Bit field of various locations in the audio processing loop where the game can be called back. 
| 枚举值 | 
|---|
| AkGlobalCallbackLocation_Register | Right after successful registration of callback/plugin. Typically used by plugins along with AkGlobalCallbackLocation_Term for allocating memory for the lifetime of the sound engine.  | 
| AkGlobalCallbackLocation_Begin | Start of audio processing. The number of frames about to be rendered depends on the sink/end-point and can be zero.  | 
| AkGlobalCallbackLocation_PreProcessMessageQueueForRender | Start of frame rendering, before having processed game messages.  | 
| AkGlobalCallbackLocation_PostMessagesProcessed | After one or more messages have been processed, but before updating game object and listener positions internally.  | 
| AkGlobalCallbackLocation_BeginRender | Start of frame rendering, after having processed game messages.  | 
| AkGlobalCallbackLocation_EndRender | End of frame rendering.  | 
| AkGlobalCallbackLocation_End | End of audio processing.  | 
| AkGlobalCallbackLocation_Term | Sound engine termination.  | 
| AkGlobalCallbackLocation_Monitor | Send monitor data  | 
| AkGlobalCallbackLocation_MonitorRecap | Send monitor data connection to recap.  | 
| AkGlobalCallbackLocation_Init | Sound engine initialization.  | 
| AkGlobalCallbackLocation_Suspend | Sound engine suspension through AK::SoundEngine::Suspend  | 
| AkGlobalCallbackLocation_WakeupFromSuspend | Sound engine awakening through AK::SoundEngine::WakeupFromSuspend  | 
| AkGlobalCallbackLocation_ProfilerConnect | Wwise Profiler has connected to the game.  | 
| AkGlobalCallbackLocation_ProfilerDisconnect | Wwise Profiler has disconnected from the game.  | 
| AkGlobalCallbackLocation_Num | Total number of global callback locations.  |