版本
menu_open
Wwise SDK 2018.1.11
AkSpatialAudio.h 文件参考

浏览源代码.

struct   AkSpatialAudioInitSettings
  Initialization settings of the spatial audio module. 更多...
 
struct   AkImageSourceSettings
 
struct   AkEmitterSettings
  Settings for a sound emitter. 更多...
 
struct   AkVertex
  Vertex for a spatial audio mesh. 更多...
 
struct   AkTriangle
  Triangle for a spatial audio mesh. 更多...
 
struct   AkAcousticSurface
 
struct   AkReflectionPathInfo
  Structure for retrieving information about the indirect paths of a sound that have been calculated via the geometric reflections API. Useful for debug draw applications. 更多...
 
struct   AkDiffractionPathInfo
 
struct   AkPropagationPathInfo
  Structure for retrieving information about the sound propagation paths that have been calculated via the rooms and portals API. Useful for debug draw applications. 更多...
 
struct   AkPortalParams
  Parameters passed to SetPortal 更多...
 
struct   AkRoomParams
  Parameters passed to SetRoom 更多...
 
struct   AkGeometryParams
  Parameters passed to SetGeometry 更多...
 

命名空间

namespace   AK
  Audiokinetic namespace
 
  AK::SpatialAudio
  Audiokinetic spatial audio namespace
 

枚举

enum   AkDiffractionFlags { DiffractionFlags_UseBuiltInParam = 1 << 0, DiffractionFlags_UseObstruction = 1 << 1, DiffractionFlags_CalcEmitterVirtualPosition = 1 << 3, DefaultDiffractionFlags = DiffractionFlags_UseBuiltInParam | DiffractionFlags_UseObstruction | DiffractionFlags_CalcEmitterVirtualPosition }
  AkDiffractionFlags determine if diffraction values for sound passing through portals will be calculated, and how to apply those calculations to Wwise parameters. 更多...
 

函数

Basic functions.

In order to use SpatialAudio, you need to initalize it using Init, and register all emitters and listeners that you plan on using with any of the services offered by SpatialAudio, using RegisterEmitter and RegisterListener respectively, after having registered their corresponding game object to the sound engine. The position of these objects and game-defined sends should be updated with SetPosition and SetEmitterAuxSendValues instead of their AK::SoundEngine counterparts. \akwarning At the moment, there can be only one Spatial Audio listener registered at any given time.

AkMemPoolId __cdecl  AK::SpatialAudio::GetPoolID ()
  Access the internal pool ID passed to Init. 更多...
 
AKRESULT __cdecl  AK::SpatialAudio::Init (const AkSpatialAudioInitSettings &in_initSettings)
  Initialize the SpatialAudio API. 更多...
 
AKRESULT __cdecl  AK::SpatialAudio::RegisterEmitter (AkGameObjectID in_gameObjectID, const AkEmitterSettings &in_settings)
 
AKRESULT __cdecl  AK::SpatialAudio::UnregisterEmitter (AkGameObjectID in_gameObjectID)
 
AKRESULT __cdecl  AK::SpatialAudio::RegisterListener (AkGameObjectID in_gameObjectID)
 
AKRESULT __cdecl  AK::SpatialAudio::UnregisterListener (AkGameObjectID in_gameObjectID)
 
AKRESULT __cdecl  AK::SpatialAudio::SetPosition (AkGameObjectID in_gameObjectID, const AkTransform &in_sourcePosition)
 
AKRESULT __cdecl  AK::SpatialAudio::SetEmitterAuxSendValues (AkGameObjectID in_gameObjectID, AkAuxSendValue *in_pAuxSends, AkUInt32 in_uNumAux)
 
Helper functions for passing game data to the Wwise Reflect plug-in.

Use this API for detailed placement of reflection image sources.

Note: These functions are low-level and useful when your game engine already implements a geometrical approach to sound propagation such as an image-source or a ray tracing algorithm. Functions of Geometry are preferred and easier to use with the Wwise Reflect plug-in.
AKRESULT __cdecl  AK::SpatialAudio::SetImageSource (AkImageSourceID in_srcID, const AkImageSourceSettings &in_info, AkUniqueID in_AuxBusID, AkRoomID in_roomID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
 
AKRESULT __cdecl  AK::SpatialAudio::RemoveImageSource (AkImageSourceID in_srcID, AkUniqueID in_AuxBusID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
 
Geometry

Geometry API for early reflection processing using Wwise Reflect.

AKRESULT __cdecl  AK::SpatialAudio::SetGeometry (AkGeometrySetID in_GeomSetID, const AkGeometryParams &in_params)
 
AKRESULT __cdecl  AK::SpatialAudio::RemoveGeometry (AkGeometrySetID in_SetID)
 
AKRESULT __cdecl  AK::SpatialAudio::QueryReflectionPaths (AkGameObjectID in_gameObjectID, AkVector &out_listenerPos, AkVector &out_emitterPos, AkReflectionPathInfo *out_aPaths, AkUInt32 &io_uArraySize)
 
Rooms and Portals

Sound Propagation API using rooms and portals.

AKRESULT __cdecl  AK::SpatialAudio::SetRoom (AkRoomID in_RoomID, const AkRoomParams &in_Params)
 
AKRESULT __cdecl  AK::SpatialAudio::RemoveRoom (AkRoomID in_RoomID)
 
AKRESULT __cdecl  AK::SpatialAudio::SetPortal (AkPortalID in_PortalID, const AkPortalParams &in_Params)
 
AKRESULT __cdecl  AK::SpatialAudio::RemovePortal (AkPortalID in_PortalID)
 
AKRESULT __cdecl  AK::SpatialAudio::SetGameObjectInRoom (AkGameObjectID in_gameObjectID, AkRoomID in_CurrentRoomID)
 
AKRESULT __cdecl  AK::SpatialAudio::SetEmitterObstructionAndOcclusion (AkGameObjectID in_gameObjectID, AkReal32 in_fObstruction, AkReal32 in_fOcclusion)
 
AKRESULT __cdecl  AK::SpatialAudio::SetPortalObstructionAndOcclusion (AkPortalID in_PortalID, AkReal32 in_fObstruction, AkReal32 in_fOcclusion)
 
AKRESULT __cdecl  AK::SpatialAudio::QuerySoundPropagationPaths (AkGameObjectID in_gameObjectID, AkVector &out_listenerPos, AkVector &out_emitterPos, AkPropagationPathInfo *out_aPaths, AkUInt32 &io_uArraySize)
 
AKRESULT __cdecl  AK::SpatialAudio::QueryDiffractionPaths (AkGameObjectID in_gameObjectID, AkVector &out_listenerPos, AkVector &out_emitterPos, AkDiffractionPathInfo *out_aPaths, AkUInt32 &io_uArraySize)
 

详细描述

Spatial Audio interface.

在文件 AkSpatialAudio.h 中定义.


此页面对您是否有帮助?

需要技术支持?

仍有疑问?或者问题?需要更多信息?欢迎联系我们,我们可以提供帮助!

查看我们的“技术支持”页面

介绍一下自己的项目。我们会竭力为您提供帮助。

来注册自己的项目,我们帮您快速入门,不带任何附加条件!

开始 Wwise 之旅