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34 #ifndef _AK_QUERYPARAMS_H_
35 #define _AK_QUERYPARAMS_H_
141 bool& out_rbSpatialized,
191 #ifdef AK_SUPPORT_WCHAR
207 const wchar_t* in_pszRtpcName,
214 #endif //AK_SUPPORT_WCHAR
230 const char* in_pszRtpcName,
247 #ifdef AK_SUPPORT_WCHAR
253 const wchar_t* in_pstrSwitchGroupName,
257 #endif //AK_SUPPORT_WCHAR
264 const char* in_pstrSwitchGroupName,
278 #ifdef AK_SUPPORT_WCHAR
284 const wchar_t* in_pstrStateGroupName,
287 #endif //AK_SUPPORT_WCHAR
294 const char* in_pstrStateGroupName,
361 #ifdef AK_SUPPORT_WCHAR
368 const wchar_t* in_pszEventName,
372 #endif //AK_SUPPORT_WCHAR
380 const char* in_pszEventName,
554 #endif // _AK_QUERYPARAMS_H_
AkUInt32 AkStateGroupID
State group ID.
AKSOUNDENGINE_API AKRESULT GetSwitch(AkSwitchGroupID in_switchGroup, AkGameObjectID in_gameObjectID, AkSwitchStateID &out_rSwitchState)
bool bEnableAttenuation
Attenuation parameter set is active.
AkSpeakerPanningType
Speaker panning type: type of panning logic when object is not 3D spatialized (i.e....
AkUniqueID parentID
Object ID of the parent.
GameObjDst(AkGameObjectID in_gameObjID, AkReal32 in_dst)
Easy constructor.
Auxiliary bus sends information per game object per given auxiliary bus.
@ RTPCValue_GameObject
The value is the game object specific RTPC.
AKSOUNDENGINE_API AKRESULT GetObjectObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfObstructionLevel, AkReal32 &out_rfOcclusionLevel)
@ RTPCValue_Global
The value is the Global RTPC.
AkUInt32 AkRtpcID
Real time parameter control ID.
AkUInt64 AkGameObjectID
Game object ID.
#define AK_EXTERNAPIFUNC(_type, _name)
AkReal32 fVolAuxGameDefAtMaxDist
Volume wet at maximum distance (if any) (based on the Game defined distance attenuation)
AKRESULT
Standard function call result.
AkReal32 fConeMaxAttenuation
Cone max attenuation.
AkLPFType HPFValueAtMaxDist
High pass filter value at max distance (if any)
AKSOUNDENGINE_API AKRESULT GetPositioningInfo(AkUniqueID in_ObjectID, AkPositioningInfo &out_rPositioningInfo)
AKSOUNDENGINE_API AKRESULT GetPlayingIDsFromGameObject(AkGameObjectID in_GameObjId, AkUInt32 &io_ruNumIDs, AkPlayingID *out_aPlayingIDs)
AKSOUNDENGINE_API AKRESULT GetCustomPropertyValue(AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkInt32 &out_iValue)
AkReal32 AkLPFType
Low-pass filter type.
AkReal32 fInnerAngle
Inner angle.
Specific implementation of array.
AkReal32 fCenterPct
Center % [0..1].
@ RTPCValue_Default
The value is the Default RTPC.
AkLPFType LPFCone
Cone low pass filter value.
AkReal32 fVolAuxUserDefAtMaxDist
Volume wet at maximum distance (if any) (based on the User defined distance attenuation)
AKSOUNDENGINE_API AKRESULT GetMaxRadius(AkRadiusList &io_RadiusList)
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
Ak3DPositionType
3D position type: defines what acts as the emitter position for computing spatialization against the ...
GameObjDst()
Default constructor.
AkUInt32 AkUniqueID
Unique 32-bit ID.
bool bHoldEmitterPosAndOrient
Hold emitter position and orientation values when starting playback.
AKSOUNDENGINE_API AKRESULT GetListeners(AkGameObjectID in_GameObjectID, AkGameObjectID *out_ListenerObjectIDs, AkUInt32 &oi_uNumListeners)
AkReal32 m_dst
MaxDistance.
AKSOUNDENGINE_API AkGameObjectID GetGameObjectFromPlayingID(AkPlayingID in_playingID)
bool bUseConeAttenuation
Use the cone attenuation.
AkInt32 iDepth
Depth in tree.
Ak3DPositionType e3dPositioningType
3D position type: defines what acts as the emitter position for computing spatialization against the ...
AKSOUNDENGINE_API bool GetIsGameObjectActive(AkGameObjectID in_GameObjId)
AKSOUNDENGINE_API AKRESULT GetState(AkStateGroupID in_stateGroup, AkStateID &out_rState)
AKSOUNDENGINE_API AKRESULT GetActiveGameObjects(AkGameObjectsList &io_GameObjectList)
AkSpeakerPanningType pannerType
Speaker panning type: type of panning logic when object is not 3D spatialized.
Ak3DSpatializationMode
3D spatialization mode.
Positioning information obtained from an object.
AkUInt32 AkStateID
State ID.
AkGameObjectID m_gameObjID
Game object ID.
Object information structure for QueryAudioObjectsIDs.
AKSOUNDENGINE_API AKRESULT GetListenerPosition(AkGameObjectID in_uIndex, AkListenerPosition &out_rPosition)
AkUInt32 AkSwitchStateID
Switch ID.
AKSOUNDENGINE_API AkUniqueID GetEventIDFromPlayingID(AkPlayingID in_playingID)
Ak3DSpatializationMode e3DSpatializationMode
Spatialization mode.
AkReal32 fMaxDistance
Maximum distance.
@ RTPCValue_PlayingID
The value is the playing ID specific RTPC.
AKSOUNDENGINE_API AKRESULT QueryAudioObjectIDs(AkUniqueID in_eventID, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos)
AkArray< AkGameObjectID, AkGameObjectID > AkGameObjectsList
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
AKSOUNDENGINE_API AKRESULT GetListenerSpatialization(AkUInt32 in_uIndex, bool &out_rbSpatialized, AK::SpeakerVolumes::VectorPtr &out_pVolumeOffsets, AkChannelConfig &out_channelConfig)
AkLPFType HPFCone
Cone low pass filter value.
AkLPFType LPFValueAtMaxDist
Low pass filter value at max distance (if any)
AkReal32 AkRtpcValue
Real time parameter control value.
AKSOUNDENGINE_API AKRESULT GetRTPCValue(AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID, AkPlayingID in_playingID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType)
AkReal32 fVolDryAtMaxDist
Volume dry at maximum distance.
AkUInt32 AkSwitchGroupID
Switch group ID.
AkUniqueID objID
Object ID.
AkUInt32 AkPlayingID
Playing ID.
@ RTPCValue_Unavailable
The value is not available for the RTPC specified.
AkReal32 fOuterAngle
Outer angle.
AKSOUNDENGINE_API AKRESULT GetGameObjectAuxSendValues(AkGameObjectID in_gameObjectID, AkAuxSendValue *out_paAuxSendValues, AkUInt32 &io_ruNumSendValues)
AkArray< GameObjDst, const GameObjDst & > AkRadiusList
AKSOUNDENGINE_API AKRESULT GetPosition(AkGameObjectID in_GameObjectID, AkSoundPosition &out_rPosition)
AKSOUNDENGINE_API AKRESULT GetGameObjectDryLevelValue(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfControlValue)
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