Wwise SDK 2019.2.15
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AkSpatialAudio.h
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43 /// AkDiffractionFlags determine if diffraction values for sound passing through portals will be calculated, and how to apply those calculations to Wwise parameters.
46 DiffractionFlags_UseBuiltInParam = 1 << 0, ///< Set the Wwise built-in game parameter value for diffraction angle. This is a flexible approach that can be mapped to any Wwise parameter. Can also be used simply to monitor diffraction using the game object profiler in Wwise.
47 DiffractionFlags_UseObstruction = 1 << 1, ///< Use Wwise obstruction for dry-path diffraction. Dry-path diffraction is related to the angle off of a straight line of sight to a sound emitter.
48 DiffractionFlags_CalcEmitterVirtualPosition = 1 << 3, ///< An emitter that is not in the same room as the listener will have its apparent or virtual position calculated by Wwise spatial audio and passed on to the sound engine.
50 DefaultDiffractionFlags = DiffractionFlags_UseBuiltInParam | DiffractionFlags_UseObstruction | DiffractionFlags_CalcEmitterVirtualPosition
51 };
70 AkUInt32 uMaxSoundPropagationDepth; ///< Maximum number of portals that sound can propagate through; must be less than or equal to AK_MAX_SOUND_PROPAGATION_DEPTH.
71 AkUInt32 uDiffractionFlags; ///< Enable or disable specific diffraction features. See AkDiffractionFlags.
72 AkReal32 fDiffractionShadowAttenFactor; ///< Multiplier that is applied to the distance attenuation of diffracted sounds (sounds that are in the 'shadow region') to simulate the phenomenon where by diffracted sound waves decay faster than incident sound waves.
73 AkReal32 fDiffractionShadowDegrees; ///< Interpolation angle, in degrees, over which the fDiffractionShadowAttenFactor is applied.
74 ///< At a diffraction of 0, a multiplier of 1 (ie. none) is applied, and at an angle of fDiffractionShadowDegrees or greater, fDiffractionShadowAttenFactor is applied.
75 ///< A linear interpolation between 1 and fDiffractionShadowAttenFactor is applied when the angle is between 0 and fDiffractionShadowDegrees.
77 AkReal32 fMovementThreshold; ///< Amount that an emitter or listener has to move to trigger a recalculation of reflections/diffraction. Larger values can reduce the CPU load at the cost of reduced accuracy.
80 AkUInt32 uMaxReflectionOrder; ///< Maximum reflection order [1, 4] - the number of 'bounces' in a reflection path. A higher reflection order renders more details at the expense of higher CPU usage.
81 AkReal32 fMaxPathLength; ///< The length of rays that are cast inside Spatial Audio. This effectively caps the maximum length of individual segments in reflection or diffraction paths.
82 ///< Each individual sound is also affected by its maximum attenuation distance, specified in the Authoring tool. Reflection or diffraction paths, calculated inside Spatial Audio, will never exceed a sound's maximum attenuation distance.
83 ///< Note, however, that attenuation is considered infinite if the furthest point is above the audibility threshold.
84 bool bEnableDiffractionOnReflection; ///< Enable diffraction at the end/beginning of reflection paths. Diffraction on reflection causes reflections to fade in and out smoothly as the listener or emitter move in and out of the reflection's shadow zone.
85 bool bEnableDirectPathDiffraction; ///< Enable computation of geometric direct path diffraction for all sources that have diffraction enabled in the positioning tab of the authoring tab.
86 ///< This flag enables sounds to diffract around geometry (see \c AK::SpatialAudio::SetGeometry) that have diffraction edges.
87 ///< Diffraction edges must be enabled for sounds to diffract around geometry (see \c AkGeometryParams).
88 ///< If \c bEnableDirectPathDiffraction is false but a sound has "Enable Diffraction" ticked in the positioning tab of the authoring tool, the sound will only diffract through portals but pass through geometry as if it is not there.
97 AkImageSourceSettings(AkVector in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
137 /// Name given to image source, can be used to identify the image source in the AK Reflect plugin UI.
173 /// Index into the vertex table passed into \c AkGeometryParams that describes the first vertex of the triangle. Triangles are double-sided, so vertex order in not important.
176 /// Index into the vertex table passed into \c AkGeometryParams that describes the second vertex of the triangle. Triangles are double-sided, so vertex order in not important.
179 /// Index into the vertex table passed into \c AkGeometryParams that describes the third vertex of the triangle. Triangles are double-sided, so vertex order in not important.
182 /// Index into the surface table passed into \c AkGeometryParams that describes the surface properties of the triangle.
183 /// If this field is left as \c AK_INVALID_SURFACE, then a default-constructed \c AkAcousticSurface is used.
188 /// An single acoustic surface may describe any number of triangles, depending on the granularity desired. For example, if desired for debugging, one could create a unique
189 /// \c AkAcousticSurface struct for each triangle, and define a unique name for each. Alternatively, a single \c AkAcousticSurface could be used to describe all triangles.
190 /// In fact it is not necessary to define any acoustic surfaces at all. If the \c AkTriangle::surface field is left as \c AK_INVALID_SURFACE, then a default-constructed \c AkAcousticSurface is used.
199 /// Acoustic texture ShareSet ID for the surface. The acoustic texture is authored in Wwise, and the shareset ID may be obtained by calling \c AK::SoundEngine::GetIDFromString
203 /// Occlusion value to set when modeling sound transmission through geometry. Transmission is modeled only when the sound emitted enables diffraction and there is no direct line of sight from the emitter to the listener.
204 /// If more that one surface is between the emitter and the listener, the maximum of each surface's occlusion value is used. If the emitter and listener are in different rooms, then the rooms' WallOcclusion is taken into account.
205 /// The maximum of all the surfaces' occlusion value, and the WallOcclusion value (see \c AkRoomParams) is used to render the transmission path.
214 /// 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.
221 /// pathPoint[0] is closest to the emitter, pathPoint[numPathPoints-1] is closest to the listener.
225 /// surfaces[0] is closest to the emitter, surfaces[numPathPoints-1] is closest to the listener.
231 /// Number of reflections in the \c pathPoint[] array. Shadow zone diffraction does not count as a reflection. If there is no shadow zone diffraction, \c numReflections is equal to \c numPathPoints.
240 /// True if the sound path was occluded. Note that the spatial audio library must be recompiled with \c \#define AK_DEBUG_OCCLUSION to enable generation of occluded paths.
245 /// The diffraction paths represent indirect sound paths from the emitter to the listener, whether they go through portals
246 /// (via the rooms and portals API) or are diffracted around edges (via the geometric diffraction API).
249 /// Defines the maximum number of nodes that a user can retrieve information about. Longer paths will be truncated.
252 /// Diffraction points along the path. nodes[0] is the point closest to the listener; nodes[numNodes-1] is the point closest to the emitter.
259 /// ID of the portals that the path passes through. For a given node at position i (in the nodes array), if the path diffracts on a geometric edge, then portals[i] will be an invalid portal ID (ie. portals[i].IsValid() will return false).
260 /// Otherwise, if the path diffracts through a portal at position i, then portals[i] will be the ID of that portal.
261 /// portal[0] represents the node closest to the listener; portal[numNodes-1] represents the node closest to the emitter.
264 /// ID's of the rooms that the path passes through. For a given node at position i, room[i] is the room on the listener's side of the node. If node i diffracts through a portal,
265 /// then rooms[i] is on the listener's side of the portal, and rooms[i+1] is on the emitters side of the portal.
266 /// There is always one extra slot for a room so that the emitters room is always returned in slot room[numNodes] (assuming the path has not been truncated).
269 /// Virtual emitter position. This is the position that is passed to the sound engine to render the audio using multi-positioning, for this particular path.
272 /// Total number of nodes in the path. Defines the number of valid entries in the \c nodes, \c angles, and \c portals arrays. The \c rooms array has one extra slot to fit the emitter's room.
276 /// The diffraction amount is calculated from the sum of the deviation angles from a straight line, of all angles at each nodePoint.
277 // Can be thought of as how far into the 'shadow region' the sound has to 'bend' to reach the listener.
278 /// Depending on the spatial audio initialization settings, this value is applied internally, by spatial audio, to the obstruction or built-in parameter of the emitter game object.
285 /// Represents the sum of the length of the individual segments between nodes, with a correction factor applied for diffraction.
286 /// The correction factor simulates the phenomenon where by diffracted sound waves decay faster than incident sound waves and can be customized in the spatial audio init settings.
306 /// OrientationFront vector must be unit-length and point along the normal of the portal, and must be orthogonal to Up. It defines the local positive-Z dimension (depth/transition axis) of the portal, used by Extent.
307 /// OrientationTop vector must be unit-length and point along the top of the portal (tangent to the wall), must be orthogonal to Front. It defines the local positive-Y direction (height) of the portal, used by Extent.
310 /// Portal extent. Defines the dimensions of the portal relative to its center; all components must be positive numbers. The local X and Y dimensions (side and top) are used in diffraction calculations,
311 /// whereas the Z dimension (front) defines a depth value which is used to implement smooth transitions between rooms. It is recommended that users experiment with different portal depths to find a value
315 /// Whether or not the portal is active/enabled. For example, this parameter may be used to simulate open/closed doors.
316 /// Portal diffraction is simulated when at least one portal exists and is active between an emitter and the listener.
317 /// Diffraction uses obstruction or the diffraction built-in game parameter, while transmission uses occlusion.
323 /// ID of the room to which the portal connects, in the direction of the Front vector. If a room with this ID has not been added via AK::SpatialAudio::SetRoom,
324 /// a room will be created with this ID and with default AkRoomParams. If you would later like to update the AkRoomParams, simply call AK::SpatialAudio::SetRoom again with this same ID.
330 /// ID of the room to which the portal connects, in the direction opposite to the Front vector. If a room with this ID has not been added via AK::SpatialAudio::SetRoom,
331 /// a room will be created with this ID and with default AkRoomParams. If you would later like to update the AkRoomParams, simply call AK::SpatialAudio::SetRoom again with this same ID.
390 /// Room orientation has an effect when the associated aux bus (see ReverbAuxBus) is set with 3D Spatialization in Wwise, as 3D Spatialization implements relative rotation of the emitter (room) and listener.
395 /// When Spatial Audio is told that a game object is in a particular room via SetGameObjectInRoom, a send to this aux bus will be created to model the reverb of the room.
396 /// Using a combination of Rooms and Portals, Spatial Audio manages which game object the aux bus is spawned on, and what control gain is sent to the bus.
397 /// When a game object is inside a connected portal, as defined by the portal's orientation and extent vectors, both this aux send and the aux send of the adjacent room are active.
398 /// Spatial audio modulates the control value for each send based on the game object's position, in relation to the portal's z-azis and extent, to crossfade the reverb between the two rooms.
399 /// If more advanced control of reverb is desired, SetGameObjectAuxSendValues can be used to add additional sends on to a game object.
405 /// Can be used to implement multiple rooms that share the same aux bus, but have different reverb levels.
408 /// Occlusion level to set when modeling transmission through walls. Transmission is modeled only when the sound emitted enables diffraction and there is no direct line of sight from the emitter to the listener.
409 /// This occlusion value is only applied when the listener and the emitter are in different rooms; it is taken as the maximum between the emitter's room's WallOcclusion and the listener's room's WallOcclusion.
410 /// If there is geometry in between the listener and the emitter, then the occlusion value assigned to surfaces hit by the ray between the emitter and listener is also taken into account.
411 /// The maximum of all the surfaces' occlusion value (see \c AkAcousticSurface), and the WallOcclusion value is used to render the transmission path.
419 /// Send level for sounds that are posted on the room game object; adds reverb to ambience and room tones. Valid range: (0.f-1.f). Set to a value greater than 0 to have spatial audio create a send on the room game object,
420 /// where the room game object itself is specified as the listener and ReverbAuxBus is specified as the aux bus. A value of 0 disables the aux send. This should not be confused with ReverbLevel, which is the send level
422 /// \aknote The room game object can be accessed though the ID that is passed to \c SetRoom() and the \c AkRoomID::AsGameObjectID() method. Posting an event on the room game object leverages automatic room game object placement
423 /// by spatial audio so that when the listener is inside the room, the sound comes from all around the listener, and when the listener is outside the room, the sound comes from the portal(s). Typically, this would be used for
424 /// surround ambiance beds or room tones. Point source sounds should use separate game objects that are registered as spatial audio emitters.
430 /// If set to true, the room game object will be registered on calling \c SetRoom(), and not released untill the room is deleted or removed with \c RemoveRoom(). If set to false, spatial audio will register
431 /// the room object only when it is needed by the sound propagation system for the purposes of reverb, and will unregister the game object when all reverb tails have finished.
432 /// If the game intends to post events on the room game object for the purpose of ambiance or room tones, RoomGameObj_KeepRegistered should be set to true.
433 /// \aknote The room game object can be accessed though the ID that is passed to \c SetRoom() and the \c AkRoomID::AsGameObjectID() method. Posting an event on the room game object leverages automatic room game object placement
434 /// by spatial audio so that when the listener is inside the room, the sound comes from all around the listener, and when the listener is outside the room, the sound comes from the portal(s). Typically, this would be used for
435 /// surround ambiance beds or room tones. Point source sounds should use separate game objects that are registered as spatial audio emitters.
448 AkGeometryParams() : Triangles(NULL), NumTriangles(0), Vertices(NULL), NumVertices(0), Surfaces(NULL), NumSurfaces(0), EnableDiffraction(false), EnableDiffractionOnBoundaryEdges(false) {}
451 /// This array will be copied into spatial audio memory and will not be accessed after \c SetGeometry returns.
461 /// This array will be copied into spatial audio memory and will not be accessed after \c SetGeometry returns.
471 /// This array will be copied into spatial audio memory and will not be accessed after \c SetGeometry returns.
477 /// Number of of AkTriangleInfo structures in in_pTriangleInfo and number of AkTriIdx's in in_infoMap.
480 /// Associate this geometry set with the room \c RoomID. Associating a geometry set with a particular room will limit the scope in which the geometry is visible/accessible. \c RoomID can be left as default (-1), in which case
481 /// this geometry set will have a global scope. It is recommended to associate geometry with a room when the geometry is (1) fully contained within the room (ie. not visible to other rooms accept by portals),
482 /// and (2) the room does not share geometry with other rooms. Doing so reduces the search space for ray casting performed by reflection and diffraction calculations. Take note that once one or more geometry sets
483 /// are associated with a room, that room will no longer be able to access geometry that is in the global scope.
491 /// Switch to enable or disable geometric diffraction on boundary edges for this Geometry. Boundary edges are edges that are connected to only one triangle.
503 /// In order to use SpatialAudio, you need to initalize it using Init, and register the listeners that you plan on using with any of the services offered by SpatialAudio, using
504 /// RegisterListener respectively, _after_ having registered their corresponding game object to the sound engine.
505 /// \akwarning At the moment, there can be only one Spatial Audio listener registered at any given time.
511 /// Assign a game object as the Spatial Audio listener. There can be only one Spatial Audio listener registered at any given time; in_gameObjectID will replace any previously set Spatial Audio listener.
512 /// The game object passed in must be registered by the client, at some point, for sound to be heard. It is not necessary to be registered at the time of calling this function.
513 /// If not listener is explicitly registered to spatial audio, then a default listener (set via \c AK::SoundEngine::SetDefaultListeners()) is selected. If the are no default listeners, or there are more than one
514 /// default listeners, then it is necessary to call RegisterListener() to specify which listener to use with Spatial Audio.
519 /// Unregister a game object as a listener in the SpatialAudio API; clean up Spatial Audio listener data associated with in_gameObjectID.
520 /// If in_gameObjectID is the current registered listener, calling this function will clear the Spatial Audio listener and
522 /// This function is optional - listener are automatically unregistered when their game object is deleted in the sound engine.
534 /// \aknote 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.
535 /// Functions of Geometry are preferred and easier to use with the Wwise Reflect plug-in. \endaknote
538 /// Add or update an individual image source for processing via the AkReflect plug-in. Use this API for detailed placement of
539 /// reflection image sources, whose positions have been determined by the client, such as from the results of a ray cast, computation or by manual placement. One possible
540 /// use case is generating reflections that originate far enough away that they can be modeled as a static point source, for example, off of a distant mountain.
541 /// The SpatialAudio API manages image sources added via SetImageSource() and sends them to the AkReflect plug-in that is on the aux bus with ID \c in_AuxBusID.
543 /// SetImageSource takes a room ID to indicate which room the reflection is logically part of, even though the position of the image source may be outside of the extents of the room.
544 /// This ID is used as a filter, so that it is not possible to hear reflections for rooms that the emitter and listener are not both inside. To use this feature, the emitter's and listener's rooms must also be
545 /// specified using SetGameObjectInRoom. If you are not using the rooms and portals API, or the image source is not associated with a room, pass a default-constructed room ID.
546 /// \aknote The \c AkImageSourceSettings struct passed in \c in_info must contain a unique image source ID to be able to identify this image source across frames and when updating and/or removing it later.
547 /// Each instance of AkReflect has its own set of data, so you may reuse ID, if desired, as long as \c in_gameObjectID and \c in_AuxBusID are different.
549 /// \aknote Early reflection send level and bus in the authoring tool do not apply to image sources set with \c SetImageSource(). When using this function, the Reflect bus and send level
550 /// may only be set programmatically. Also, it is not possible to use the geometric reflections API on the same aux bus and game object. If using the geometric reflections API and the SetImageSource API in conjunction, be sure to specify an
551 /// aux bus to \c SetImageSource that is unique from the aux bus(es) defined in the authoring tool, and from those passed to \c SetEarlyReflectionsAuxSend.
553 /// \aknote For proper operation with AkReflect and the SpatialAudio API, any aux bus using AkReflect should have 'Listener Relative Routing' checked and the 3D Spatialization set to None in the Wwise authoring tool. See \ref spatial_audio_wwiseprojectsetup_businstances for more details. \endaknote
563 AkRoomID in_roomID, ///< The ID of the room that the image source is logically a part of; pass a default-constructed ID if not in, or not using, a room.
564 AkGameObjectID in_gameObjectID ///< The ID of the emitter game object to which the image source applies. Must be a valid and registered game object.
567 /// Remove an individual reflection image source that was previously added via \c SetImageSource.
577 /// Remove all image sources matching \c in_AuxBusID and \c in_gameObjectID that were previously added via \c SetImageSource.
578 /// Both \c in_AuxBusID and \c in_gameObjectID can be treated as wild cards matching all aux buses and/or all game object, by passing \c AK_INVALID_AUX_ID and/or \c AK_INVALID_GAME_OBJECT, respectively.
583 AkUniqueID in_AuxBusID = AK_INVALID_AUX_ID, ///< Aux bus that was passed to SetImageSource, or AK_INVALID_AUX_ID to match all aux buses.
584 AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< Game object ID that was passed to SetImageSource, or AK_INVALID_GAME_OBJECT to match all game objects.
594 /// Add or update a set of geometry from the \c SpatialAudio module for geometric reflection and diffaction processing. A geometry set is a logical set of vertices, triangles, and acoustic surfaces,
595 /// which are referenced by the same \c AkGeometrySetID. The ID (\c in_GeomSetID) must be unique and is also chosen by the client in a manner similar to \c AkGameObjectID's.
611 /// Query information about the reflection paths that have been calculated via geometric reflection processing in the SpatialAudio API. This function can be used for debugging purposes.
612 /// This function must acquire the global sound engine lock and therefore, may block waiting for the lock.
617 AkVector& out_listenerPos, ///< Returns the position of the listener game object that is associated with the game object \c in_gameObjectID.
618 AkVector& out_emitterPos, ///< Returns the position of the emitter game object \c in_gameObjectID.
619 AkReflectionPathInfo* out_aPaths, ///< Pointer to an array of \c AkReflectionPathInfo's which will be filled after returning.
620 AkUInt32& io_uArraySize ///< The number of slots in \c out_aPaths, after returning the number of valid elements written.
630 /// Add or update a room. Rooms are used to connect portals and define an orientation for oriented reverbs. This function may be called multiple times with the same ID to update the parameters of the room.
631 /// \akwarning The ID (\c in_RoomID) must be chosen in the same manner as \c AkGameObjectID's, as they are in the same ID-space. The spatial audio lib manages the
632 /// registration/unregistration of internal game objects for rooms that use these IDs and, therefore, must not collide.
633 /// Also, the room ID must not be in the reserved range (AkUInt64)(-32) to (AkUInt64)(-2) inclusively. You may, however, explicitly add the default room ID AK::SpatialAudio::kOutdoorRoomID (-1)
634 /// in order to customize its AkRoomParams, to provide a valid auxiliary bus, for example.\endakwarning
652 /// Add or update an acoustic portal. A portal is an opening that connects two or more rooms to simulate the transmission of reverberated (indirect) sound between the rooms.
653 /// This function may be called multiple times with the same ID to update the parameters of the portal. The ID (\c in_PortalID) must be chosen in the same manner as \c AkGameObjectID's,
654 /// as they are in the same ID-space. The spatial audio lib manages the registration/unregistration of internal game objects for portals that use these IDs, and therefore must not collide.
669 AkPortalID in_PortalID ///< ID of portal to be removed, which was originally passed to SetPortal.
672 /// Set the room that the game object is currently located in - usually the result of a containment test performed by the client. The room must have been registered with \c SetRoom.
673 /// Setting the room for a game object provides the basis for the sound propagation service, and also sets which room's reverb aux bus to send to. The sound propagation service traces the path
674 /// of the sound from the emitter to the listener, and calculates the diffraction as the sound passes through each portal. The portals are used to define the spatial location of the diffracted and reverberated
684 /// Set the early reflections order for reflection calculation. The reflections order indicates the number of times sound can bounce off of a surface.
685 /// A higher number requires more CPU resources but results in denser early reflections. Set to 0 to globally disable reflections processing.
688 bool in_bUpdatePaths ///< Set to true to clear existing higher-order paths and to force the re-computation of new paths. If false, existing paths will remain and new paths will be computed when the emitter or listener moves.
692 /// A higher number requires more CPU resources but provides more accurate results. Default value (100) should be good for most applications.
699 /// Geometrical reflection calculation inside spatial audio is enabled for a game object if any sound playing on the game object has a valid early reflections aux bus specified in the authoring tool,
701 /// The \c in_auxBusID parameter of SetEarlyReflectionsAuxSend applies to sounds playing on the game object \c in_gameObjectID which have not specified an early reflection bus in the authoring tool -
702 /// the parameter specified on individual sounds' reflection bus takes priority over the value passed in to \c SetEarlyReflectionsAuxSend.
704 /// Users may apply this function to avoid duplicating sounds in the actor-mixer hierarchy solely for the sake of specifying a unique early reflection bus, or in any situation where the same
705 /// sound should be played on different game objects with different early reflection aux buses (the early reflection bus must be left blank in the authoring tool if the user intends to specify it through the API). \endaknote
708 AkAuxBusID in_auxBusID ///< Auxiliary bus ID. Applies only to sounds which have not specified an early reflection bus in the authoring tool. Pass \c AK_INVALID_AUX_ID to set only the send volume.
712 /// The \c in_fSendVolume parameter is used to control the volume of the early reflections send. It is combined with the early reflections volume specified in the authoring tool, and is applied to all sounds
714 /// Setting \c in_fSendVolume to 0.f will disable all reflection processing for this game object.
717 AkReal32 in_fSendVolume ///< Send volume (linear) for auxiliary send. Set 0.f to disable reflection processing. Valid range 0.f-1.f.
720 /// Set the obstruction and occlusion value for a portal that has been registered with Spatial Audio.
721 /// Portal obstruction is used to simulate objects between the portal and the listener that are obstructing the sound coming from the portal.
722 /// The obstruction value affects only the portals dry path, and should relate to how much of the opening
723 /// is obstructed, and must be calculated by the client. It is applied to the room's game object, as well as to all the emitters virtual positions
725 /// Portal occlusion is applied only on the room game object, and affects both the wet and dry path of the signal emitted from the room's bus.
732 /// Query information about the wet diffraction amount for the portal \c in_portal, returned as a normalized value \c out_wetDiffraction in the range [0,1].
733 /// The wet diffraction is calculated from how far into the 'shadow region' the listener is from the portal. Unlike dry diffraction, the
735 /// Depending on the spatial audio initialization settings, this value is applied by spatial audio, to the obstruction and/or built-in game parameter of the room game object that is
737 /// This function must acquire the global sound engine lock and therefore, may block waiting for the lock.
743 AkReal32& out_wetDiffraction ///< The number of slots in \c out_aPaths, after returning the number of valid elements written.
746 /// Query information about the diffraction state for a particular listener and emitter, which has been calculated using the data provided via the spatial audio emitter API. This function can be used for debugging purposes.
747 /// Returned in \c out_aPaths, this array contains the sound paths calculated from diffraction around a geometric edge and/or diffraction through portals connecting rooms.
748 /// No paths will be returned in any of the following conditions: (1) the emitter game object has a direct line of sight to the listener game object, (2) the emitter and listener are in the same room, and the listener is completely outside the radius of the emitter,
749 /// or (3) The emitter and listener are in different rooms, but there are no paths found via portals between the emitter and the listener.
750 /// A single path with zero diffraction nodes is returned when all of the following conditions are met: (1) the emitter and listener are in the same room, (2) there is no direct line of sight, and (3) either the Voice's Attenuation's curve max distance is exceeded or the accumulated diffraction coefficient exceeds 1.0.
751 /// This function must acquire the global sound engine lock and, therefore, may block waiting for the lock.
756 AkVector& out_listenerPos, ///< Returns the position of the listener game object that is associated with the game object \c in_gameObjectID.
757 AkVector& out_emitterPos, ///< Returns the position of the emitter game object \c in_gameObjectID.
758 AkDiffractionPathInfo* out_aPaths, ///< Pointer to an array of \c AkDiffractionPathInfo's which will be filled on return.
759 AkUInt32& io_uArraySize ///< The number of slots in \c out_aPaths, after returning the number of valid elements written.
AkTransform virtualPos
Virtual emitter position. This is the position that is passed to the sound engine to render the audio...
Definition: AkSpatialAudio.h:270
#define AK_DEFAULT_DIFFR_SHADOW_ATTEN
Definition: AkSpatialAudioTypes.h:47
bool RoomGameObj_KeepRegistered
Definition: AkSpatialAudio.h:439
AKSOUNDENGINE_API AKRESULT QueryWetDiffraction(AkPortalID in_portal, AkReal32 &out_wetDiffraction)
AKSOUNDENGINE_API AKRESULT UnregisterListener(AkGameObjectID in_gameObjectID)
AkUInt32 numPathPoints
Number of valid elements in the pathPoint[], surfaces[], and diffraction[] arrays.
Definition: AkSpatialAudio.h:229
AkReal32 fDiffractionShadowAttenFactor
Multiplier that is applied to the distance attenuation of diffracted sounds (sounds that are in the '...
Definition: AkSpatialAudio.h:72
AKSOUNDENGINE_API AKRESULT QueryReflectionPaths(AkGameObjectID in_gameObjectID, AkVector &out_listenerPos, AkVector &out_emitterPos, AkReflectionPathInfo *out_aPaths, AkUInt32 &io_uArraySize)
AkVector imageSource
Apparent source of the reflected sound that follows this path.
Definition: AkSpatialAudio.h:218
AKSOUNDENGINE_API AKRESULT RemovePortal(AkPortalID in_PortalID)
AK::SpatialAudio::String name
Name given to image source, can be used to identify the image source in the AK Reflect plugin UI.
Definition: AkSpatialAudio.h:138
Definition: AkSpatialAudio.h:192
AkVertIdx point2
Index into the vertex table passed into AkGeometryParams that describes the third vertex of the trian...
Definition: AkSpatialAudio.h:180
AkReal32 RoomGameObj_AuxSendLevelToSelf
Definition: AkSpatialAudio.h:428
AKSOUNDENGINE_API AKRESULT SetGameObjectInRoom(AkGameObjectID in_gameObjectID, AkRoomID in_CurrentRoomID)
AkTriangle(AkVertIdx in_pt0, AkVertIdx in_pt1, AkVertIdx in_pt2, AkSurfIdx in_surfaceInfo)
Constructor.
Definition: AkSpatialAudio.h:166
AKSOUNDENGINE_API AKRESULT Init(const AkSpatialAudioInitSettings &in_initSettings)
Initialize the SpatialAudio API.
AkSpatialAudioInitSettings()
Definition: AkSpatialAudio.h:56
AkImageSourceSettings(AkVector in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
Definition: AkSpatialAudio.h:97
AkVector pathPoint[AK_MAX_REFLECTION_PATH_LENGTH]
Definition: AkSpatialAudio.h:222
AkUInt32 nodeCount
Total number of nodes in the path. Defines the number of valid entries in the nodes,...
Definition: AkSpatialAudio.h:273
AKSOUNDENGINE_API AKRESULT SetEarlyReflectionsAuxSend(AkGameObjectID in_gameObjectID, AkAuxBusID in_auxBusID)
AK::SpatialAudio::OsString strName
Name used to identify portal (optional).
Definition: AkSpatialAudio.h:321
AkUInt32 uNumTexture
Number of valid textures in the texture array.
Definition: AkReflectGameData.h:69
AkAcousticSurface surfaces[AK_MAX_REFLECTION_PATH_LENGTH]
Definition: AkSpatialAudio.h:226
AKSOUNDENGINE_API AKRESULT RemoveImageSource(AkImageSourceID in_srcID, AkUniqueID in_AuxBusID, AkGameObjectID in_gameObjectID)
@ DiffractionFlags_UseBuiltInParam
Set the Wwise built-in game parameter value for diffraction angle. This is a flexible approach that c...
Definition: AkSpatialAudio.h:46
AkDiffractionFlags
AkDiffractionFlags determine if diffraction values for sound passing through portals will be calculat...
Definition: AkSpatialAudio.h:45
Definition: AkReflectGameData.h:74
AK::SpatialAudio::OsString strName
Name used to identify room (optional)
Definition: AkSpatialAudio.h:417
AKSOUNDENGINE_API AKRESULT SetGeometry(AkGeometrySetID in_GeomSetID, const AkGeometryParams &in_params)
Structure for retrieving information about the indirect paths of a sound that have been calculated vi...
Definition: AkSpatialAudio.h:216
AKSOUNDENGINE_API AKRESULT SetPortal(AkPortalID in_PortalID, const AkPortalParams &in_Params)
bool isOccluded
True if the sound path was occluded. Note that the spatial audio library must be recompiled with #def...
Definition: AkSpatialAudio.h:241
AkRoomParams & operator=(const AkRoomParams &in_rhs)
Assignment operator.
Definition: AkSpatialAudio.h:372
void SetOneTexture(AkUniqueID in_texture)
Definition: AkSpatialAudio.h:119
AkReal32 angles[kMaxNodes]
Raw diffraction angles at each point, in radians.
Definition: AkSpatialAudio.h:257
bool bEnableTransmission
Enable modeling of transmission of sound through walls.
Definition: AkSpatialAudio.h:89
AKSOUNDENGINE_API AKRESULT ClearImageSources(AkUniqueID in_AuxBusID=AK_INVALID_AUX_ID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
@ DiffractionFlags_CalcEmitterVirtualPosition
An emitter that is not in the same room as the listener will have its apparent or virtual position ca...
Definition: AkSpatialAudio.h:48
AkUInt32 uNumberOfPrimaryRays
The number of primary rays used in stochastic ray casting.
Definition: AkSpatialAudio.h:79
AkUInt32 uMaxReflectionOrder
Maximum reflection order [1, 4] - the number of 'bounces' in a reflection path. A higher reflection o...
Definition: AkSpatialAudio.h:80
Initialization settings of the spatial audio module.
Definition: AkSpatialAudio.h:55
AkReal32 diffraction[AK_MAX_REFLECTION_PATH_LENGTH]
Diffraction amount, normalized to the range [0,1].
Definition: AkSpatialAudio.h:235
#define AK_DEFAULT_DIFFR_SHADOW_DEGREES
Definition: AkSpatialAudioTypes.h:46
~AkImageSourceSettings()
Definition: AkSpatialAudio.h:104
#define AK_MAX_REFLECTION_PATH_LENGTH
Definition: AkSpatialAudioTypes.h:44
AKSOUNDENGINE_API AKRESULT RemoveRoom(AkRoomID in_RoomID)
AKSOUNDENGINE_API AKRESULT SetReflectionsOrder(AkUInt32 in_uReflectionsOrder, bool in_bUpdatePaths)
AkVertIdx point0
Index into the vertex table passed into AkGeometryParams that describes the first vertex of the trian...
Definition: AkSpatialAudio.h:174
Base type for ID's used by Wwise spatial audio.
Definition: AkSpatialAudioTypes.h:100
Definition: AkSpatialAudio.h:94
AkUInt32 numReflections
Number of reflections in the pathPoint[] array. Shadow zone diffraction does not count as a reflectio...
Definition: AkSpatialAudio.h:232
@ DiffractionFlags_UseObstruction
Use Wwise obstruction for dry-path diffraction. Dry-path diffraction is related to the angle off of a...
Definition: AkSpatialAudio.h:47
bool EnableDiffraction
Switch to enable or disable geometric diffraction for this Geometry.
Definition: AkSpatialAudio.h:489
AkSurfIdx NumSurfaces
Number of of AkTriangleInfo structures in in_pTriangleInfo and number of AkTriIdx's in in_infoMap.
Definition: AkSpatialAudio.h:478
static const AkUInt32 kMaxNodes
Defines the maximum number of nodes that a user can retrieve information about. Longer paths will be ...
Definition: AkSpatialAudio.h:250
AkImageSourceSettings()
Definition: AkSpatialAudio.h:95
AkReal32 fMovementThreshold
Amount that an emitter or listener has to move to trigger a recalculation of reflections/diffraction....
Definition: AkSpatialAudio.h:77
static AkUInt32 GrowBy(AkUInt32)
Definition: AkSpatialAudio.h:40
AkImageSourceSettings & operator=(const AkImageSourceSettings &src)
Operator =.
Definition: AkSpatialAudio.h:110
bool EnableDiffractionOnBoundaryEdges
Switch to enable or disable geometric diffraction on boundary edges for this Geometry....
Definition: AkSpatialAudio.h:492
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
Definition: AkTypes.h:93
AKSOUNDENGINE_API AKRESULT SetImageSource(AkImageSourceID in_srcID, const AkImageSourceSettings &in_info, AkUniqueID in_AuxBusID, AkRoomID in_roomID, AkGameObjectID in_gameObjectID)
AkImageSourceTexture texture
Acoustic texture that goes with this image source.
Definition: AkSpatialAudio.h:135
AkUInt32 uDiffractionFlags
Enable or disable specific diffraction features. See AkDiffractionFlags.
Definition: AkSpatialAudio.h:71
static const AkAuxBusID AK_INVALID_AUX_ID
Invalid auxiliary bus ID (or no Aux bus ID)
Definition: AkTypes.h:100
Definition: AkSpatialAudioTypes.h:135
AkUInt32 uMaxSoundPropagationDepth
Maximum number of portals that sound can propagate through; must be less than or equal to AK_MAX_SOUN...
Definition: AkSpatialAudio.h:70
AKSOUNDENGINE_API AKRESULT QueryDiffractionPaths(AkGameObjectID in_gameObjectID, AkVector &out_listenerPos, AkVector &out_emitterPos, AkDiffractionPathInfo *out_aPaths, AkUInt32 &io_uArraySize)
bool bEnableDiffractionOnReflection
Enable diffraction at the end/beginning of reflection paths. Diffraction on reflection causes reflect...
Definition: AkSpatialAudio.h:84
AKSOUNDENGINE_API AKRESULT SetEarlyReflectionsVolume(AkGameObjectID in_gameObjectID, AkReal32 in_fSendVolume)
Definition: AkSpatialAudio.h:248
AKSOUNDENGINE_API AKRESULT SetPortalObstructionAndOcclusion(AkPortalID in_PortalID, AkReal32 in_fObstruction, AkReal32 in_fOcclusion)
AkReal32 fDiffractionShadowDegrees
Definition: AkSpatialAudio.h:73
AKSOUNDENGINE_API AKRESULT RemoveGeometry(AkGeometrySetID in_SetID)
AkUniqueID arTextureID[AK_MAX_NUM_TEXTURE]
Unique IDs of the Acoustics Texture ShareSets used to filter this image source.
Definition: AkReflectGameData.h:70
AKSOUNDENGINE_API AKRESULT SetRoom(AkRoomID in_RoomID, const AkRoomParams &in_Params)
#define AK_MAX_SOUND_PROPAGATION_DEPTH
Definition: AkSpatialAudioTypes.h:45
bool bEnableDirectPathDiffraction
Definition: AkSpatialAudio.h:85
AkVertIdx point1
Index into the vertex table passed into AkGeometryParams that describes the second vertex of the tria...
Definition: AkSpatialAudio.h:177
AKSOUNDENGINE_API AKRESULT RegisterListener(AkGameObjectID in_gameObjectID)
Definition: AkReflectGameData.h:62
AKSOUNDENGINE_API AKRESULT SetNumberOfPrimaryRays(AkUInt32 in_uNbPrimaryRays)
#define AK_DEFAULT_MOVEMENT_THRESHOLD
Definition: AkSpatialAudioTypes.h:48
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