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Wwise SDK 2019.2.3

◆ LoadBankMemoryCopy() [2/2]

AKSOUNDENGINE_API AKRESULT __cdecl AK::SoundEngine::LoadBankMemoryCopy ( const void *  in_pInMemoryBankPtr,
AkUInt32  in_uInMemoryBankSize,
AkBankID &  out_bankID 
)

Loads a bank synchronously (from in-memory data, out-of-place).
NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload

Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated memory.
In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this over the in-place version is that there is no duplication of bank structures. A bank load request will be posted, and consumed by the Bank Manager thread. The function returns when the request has been completely processed.

Returns
The bank ID, which is stored in the first few bytes of the bank file. You may use this ID with UnloadBank().
  • AK_Success: Load or unload successful.
  • AK_InsufficientMemory: Insufficient memory to store bank data.
  • AK_BankReadError: I/O error.
  • AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that you used to generate the SoundBanks matches that of the SDK you are currently using.
  • AK_InvalidFile: File specified could not be opened.
  • AK_InvalidParameter: Invalid parameter, invalid memory alignment.
  • AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
Remarks
  • The initialization bank must be loaded first.
  • All SoundBanks subsequently loaded must come from the same Wwise project as the initialization bank. If you need to load SoundBanks from a different project, you must first unload ALL banks, including the initialization bank, then load the initialization bank from the other project, and finally load banks from that project.
  • Codecs and plug-ins must be registered before loading banks that use them.
  • Loading a bank referencing an unregistered plug-in or codec will result in a load bank success, but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, posting the event will fail.
See also
Parameters
in_pInMemoryBankPtr Pointer to the in-memory bank to load (pointer is not stored in sound engine, memory can be released after return)
in_uInMemoryBankSize Size of the in-memory bank to load
out_bankID Returned bank ID