Table of Contents

Wwise SDK 2019.1.6
AkSpatialAudio.h
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27 
28 /// \file
29 /// Spatial Audio interface.
30 
31 #pragma once
32 
36 
37 /// AkDiffractionFlags determine if diffraction values for sound passing through portals will be calculated, and how to apply those calculations to Wwise parameters.
39 {
40  DiffractionFlags_UseBuiltInParam = 1 << 0, ///< Set the Wwise built-in game parameter value for diffraction angle. This is a flexible approach that can be mapped to any Wwise parameter. Can also be used simply to monitor diffraction using the game object profiler in Wwise.
41  DiffractionFlags_UseObstruction = 1 << 1, ///< Use Wwise obstruction for dry-path diffraction. Dry-path diffraction is related to the angle off of a straight line of sight to a sound emitter.
42  DiffractionFlags_CalcEmitterVirtualPosition = 1 << 3, ///< An emitter that is not in the same room as the listener will have its apparent or virtual position calculated by Wwise spatial audio and passed on to the sound engine.
43 
45 };
46 
47 /// Initialization settings of the spatial audio module.
49 {
51  , uPoolSize(4 * 1024 * 1024)
57  {}
58 
59  AkMemPoolId uPoolID; ///< User-provided pool ID (see AK::MemoryMgr::CreatePool).
60  AkUInt32 uPoolSize; ///< Desired memory pool size if a new pool should be created. A pool will be created if uPoolID is not set (AK_INVALID_POOL_ID).
61  AkUInt32 uMaxSoundPropagationDepth; ///< Maximum number of portals that sound can propagate through; must be less than or equal to AK_MAX_SOUND_PROPAGATION_DEPTH.
62  AkUInt32 uDiffractionFlags; ///< Enable or disable specific diffraction features. See AkDiffractionFlags.
63  AkReal32 fDiffractionShadowAttenFactor; ///< Multiplier that is applied to the distance attenuation of diffracted sounds (sounds that are in the 'shadow region') to simulate the phenomenon where by diffracted sound waves decay faster than incident sound waves.
64  AkReal32 fDiffractionShadowDegrees; ///< Interpolation angle, in degrees, over which the fDiffractionShadowAttenFactor is applied.
65  ///< At a diffraction of 0, a multiplier of 1 (ie. none) is applied, and at an angle of fDiffractionShadowDegrees or greater, fDiffractionShadowAttenFactor is applied.
66  ///< A linear interpolation between 1 and fDiffractionShadowAttenFactor is applied when the angle is between 0 and fDiffractionShadowDegrees.
67 
68  AkReal32 fMovementThreshold; ///< Amount that an emitter or listener has to move to trigger a recalculation of reflections/diffraction. Larger values can reduce the CPU load at the cost of reduced accuracy.
69 };
70 
71 // Settings for individual image sources.
73 {
75 
76  AkImageSourceSettings(AkVector in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
77  : params(in_sourcePosition, in_fDistanceScalingFactor, in_fLevel)
78  , texture()
79  , name()
80  {
81  }
82 
84  {
85  name.Term();
86  }
87 
88  /// Operator =
90  {
91  params = src.params;
92  texture = src.texture;
93  name = src.name;
94  name.AllocCopy();
95  return *this;
96  }
97 
98  void SetOneTexture(AkUniqueID in_texture)
99  {
100  texture.uNumTexture = 1;
101  texture.arTextureID[0] = in_texture;
102  }
103 
104  void SetName(const char* in_pName)
105  {
106  name = in_pName;
107  name.AllocCopy();
108  }
109 
110  /// Image source parameters.
112 
113  /// Acoustic texture that goes with this image source.
115 
116  /// Name given to image source, can be used to identify the image source in the AK Reflect plugin UI.
118 };
119 
120 /// Settings for a sound emitter.
122 {
123  /// Constructor
126  , reflectionsAuxBusGain(1.0f)
127  , reflectionsOrder(1)
128  , reflectorFilterMask(0xFFFFFFFF)
129  , roomReverbAuxBusGain(1.0f)
133  {
134  useImageSources = true;
135  }
136 
137  /// Name given to this sound emitter.
139 
140  /// Aux bus with the AkReflect plug-in that is used by the geometric reflections API. Set to AK_INVALID_UNIQUE_ID to disable geometric reflections.
141  /// \aknote For proper operation with AkReflect and the SpatialAudio API, any aux bus using AkReflect should have 'Listener Relative Routing' checked and the 3D Spatialization set to None in the Wwise authoring tool. See \ref spatial_audio_wwiseprojectsetup_businstances for more details. \endaknote
143 
144  /// A heuristic to stop the computation of reflections, and reduce the search space for reflective surfaces. Should be no longer (and possibly shorter for less CPU usage) than the maximum attenuation of
145  /// the reflections, as defined in the AkReflect plug-in.
146  /// Setting \c reflectionMaxPathLength is critical for performance. This value should be set as small as possible to reduce the number of possible surfaces to consider for reflections.
147  /// Setting \c reflectionMaxPathLength to 0.f effectively disables reflection processing for this sound emitter.
149 
150  /// Send gain (0.f-1.f) that is applied when sending to the bus that has the AkReflect plug-in. (reflectAuxBusID)
152 
153  /// Maximum number of reflections that will be processed when computing indirect paths via the geometric reflections API. Reflection processing grows
154  /// exponentially with the order of reflections, so this number should be kept low. Valid range: 1-4.
155  /// Setting \c reflectionsOrder to 0 effectively disables reflection processing for this sound emitter.
156  /// A good starting point is 1 (1st order reflections). \c reflectionsOrder can be increased to 2 or more if geometry is sufficiently simple, and there are a low number of sound emitters that need reflection processing at a given time.
158 
159  /// Bit field that allows for filtering of reflector surfaces (triangles) for this sound emitter. Setting/or clearing bits that correspond to the same bits set in
160  /// the \c reflectorChannelMask of each \c AkTriangle can be used to filter out specific geometry for specific emitters. An example usage is to disable reflections
161  /// off the floor for sounds positioned at the camera. When processing the reflections, this bit mask is ANDed with each potential triangle's reflectorChannelMask to determine if the reflector/emitter pair can produce a valid hit.
163 
164  /// Send gain (0.f-1.f) that is applied when sending to the bus that is associated with the room that the emitter is in (assigned via ReverbAuxBus field of AkRoomParams).
165  /// This value is multiplied with the room-specific gain (ReverbLevel of AkRoomParams). Note that this value is not applied to aux sends that are set via SetEmitterAuxSendValues(),
166  /// and therefore may be used to scale and/or disable room reverb, either temporarily or permanently, for a specific emitter.
167  /// \sa
168  /// - \ref AkRoomParams
169  /// - \ref AK::SpatialAudio::SetEmitterAuxSendValues
171 
172  /// The maximum number of edges that the sound can diffract around between the emitter and the listener, or the emitter and a single portal. Applies only to geometric diffraction, and not to sound propagation through rooms and portals.
173  /// Setting \c diffractionMaxEdges to 0 effectively disables geometric diffraction for this sound emitter.
174  /// When using geometric diffraction, the default value is a good starting point.
176 
177  /// The maximum number of paths to the listener that the sound can take around obstacles between the emitter and the listener, or the emitter and a single portal. Applies only to geometric diffraction, and not sound propagation through rooms and portals.
178  /// Diffraction paths map directly to virtual sound positions. Setting \c diffractionMaxPaths limits the number sound positions that are rendered for the game object.
179  /// Setting \c diffractionMaxPaths to 0 effectively disables geometric diffraction for this sound emitter.
180  /// When using geometric diffraction, the default value is a good starting point.
182 
183  /// The maximum length of a geometric diffraction path between the emitter and the listener, in the case that they are in the same room. When the emitter and listener are in different rooms, this value represents
184  /// the maximum possible diffracted path-segment length between the emitter and a portal (in the same room as the emitter). When the listener and emitter are in different rooms, calculated paths
185  /// between the listener and portals, and/or those between two portals, are shared between all emitters requiring them, and so are not subject to \c diffractionMaxPathLength. The final path from the emitter to the listener may
186  /// end up being longer than \c diffractionMaxPathLength, when the total path traverses a number of rooms and portals.
187  /// Should generally be no longer (and possibly shorter for less CPU usage) than the maximum attenuation used on the sound emitter.
188  /// Setting \c diffractionMaxPathLength to 0 effectively disables geometric diffraction for this sound emitter.
189  /// When using geometric diffraction, a good starting point is the maximum possible distance that the sound should travel.
191 
192  /// Enable reflections from image sources that have been added via the \c AK::SpatialAudio::SetImageSource() API. (Does not apply to geometric reflections.)
194 };
195 
196 /// Vertex for a spatial audio mesh.
197 struct AkVertex
198 {
199  /// Constructor
200  AkVertex() : X(0.f), Y(0.f), Z(0.f) {}
201 
202  /// Constructor
203  AkVertex(AkReal32 in_X, AkReal32 in_Y, AkReal32 in_Z) : X(in_X), Y(in_Y), Z(in_Z) {}
204 
205  AkReal32 X; ///< X coordinate
206  AkReal32 Y; ///< Y coordinate
207  AkReal32 Z; ///< Z coordinate
208 };
209 
210 /// Triangle for a spatial audio mesh.
211 struct AkTriangle
212 {
213  /// Constructor
218  {}
219 
220  /// Constructor
221  AkTriangle(AkVertIdx in_pt0, AkVertIdx in_pt1, AkVertIdx in_pt2, AkSurfIdx in_surfaceInfo)
222  : point0(in_pt0)
223  , point1(in_pt1)
224  , point2(in_pt2)
225  , surface(in_surfaceInfo)
226  {}
227 
228  /// Index into the vertex table passed into \c AkGeometryParams that describes the first vertex of the triangle. Triangles are double-sided, so vertex order in not important.
230 
231  /// Index into the vertex table passed into \c AkGeometryParams that describes the second vertex of the triangle. Triangles are double-sided, so vertex order in not important.
233 
234  /// Index into the vertex table passed into \c AkGeometryParams that describes the third vertex of the triangle. Triangles are double-sided, so vertex order in not important.
236 
237  /// Index into the surface table passed into \c AkGeometryParams that describes the surface properties of the triangle.
238  /// If this field is left as \c AK_INVALID_SURFACE, then a default-constructed \c AkAcousticSurface is used.
240 };
241 
242 /// Describes the acoustic surface properties of one or more triangles.
243 /// An single acoustic surface may describe any number of triangles, depending on the granularity desired. For example, if desired for debugging, one could create a unique
244 /// \c AkAcousticSurface struct for each triangle, and define a unique name for each. Alternatively, a single \c AkAcousticSurface could be used to describe all triangles.
245 /// In fact it is not necessary to define any acoustic surfaces at all. If the \c AkTriangle::surface field is left as \c AK_INVALID_SURFACE, then a default-constructed \c AkAcousticSurface is used.
247 {
248  /// Constructor
251  , strName(NULL)
252  {}
253 
254  /// Acoustic texture ShareSet ID for the surface. The acoustic texture is authored in Wwise, and the shareset ID may be obtained by calling \c AK::SoundEngine::GetIDFromString
255  /// \sa <tt>\ref AK::SoundEngine::GetIDFromString()</tt>
257 
258  /// Bitfield of channels that this surface belongs to. When processing the reflections, this bit mask is ANDed with each of the emitter's <tt>reflectorFilterMask</tt>s to determine if the reflector/emitter pair can produce a valid hit.
260 
261  /// Name to describe this surface
262  const char* strName;
263 };
264 
265 /// Structure for retrieving information about the indirect paths of a sound that have been calculated via the geometric reflections API. Useful for debug draw applications.
267 {
268  /// Apparent source of the reflected sound that follows this path.
270 
271  /// Vertices of the indirect path.
272  /// pathPoint[0] is closest to the emitter, pathPoint[numPathPoints-1] is closest to the listener.
274 
275  /// The surfaces that were hit in the path.
276  /// surfaces[0] is closest to the emitter, surfaces[numPathPoints-1] is closest to the listener.
278 
279  /// Number of valid elements in the \c pathPoint[], \c surfaces[], and \c diffraction[] arrays.
281 
282  /// Number of reflections in the \c pathPoint[] array. Shadow zone diffraction does not count as a reflection. If there is no shadow zone diffraction, \c numReflections is equal to \c numPathPoints.
284 
285  /// Diffraction amount, normalized to the range [0,1]
287 
288  /// Linear gain applied to image source.
290 
291  /// True if the sound path was occluded. Note that the spatial audio library must be recompiled with \c \#define AK_DEBUG_OCCLUSION to enable generation of occluded paths.
293 };
294 
295 /// Structure for retrieving information about diffraction paths for a given emitter.
296 /// The diffraction paths represent indirect sound paths from the emitter to the listener, whether they go through portals
297 /// (via the rooms and portals API) or are diffracted around edges (via the geometric diffraction API).
299 {
300  /// Defines the maximum number of nodes that a user can retrieve information about. Longer paths will be truncated.
302 
303  /// Diffraction points along the path. nodes[0] is the point closest to the listener; nodes[numNodes-1] is the point closest to the emitter.
304  /// Neither the emitter position nor the listener position are represented in this array.
306 
307  /// Raw diffraction angles at each point, in radians.
309 
310  /// ID of the portals that the path passes through. For a given node at position i (in the nodes array), if the path diffracts on a geometric edge, then portals[i] will be an invalid portal ID (ie. portals[i].IsValid() will return false).
311  /// Otherwise, if the path diffracts through a portal at position i, then portals[i] will be the ID of that portal.
312  /// portal[0] represents the node closest to the listener; portal[numNodes-1] represents the node closest to the emitter.
314 
315  /// ID's of the rooms that the path passes through. For a given node at position i, room[i] is the room on the listener's side of the node. If node i diffracts through a portal,
316  /// then rooms[i] is on the listener's side of the portal, and rooms[i+1] is on the emitters side of the portal.
317  /// There is always one extra slot for a room so that the emitters room is always returned in slot room[numNodes] (assuming the path has not been truncated).
319 
320  /// Virtual emitter position. This is the position that is passed to the sound engine to render the audio using multi-positioning, for this particular path.
322 
323  /// Total number of nodes in the path. Defines the number of valid entries in the \c nodes, \c angles, and \c portals arrays. The \c rooms array has one extra slot to fit the emitter's room.
325 
326  /// Calculated total diffraction from this path, normalized to the range [0,1]
327  /// The diffraction amount is calculated from the sum of the deviation angles from a straight line, of all angles at each nodePoint.
328  // Can be thought of as how far into the 'shadow region' the sound has to 'bend' to reach the listener.
329  /// Depending on the spatial audio initialization settings, this value is applied internally, by spatial audio, to the obstruction or built-in parameter of the emitter game object.
330  /// \sa
331  /// - \ref AkDiffractionFlags
332  /// - \ref AkSpatialAudioInitSettings
334 
335  /// Total path length
336  /// Represents the sum of the length of the individual segments between nodes, with a correction factor applied for diffraction.
337  /// The correction factor simulates the phenomenon where by diffracted sound waves decay faster than incident sound waves and can be customized in the spatial audio init settings.
338  /// \sa
339  /// - \ref AkSpatialAudioInitSettings
341 
342  /// Obstruction value for this path
343  /// This value includes the accumulated portal obstruction for all portals along the path. In the case that no valid diffraction paths are found, this value is set to 1.0.
344  /// The obstruction value sent to the sound engine is normally calculated from the result of the \c diffraction calculation, and then max'ed with the portal obstruciton value.
345  /// If no path is found between the emitter and listener or if the maximum path length for a given sound is exceeded, the sound engine is sent 1.0 for obstruction.
346  /// In this case \c obstructionValue is set to 1.0, and \c nodeCount is set to 0. The maximum path length for an emitter is defined in \c AkEmitterSettings.
347  /// \sa
348  /// - \ref AkEmitterSettings
350 };
351 
352 /// Parameters passed to \c SetPortal
354 {
355  /// Constructor
357  bEnabled(false)
358  {}
359 
360  /// Portal's position and orientation in the 3D world.
361  /// Position vector is the center of the opening.
362  /// OrientationFront vector must be unit-length and point along the normal of the portal, and must be orthogonal to Up. It defines the local positive-Z dimension (depth/transition axis) of the portal, used by Extent.
363  /// OrientationTop vector must be unit-length and point along the top of the portal (tangent to the wall), must be orthogonal to Front. It defines the local positive-Y direction (height) of the portal, used by Extent.
365 
366  /// Portal extent. Defines the dimensions of the portal relative to its center; all components must be positive numbers. The local X and Y dimensions (side and top) are used in diffraction calculations,
367  /// whereas the Z dimension (front) defines a depth value which is used to implement smooth transitions between rooms. It is recommended that users experiment with different portal depths to find a value
368  /// that results in appropriately smooth transitions between rooms.
370 
371  /// Whether or not the portal is active/enabled. For example, this parameter may be used to simulate open/closed doors.
372  /// Portal diffraction is simulated when at least one portal exists and is active between an emitter and the listener. Otherwise, transmission is simulated.
373  /// Diffraction uses obstruction or the diffraction built-in game parameter, while transmission uses occlusion.
374  bool bEnabled;
375 
376  /// Name used to identify portal (optional).
378 
379  /// ID of the room to which the portal connects, in the direction of the Front vector. If a room with this ID has not been added via AK::SpatialAudio::SetRoom,
380  /// a room will be created with this ID and with default AkRoomParams. If you would later like to update the AkRoomParams, simply call AK::SpatialAudio::SetRoom again with this same ID.
381  /// - \ref AK::SpatialAudio::SetRoom
382  /// - \ref AK::SpatialAudio::RemoveRoom
383  /// - \ref AkRoomParams
385 
386  /// ID of the room to which the portal connects, in the direction opposite to the Front vector. If a room with this ID has not been added via AK::SpatialAudio::SetRoom,
387  /// a room will be created with this ID and with default AkRoomParams. If you would later like to update the AkRoomParams, simply call AK::SpatialAudio::SetRoom again with this same ID.
388  /// - \ref AK::SpatialAudio::SetRoom
389  /// - \ref AK::SpatialAudio::RemoveRoom
390  /// - \ref AkRoomParams
392 };
393 
394 /// Parameters passed to \c SetRoom
396 {
397  /// Constructor
399  , ReverbLevel(1.f)
400  , WallOcclusion(1.f)
403 
404  {
405  Up.X = 0.f;
406  Up.Y = 1.f;
407  Up.Z = 0.f;
408  Front.X = 0.f;
409  Front.Y = 0.f;
410  Front.Z = 1.f;
411  }
412 
413  /// Room Orientation. Up and Front must be orthonormal.
414  /// Room orientation has an effect when the associated aux bus (see ReverbAuxBus) is set with 3D Spatialization in Wwise, as 3D Spatialization implements relative rotation of the emitter (room) and listener.
417 
418  /// The reverb aux bus that is associated with this room.
419  /// When Spatial Audio is told that a game object is in a particular room via SetGameObjectInRoom, a send to this aux bus will be created to model the reverb of the room.
420  /// Using a combination of Rooms and Portals, Spatial Audio manages which game object the aux bus is spawned on, and what control gain is sent to the bus.
421  /// When a game object is inside a connected portal, as defined by the portal's orientation and extent vectors, both this aux send and the aux send of the adjacent room are active.
422  /// Spatial audio modulates the control value for each send based on the game object's position, in relation to the portal's z-azis and extent, to crossfade the reverb between the two rooms.
423  /// If more advanced control of reverb is desired, SetEmitterAuxSendValues can be used to add additional sends on to a game object.
424  /// - \ref AK::SpatialAudio::SetGameObjectInRoom
425  /// - \ref AK::SpatialAudio::SetEmitterAuxSendValues
427 
428  /// The reverb control value for the send to ReverbAuxBus. Valid range: (0.f-1.f)
429  /// Can be used to implement multiple rooms that share the same aux bus, but have different reverb levels.
431 
432  /// Occlusion level to set when modeling transmission through walls. Transmission is modeled only when no sound propagation paths to the listener are found, meaning that there are no active portals between the listener's
433  /// room and the emitter's room. Valid range: (0.f-1.f)
435 
436  /// Name used to identify room (optional)
438 
439  /// Send level for sounds that are posted on the room game object; adds reverb to ambience and room tones. Valid range: (0.f-1.f). Set to a value greater than 0 to have spatial audio create a send on the room game object,
440  /// where the room game object itself is specified as the listener and ReverbAuxBus is specified as the aux bus. A value of 0 disables the aux send. This should not be confused with ReverbLevel, which is the send level
441  /// for spatial audio emitters sending to the room game object.
442  /// \aknote The room game object can be accessed though the ID that is passed to \c SetRoom() and the \c AkRoomID::AsGameObjectID() method. Posting an event on the room game object leverages automatic room game object placement
443  /// by spatial audio so that when the listener is inside the room, the sound comes from all around the listener, and when the listener is outside the room, the sound comes from the portal(s). Typically, this would be used for
444  /// surround ambiance beds or room tones. Point source sounds should use separate game objects that are registered as spatial audio emitters.
445  /// \sa
446  /// - \ref AkRoomParams::RoomGameObj_KeepRegistered
447  /// - \ref AkRoomID
449 
450  /// If set to true, the room game object will be registered on calling \c SetRoom(), and not released untill the room is deleted or removed with \c RemoveRoom(). If set to false, spatial audio will register
451  /// the room object only when it is needed by the sound propagation system for the purposes of reverb, and will unregister the game object when all reverb tails have finished.
452  /// If the game intends to post events on the room game object for the purpose of ambiance or room tones, RoomGameObj_KeepRegistered should be set to true.
453  /// \aknote The room game object can be accessed though the ID that is passed to \c SetRoom() and the \c AkRoomID::AsGameObjectID() method. Posting an event on the room game object leverages automatic room game object placement
454  /// by spatial audio so that when the listener is inside the room, the sound comes from all around the listener, and when the listener is outside the room, the sound comes from the portal(s). Typically, this would be used for
455  /// surround ambiance beds or room tones. Point source sounds should use separate game objects that are registered as spatial audio emitters.
456  /// \sa
457  /// - \ref AkRoomParams::RoomGameObj_AuxSendLevelToSelf
458  /// - \ref AkRoomID
460 
461 
462 };
463 
464 /// Parameters passed to \c SetGeometry
466 {
467  /// Constructor
469 
470  /// Pointer to an array of AkTriangle structures.
471  /// This array will be copied into the spatial audio memory pool and will not be accessed after \c SetGeometry returns.
472  /// - \ref AkTriangle
473  /// - \ref AK::SpatialAudio::SetGeometry
474  /// - \ref AK::SpatialAudio::RemoveGeometry
476 
477  /// Number of triangles in Triangles.
479 
480  /// Pointer to an array of AkVertex structures.
481  /// This array will be copied into the spatial audio memory pool and will not be accessed after \c SetGeometry returns.
482  /// - \ref AkVertex
483  /// - \ref AK::SpatialAudio::SetGeometry
484  /// - \ref AK::SpatialAudio::RemoveGeometry
486 
487  ///< Number of vertices in Vertices.
489 
490  ///< Pointer to an array of AkAcousticSurface structures.
491  /// This array will be copied into the spatial audio memory pool and will not be accessed after \c SetGeometry returns.
492  /// - \ref AkVertex
493  /// - \ref AK::SpatialAudio::SetGeometry
494  /// - \ref AK::SpatialAudio::RemoveGeometry
496 
497  /// Number of of AkTriangleInfo structures in in_pTriangleInfo and number of AkTriIdx's in in_infoMap.
499 
500  /// Associate this geometry set with the room \c RoomID. Associating a geometry set with a particular room will limit the scope in which the geometry is visible/accessible. \c RoomID can be left as default (-1), in which case
501  /// this geometry set will have a global scope. It is recommended to associate geometry with a room when the geometry is (1) fully contained within the room (ie. not visible to other rooms accept by portals),
502  /// and (2) the room does not share geometry with other rooms. Doing so reduces the search space for ray casting performed by reflection and diffraction calculations. Take note that once one or more geometry sets
503  /// are associated with a room, that room will no longer be able to access geometry that is in the global scope.
504  /// - \ref AK::SpatialAudio::SetRoom
505  /// - \ref AkRoomParams
507 
508  /// Switch to enable or disable geometric diffraction for this Geometry.
510 
511  /// Switch to enable or disable geometric diffraction on boundary edges for this Geometry. Boundary edges are edges that are connected to only one triangle.
513 };
514 
515 /// Audiokinetic namespace
516 namespace AK
517 {
518  /// Audiokinetic spatial audio namespace
519  namespace SpatialAudio
520  {
521  ////////////////////////////////////////////////////////////////////////
522  /// @name Basic functions.
523  /// In order to use SpatialAudio, you need to initalize it using Init, and register all emitters and listeners that you plan on using with any of the services offered by SpatialAudio, using
524  /// RegisterEmitter and RegisterListener respectively, _after_ having registered their corresponding game object to the sound engine. The position of these objects and game-defined sends should be updated with
525  /// SetPosition and SetEmitterAuxSendValues instead of their AK::SoundEngine counterparts.
526  /// \akwarning At the moment, there can be only one Spatial Audio listener registered at any given time.
527  //@{
528 
529  /// Access the internal pool ID passed to Init.
531 
532  /// Initialize the SpatialAudio API.
533  AK_EXTERNAPIFUNC(AKRESULT, Init)(const AkSpatialAudioInitSettings& in_initSettings);
534 
535  /// Register a game object as a sound emitter in the SpatialAudio API or update settings on a previously registered sound emitter. The game object must have already been
536  /// registered in the sound engine via \c AK::SoundEngine::RegisterGameObj().
537  /// \sa
538  /// - \ref AkEmitterSettings
540  AkGameObjectID in_gameObjectID, ///< Game object ID
541  const AkEmitterSettings& in_settings ///< Settings for the spatial audio emitter.
542  );
543 
544  /// Unregister a game object as a sound emitter in the SpatialAudio API; clean up Spatial Audio listener data associated with in_gameObjectID.
545  /// This function is optional - emitters are automatically unregistered when their game object is deleted in the sound engine.
546  /// \sa
547  /// - \ref AK::SpatialAudio::RegisterEmitter
549  AkGameObjectID in_gameObjectID ///< Game object ID
550  );
551 
552  /// Assign a game object as the Spatial Audio listener. There can be only one Spatial Audio listener registered at any given time; in_gameObjectID will replace any previously set Spatial Audio listener.
553  /// The game object passed in must be registered by the client, at some point, for sound to be heard. It is not necessary to be registered at the time of calling this function.
554  /// If not listener is explicitly registered to spatial audio, then a default listener (set via \c AK::SoundEngine::SetDefaultListeners()) is selected. If the are no default listeners, or there are more than one
555  /// default listeners, then it is necessary to call RegisterListener() to specify which listener to use with Spatial Audio.
557  AkGameObjectID in_gameObjectID ///< Game object ID
558  );
559 
560  /// Unregister a game object as a listener in the SpatialAudio API; clean up Spatial Audio listener data associated with in_gameObjectID.
561  /// If in_gameObjectID is the current registered listener, calling this function will clear the Spatial Audio listener and
562  /// Spatial Audio features will be disabled until another listener is registered.
563  /// This function is optional - listener are automatically unregistered when their game object is deleted in the sound engine.
564  /// \sa
565  /// - \ref AK::SpatialAudio::RegisterListener
567  AkGameObjectID in_gameObjectID ///< Game object ID
568  );
569 
570  /// Set the position of an emitter game object that has been registered with the SpatialAudio API.
571  /// This function should be called instead of \c AK::SoundEngine::SetPosition(). The argument \c in_sourcePosition should represent the real position of the emitter. It is this position that is used
572  /// for all spatial audio services, such as Rooms and GeometrySets (see SpatialAudio::SetRoom and SpatialAudio::SetGeometry).
573  /// When an emitter is in a different room from the listener, its virtual positions are automatically calculated based on the relative positions of the listener and nearby portals, and it is these virtual positions
574  /// that are passed to the sound engine and used to render audio.
575  /// If the game object is registered with the sound engine, but not with the SpatialAudio API, then the call will be passed on to AK::SoundEngine::SetPosition().
577  AkGameObjectID in_gameObjectID, ///< Game object ID of the sound emitter.
578  const AkTransform& in_sourcePosition ///< Physical position of the emitter in the simulation.
579  );
580 
581  /// Set the aux send values for an emitter game object that has been registered with the SpatialAudio API.
582  /// This function should be called instead of \c AK::SoundEngine::SetGameObjectAuxSendValues() because the spatial audio API adds additional sends for room's late reverb and
583  // for early reflection processing.
584  /// If the game object is registered with the sound engine, but not with the SpatialAudio API, then the call will be passed on to \c AK::SoundEngine::SetGameObjectAuxSendValues().
585  /// \sa
586  /// - \ref AK::SoundEngine::SetGameObjectAuxSendValues
588  AkGameObjectID in_gameObjectID, ///< Game object ID of the sound emitter.
589  AkAuxSendValue* in_pAuxSends, ///< Aux send values
590  AkUInt32 in_uNumAux ///< Number of elements in in_pAuxSends
591  );
592 
593  //@}
594 
595  ////////////////////////////////////////////////////////////////////////
596  /// @name Helper functions for passing game data to the Wwise Reflect plug-in.
597  /// Use this API for detailed placement of reflection image sources.
598  /// \aknote These functions are low-level and useful when your game engine already implements a geometrical approach to sound propagation such as an image-source or a ray tracing algorithm.
599  /// Functions of Geometry are preferred and easier to use with the Wwise Reflect plug-in. \endaknote
600  //@{
601 
602  /// Add or update an individual image source for processing via the AkReflect plug-in. Use this API for detailed placement of
603  /// reflection image sources, whose positions have been determined by the client, such as from the results of a ray cast, computation or by manual placement. One possible
604  /// use case is generating reflections that originate far enough away that they can be modeled as a static point source, for example, off of a distant mountain.
605  /// The SpatialAudio API manages image sources added via SetImageSource() and sends them to the AkReflect plug-in that is on the aux bus with ID \c in_AuxBusID.
606  /// The image source will apply to all registered spatial audio emitters, if \c AK_INVALID_GAME_OBJECT is passed for \c in_gameObjectID,
607  /// or to one particular game object, if \c in_gameObjectID contains the ID of a valid registered spatial audio emitter.
608  /// SetImageSource takes a room ID to indicate which room the reflection is logically part of, even though the position of the image source may be outside of the extents of the room.
609  /// This ID is used as a filter, so that it is not possible to hear reflections for rooms that the emitter is not inside. To use this feature, the emitter and listeners rooms must be
610  /// specified using SetGameObjectInRoom. If you are not using the rooms and portals API, or the image source is not associated with a room, pass a default-constructed room ID.
611  /// \aknote The \c AkImageSourceSettings struct passed in \c in_info must contain a unique image source ID to be able to identify this image source across frames and when updating and/or removing it later.
612  /// Each instance of AkReflect has its own set of data, so you may reuse ID, if desired, as long as \c in_gameObjectID and \c in_AuxBusID are different.
613  /// If you are using the geometric reflections API on the same aux bus (as set in \c AkEmitterSettings) and game object(s), there is a small chance of ID conflict, because IDs for
614  /// geometric reflections' image sources are generated internally using a hash function. If a conflict does occur, you will only hear one of the two reflections. \endaknote
615  /// \aknote For proper operation with AkReflect and the SpatialAudio API, any aux bus using AkReflect should have 'Listener Relative Routing' checked and the 3D Spatialization set to None in the Wwise authoring tool. See \ref spatial_audio_wwiseprojectsetup_businstances for more details. \endaknote
616  /// \sa
617  /// - \ref AK::SpatialAudio::RegisterEmitter
618  /// - \ref AK::SpatialAudio::RemoveImageSource
619  /// - \ref AK::SpatialAudio::SetGameObjectInRoom
621  AkImageSourceID in_srcID, ///< The ID of the image source being added.
622  const AkImageSourceSettings& in_info, ///< Image source information.
623  AkUniqueID in_AuxBusID, ///< Aux bus that has the AkReflect plug in for early reflection DSP.
624  AkRoomID in_roomID, ///< The ID of the room that the image source is logically a part of; pass a default-constructed ID if not in, or not using, a room.
625  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< The ID of the emitter game object to which the image source applies. Pass AK_INVALID_GAME_OBJECT to apply to all emitter game objects.
626  );
627 
628  /// Remove an individual reflection image source that was previously added via \c SetImageSource.
629  /// \sa
630  /// - \ref AK::SpatialAudio::SetImageSource
632  AkImageSourceID in_srcID, ///< The ID of the image source to remove.
633  AkUniqueID in_AuxBusID, ///< Aux bus that was passed to SetImageSource.
634  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< Game object ID that was passed to SetImageSource.
635  );
636 
637  //@}
638 
639  ////////////////////////////////////////////////////////////////////////
640  /// @name Geometry
641  /// Geometry API for early reflection processing using Wwise Reflect.
642  //@{
643 
644  /// Add or update a set of geometry from the \c SpatialAudio module for geometric reflection and diffaction processing. A geometry set is a logical set of vertices, triangles, and acoustic surfaces,
645  /// which are referenced by the same \c AkGeometrySetID. The ID (\c in_GeomSetID) must be unique and is also chosen by the client in a manner similar to \c AkGameObjectID's.
646  /// \sa
647  /// - \ref AkGeometryParams
648  /// - \ref AK::SpatialAudio::RemoveGeometry
650  AkGeometrySetID in_GeomSetID, ///< Unique geometry set ID, chosen by client.
651  const AkGeometryParams& in_params ///< Geometry parameters to set.
652  );
653 
654  /// Remove a set of geometry to the SpatialAudio API.
655  /// \sa
656  /// - \ref AK::SpatialAudio::SetGeometry
658  AkGeometrySetID in_SetID ///< ID of geometry set to be removed.
659  );
660 
661  /// Query information about the reflection paths that have been calculated via geometric reflection processing in the SpatialAudio API. This function can be used for debugging purposes.
662  /// This function must acquire the global sound engine lock and therefore, may block waiting for the lock.
663  /// \sa
664  /// - \ref AkReflectionPathInfo
666  AkGameObjectID in_gameObjectID, ///< The ID of the game object that the client wishes to query.
667  AkVector& out_listenerPos, ///< Returns the position of the listener game object that is associated with the game object \c in_gameObjectID.
668  AkVector& out_emitterPos, ///< Returns the position of the emitter game object \c in_gameObjectID.
669  AkReflectionPathInfo* out_aPaths, ///< Pointer to an array of \c AkReflectionPathInfo's which will be filled after returning.
670  AkUInt32& io_uArraySize ///< The number of slots in \c out_aPaths, after returning the number of valid elements written.
671  );
672 
673  //@}
674 
675  ////////////////////////////////////////////////////////////////////////
676  /// @name Rooms and Portals
677  /// Sound Propagation API using rooms and portals.
678  //@{
679 
680  /// Add or update a room. Rooms are used to connect portals and define an orientation for oriented reverbs. This function may be called multiple times with the same ID to update the parameters of the room.
681  /// The ID (\c in_RoomID) must be chosen in the same manner as \c AkGameObjectID's, as they are in the same ID-space. The spatial audio lib manages the
682  /// registration/unregistration of internal game objects for rooms that use these IDs and, therefore, must not collide.
683  /// \sa
684  /// - \ref AkRoomID
685  /// - \ref AkRoomParams
686  /// - \ref AK::SpatialAudio::RemoveRoom
688  AkRoomID in_RoomID, ///< Unique room ID, chosen by the client.
689  const AkRoomParams& in_Params ///< Parameter for the room.
690  );
691 
692  /// Remove a room.
693  /// \sa
694  /// - \ref AkRoomID
695  /// - \ref AK::SpatialAudio::SetRoom
697  AkRoomID in_RoomID ///< Room ID that was passed to \c SetRoom.
698  );
699 
700  /// Add or update an acoustic portal. A portal is an opening that connects two or more rooms to simulate the transmission of reverberated (indirect) sound between the rooms.
701  /// This function may be called multiple times with the same ID to update the parameters of the portal. The ID (\c in_PortalID) must be chosen in the same manner as \c AkGameObjectID's,
702  /// as they are in the same ID-space. The spatial audio lib manages the registration/unregistration of internal game objects for portals that use these IDs, and therefore must not collide.
703  /// \sa
704  /// - \ref AkPortalID
705  /// - \ref AkPortalParams
706  /// - \ref AK::SpatialAudio::RemovePortal
708  AkPortalID in_PortalID, ///< Unique portal ID, chosen by the client.
709  const AkPortalParams& in_Params ///< Parameter for the portal.
710  );
711 
712  /// Remove a portal.
713  /// \sa
714  /// - \ref AkPortalID
715  /// - \ref AK::SpatialAudio::SetPortal
717  AkPortalID in_PortalID ///< ID of portal to be removed, which was originally passed to SetPortal.
718  );
719 
720  /// Set the room that the game object is currently located in - usually the result of a containment test performed by the client. The room must have been registered with \c SetRoom.
721  /// Setting the room for a game object provides the basis for the sound propagation service, and also sets which room's reverb aux bus to send to. The sound propagation service traces the path
722  /// of the sound from the emitter to the listener, and calculates the diffraction as the sound passes through each portal. The portals are used to define the spatial location of the diffracted and reverberated
723  /// audio.
724  /// \sa
725  /// - \ref AK::SpatialAudio::SetRoom
726  /// - \ref AK::SpatialAudio::RemoveRoom
728  AkGameObjectID in_gameObjectID, ///< Game object ID
729  AkRoomID in_CurrentRoomID ///< RoomID that was passed to \c AK::SpatialAudio::SetRoom
730  );
731 
732  /// Set the obstruction and occlusion values of an emitter game object that has been registered with the SpatialAudio API.
733  /// This function should be called instead of \c AK::SoundEngine::SetObjectObstructionAndOcclusion(), and can be used for setting the obstruction and occlusion values on a Spatial Audio emitter.
734  /// The obstruction value passed to SetEmitterObstructionAndOcclusion() should be used to simulate obstructing objects between the emitter and the listener, if they are in the same room, or between the emitter and a portal, if the emitter
735  /// and listener are in different room.
736  /// The occlusion value that is passed to SetEmitterObstructionAndOcclusion() is send to the sound engine directly, unless the emitter is unreachable via sound propagation. In this case, the occlusion value is maxed with the \c AkRoomParams::WallOcclusion value
737  /// to simulate sound transmission through walls.
738  /// If the listener and the emitter are in different rooms, the maximum of the obstruction value passed into SetEmitterObstructionAndOcclusion() and the the obstruction value calculated from the diffraction angle is passed to the sound engine.
739  /// If the game object is not registered as an emitter with Spatial Audio, then an error will be reported, and the call will have no effect.
740  /// \aknote The game is responsible to differentiate between obstruction between the emitter and the portal (where \c AK::SpatialAudio::SetEmitterObstructionAndOcclusion() should be used), and occlusion from room boundaries,
741  /// which is better handled by the spatial audio diffraction system. For example, games that use ray-testing for obstruction may report 100 % obstruction when an object is very close to the opening of a portal,
742  /// because the ray between the emitter and the listener hits a nearby wall. If the game then sends 100 %, this will erroneously override the diffraction calculation which is probably much less than 100% (180 degrees),
743  /// and better matches the expected audibility of the sound. To prevent this scenario, games can ray-test for obstruction objects between the emitter and the portal, passing the results with \c AK::SpatialAudio::SetEmitterObstructionAndOcclusion(),
744  /// and then test for obstructing objects between the portal and the listener, passing the results with \c AK::SpatialAudio::SetPortalObstructionAndOcclusion().
745  /// \sa
746  /// - \ref AK::SpatialAudio::SetPortalObstructionAndOcclusion
748  AkGameObjectID in_gameObjectID, ///< Game object ID of the sound emitter.
749  AkReal32 in_fObstruction, ///< Obstruction value. Valid range 0.f-1.f
750  AkReal32 in_fOcclusion ///< Occlusion value. Valid range 0.f-1.f
751  );
752 
753  /// Set the obstruction and occlusion value for a portal that has been registered with Spatial Audio.
754  /// Portal obstruction is used to simulate objects between the portal and the listener that are obstructing the sound coming from the portal.
755  /// The obstruction value affects only the portals dry path, and should relate to how much of the opening
756  /// is obstructed, and must be calculated by the client. It is applied to the room's game object, as well as to all the emitters virtual positions
757  /// which propagate from that room through this portal.
758  /// Portal occlusion is applied only on the room game object, and affects both the wet and dry path of the signal emitted from the room's bus.
759  /// \sa
760  /// - \ref AK::SpatialAudio::SetEmitterObstructionAndOcclusion
762  AkPortalID in_PortalID, ///< Portal ID.
763  AkReal32 in_fObstruction, ///< Obstruction value. Valid range 0.f-1.f
764  AkReal32 in_fOcclusion ///< Occlusion value. Valid range 0.f-1.f
765  );
766 
767  /// Query information about the wet diffraction amount for the portal \c in_portal, returned as a normalized value \c out_wetDiffraction in the range [0,1].
768  /// The wet diffraction is calculated from how far into the 'shadow region' the listener is from the portal. Unlike dry diffraction, the
769  /// wet diffraction does not depend on the incident angle, but only the normal of the portal.
770  /// Depending on the spatial audio initialization settings, this value is applied by spatial audio, to the obstruction and/or built-in game parameter of the room game object that is
771  /// on the other side of the portal (relative to the listener).
772  /// This function must acquire the global sound engine lock and therefore, may block waiting for the lock.
773  /// \sa
774  /// - \ref AkDiffractionFlags
775  /// - \ref AkSpatialAudioInitSettings
777  AkPortalID in_portal, ///< The ID of the game object that the client wishes to query.
778  AkReal32& out_wetDiffraction ///< The number of slots in \c out_aPaths, after returning the number of valid elements written.
779  );
780 
781  /// Query information about the diffraction state for a particular listener and emitter, which has been calculated using the data provided via the spatial audio emitter API. This function can be used for debugging purposes.
782  /// Returned in \c out_aPaths, this array contains the sound paths calculated from diffraction around a geometric edge and/or diffraction through portals connecting rooms.
783  /// No paths will be returned in any of the following conditions: (1) the emitter game object has a direct line of sight to the listener game object, (2) the emitter and listener are in the same room, and the listener is completely outside the radius of the emitter as
784  /// defined by <tt>AkEmitterSettings::diffractionMaxPathLength</tt>, or (3) The emitter and listener are in different rooms, but there are no paths found via portals between the emitter and the listener.
785  /// A single path with zero diffraction nodes is returned when all of the following conditions are met: (1) the emitter and listener are in the same room, (2) there is no direct line of sight, and (3) either \c AkEmitterSettings::diffractionMaxPathLength is exceeded or the accumulated diffraction coefficient exceeds 1.0.
786  /// This function must acquire the global sound engine lock and, therefore, may block waiting for the lock.
787  /// \sa
788  /// - \ref AkDiffractionPathInfo
790  AkGameObjectID in_gameObjectID, ///< The ID of the game object that the client wishes to query.
791  AkVector& out_listenerPos, ///< Returns the position of the listener game object that is associated with the game object \c in_gameObjectID.
792  AkVector& out_emitterPos, ///< Returns the position of the emitter game object \c in_gameObjectID.
793  AkDiffractionPathInfo* out_aPaths, ///< Pointer to an array of \c AkDiffractionPathInfo's which will be filled on return.
794  AkUInt32& io_uArraySize ///< The number of slots in \c out_aPaths, after returning the number of valid elements written.
795  );
796 
797  //@}
798  }
799 };
AkAcousticSurface()
Constructor.
Definition: AkSpatialAudio.h:249
AKRESULT __cdecl SetPosition(AkGameObjectID in_gameObjectID, const AkTransform &in_sourcePosition)
AkUniqueID reflectAuxBusID
Definition: AkSpatialAudio.h:142
void SetOneTexture(AkUniqueID in_texture)
Definition: AkSpatialAudio.h:98
AkUInt32 reflectionsOrder
Definition: AkSpatialAudio.h:157
AKRESULT __cdecl SetEmitterAuxSendValues(AkGameObjectID in_gameObjectID, AkAuxSendValue *in_pAuxSends, AkUInt32 in_uNumAux)
AkUInt32 AkAuxBusID
Auxilliary bus ID.
Definition: AkTypes.h:75
AkRoomID RoomID
Definition: AkSpatialAudio.h:506
AkUInt16 AkSurfIdx
AKRESULT __cdecl RemoveRoom(AkRoomID in_RoomID)
AkUInt32 numPathPoints
Number of valid elements in the pathPoint[], surfaces[], and diffraction[] arrays.
Definition: AkSpatialAudio.h:280
AkAcousticSurface surfaces[AK_MAX_REFLECTION_PATH_LENGTH]
Definition: AkSpatialAudio.h:277
AkTriangle(AkVertIdx in_pt0, AkVertIdx in_pt1, AkVertIdx in_pt2, AkSurfIdx in_surfaceInfo)
Constructor.
Definition: AkSpatialAudio.h:221
AkUniqueID arTextureID[AK_MAX_NUM_TEXTURE]
Unique IDs of the Acoustics Texture ShareSets used to filter this image source.
#define AK_DEFAULT_MOVEMENT_THRESHOLD
AkUInt32 AkImageSourceID
Image Source ID.
Definition: AkTypes.h:93
static const AkAuxBusID AK_INVALID_AUX_ID
Invalid auxiliary bus ID (or no Aux bus ID)
Definition: AkTypes.h:105
Parameters passed to SetPortal.
Definition: AkSpatialAudio.h:353
Triangle for a spatial audio mesh.
Definition: AkSpatialAudio.h:211
AkVector nodes[kMaxNodes]
Definition: AkSpatialAudio.h:305
AkReal32 reflectionsAuxBusGain
Send gain (0.f-1.f) that is applied when sending to the bus that has the AkReflect plug-in....
Definition: AkSpatialAudio.h:151
AkEmitterSettings()
Constructor.
Definition: AkSpatialAudio.h:124
AK::SpatialAudio::OsString strName
Name used to identify portal (optional).
Definition: AkSpatialAudio.h:377
AkMemPoolId uPoolID
User-provided pool ID (see AK::MemoryMgr::CreatePool).
Definition: AkSpatialAudio.h:59
AkPortalParams()
Constructor.
Definition: AkSpatialAudio.h:356
AKRESULT
Standard function call result.
Definition: AkTypes.h:126
AkGeometryParams()
Constructor.
Definition: AkSpatialAudio.h:468
AkReal32 RoomGameObj_AuxSendLevelToSelf
Definition: AkSpatialAudio.h:448
AkAuxBusID ReverbAuxBus
Definition: AkSpatialAudio.h:426
AkRoomParams()
Constructor.
Definition: AkSpatialAudio.h:398
uint8_t AkUInt8
Unsigned 8-bit integer.
Definition: AkTypes.h:76
AKRESULT __cdecl RegisterEmitter(AkGameObjectID in_gameObjectID, const AkEmitterSettings &in_settings)
AkReal32 angles[kMaxNodes]
Raw diffraction angles at each point, in radians.
Definition: AkSpatialAudio.h:308
AKRESULT __cdecl QueryReflectionPaths(AkGameObjectID in_gameObjectID, AkVector &out_listenerPos, AkVector &out_emitterPos, AkReflectionPathInfo *out_aPaths, AkUInt32 &io_uArraySize)
AK::SpatialAudio::OsString name
Name given to this sound emitter.
Definition: AkSpatialAudio.h:138
AkSurfIdx surface
Definition: AkSpatialAudio.h:239
Audiokinetic namespace.
AkReal32 fMovementThreshold
Amount that an emitter or listener has to move to trigger a recalculation of reflections/diffraction....
Definition: AkSpatialAudio.h:68
AkUInt16 AkVertIdx
AkVertIdx point2
Index into the vertex table passed into AkGeometryParams that describes the third vertex of the trian...
Definition: AkSpatialAudio.h:235
AkUInt32 uNumTexture
Number of valid textures in the texture array.
AkRoomID rooms[kMaxNodes+1]
Definition: AkSpatialAudio.h:318
AkVector Up
Definition: AkSpatialAudio.h:415
AkUInt32 reflectorFilterMask
Definition: AkSpatialAudio.h:162
AkReal32 X
X Position.
Definition: AkTypes.h:298
#define AK_EXTERNAPIFUNC(__TYPE__, __NAME__)
AkReal32 diffraction
Definition: AkSpatialAudio.h:333
AkAcousticSurface * Surfaces
Definition: AkSpatialAudio.h:495
AKRESULT __cdecl SetGeometry(AkGeometrySetID in_GeomSetID, const AkGeometryParams &in_params)
AkReal32 reflectionMaxPathLength
Definition: AkSpatialAudio.h:148
AkTransform Transform
Definition: AkSpatialAudio.h:364
AKRESULT __cdecl SetGameObjectInRoom(AkGameObjectID in_gameObjectID, AkRoomID in_CurrentRoomID)
AkReal32 fDiffractionShadowAttenFactor
Multiplier that is applied to the distance attenuation of diffracted sounds (sounds that are in the '...
Definition: AkSpatialAudio.h:63
AKRESULT __cdecl SetRoom(AkRoomID in_RoomID, const AkRoomParams &in_Params)
AkMemPoolId __cdecl GetPoolID()
Access the internal pool ID passed to Init.
Settings for a sound emitter.
Definition: AkSpatialAudio.h:121
bool EnableDiffraction
Switch to enable or disable geometric diffraction for this Geometry.
Definition: AkSpatialAudio.h:509
AkTriIdx NumTriangles
Number of triangles in Triangles.
Definition: AkSpatialAudio.h:478
AkDiffractionFlags
AkDiffractionFlags determine if diffraction values for sound passing through portals will be calculat...
Definition: AkSpatialAudio.h:38
AkTriangle * Triangles
Definition: AkSpatialAudio.h:475
const char * strName
Name to describe this surface.
Definition: AkSpatialAudio.h:262
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkTypes.h:564
bool EnableDiffractionOnBoundaryEdges
Switch to enable or disable geometric diffraction on boundary edges for this Geometry....
Definition: AkSpatialAudio.h:512
AKRESULT __cdecl RemoveImageSource(AkImageSourceID in_srcID, AkUniqueID in_AuxBusID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
AkUInt32 textureID
Definition: AkSpatialAudio.h:256
Use Wwise obstruction for dry-path diffraction. Dry-path diffraction is related to the angle off of a...
Definition: AkSpatialAudio.h:41
AkUInt32 diffractionMaxEdges
Definition: AkSpatialAudio.h:175
AkReal32 diffraction[AK_MAX_REFLECTION_PATH_LENGTH]
Diffraction amount, normalized to the range [0,1].
Definition: AkSpatialAudio.h:286
const AkReal32 kDefaultMaxPathLength
AkUInt32 AkUniqueID
Unique 32-bit ID.
Definition: AkTypes.h:62
AkReal32 X
X coordinate.
Definition: AkSpatialAudio.h:205
AkUInt32 reflectorChannelMask
Bitfield of channels that this surface belongs to. When processing the reflections,...
Definition: AkSpatialAudio.h:259
AkPortalID portals[kMaxNodes]
Definition: AkSpatialAudio.h:313
AkImageSourceSettings(AkVector in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
Definition: AkSpatialAudio.h:76
AkImageSourceParams params
Image source parameters.
Definition: AkSpatialAudio.h:111
AKRESULT __cdecl QueryWetDiffraction(AkPortalID in_portal, AkReal32 &out_wetDiffraction)
AKRESULT __cdecl Init(const AkSpatialAudioInitSettings &in_initSettings)
Initialize the SpatialAudio API.
AkReal32 WallOcclusion
Definition: AkSpatialAudio.h:434
AkUInt64 AkGameObjectID
Game object ID.
Definition: AkTypes.h:70
AkReal32 ReverbLevel
Definition: AkSpatialAudio.h:430
AkReal32 fDiffractionShadowDegrees
Definition: AkSpatialAudio.h:64
AkUInt32 diffractionMaxPaths
Definition: AkSpatialAudio.h:181
AkUInt32 uDiffractionFlags
Enable or disable specific diffraction features. See AkDiffractionFlags.
Definition: AkSpatialAudio.h:62
AK::SpatialAudio::OsString strName
Name used to identify room (optional)
Definition: AkSpatialAudio.h:437
AKRESULT __cdecl RemovePortal(AkPortalID in_PortalID)
const AkUInt32 kDefaultDiffractionMaxEdges
bool isOccluded
True if the sound path was occluded. Note that the spatial audio library must be recompiled with #def...
Definition: AkSpatialAudio.h:292
const AkUInt32 kDefaultDiffractionMaxPaths
Initialization settings of the spatial audio module.
Definition: AkSpatialAudio.h:48
AKRESULT __cdecl UnregisterListener(AkGameObjectID in_gameObjectID)
void SetName(const char *in_pName)
Definition: AkSpatialAudio.h:104
AKRESULT __cdecl SetEmitterObstructionAndOcclusion(AkGameObjectID in_gameObjectID, AkReal32 in_fObstruction, AkReal32 in_fOcclusion)
AkRoomID FrontRoom
Definition: AkSpatialAudio.h:384
AkReal32 obstructionValue
Definition: AkSpatialAudio.h:349
#define NULL
Definition: AkTypes.h:49
AkUInt32 uMaxSoundPropagationDepth
Maximum number of portals that sound can propagate through; must be less than or equal to AK_MAX_SOUN...
Definition: AkSpatialAudio.h:61
AkRoomID BackRoom
Definition: AkSpatialAudio.h:391
AkReal32 Z
Z coordinate.
Definition: AkSpatialAudio.h:207
void Term()
Definition: AkString.h:40
AKRESULT __cdecl SetImageSource(AkImageSourceID in_srcID, const AkImageSourceSettings &in_info, AkUniqueID in_AuxBusID, AkRoomID in_roomID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
AkVertIdx point0
Index into the vertex table passed into AkGeometryParams that describes the first vertex of the trian...
Definition: AkSpatialAudio.h:229
AkVertIdx NumVertices
Definition: AkSpatialAudio.h:488
AkVertex * Vertices
Number of vertices in Vertices.
Definition: AkSpatialAudio.h:485
bool RoomGameObj_KeepRegistered
Definition: AkSpatialAudio.h:459
AkVector Front
Definition: AkSpatialAudio.h:416
AkReal32 roomReverbAuxBusGain
Definition: AkSpatialAudio.h:170
AkVertex()
Constructor.
Definition: AkSpatialAudio.h:200
AkUInt32 numReflections
Number of reflections in the pathPoint[] array. Shadow zone diffraction does not count as a reflectio...
Definition: AkSpatialAudio.h:283
Parameters passed to SetRoom.
Definition: AkSpatialAudio.h:395
AkTriangle()
Constructor.
Definition: AkSpatialAudio.h:214
#define AK_MAX_REFLECTION_PATH_LENGTH
AkTransform virtualPos
Virtual emitter position. This is the position that is passed to the sound engine to render the audio...
Definition: AkSpatialAudio.h:321
static const AkMemPoolId AK_INVALID_POOL_ID
Invalid pool ID.
Definition: AkTypes.h:103
AKRESULT __cdecl UnregisterEmitter(AkGameObjectID in_gameObjectID)
Position and orientation of game objects.
Definition: AkTypes.h:304
AkReal32 level
Linear gain applied to image source.
Definition: AkSpatialAudio.h:289
AkVertex(AkReal32 in_X, AkReal32 in_Y, AkReal32 in_Z)
Constructor.
Definition: AkSpatialAudio.h:203
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
Definition: AkTypes.h:98
AkReal32 Z
Z Position.
Definition: AkTypes.h:300
#define AK_DEFAULT_DIFFR_SHADOW_ATTEN
3D vector.
Definition: AkTypes.h:280
AKRESULT __cdecl RegisterListener(AkGameObjectID in_gameObjectID)
Base type for ID's used by Wwise spatial audio.
#define AK_INVALID_VERTEX
uint32_t AkUInt32
Unsigned 32-bit integer.
Definition: AkTypes.h:78
AkSurfIdx NumSurfaces
Number of of AkTriangleInfo structures in in_pTriangleInfo and number of AkTriIdx's in in_infoMap.
Definition: AkSpatialAudio.h:498
AK::SpatialAudio::String name
Name given to image source, can be used to identify the image source in the AK Reflect plugin UI.
Definition: AkSpatialAudio.h:117
AkUInt32 uPoolSize
Desired memory pool size if a new pool should be created. A pool will be created if uPoolID is not se...
Definition: AkSpatialAudio.h:60
static const AkUniqueID AK_INVALID_UNIQUE_ID
Invalid unique 32-bit ID.
Definition: AkTypes.h:99
AkUInt8 useImageSources
Enable reflections from image sources that have been added via the AK::SpatialAudio::SetImageSource()...
Definition: AkSpatialAudio.h:193
AkImageSourceTexture texture
Acoustic texture that goes with this image source.
Definition: AkSpatialAudio.h:114
Parameters passed to SetGeometry.
Definition: AkSpatialAudio.h:465
AKRESULT AllocCopy()
Definition: AkString.h:79
AkReal32 Y
Y coordinate.
Definition: AkSpatialAudio.h:206
AkVector Extent
Definition: AkSpatialAudio.h:369
#define AK_DEFAULT_DIFFR_SHADOW_DEGREES
float AkReal32
32-bit floating point
Definition: AkTypes.h:96
AKRESULT __cdecl SetPortal(AkPortalID in_PortalID, const AkPortalParams &in_Params)
AkUInt16 AkTriIdx
AkUInt32 nodeCount
Total number of nodes in the path. Defines the number of valid entries in the nodes,...
Definition: AkSpatialAudio.h:324
static const AkUInt32 kMaxNodes
Defines the maximum number of nodes that a user can retrieve information about. Longer paths will be ...
Definition: AkSpatialAudio.h:301
AkInt32 AkMemPoolId
Memory pool ID.
Definition: AkTypes.h:72
An emitter that is not in the same room as the listener will have its apparent or virtual position ca...
Definition: AkSpatialAudio.h:42
AKRESULT __cdecl RemoveGeometry(AkGeometrySetID in_SetID)
AKRESULT __cdecl QueryDiffractionPaths(AkGameObjectID in_gameObjectID, AkVector &out_listenerPos, AkVector &out_emitterPos, AkDiffractionPathInfo *out_aPaths, AkUInt32 &io_uArraySize)
AkVector imageSource
Apparent source of the reflected sound that follows this path.
Definition: AkSpatialAudio.h:269
#define AK_INVALID_SURFACE
AkImageSourceSettings & operator=(const AkImageSourceSettings &src)
Operator =.
Definition: AkSpatialAudio.h:89
Set the Wwise built-in game parameter value for diffraction angle. This is a flexible approach that c...
Definition: AkSpatialAudio.h:40
AkReal32 diffractionMaxPathLength
Definition: AkSpatialAudio.h:190
AkReal32 Y
Y Position.
Definition: AkTypes.h:299
Vertex for a spatial audio mesh.
Definition: AkSpatialAudio.h:197
AKRESULT __cdecl SetPortalObstructionAndOcclusion(AkPortalID in_PortalID, AkReal32 in_fObstruction, AkReal32 in_fOcclusion)
Structure for retrieving information about the indirect paths of a sound that have been calculated vi...
Definition: AkSpatialAudio.h:266
AkVector pathPoint[AK_MAX_REFLECTION_PATH_LENGTH]
Definition: AkSpatialAudio.h:273
AkVertIdx point1
Index into the vertex table passed into AkGeometryParams that describes the second vertex of the tria...
Definition: AkSpatialAudio.h:232
#define AK_MAX_SOUND_PROPAGATION_DEPTH