oriented along the ZX-plane. The front vector points towards +Z, the up vector towards +...
Definition: AkSoundEngine.h:163
AkUInt32 uContinuousPlaybackLookAhead
Default is 1 audio quantum, also known as an audio frame. Its size is equal to AkInitSettings::uNumSa...
Definition: AkSoundEngine.h:233
AKSOUNDENGINE_API AKRESULT RemoveOutput(AkOutputDeviceID in_idOutput)
bool bEnableGameSyncPreparation
Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
Definition: AkSoundEngine.h:232
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.
Definition: AkSoundEngine.h:199
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)
Definition: AkSoundEngine.h:228
Necessary settings for setting externally-loaded sources.
Definition: AkSoundEngine.h:277
AkUInt32 uMemorySlabSize
Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
Definition: AkSoundEngine.h:197
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...
Definition: AkSoundEngine.h:244
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.
Definition: AkSoundEngine.h:2698
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.
Definition: AkSoundEngine.h:242
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)
Settings for the Sound Engine's internal job manager.
Definition: AkSoundEngine.h:183
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
void(* AkCallbackFunc)(AkCallbackType in_eType, AkCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:272
AKRESULT(* AkBackgroundMusicChangeCallbackFunc)(bool in_bBackgroundMusicMuted, void *in_pCookie)
Definition: AkSoundEngine.h:120
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.
Definition: AkSoundEngine.h:280
AKSOUNDENGINE_API AKRESULT UnloadBank(const char *in_pszString, const void *in_pInMemoryBankPtr, AkBankType in_bankType=AkBankType_User)
AKSOUNDENGINE_API AKRESULT RegisterBusMeteringCallback(AkUniqueID in_busID, AkBusMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
AKSOUNDENGINE_API void SetRandomSeed(AkUInt32 in_uSeed)
const AkOSChar * szPluginDLLPath
When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the gam...
Definition: AkSoundEngine.h:251
Definition: IAkPlugin.h:1365
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...
Definition: AkSoundEngine.h:196
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)
Definition: IBytes.h:111
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)
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)
@ 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)
AKSOUNDENGINE_API AKRESULT SetContainerHistory(AK::IReadBytes *in_pBytes)
void(* AkAssertHook)(const char *in_pszExpression, const char *in_pszFileName, int in_lineNumber)
Definition: AkSoundEngine.h:104
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)
AKSOUNDENGINE_API AKRESULT AddDefaultListener(AkGameObjectID in_listenerGameObj)
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)
Definition: AkTypes.h:244
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...
Definition: AkSoundEngine.h:239
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)
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.
Definition: AkSoundEngine.h:268
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
@ AkFloorPlane_YZ
The floor is oriented along the YZ-plane. The front vector points towards +Y, the up vector towards +...
Definition: AkSoundEngine.h:165
AkTimeMs msTime
Position of the source (in ms) associated with that playing item.
Definition: AkSoundEngine.h:288
void * BGMCallbackCookie
Application-defined user data for the audio source change event callback function.
Definition: AkSoundEngine.h:250
AkUniqueID sourceID
Source ID (available in the SoundBank content files)
Definition: AkSoundEngine.h:278
bool bUseSoundBankMgrThread
Use a separate thread for loading sound banks. Allows asynchronous operations.
Definition: AkSoundEngine.h:246
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...
Definition: AkSoundEngine.h:287
Definition: AkMidiTypes.h:237
bool bDebugOutOfRangeCheckEnabled
Debug setting: Enable checks for out-of-range (and NAN) floats in the processing code....
Definition: AkSoundEngine.h:266
Definition: AkSoundEngine.h:227
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)
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 ...
Definition: AkSoundEngine.h:272
AKSOUNDENGINE_API AKRESULT ClearPreparedEvents()
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()
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()
AKSOUNDENGINE_API AKRESULT SetBusConfig(AkUniqueID in_audioNodeID, AkChannelConfig in_channelConfig)
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()
void(* AkProfilerPushTimerFunc)(AkPluginID in_uPluginID, const char *in_pszZoneName)
Definition: AkSoundEngine.h:205
AkProfilerPushTimerFunc fnProfilerPushTimer
External (optional) function for tracking performance of the sound engine that is called when a timer...
Definition: AkSoundEngine.h:270
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...
Definition: AkSoundEngine.h:185
AkUInt32 uBankReadBufferSize
The number of bytes read by the BankReader when new data needs to be loaded from disk during serializ...
Definition: AkSoundEngine.h:262
AKSOUNDENGINE_API AKRESULT RemoveListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT GetBufferStatusForPinnedEvent(AkUniqueID in_eventID, AkReal32 &out_fPercentBuffered, bool &out_bCachePinnedMemoryFull)
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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