Table of Contents

Wwise SDK 2019.1.6
AkQueryParameters.h File Reference

Go to the source code of this file.

Classes

struct   AkPositioningInfo
  Positioning information obtained from an object. More...
 
struct   AkObjectInfo
  Object information structure for QueryAudioObjectsIDs. More...
 
struct   AK::SoundEngine::Query::GameObjDst
 

Namespaces

namespace   AK
  Audiokinetic namespace.
 
  AK::SoundEngine
 
  AK::SoundEngine::Query
 

Typedefs

typedef AkArray< AkGameObjectID, AkGameObjectID, ArrayPoolDefault, 32 >  AK::SoundEngine::Query::AkGameObjectsList
 
typedef AkArray< GameObjDst, const GameObjDst &, ArrayPoolDefault, 32 >  AK::SoundEngine::Query::AkRadiusList
 

Functions

AKRESULT __cdecl  AK::SoundEngine::Query::QueryAudioObjectIDs (AkUniqueID in_eventID, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos)
 
AKRESULT __cdecl  AK::SoundEngine::Query::QueryAudioObjectIDs (const char *in_pszEventName, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetPositioningInfo (AkUniqueID in_ObjectID, AkPositioningInfo &out_rPositioningInfo)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetActiveGameObjects (AkGameObjectsList &io_GameObjectList)
 
bool __cdecl  AK::SoundEngine::Query::GetIsGameObjectActive (AkGameObjectID in_GameObjId)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetMaxRadius (AkRadiusList &io_RadiusList)
 
AkReal32 __cdecl  AK::SoundEngine::Query::GetMaxRadius (AkGameObjectID in_GameObjId)
 
AkUniqueID __cdecl  AK::SoundEngine::Query::GetEventIDFromPlayingID (AkPlayingID in_playingID)
 
AkGameObjectID __cdecl  AK::SoundEngine::Query::GetGameObjectFromPlayingID (AkPlayingID in_playingID)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetPlayingIDsFromGameObject (AkGameObjectID in_GameObjId, AkUInt32 &io_ruNumIDs, AkPlayingID *out_aPlayingIDs)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetCustomPropertyValue (AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkInt32 &out_iValue)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetCustomPropertyValue (AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkReal32 &out_fValue)
 
Game Objects
AKRESULT __cdecl  AK::SoundEngine::Query::GetPosition (AkGameObjectID in_GameObjectID, AkSoundPosition &out_rPosition)
 
Listeners
AKRESULT __cdecl  AK::SoundEngine::Query::GetListeners (AkGameObjectID in_GameObjectID, AkGameObjectID *out_ListenerObjectIDs, AkUInt32 &oi_uNumListeners)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetListenerPosition (AkGameObjectID in_uIndex, AkListenerPosition &out_rPosition)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetListenerSpatialization (AkUInt32 in_uIndex, bool &out_rbSpatialized, AK::SpeakerVolumes::VectorPtr &out_pVolumeOffsets, AkChannelConfig &out_channelConfig)
 
Environments
AKRESULT __cdecl  AK::SoundEngine::Query::GetGameObjectAuxSendValues (AkGameObjectID in_gameObjectID, AkAuxSendValue *out_paAuxSendValues, AkUInt32 &io_ruNumSendValues)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetGameObjectDryLevelValue (AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfControlValue)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetObjectObstructionAndOcclusion (AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfObstructionLevel, AkReal32 &out_rfOcclusionLevel)
 

Game Syncs

enum   AK::SoundEngine::Query::RTPCValue_type {
  AK::SoundEngine::Query::RTPCValue_Default, AK::SoundEngine::Query::RTPCValue_Global, AK::SoundEngine::Query::RTPCValue_GameObject, AK::SoundEngine::Query::RTPCValue_PlayingID,
  AK::SoundEngine::Query::RTPCValue_Unavailable
}
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetRTPCValue (AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID, AkPlayingID in_playingID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetRTPCValue (const char *in_pszRtpcName, AkGameObjectID in_gameObjectID, AkPlayingID in_playingID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetSwitch (AkSwitchGroupID in_switchGroup, AkGameObjectID in_gameObjectID, AkSwitchStateID &out_rSwitchState)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetSwitch (const char *in_pstrSwitchGroupName, AkGameObjectID in_GameObj, AkSwitchStateID &out_rSwitchState)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetState (AkStateGroupID in_stateGroup, AkStateID &out_rState)
 
AKRESULT __cdecl  AK::SoundEngine::Query::GetState (const char *in_pstrStateGroupName, AkStateID &out_rState)
 

Detailed Description

The sound engine parameter query interface.

Definition in file AkQueryParameters.h.