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AKRESULT __cdecl AK::SoundEngine::PrepareGameSyncs ( PreparationType  in_PreparationType,
AkGroupType  in_eGameSyncType,
AkUInt32  in_GroupID,
AkUInt32 in_paGameSyncID,
AkUInt32  in_uNumGameSyncs  
)

Prepare or un-prepare game syncs synchronously (by ID).
The group and game syncs are specified by ID (refer to General Information for a discussion on using strings and IDs). The game syncs definitions must already exist in the sound engine by having explicitly loaded the bank(s) that contain them (with LoadBank()). A request is posted to the Bank Manager consumer thread. It will resolve all dependencies needed to successfully set this game sync group to one of the game sync values specified, and load the required banks, if applicable. The function returns when the request has been completely processed.

Returns:
  • AK_Success: Prepare/un-prepare successful.
  • AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
  • AK_InsufficientMemory: Insufficient memory to store bank data.
  • AK_BankReadError: I/O error.
  • AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that you used to generate the SoundBanks matches that of the SDK you are currently using.
  • AK_InvalidFile: File specified could not be opened.
  • AK_InvalidParameter: Invalid parameter, invalid memory alignment.
  • AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
Remarks:
You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events, so you never need to call this function.
See also:
Parameters:
in_PreparationType  Preparation type ( Preparation_Load or Preparation_Unload )
in_eGameSyncType  The type of game sync.
in_GroupID  The state group ID or the Switch Group ID.
in_paGameSyncID  Array of ID of the gamesyncs to either support or not support.
in_uNumGameSyncs  The number of game sync ID in the array.

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