Table of Contents


Seek inside all playing objects that are referenced in Play Actions of the specified Event. See AK::SoundEngine::SeekOnEvent.


Name Type Description
seekToNearestMarker boolean If true, the final seeking position will be made equal to the nearest marker.
gameObject integer Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects.
A game object ID, unsigned integer 64-bit.
Range: [0,18446744073709551615]
percent number Desired position where playback should restart, expressed in a percentage of the file's total duration, between 0 and 1.f. See note above about infinite looping sounds.
playingId integer Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Use AK_INVALID_PLAYING_ID or nothing, to seek on all active Actions of this Event ID.
Unsigned Integer 32-bit.
Range: [0,4294967295]
position integer Desired position where playback should restart, in milliseconds.
Integer 32-bit.
Range: [-2147483648,2147483647]
event any of: Either the ID (GUID), name, or short ID of the Event.
string The name of the object.
string An object GUID of the form: {aabbcc00-1122-3344-5566-77889900aabb}.
integer The Short ID of a Wwise Object.
Unsigned Integer 32-bit.
Range: [0,4294967295]

Arguments Schema

See Also


Refer to Using the Wwise Authoring API (WAAPI) for more information about WAAPI.