Synchronously decodes Vorbis-encoded and Opus-encoded (Software version) media in a SoundBank. The file should already be read in memory before the decode operation. The out_pDecodedBankPtr can then be used with variants of LoadBank that load from in-memory data.
CPU usage, RAM size, storage size and Internet bandwidth must be accounted for when developing a game, especially when it is aimed at mobile platforms. The DecodeBank function makes it possible to decode media at load time instead of decoding them every time they are played.
- Parameters
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in_pInMemoryBankPtr |
Pointer to the in-memory bank to decode (pointer is not stored in sound engine, memory can be released after return) |
in_uInMemoryBankSize |
Size of the in-memory bank to decode |
in_uPoolForDecodedBank |
Memory pool to allocate decoded bank into. Specify AK_INVALID_POOL_ID and out_pDecodedBankPtr=NULL to obtain decoded bank size without performing the decode operation. Pass AK_INVALID_POOL_ID and out_pDecodedBankPtr!=NULL to decode bank into specified pointer. |
out_pDecodedBankPtr |
Decoded bank memory location. |
out_uDecodedBankSize |
Decoded bank memory size. |