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Set the auxiliary busses to route the specified game object The array size cannot exceed AK_MAX_AUX_PER_OBJ. To clear the game object's auxiliary sends, in_uNumSendValues must be 0.
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Note: The actual maximum number of aux sends in which a game object can be is AK_MAX_AUX_PER_OBJ. |
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Note: If an send control value is set to 0%, the effect won't be inserted at all, as if it wasn't part of the array.
- See also:
- Returns:
- AK_Success if successful
- AK_InvalidParameter if the array size exceeds AK_MAX_AUX_PER_OBJ, or if a duplicated environment is found in the array
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- Parameters:
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in_gameObjectID |
Associated game object ID |
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in_aAuxSendValues |
Variable-size array of AkAuxSendValue structures (it may be NULL if no environment must be set, and its size cannot exceed AK_MAX_AUX_PER_OBJ) |
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in_uNumSendValues |
The number of auxiliary busses at the pointer's address (it must be 0 if no environment is set, and can not exceed AK_MAX_AUX_PER_OBJ) |
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