Table of Contents

AKRESULT __cdecl AK::SoundEngine::Query::GetMaxRadius ( AkRadiusList &  io_RadiusList  ) 

Returns the maximum distance used in attenuations associated to all sounds currently playing. This may be used for example by the game to know if some processing need to be performed on the game side, that would not be required if the object is out of reach anyway.

Example usage:

 /*******************************************************/
 AkRadiusList RadLst; //creating the list( array ).
 // Do not reserve any size for the array, 
 // the system will reserve the correct size.

 GetMaxRadius( RadLst );
 // Use the content of the list
 (...)

 RadLst.Term();// the user is responsible to free the memory allocated
 /*******************************************************/
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Note: The returned value is NOT the distance from a listener to an object but the maximum attenuation distance of all sounds playing on this object. This is not related in any way to the curent 3D position of the object.
Returns:
  • AK_Success if succeeded
  • AK_InsuficientMemory if there was not enough memory
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Note: The Scaling factor (if one was specified on the game object) is included in the return value. The Scaling factor is not updated once a sound starts playing since it is computed only when the playback starts with the initial scaling factor of this game object. Scaling factor will be re-computed for every playback instance, always using the scaling factor available at this time.
See also:
Parameters:
io_RadiusList  List that will be filled with AK::SoundEngine::Query::GameObjDst objects.