Table of Contents
Wwise SDK 2019.1.5
|Default constructor. More...
|AkExternalSourceInfo (void *in_pInMemory, AkUInt32 in_uiMemorySize, AkUInt32 in_iExternalSrcCookie, AkCodecID in_idCodec)|
|Constructor: specify source by memory. More...
|AkExternalSourceInfo (AkOSChar *in_pszFileName, AkUInt32 in_iExternalSrcCookie, AkCodecID in_idCodec)|
|Constructor: specify source by streaming file name. More...
|AkExternalSourceInfo (AkFileID in_idFile, AkUInt32 in_iExternalSrcCookie, AkCodecID in_idCodec)|
|Constructor: specify source by streaming file ID. More...
|Cookie identifying the source, given by hashing the name of the source given in the project. See AK::SoundEngine::GetIDFromString. More...
|Codec ID for the file. One of the audio formats defined in AkTypes.h (AKCODECID_XXX) More...
|File path for the source. If not NULL, the source will be streaming from disk. Set pInMemory to NULL. If idFile is set, this field is used as stream name (for profiling purposes). More...
|Pointer to the in-memory file. If not NULL, the source will be read from memory. Set szFile and idFile to NULL. More...
|Size of the data pointed by pInMemory. More...
|File ID. If not zero, the source will be streaming from disk. This ID can be anything. Note that you must override the low-level IO to resolve this ID to a real file. See Low-Level I/O for more information on overriding the Low Level IO. More...
This structure allows the game to provide audio files to fill the external sources. See AK::SoundEngine::PostEvent You can specify a streaming file or a file in-memory, regardless of the "Stream" option in the Wwise project.
|Warning: Make sure that only one of szFile, pInMemory or idFile is non-null. if both idFile and szFile are set, idFile is passed to low-level IO and szFile is used as stream name (for profiling purposes).|
The documentation for this struct was generated from the following file: