Table of Contents

Wwise SDK 2019.2.6
Wwise Authoring API Reference - Functions

Refer to Using the Wwise Authoring API (WAAPI) for more information about Wwise Authoring API.

ak.soundengine.executeActionOnEvent
Executes an action on all nodes that are referenced in the specified event in a Play action. See AK::SoundEngine::ExecuteActionOnEvent.

ak.soundengine.postEvent
Asynchronously post an Event to the sound engine (by event ID). See AK::SoundEngine::PostEvent.

ak.soundengine.postMsgMonitor
Display a message in the Profiler's Capture Log view.

ak.soundengine.postTrigger
Posts the specified Trigger. See AK::SoundEngine::PostTrigger.

ak.soundengine.registerGameObj
Register a game object. Registering a game object twice does nothing. Unregistering it once unregisters it no matter how many times it has been registered. See AK::SoundEngine::RegisterGameObj.

ak.soundengine.resetRTPCValue
Resets the value of a real-time parameter control to its default value, as specified in the Wwise project. See AK::SoundEngine::ResetRTPCValue.

ak.soundengine.seekOnEvent
Seeks inside all playing objects that are referenced in Play Actions of the specified Event. See AK::SoundEngine::SeekOnEvent.

ak.soundengine.setDefaultListeners
Sets the default active listeners for all subsequent game objects that are registered. See AK::SoundEngine::SetDefaultListeners.

ak.soundengine.setGameObjectAuxSendValues
Sets the Auxiliary Busses to route the specified game object. See AK::SoundEngine::SetGameObjectAuxSendValues.

ak.soundengine.setGameObjectOutputBusVolume
Set the output bus volume (direct) to be used for the specified game object. See AK::SoundEngine::SetGameObjectOutputBusVolume.

ak.soundengine.setListeners
Sets a single game object's active listeners. By default, all new game objects have no listeners active, but this behavior can be overridden with SetDefaultListeners(). Inactive listeners are not computed. See AK::SoundEngine::SetListeners.

ak.soundengine.setListenerSpatialization
Sets a listener's spatialization parameters. This lets you define listener-specific volume offsets for each audio channel. See AK::SoundEngine::SetListenerSpatialization.

ak.soundengine.setMultiplePositions
Sets multiple positions for a single game object. Setting multiple positions for a single game object is a way to simulate multiple emission sources while using the resources of only one voice. This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area. See AK::SoundEngine::SetMultiplePositions.

ak.soundengine.setObjectObstructionAndOcclusion
Set a game object's obstruction and occlusion levels. This function is used to affect how an object should be heard by a specific listener. See AK::SoundEngine::SetObjectObstructionAndOcclusion.

ak.soundengine.setPosition
Sets the position of a game object. See AK::SoundEngine::SetPosition.

ak.soundengine.setRTPCValue
Sets the value of a real-time parameter control. See AK::SoundEngine::SetRTPCValue.

ak.soundengine.setScalingFactor
Sets the scaling factor of a game object. You can modify the attenuation computations on this game object to simulate sounds with a larger or smaller affected areas. See AK::SoundEngine::SetScalingFactor.

ak.soundengine.setState
Sets the State of a State Group. See AK::SoundEngine::SetState.

ak.soundengine.setSwitch
Sets the State of a Switch Group. See AK::SoundEngine::SetSwitch.

ak.soundengine.stopAll
Stop playing the current content associated to the specified game object ID. If no game object is specified, all sounds are stopped. See AK::SoundEngine::StopAll.

ak.soundengine.stopPlayingID
Stops the current content, associated to the specified playing ID, from playing. See AK::SoundEngine::StopPlayingID.

ak.soundengine.unregisterGameObj
Unregisters a game object. Registering a game object twice does nothing. Unregistering it once unregisters it no matter how many times it has been registered. Unregistering a game object while it is in use is allowed, but the control over the parameters of this game object is lost. For example, say a sound associated with this game object is a 3D moving sound. It stops moving when the game object is unregistered, and there is no way to regain control over the game object. See AK::SoundEngine::UnregisterGameObj.

ak.wwise.core.audio.import
Creates Wwise objects and imports audio files. This function uses the same importation processor available through the Tab Delimited import in the Audio File Importer. The function returns an array of all objects created, replaced or re-used. Use the options to specify how the objects are returned. For more information, refer to Importing Audio Files and Creating Structures.

ak.wwise.core.audio.importTabDelimited
Scripted object creation and audio file import from a tab-delimited file.

ak.wwise.core.audioSourcePeaks.getMinMaxPeaksInRegion
Gets the min/max peak pairs, in the given region of an audio source, as a collection of binary strings (one per channel). The strings are base-64 encoded, 16-bit signed int arrays, with min and max values being interleaved. If getCrossChannelPeaks is true, only one binary string represents the peaks across all channels globally.

ak.wwise.core.audioSourcePeaks.getMinMaxPeaksInTrimmedRegion
Gets the min/max peak pairs in the entire trimmed region of an audio source, for each channel, as an array of binary strings (one per channel). The strings are base-64 encoded, 16-bit signed int arrays, with min and max values being interleaved. If getCrossChannelPeaks is true, there is only one binary string representing peaks across all channels globally.

ak.wwise.core.getInfo
Retrieve global Wwise information.

ak.wwise.core.log.get
Retrieves the latest log for a specific channel. Refer to ak.wwise.core.log.itemAdded to be notified when a item is added to the log.

ak.wwise.core.object.copy
Copies an object to the given parent.

ak.wwise.core.object.create
Creates an object of type 'type', as a child of 'parent'. Refer to Importing Audio Files and Creating Structures for more information about creating objects. Also refer to ak.wwise.core.audio.import to import audio files to Wwise.

ak.wwise.core.object.delete
Deletes the specified object.

ak.wwise.core.object.get
Performs a query and returns specified data for each object in query result. Refer to Querying the Wwise Project for more information.

ak.wwise.core.object.getAttenuationCurve
Gets the specified attenuation curve for a given attenuation object.

ak.wwise.core.object.getPropertyAndReferenceNames
Retrieves the list of property and reference names for an object.

ak.wwise.core.object.getPropertyInfo
Retrieves information about an object property.

ak.wwise.core.object.getPropertyNames
ak.wwise.core.object.getTypes
Retrieves the list of all object types registered in Wwise's object model. This function returns the equivalent of Wwise Objects Reference .

ak.wwise.core.object.isPropertyEnabled
Returns true if a property is enabled based on the values of the properties it depends on.

ak.wwise.core.object.move
Moves an object to the given parent. Returns the moved object.

ak.wwise.core.object.setAttenuationCurve
Sets the specified attenuation curve for a given attenuation object.

ak.wwise.core.object.setName
Renames an object.

ak.wwise.core.object.setNotes
Sets the object's notes.

ak.wwise.core.object.setProperty
Sets a property value of an object for a specific platform. Refer to Wwise Objects Reference for more information on the properties available on each object type. Refer to ak.wwise.core.object.setReference to set a reference to an object.

ak.wwise.core.object.setRandomizer
Sets the randomizer values of a property of an object for a specific platform. Refer to Wwise Objects Reference for more information on the properties available on each object type.

ak.wwise.core.object.setReference
Sets an object's reference value. Refer to Wwise Objects Reference for more information on the references available on each object type.

ak.wwise.core.plugin.getList
ak.wwise.core.plugin.getProperties
ak.wwise.core.plugin.getProperty
ak.wwise.core.profiler.getBusses
Retrieves the busses at a specific profiler capture time.

ak.wwise.core.profiler.getCursorTime
Returns the current time of the specified profiler cursor, in milliseconds.

ak.wwise.core.profiler.getRTPCs
Retrieves active RTPCs at a specific profiler capture time.

ak.wwise.core.profiler.getVoiceContributions
Retrieves all parameters affecting voice volume, highpass and lowpass for a voice path, resolved from pipeline IDs.

ak.wwise.core.profiler.getVoices
Retrieves the voices at a specific profiler capture time.

ak.wwise.core.profiler.startCapture
Starts the profiler capture and returns the time at the beginning of the capture, in milliseconds.

ak.wwise.core.profiler.stopCapture
Stops the profiler capture and returns the time at the end of the capture, in milliseconds.

ak.wwise.core.project.save
Saves the current project.

ak.wwise.core.remote.connect
Connects the Wwise Authoring application to a Wwise Sound Engine running executable. The host must be running code with communication enabled. If only "host" is provided, Wwise connects to the first Sound Engine instance found. To distinguish between different instances, you can also provide the name of the application to connect to.

ak.wwise.core.remote.disconnect
Disconnects the Wwise Authoring application from a connected Wwise Sound Engine running executable.

ak.wwise.core.remote.getAvailableConsoles
Retrieves all consoles available for connecting Wwise Authoring to a Sound Engine instance.

ak.wwise.core.remote.getConnectionStatus
Retrieves the connection status.

ak.wwise.core.soundbank.generate
Generate a list of SoundBank with import definition defined in the WAAPI request. If you choose to not write the soundbanks to disk, subscribe to ak.wwise.core.soundbank.generated to get SoundBank structure info and the bank data as base64.

ak.wwise.core.soundbank.getInclusions
Retrieves a SoundBank's inclusion list.

ak.wwise.core.soundbank.setInclusions
Modifies a SoundBank's inclusion list. The 'operation' argument determines how the 'inclusions' argument modifies the SoundBank's inclusion list; 'inclusions' may be added to / removed from / replace the SoundBank's inclusion list.

ak.wwise.core.switchContainer.addAssignment
Assigns a Switch Container's child to a Switch. This is the equivalent of doing a drag&drop of the child to a state in the Assigned Objects view. The child is always added at the end for each state.

ak.wwise.core.switchContainer.getAssignments
Returns the list of assignments between a Switch Container's children and states.

ak.wwise.core.switchContainer.removeAssignment
Removes an assignment between a Switch Container's child and a State.

ak.wwise.core.transport.create
Creates a transport object for the given Wwise object. The return transport object can be used to play, stop, pause and resume the Wwise object via the other transport functions.

ak.wwise.core.transport.destroy
Destroys the given transport object.

ak.wwise.core.transport.executeAction
Executes an action on the given transport object, or all transport objects if none is specified.

ak.wwise.core.transport.getList
Returns the list of transport objects.

ak.wwise.core.transport.getState
Gets the state of the given transport object.

ak.wwise.core.undo.beginGroup
Begins an undo group. Make sure to call ak.wwise.core.undo.endGroup exactly once for every ak.wwise.core.beginUndoGroup call you make. Calls to ak.wwise.core.undo.beginGroup can be nested.

ak.wwise.core.undo.cancelGroup
Cancels the last undo group. Please note that this does not revert the operations made since the last ak.wwise.core.undo.beginGroup call.

ak.wwise.core.undo.endGroup
Ends the last undo group.

ak.wwise.debug.enableAsserts
Enables debug assertions. Every call to enableAsserts with 'false' increments the ref count. Calling with true decrements the ref count. This is only available with Debug builds.

ak.wwise.debug.enableAutomationMode
Enables or disables the automation mode for Wwise. This reduces the potential interruptions caused by message boxes and dialogs. For instance, enabling the automation mode silently accepts: project migration, project load log, EULA acceptance, project licence display and generic message boxes.

ak.wwise.debug.testAssert
Private use only.

ak.wwise.debug.testCrash
Private use only.

ak.wwise.ui.bringToForeground
Bring Wwise main window to foreground. Refer to SetForegroundWindow and AllowSetForegroundWindow on MSDN for more information on the restrictions. Refer to ak.wwise.core.getInfo to obtain the Wwise process ID for AllowSetForegroundWindow.

ak.wwise.ui.captureScreen
Captures a part of the Wwise UI relative to a view.

ak.wwise.ui.commands.execute
Executes a command. Some commands can take a list of objects as parameters. Refer to Wwise Authoring Command Identifiers for the available commands.

ak.wwise.ui.commands.getCommands
Gets the list of commands.

ak.wwise.ui.commands.register
Registers an array of add-on commands. Registered commands remain until the Wwise process is terminated. Refer to Defining Command Add-ons for more information about registering commands. Also refer to ak.wwise.ui.commands.executed.

ak.wwise.ui.commands.unregister
Unregisters an array of add-on UI commands.

ak.wwise.ui.getSelectedObjects
Retrieves the list of objects currently selected by the user in the active view.

ak.wwise.ui.project.close
Closes the current project.

ak.wwise.ui.project.open
Opens a project, specified by path. Please refer to ak.wwise.core.project.loaded for further explanations on how to be notified when the operation has completed.

ak.wwise.waapi.getFunctions
Retrieves the list of functions.

ak.wwise.waapi.getSchema
Retrieves the JSON schema of a Waapi URI.

ak.wwise.waapi.getTopics
Retrieves the list of topics to which a client can subscribe.