Table of Contents

Wwise SDK 2019.1.5

◆ DecodeBank()

AKRESULT __cdecl AK::SoundEngine::DecodeBank ( const void *  in_pInMemoryBankPtr,
AkUInt32  in_uInMemoryBankSize,
AkMemPoolId  in_uPoolForDecodedBank,
void *&  out_pDecodedBankPtr,
AkUInt32 out_uDecodedBankSize 
)

Synchronously decodes Vorbis-encoded and Opus-encoded (Software version) media in a SoundBank. The file should already be read in memory before the decode operation. The out_pDecodedBankPtr can then be used with variants of LoadBank that load from in-memory data.
CPU usage, RAM size, storage size and Internet bandwidth must be accounted for when developing a game, especially when it is aimed at mobile platforms. The DecodeBank function makes it possible to decode media at load time instead of decoding them every time they are played.

Parameters
in_pInMemoryBankPtr Pointer to the in-memory bank to decode (pointer is not stored in sound engine, memory can be released after return)
in_uInMemoryBankSize Size of the in-memory bank to decode
in_uPoolForDecodedBank Memory pool to allocate decoded bank into. Specify AK_INVALID_POOL_ID and out_pDecodedBankPtr=NULL to obtain decoded bank size without performing the decode operation. Pass AK_INVALID_POOL_ID and out_pDecodedBankPtr!=NULL to decode bank into specified pointer.
out_pDecodedBankPtr Decoded bank memory location.
out_uDecodedBankSize Decoded bank memory size.