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AkPlayingID __cdecl AK::SoundEngine::PostEvent ( AkUniqueID  in_eventID,
AkGameObjectID  in_gameObjectID,
AkUInt32  in_uFlags = 0,
AkCallbackFunc  in_pfnCallback = NULL,
void *  in_pCookie = NULL,
AkUInt32  in_cExternals = 0,
AkExternalSourceInfo in_pExternalSources = NULL,
AkPlayingID  in_PlayingID = AK_INVALID_PLAYING_ID  
)

Asynchronously post an event to the sound engine (by event ID). The callback function can be used to be noticed when markers are reached or when the event is finished. An array of wave file sources can be provided to resolve External Sources triggered by the event.

Returns:
The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed
Remarks:
If used, the array of external sources should contain the information for each external source triggered by the event. When triggering an event with multiple external sources, you need to differentiate each source by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
Note.gif
Note: If an event triggers the playback of more than one external source, they must be named uniquely in the project (therefore have a unique cookie) in order to tell them appart when filling the AkExternalSourceInfo structures.
See also:
Parameters:
in_eventID  Unique ID of the event
in_gameObjectID  Associated game object ID
in_uFlags  Bitmask: see AkCallbackType
in_pfnCallback  Callback function
in_pCookie  Callback cookie that will be sent to the callback function along with additional information
in_cExternals  Optional count of external source structures
in_pExternalSources  Optional array of external source resolution information
in_PlayingID  Optional (advanced users only) Specify the playing ID to target with the event. Will Cause active actions in this event to target an existing Playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any for normal playback.

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