Table of Contents

AkInputMapSlot< USER_DATA > Struct Template Reference

Structure of an entry in the AkMixerInputMap map. More...

List of all members.

Public Member Functions

  AkInputMapSlot ()
  User data. Here we have a buffer. Other relevant info would be the game object position and input parameters of the previous frame.
bool  operator== (const AkInputMapSlot &in_Op) const

Public Attributes

AK::IAkMixerInputContext pContext
USER_DATA *  pUserData

Detailed Description

template<class USER_DATA>
struct AkInputMapSlot< USER_DATA >

Structure of an entry in the AkMixerInputMap map.

Collection class to manage inputs in mixer plugins. The inputs are identified by their context AK::IAkMixerInputContext. The type of data attached to it is the template argument USER_DATA. The collection performs allocation/deallocation of user data via AK_PLUGIN_NEW/DELETE(). Usage

Init AkMixerInputMap<MyStruct> m_mapInputs; m_mapInputs.Init( in_pAllocator ); // in_pAllocator passed at plugin init.

Add an input. m_mapInputs.AddInput( in_pInput ); // AK::IAkMixerInputContext * in_pInput passed to OnInputConnected()

Find an input MyStruct * pInput = m_mapInputs.Exists( in_pInputContext ); // AK::IAkMixerInputContext * in_pInputContext passed to ConsumeInput()

Iterate through inputs. AkMixerInputMap<MyStruct>::Iterator it = m_mapInputs.End(); while ( it != m_mapInputs.End() ) { MyStruct * pInput = (*it).pUserData; ... ++it; }

Definition at line 63 of file AkMixerInputMap.h.

The documentation for this struct was generated from the following file: