Table of Contents

Wwise SDK 2019.2.3
AK::SoundEngine::Query Namespace Reference

Classes

struct   GameObjDst
 

Game Syncs

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

Environments

typedef AkArray< AkGameObjectID, AkGameObjectID >  AkGameObjectsList
 
typedef AkArray< GameObjDst, const GameObjDst & >  AkRadiusList
 
AKSOUNDENGINE_API AKRESULT __cdecl  GetGameObjectAuxSendValues (AkGameObjectID in_gameObjectID, AkAuxSendValue *out_paAuxSendValues, AkUInt32 &io_ruNumSendValues)
 
AKSOUNDENGINE_API AKRESULT __cdecl  GetGameObjectDryLevelValue (AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfControlValue)
 
AKSOUNDENGINE_API AKRESULT __cdecl  GetObjectObstructionAndOcclusion (AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfObstructionLevel, AkReal32 &out_rfOcclusionLevel)
 
AKSOUNDENGINE_API AKRESULT __cdecl  QueryAudioObjectIDs (AkUniqueID in_eventID, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos)
 
AKSOUNDENGINE_API AKRESULT __cdecl  QueryAudioObjectIDs (const char *in_pszEventName, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos)
 
AKSOUNDENGINE_API AKRESULT __cdecl  GetPositioningInfo (AkUniqueID in_ObjectID, AkPositioningInfo &out_rPositioningInfo)
 
AKSOUNDENGINE_API AKRESULT __cdecl  GetActiveGameObjects (AkGameObjectsList &io_GameObjectList)
 
AKSOUNDENGINE_API bool __cdecl  GetIsGameObjectActive (AkGameObjectID in_GameObjId)
 
AKSOUNDENGINE_API AKRESULT __cdecl  GetMaxRadius (AkRadiusList &io_RadiusList)
 
AKSOUNDENGINE_API AkReal32 __cdecl  GetMaxRadius (AkGameObjectID in_GameObjId)
 
AKSOUNDENGINE_API AkUniqueID __cdecl  GetEventIDFromPlayingID (AkPlayingID in_playingID)
 
AKSOUNDENGINE_API AkGameObjectID __cdecl  GetGameObjectFromPlayingID (AkPlayingID in_playingID)
 
AKSOUNDENGINE_API AKRESULT __cdecl  GetPlayingIDsFromGameObject (AkGameObjectID in_GameObjId, AkUInt32 &io_ruNumIDs, AkPlayingID *out_aPlayingIDs)
 
AKSOUNDENGINE_API AKRESULT __cdecl  GetCustomPropertyValue (AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkInt32 &out_iValue)
 
AKSOUNDENGINE_API AKRESULT __cdecl  GetCustomPropertyValue (AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkReal32 &out_fValue)
 

Detailed Description

Query namespace

Remarks
The functions in this namespace are thread-safe, unless stated otherwise.

Warning: Unless noted otherwise in the function definition that it will not acquire the main audio lock, the functions in this namespace might stall for several milliseconds before returning (as they cannot execute while the main sound engine thread is busy). They should therefore not be called from any game critical thread, such as the main game loop.

There might be a significant delay between a Sound Engine call (such as PostEvent) and the information being reflected in a Query (such as GetIsGameObjectActive).