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Wwise SDK 2022.1.15
AkSoundEngine.h
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26 
27 // AkSoundEngine.h
28 
29 /// \file
30 /// The main sound engine interface.
31 
32 
33 #ifndef _AK_SOUNDENGINE_H_
34 #define _AK_SOUNDENGINE_H_
35 
40 
41 #ifdef AK_WIN
44 
45 #elif defined (AK_MAC_OS_X)
48 
49 #elif defined (AK_IOS)
52 
53 #elif defined(AK_XBOXGC) // Gaming.Xbox platform
56 
57 #elif defined (AK_XBOXONE)
60 
61 #elif defined( AK_LUMIN )
62 #include <AK/SoundEngine/Platforms/Lumin/AkLuminSoundEngine.h>
63 #include <AK/SoundEngine/Platforms/Lumin/AkPlatformContext.h>
64 
65 #elif defined( AK_ANDROID )
68 
69 #elif defined( AK_HARMONY )
72 
73 #elif defined (AK_PS4)
76 
77 #elif defined (AK_PS5)
80 
81 #elif defined( AK_GGP )
84 
85 #elif defined( AK_LINUX_DESKTOP )
88 
89 #elif defined( AK_EMSCRIPTEN )
90 #include <AK/SoundEngine/Platforms/Emscripten/AkEmscriptenSoundEngine.h>
91 #include <AK/SoundEngine/Platforms/Emscripten/AkPlatformContext.h>
92 
93 #elif defined( AK_QNX )
94 #include <AK/SoundEngine/Platforms/QNX/AkQNXSoundEngine.h>
95 #include <AK/SoundEngine/Platforms/QNX/AkPlatformContext.h>
96 
97 #elif defined( AK_NX )
100 
101 #else
102 #error AkSoundEngine.h: Undefined platform
103 #endif
104 
105 #ifndef AK_ASSERT_HOOK
106  /// Function called on assert handling, optional
107  /// \sa
108  /// - AkInitSettings
110  const char * in_pszExpression, ///< Expression
111  const char * in_pszFileName, ///< File Name
112  int in_lineNumber ///< Line Number
113  );
114  #define AK_ASSERT_HOOK
115 #endif
116 
117 /// Callback function prototype for User Music notifications
118 /// It is useful for reacting to user music playback.
119 ///
120 /// \sa
121 /// - \ref AkGlobalCallbackFunc
122 /// - \ref AkPlatformInitSettings
123 /// - \ref background_music_and_dvr
124 ///
126  bool in_bBackgroundMusicMuted, ///< Flag indicating whether the busses tagged as "background music" in the project are muted or not.
127  void* in_pCookie ///< User-provided data, e.g. a user structure.
128  );
129 
130 /// Platform-independent initialization settings of output devices.
132 {
135  idDevice(0),
137  channelConfig(){};
138 
139  AkOutputSettings(const char* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
140 
141 #ifdef AK_SUPPORT_WCHAR
142  AkOutputSettings(const wchar_t* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
143 #endif
144 
145  AkUniqueID audioDeviceShareset; ///< Unique ID of a custom audio device to be used. Custom audio devices are defined in the Audio Device Shareset section of the Wwise project.
146  ///< If you want to output normally through the output device defined on the Master Bus in your project, leave this field to its default value (AK_INVALID_UNIQUE_ID, or value 0).
147  ///< Typical usage: AkInitSettings.eOutputSettings.audioDeviceShareset = AK::SoundEngine::GetIDFromString("InsertYourAudioDeviceSharesetNameHere");
148  /// \sa <tt>\ref AK::SoundEngine::GetIDFromString()</tt>
149  /// \sa \ref soundengine_plugins_audiodevices
150  /// \sa \ref integrating_secondary_outputs
151  /// \sa \ref default_audio_devices
152 
153  AkUInt32 idDevice; ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
154  /// \sa \ref obtaining_device_id
155 
156  AkPanningRule ePanningRule; ///< Rule for 3D panning of signals routed to a stereo bus. In AkPanningRule_Speakers mode, the angle of the front loudspeakers
157  ///< (uSpeakerAngles[0]) is used. In AkPanningRule_Headphones mode, the speaker angles are superseded by constant power panning
158  ///< between two virtual microphones spaced 180 degrees apart.
159 
160  AkChannelConfig channelConfig; ///< Channel configuration for this output. Call AkChannelConfig::Clear() to let the engine use the default output configuration.
161  ///< Hardware might not support the selected configuration.
162 };
163 
164 /// Define the orientation of the the floor plane with respect to the X,Y,Z axes, and which axes represent the side, front and up vectors as a basis for rotations in Wwise.
165 /// AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
167 {
168  AkFloorPlane_XZ = 0, ///< The floor is oriented along the ZX-plane. The front vector points towards +Z, the up vector towards +Y, and the side vector towards +X.
169  AkFloorPlane_XY, ///< The floor is oriented along the XY-plane. The front vector points towards +X, the up vector towards +Z, and the side vector towards +Y.
170  AkFloorPlane_YZ, ///< The floor is oriented along the YZ-plane. The front vector points towards +Y, the up vector towards +X, and the side vector towards +Z.
171  AkFloorPlane_Default = AkFloorPlane_XZ ///< The Wwise default floor plane is ZX.
172 };
173 
174 // Function that the host runtime must call to allow for jobs to execute.
175 // in_jobType is the type originally provided by AkJobMgrSettings::FuncRequestJobWorker.
176 // in_uExecutionTimeUsec is the number of microseconds that the function should execute for before terminating.
177 // Note that the deadline is only checked after each individual job completes execution, so the function may run slightly
178 // longer than intended. The "in_uExecutionTimeUsec" should be considered a suggestion or guideline, not a strict rule.
179 // A value of 0 means that the function will run until there are no more jobs ready to be immediately executed.
181  AkJobType in_jobType,
182  AkUInt32 in_uExecutionTimeUsec
183  );
184 
185 /// Settings for the Sound Engine's internal job manager
187 {
188  /// Callback function prototype definition used for handling requests from JobMgr for new workers to perform work.
190  AkJobWorkerFunc in_fnJobWorker, ///< Function passed to host runtime that should be executed. Note that the function provided will exist for as long as the soundengine code is loaded, and will always be the same.
191  AkJobType in_jobType, ///< The type of job worker that has been requested. This should be passed forward to in_fnJobWorker
192  AkUInt32 in_uNumWorkers, ///< Number of workers requested
193  void * in_pClientData ///< Data provided by client in AkJobMgrSettings
194  );
195 
196  FuncRequestJobWorker fnRequestJobWorker; ///< Function called by the job manager when a new worker needs to be requested. When null, all jobs will be executed on the same thread that calls RenderAudio().
197 
198  AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]; ///< The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
199 
200  AkUInt32 uNumMemorySlabs; ///< Number of memory slabs to pre-allocate for job manager memory. At least one slab per worker thread should be pre-allocated. Default is 1.
201  AkUInt32 uMemorySlabSize; ///< Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
202 
203  void* pClientData; ///< Arbitrary data that will be passed back to the client when calling FuncRequestJobWorker
204 };
205 
206 /// External (optional) callback for tracking performance of the sound engine that is called when a timer starts. (only called in Debug and Profile binaries; this is not called in Release)
207 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Timer was started in.
208 /// in_pszZoneName will point to a static string, so the pointer can be stored for later use, not just the contents of the string itself.
210  AkPluginID in_uPluginID,
211  const char* in_pszZoneName
212  );
213 
214 /// External (optional) function for tracking performance of the sound engine that is called when a timer stops. (only called in Debug and Profile binaries; this is not called in Release)
216 
217 ///< External (optional) function for tracking notable events in the sound engine, to act as a marker or bookmark. (only called in Debug and Profile binaries; this is not called in Release)
218 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Marker was posted in.
219 /// in_pszMarkerName will point to a static string, so the pointer can be stored for later use, not just the contents of the string itself.
221  AkPluginID in_uPluginID,
222  const char* in_pszMarkerName
223  );
224 
225 /// Platform-independent initialization settings of the sound engine
226 /// \sa
227 /// - <tt>AK::SoundEngine::Init()</tt>
228 /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
229 /// - \ref soundengine_integration_init_advanced
231 {
232  AkAssertHook pfnAssertHook; ///< External assertion handling function (optional)
233 
234  AkUInt32 uMaxNumPaths; ///< Maximum number of paths for positioning
235  AkUInt32 uCommandQueueSize; ///< Size of the command queue, in bytes
236  bool bEnableGameSyncPreparation; ///< Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
237  AkUInt32 uContinuousPlaybackLookAhead; ///< Number of quanta ahead when continuous containers should instantiate a new voice before which next sounds should start playing. This look-ahead time allows I/O to occur, and is especially useful to reduce the latency of continuous containers with trigger rate or sample-accurate transitions.
238  ///< Default is 1 audio quantum, also known as an audio frame. Its size is equal to AkInitSettings::uNumSamplesPerFrame / AkPlatformInitSettings::uSampleRate. For many platforms the default values - which can be overridden - are respectively 1,024 samples and 48 kHz. This gives a default 21.3 ms for an audio quantum, which is adequate if you have a RAM-based streaming device that completes transfers within 20 ms. With 1 look-ahead quantum, voices spawned by continuous containers are more likely to be ready when they are required to play, thereby improving the overall precision of sound scheduling. If your device completes transfers in 30 ms instead, you might consider increasing this value to 2 because it will grant new voices 2 audio quanta (~43 ms) to fetch data.
239 
240  AkUInt32 uNumSamplesPerFrame; ///< Number of samples per audio frame (256, 512, 1024, or 2048).
241 
242  AkUInt32 uMonitorQueuePoolSize; ///< Size of the monitoring queue, in bytes. This parameter is not used in Release build.
243  AkUInt32 uCpuMonitorQueueMaxSize; ///< Maximum size of the CPU monitoring queue, per thread, in bytes. This parameter is not used in Release build.
244 
245  AkOutputSettings settingsMainOutput; ///< Main output device settings.
246  AkJobMgrSettings settingsJobManager; ///< Settings to configure the behavior of the Sound Engine's internal job manager
247 
248  AkUInt32 uMaxHardwareTimeoutMs; ///< Amount of time to wait for HW devices to trigger an audio interrupt. If there is no interrupt after that time, the sound engine will revert to silent mode and continue operating until the HW finally comes back. Default value: 2000 (2 seconds)
249 
250  bool bUseSoundBankMgrThread; ///< Use a separate thread for loading sound banks. Allows asynchronous operations.
251  bool bUseLEngineThread; ///< Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAudio(). \ref goingfurther_eventmgrthread
252 
253  AkBackgroundMusicChangeCallbackFunc BGMCallback; ///< Application-defined audio source change event callback function.
254  void* BGMCallbackCookie; ///< Application-defined user data for the audio source change event callback function.
255  AkOSChar * szPluginDLLPath; ///< When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the game executable.
256 
257  AkFloorPlane eFloorPlane; ///< Define the orientation of the the floor plane with respect to the X,Y,Z axes, and which axes represent the side, front and up vectors as a basis for rotations in Wwise.
258  ///< AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
259 
260  AkReal32 fGameUnitsToMeters; ///< The number of game units in a meter.
261  ///< This setting is used to adapt the size of elements in the Authoring's Game Object 3D Viewer and Audio Object 3D Viewer to meters.
262  ///< This setting is also used to simulate real-world positioning of System Audio Objects, to improve the HRTF in some cases.
263 
264  AkUInt32 uBankReadBufferSize; ///< The number of bytes read by the BankReader when new data needs to be loaded from disk during serialization. Increasing this trades memory usage for larger, but fewer, file-read events during bank loading.
265 
266  AkReal32 fDebugOutOfRangeLimit; ///< Debug setting: Only used when bDebugOutOfRangeCheckEnabled is true. This defines the maximum values samples can have. Normal audio must be contained within +1/-1. This limit should be set higher to allow temporary or short excursions out of range. Default is 16.
267 
268  bool bDebugOutOfRangeCheckEnabled; ///< Debug setting: Enable checks for out-of-range (and NAN) floats in the processing code. This incurs a small performance hit, but can be enabled in most scenarios. Will print error messages in the log if invalid values are found at various point in the pipeline. Contact AK Support with the new error messages for more information.
269 
270  AkProfilerPushTimerFunc fnProfilerPushTimer; ///< External (optional) function for tracking performance of the sound engine that is called when a timer starts. (only called in Debug and Profile binaries; this is not called in Release)
271  AkProfilerPopTimerFunc fnProfilerPopTimer; ///< External (optional) function for tracking performance of the sound engine that is called when a timer stops. (only called in Debug and Profile binaries; this is not called in Release)
272  AkProfilerPostMarkerFunc fnProfilerPostMarker; ///< External (optional) function for tracking significant events in the sound engine, to act as a marker or bookmark. (only called in Debug and Profile binaries; this is not called in Release)
273 };
274 
275 /// Necessary settings for setting externally-loaded sources
277 {
278  AkUniqueID sourceID; ///< Source ID (available in the SoundBank content files)
279  AkUInt8* pMediaMemory; ///< Pointer to the data to be set for the source
280  AkUInt32 uMediaSize; ///< Size, in bytes, of the data to be set for the source
281 };
282 
283 /// Return values for GetSourcePlayPositions.
285 {
286  AkUniqueID audioNodeID; ///< Audio Node ID of playing item
287  AkUniqueID mediaID; ///< Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file)
288  AkTimeMs msTime; ///< Position of the source (in ms) associated with that playing item
289  AkUInt32 samplePosition; ///< Position of the source (in samples) associated with that playing item
290  AkUInt32 updateBufferTick; ///< Value of GetBufferTick() at the time the position was updated
291 };
292 
293 /// Audiokinetic namespace
294 namespace AK
295 {
296  class IReadBytes;
297  class IWriteBytes;
298 
299  /// Audiokinetic sound engine namespace
300  /// \remarks The functions in this namespace are thread-safe, unless stated otherwise.
301  namespace SoundEngine
302  {
303  ///////////////////////////////////////////////////////////////////////
304  /// @name Initialization
305  //@{
306 
307  /// Query whether or not the sound engine has been successfully initialized.
308  /// \warning This function is not thread-safe. It should not be called at the same time as \c SoundEngine::Init() or \c SoundEngine::Term().
309  /// \return \c True if the sound engine has been initialized, \c False otherwise.
310  /// \sa
311  /// - \ref soundengine_integration_init_advanced
312  /// - <tt>AK::SoundEngine::Init()</tt>
313  /// - <tt>AK::SoundEngine::Term()</tt>
315 
316  /// Initialize the sound engine.
317  /// \warning This function is not thread-safe.
318  /// \remark The initial settings should be initialized using <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
319  /// and <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt> to fill the structures with their
320  /// default settings. This is not mandatory, but it helps avoid backward compatibility problems.
321  ///
322  /// \return
323  /// - \c AK_Success if the initialization was successful
324  /// - \c AK_MemManagerNotInitialized if the memory manager is not available or not properly initialized
325  /// - \c AK_StreamMgrNotInitialized if the stream manager is not available or not properly initialized
326  /// - \c AK_SSEInstructionsNotSupported if the machine does not support SSE instruction (only on the PC)
327  /// - \c AK_InsufficientMemory if there is not enough memory available to initialize the sound engine properly
328  /// - \c AK_InvalidParameter if some parameters are invalid
329  /// - \c AK_AlreadyInitialized if the sound engine is already initialized, or if the provided settings result in insufficient
330  /// - \c AK_Fail for unknown errors, check with AK Support.
331  /// resources for the initialization.
332  /// \sa
333  /// - \ref soundengine_integration_init_advanced
334  /// - \ref workingwithsdks_initialization
335  /// - <tt>AK::SoundEngine::Term()</tt>
336  /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
337  /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
339  AkInitSettings * in_pSettings, ///< Initialization settings (can be NULL, to use the default values)
340  AkPlatformInitSettings * in_pPlatformSettings ///< Platform-specific settings (can be NULL, to use the default values)
341  );
342 
343  /// Gets the default values of the platform-independent initialization settings.
344  /// \warning This function is not thread-safe.
345  /// \sa
346  /// - \ref soundengine_integration_init_advanced
347  /// - <tt>AK::SoundEngine::Init()</tt>
348  /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
350  AkInitSettings & out_settings ///< Returned default platform-independent sound engine settings
351  );
352 
353  /// Gets the default values of the platform-specific initialization settings.
354  ///
355  /// Windows Specific:
356  /// HWND is the handle of the window associated with the audio.
357  /// Each game must specify the HWND of the application for device detection purposes.
358  /// The value returned by GetDefaultPlatformInitSettings is the foreground HWND at
359  /// the moment of the initialization of the sound engine and might not be the correct one for your game.
360  /// Each game must provide the correct HWND to use.
361  ///
362  /// \warning This function is not thread-safe.
363  /// \sa
364  /// - \ref soundengine_integration_init_advanced
365  /// - <tt>AK::SoundEngine::Init()</tt>
366  /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
368  AkPlatformInitSettings & out_platformSettings ///< Returned default platform-specific sound engine settings
369  );
370 
371  /// Terminates the sound engine.
372  /// If some sounds are still playing or events are still being processed when this function is
373  /// called, they will be stopped.
374  /// \warning This function is not thread-safe.
375  /// \warning Before calling Term, you must ensure that no other thread is accessing the sound engine.
376  /// \sa
377  /// - \ref soundengine_integration_init_advanced
378  /// - <tt>AK::SoundEngine::Init()</tt>
379  AK_EXTERNAPIFUNC( void, Term )();
380 
381  /// Gets the configured audio settings.
382  /// Call this function to get the configured audio settings.
383  ///
384  /// \warning This function is not thread-safe.
385  /// \warning Call this function only after the sound engine has been properly initialized.
386  /// \return
387  /// - \c AK_NotInitialized if <tt>AK::SoundEngine::Init()</tt> was not called
388  /// - \c AK_Success otherwise.
390  AkAudioSettings & out_audioSettings ///< Returned audio settings
391  );
392 
393  /// Gets the output speaker configuration of the specified output.
394  /// Call this function to get the speaker configuration of the output (which may not correspond
395  /// to the physical output format of the platform, in the case of downmixing provided by the platform itself).
396  /// You may initialize the sound engine with a user-specified configuration, but the resulting
397  /// configuration is determined by the sound engine, based on the platform, output type and
398  /// platform settings (for e.g. system menu or control panel option).
399  /// If the speaker configuration of the output is object-based, the speaker configuration of the
400  /// main mix is returned. To query more information on object-based output devices, see AK::SoundEngine::GetOutputDeviceConfiguration.
401  ///
402  /// It is recommended to call GetSpeakerConfiguration anytime after receiving a callback from RegisterAudioDeviceStatusCallback to know if the channel configuration has changed.
403  ///
404  /// \warning Call this function only after the sound engine has been properly initialized.
405  /// If you are initializing the sound engine with AkInitSettings::bUseLEngineThread to false, it is required to call RenderAudio() at least once before calling this function to complete the sound engine initialization.
406  /// The Init.bnk must be loaded prior to this call.
407  /// \return The output configuration. An empty AkChannelConfig not AkChannelConfig::IsValid() if device does not exist or if the Init.bnk was not loaded yet.
408  /// \sa
409  /// - AkSpeakerConfig.h
410  /// - AkOutputSettings
411  /// - <tt>AK::SoundEngine::GetOutputDeviceConfiguration()</tt>
413  AkOutputDeviceID in_idOutput = 0 ///< Output ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
414  );
415 
416  /// Gets the configuration of the specified output device.
417  /// Call this function to get the channel configuration of the output device as well as its 3D audio capabilities.
418  /// If the configuration of the output device is object-based (io_channelConfig.eConfigType == AK_ChannelConfigType_Objects),
419  /// io_capabilities can be inspected to determine the channel configuration of the main mix (Ak3DAudioSinkCapabilities::channelConfig),
420  /// whether or not the output device uses a passthrough mix (Ak3DAudioSinkCapabilities::bPassthrough) and the maximum number of objects
421  /// that can play simultaneously on this output device (Ak3DAudioSinkCapabilities::uMax3DAudioObjects). Note that if
422  /// Ak3DAudioSinkCapabilities::bMultiChannelObjects is false, multi-channel objects will be split into multiple mono objects
423  /// before being sent to the output device.
424  ///
425  /// \warning Call this function only after the sound engine has been properly initialized. If you are initializing the sound engine with AkInitSettings::bUseLEngineThread to false, it is required to call RenderAudio() at least once before calling this function to complete the sound engine initialization.
426  /// \return
427  /// - \c AK_Success if successful
428  /// - \c AK_IDNotFound is the output was not found in the system.
429  /// - \c AK_NotInitialized if the sound engine is not initialized
430  /// \sa
431  /// - AkSpeakerConfig.h
432  /// - AkOutputSettings
433  /// - <tt>AK::SoundEngine::GetSpeakerConfiguration()</tt>
435  AkOutputDeviceID in_idOutput,
436  AkChannelConfig& io_channelConfig,
437  Ak3DAudioSinkCapabilities& io_capabilities
438  );
439 
440  /// Gets the panning rule of the specified output.
441  /// \warning Call this function only after the sound engine has been properly initialized.
442  /// Returns the supported configuration in out_ePanningRule:
443  /// - AkPanningRule_Speakers
444  /// - AkPanningRule_Headphone
445  /// \return
446  /// - \c AK_Success if successful
447  /// - \c AK_IDNotFound is the output was not found in the system.
448  /// - \c AK_NotInitialized if the sound engine is not initialized
449  /// \sa
450  /// - AkSpeakerConfig.h
452  AkPanningRule & out_ePanningRule, ///< Returned panning rule (AkPanningRule_Speakers or AkPanningRule_Headphone) for given output.
453  AkOutputDeviceID in_idOutput = 0 ///< Output ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
454  );
455 
456  /// Sets the panning rule of the specified output.
457  /// This may be changed anytime once the sound engine is initialized.
458  /// \warning This function posts a message through the sound engine's internal message queue, whereas GetPanningRule() queries the current panning rule directly.
459  /// \aknote
460  /// The specified panning rule will only impact the sound if the processing format is downmixing to Stereo in the mixing process. It
461  /// will not impact the output if the audio stays in 5.1 until the end, for example.
462  /// \endaknote
464  AkPanningRule in_ePanningRule, ///< Panning rule.
465  AkOutputDeviceID in_idOutput = 0 ///< Output ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
466  );
467 
468  /// Gets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
469  /// Note that the current version of Wwise only supports positioning on the plane.
470  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
471  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
472  /// Angles must be set in ascending order.
473  /// You may call this function with io_pfSpeakerAngles set to NULL to get the expected number of angle values in io_uNumAngles,
474  /// in order to allocate your array correctly. You may also obtain this number by calling
475  /// AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ).
476  /// If io_pfSpeakerAngles is not NULL, the array is filled with up to io_uNumAngles.
477  /// Typical usage:
478  /// - AkUInt32 uNumAngles;
479  /// - GetSpeakerAngles( NULL, uNumAngles, AkOutput_Main );
480  /// - AkReal32 * pfSpeakerAngles = AkAlloca( uNumAngles * sizeof(AkReal32) );
481  /// - GetSpeakerAngles( pfSpeakerAngles, uNumAngles, AkOutput_Main );
482  /// \aknote
483  /// On most platforms, the angle set on the plane consists of 3 angles, to account for 7.1.
484  /// - When panning to stereo (speaker mode, see <tt>AK::SoundEngine::SetPanningRule()</tt>), only angle[0] is used, and 3D sounds in the back of the listener are mirrored to the front.
485  /// - When panning to 5.1, the front speakers use angle[0], and the surround speakers use (angle[2] - angle[1]) / 2.
486  /// \endaknote
487  /// \warning Call this function only after the sound engine has been properly initialized.
488  /// \return AK_Success if device exists.
489  /// \sa SetSpeakerAngles()
491  AkReal32 * io_pfSpeakerAngles, ///< Returned array of loudspeaker pair angles, in degrees relative to azimuth [0,180]. Pass NULL to get the required size of the array.
492  AkUInt32 & io_uNumAngles, ///< Returned number of angles in io_pfSpeakerAngles, which is the minimum between the value that you pass in, and the number of angles corresponding to AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ), or just the latter if io_pfSpeakerAngles is NULL.
493  AkReal32 & out_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
494  AkOutputDeviceID in_idOutput = 0 ///< Output ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
495  );
496 
497  /// Sets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
498  /// Note that the current version of Wwise only supports positioning on the plane.
499  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
500  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
501  /// Angles must be set in ascending order.
502  /// Note:
503  /// - This function requires that the minimum speaker angle is at least 5 degrees; as well as the subsequent speaker pairs are at least 5 degrees apart.
504  /// Typical usage:
505  /// - Initialize the sound engine and/or add secondary output(s).
506  /// - Get number of speaker angles and their value into an array using GetSpeakerAngles().
507  /// - Modify the angles and call SetSpeakerAngles().
508  /// This function posts a message to the audio thread through the command queue, so it is thread safe. However the result may not be immediately read with GetSpeakerAngles().
509  /// \warning This function only applies to configurations (or subset of these configurations) that are standard and whose speakers are on the plane (2D).
510  /// \return
511  /// - \c AK_Success if successful.
512  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
513  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
514  /// - \c AK_InvalidParameter one of the parameter is invalid, check the debug log.
515  /// \sa GetSpeakerAngles()
517  const AkReal32 * in_pfSpeakerAngles, ///< Array of loudspeaker pair angles, in degrees relative to azimuth [0,180].
518  AkUInt32 in_uNumAngles, ///< Number of elements in in_pfSpeakerAngles. It must correspond to AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ) (the value returned by GetSpeakerAngles()).
519  AkReal32 in_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
520  AkOutputDeviceID in_idOutput = 0 ///< Output ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
521  );
522 
523  /// Allows the game to set the volume threshold to be used by the sound engine to determine if a voice must go virtual.
524  /// This may be changed anytime once the sound engine was initialized.
525  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
526  /// \return
527  /// - \c AK_Success if successful
528  /// - \c AK_InvalidParameter if the threshold was not between 0 and -96.3 dB.
529  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
531  AkReal32 in_fVolumeThresholdDB ///< Volume Threshold, must be a value between 0 and -96.3 dB
532  );
533 
534  /// Allows the game to set the maximum number of non virtual voices to be played simultaneously.
535  /// This may be changed anytime once the sound engine was initialized.
536  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
537  /// \return
538  /// - \c AK_InvalidParameter if the threshold was not between 1 and MaxUInt16.
539  /// - \c AK_Success if successful
541  AkUInt16 in_maxNumberVoices ///< Maximum number of non-virtual voices.
542  );
543 
544  /// Allows the game to set new values for the maximum active workers for the job manager
545  /// This may be changed anytime once the sound engine was initialized.
546  /// This function may only be used if a worker function has been set via \ref AkJobMgrSettings.
547  /// \return
548  /// - \c AK_InvalidParameter in_jobType is not a valid jobtype, or in_uNewMaxActiveWorkers is not greater than 0
549  /// - \c AK_NotInitialized JobMgr system was not already initialized with a function to request for workers
550  /// - \c AK_Success if successful
552  AkJobType in_jobType, ///< JobType to set new uMaxActiveWorkers for
553  AkUInt32 in_uNewMaxActiveWorkers ///< New maximum number of active workers will request
554  );
555 
556  //@}
557 
558  ////////////////////////////////////////////////////////////////////////
559  /// @name Rendering Audio
560  //@{
561 
562  /// Processes all commands in the sound engine's command queue.
563  /// This method has to be called periodically (usually once per game frame).
564  /// \sa
565  /// - \ref concept_events
566  /// - \ref soundengine_events
567  /// - <tt>AK::SoundEngine::PostEvent()</tt>
568  /// \return Always returns AK_Success
570  bool in_bAllowSyncRender = true ///< When AkInitSettings::bUseLEngineThread is false, RenderAudio may generate an audio buffer -- unless in_bAllowSyncRender is set to false. Use in_bAllowSyncRender=false when calling RenderAudio from a Sound Engine callback.
571  );
572 
573  //@}
574 
575  ////////////////////////////////////////////////////////////////////////
576  /// @name Component Registration
577  //@{
578 
579  /// Query interface to global plug-in context used for plug-in registration/initialization.
580  /// \return Global plug-in context.
582 
583  /// Registers a plug-in with the sound engine and sets the callback functions to create the
584  /// plug-in and its parameter node.
585  /// \aknote
586  /// This function is deprecated. Registration is now automatic if you link plug-ins statically. If plug-ins are dynamic libraries (such as DLLs or SOs), use \c RegisterPluginDLL.
587  /// \endaknote
588  /// \sa
589  /// - \ref register_effects
590  /// - \ref plugin_xml
591  /// \return
592  /// - \c AK_Success if successful
593  /// - \c AK_InvalidParameter if invalid parameters were provided
594  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
595  /// \remarks
596  /// Codecs and plug-ins must be registered before loading banks that use them.\n
597  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
598  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
599  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
600  /// posting the event will fail.
602  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
603  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
604  AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
605  AkCreatePluginCallback in_pCreateFunc, ///< Pointer to the plug-in's creation function
606  AkCreateParamCallback in_pCreateParamFunc, ///< Pointer to the plug-in's parameter node creation function
607  AkGetDeviceListCallback in_pGetDeviceList = NULL ///< Optional pointer to the plug-in's device enumeration function. Specify for a sink plug-in to support \ref AK::SoundEngine::GetDeviceList.
608  );
609 
610  /// Loads a plug-in dynamic library and registers it with the sound engine.
611  /// With dynamic linking, all plugins are automatically registered.
612  /// The plug-in DLL must be in the OS-specific library path or in the same location as the executable. If not, set AkInitSettings.szPluginDLLPath.
613  /// \return
614  /// - \c AK_Success if successful.
615  /// - \c AK_FileNotFound if the DLL is not found in the OS path or if it has extraneous dependencies not found.
616  /// - \c AK_InsufficientMemory if the system ran out of resources while loading the dynamic library
617  /// - \c AK_NotCompatible if the file was found but is not binary-compatible with the system's expected executable format
618  /// - \c AK_InvalidFile if the symbol g_pAKPluginList is not exported by the dynamic library
619  /// - \c AK_Fail if an unexpected system error was encountered
621  const AkOSChar* in_DllName, ///< Name of the DLL to load, without "lib" prefix or extension.
622  const AkOSChar* in_DllPath = NULL ///< Optional path to the DLL. Will override szPLuginDLLPath that was set in AkInitSettings.
623  );
624 
625  /// Registers a codec type with the sound engine and set the callback functions to create the
626  /// codec's file source and bank source nodes.
627  /// \aknote
628  /// This function is deprecated. Registration is now automatic if you link plugins statically. If plugins are dynamic libraries (such as DLLs or SOs), use RegisterPluginDLL.
629  /// \endaknote
630  /// \sa
631  /// - \ref register_effects
632  /// \return
633  /// - \c AK_Success if successful
634  /// - \c AK_InvalidParameter if invalid parameters were provided
635  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
636  /// \remarks
637  /// Codecs and plug-ins must be registered before loading banks that use them.\n
638  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
639  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
640  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
641  /// posting the Event will fail.
643  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
644  AkUInt32 in_ulCodecID, ///< Codec identifier (as declared in the plug-in description XML file)
645  AkCreateFileSourceCallback in_pFileCreateFunc, ///< Pointer to the codec's file source node creation function
646  AkCreateBankSourceCallback in_pBankCreateFunc ///< Pointer to the codec's bank source node creation function
647  );
648 
649  /// Registers a global callback function. This function will be called from the audio rendering thread, at the
650  /// location specified by in_eLocation. This function will also be called from the thread calling
651  /// AK::SoundEngine::Term with in_eLocation set to AkGlobalCallbackLocation_Term.
652  /// For example, in order to be called at every audio rendering pass, and once during teardown for releasing resources, you would call
653  /// RegisterGlobalCallback(myCallback, AkGlobalCallbackLocation_BeginRender | AkGlobalCallbackLocation_Term, myCookie, AkPluginTypeNone, 0, 0);
654  /// \remarks
655  /// A Plugin Type, Company ID and Plugin ID can be provided to this function to enable timing in the performance monitor.
656  /// If the callback is being timed, it will contribute to the Total Plug-in CPU measurement, and also appear in the Plug-ins tab of the Advanced Profiler by plug-in type and ID.
657  /// It is illegal to call this function while already inside of a global callback.
658  /// This function might stall for several milliseconds before returning.
659  /// \return
660  /// - \c AK_Success if successful
661  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
662  /// \sa
663  /// - <tt>AK::SoundEngine::UnregisterGlobalCallback()</tt>
664  /// - AkGlobalCallbackFunc
665  /// - AkGlobalCallbackLocation
667  AkGlobalCallbackFunc in_pCallback, ///< Function to register as a global callback.
668  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender, ///< Callback location defined in AkGlobalCallbackLocation. Bitwise OR multiple locations if needed.
669  void * in_pCookie = NULL, ///< User cookie.
670  AkPluginType in_eType = AkPluginTypeNone, ///< Plug-in type (for example, source or effect). AkPluginTypeNone for no timing.
671  AkUInt32 in_ulCompanyID = 0, ///< Company identifier (as declared in the plug-in description XML file). 0 for no timing.
672  AkUInt32 in_ulPluginID = 0 ///< Plug-in identifier (as declared in the plug-in description XML file). 0 for no timing.
673  );
674 
675  /// Unregisters a global callback function, previously registered using RegisterGlobalCallback.
676  /// \remarks
677  /// It is legal to call this function while already inside of a global callback, If it is unregistering itself and not
678  /// another callback.
679  /// This function might stall for several milliseconds before returning.
680  /// \return
681  /// - \c AK_Success if successful
682  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
683  /// \sa
684  /// - <tt>AK::SoundEngine::RegisterGlobalCallback()</tt>
685  /// - AkGlobalCallbackFunc
686  /// - AkGlobalCallbackLocation
688  AkGlobalCallbackFunc in_pCallback, ///< Function to unregister as a global callback.
689  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender ///< Must match in_eLocation as passed to RegisterGlobalCallback for this callback.
690  );
691 
692  /// Registers a resource monitor callback function that gets all of the resource usage data contained in the
693  /// AkResourceMonitorDataSummary structure. This includes general information about the system, such as CPU usage,
694  /// active Voices, and Events. This function will be called from the audio rendering thread at the end of each frame.
695  /// \remarks
696  /// If the callback is being timed, it will contribute to the Total Plug-in CPU measurement, and also appear in the Plug-ins tab of the Advanced Profiler by plug-in type and ID.
697  /// It is illegal to call this function while already inside of a resource callback.
698  /// This function might stall for several milliseconds before returning.
699  /// This function will return AK_Fail in Release
700  /// \sa
701  /// - <tt>AK::SoundEngine::UnregisterResourceMonitorCallback()</tt>
702  /// - AkResourceMonitorCallbackFunc
704  AkResourceMonitorCallbackFunc in_pCallback ///< Function to register as a resource monitor callback.
705  );
706 
707  /// Unregisters a resource monitor callback function, previously registered using RegisterResourceMonitorCallback.
708  /// \remarks
709  /// It is legal to call this function while already inside of a resource monitor callback, If it is unregistering itself and not
710  /// another callback.
711  /// This function might stall for several milliseconds before returning.
712  /// \sa
713  /// - <tt>AK::SoundEngine::RegisterResourceMonitorCallback()</tt>
714  /// - AkResourceMonitorCallbackFunc
716  AkResourceMonitorCallbackFunc in_pCallback ///< Function to unregister as a resource monitor callback.
717  );
718 
719  /// Registers a callback for the Audio Device status changes.
720  /// The callback will be called from the audio thread
721  /// Can be called prior to AK::SoundEngine::Init
722  /// \sa AK::SoundEngine::AddOutput
724  AK::AkDeviceStatusCallbackFunc in_pCallback ///< Function to register as a status callback.
725  );
726 
727  /// Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatusCallback
729  //@}
730 
731 #ifdef AK_SUPPORT_WCHAR
732  ////////////////////////////////////////////////////////////////////////
733  /// @name Getting ID from strings
734  //@{
735 
736  /// Universal converter from Unicode string to ID for the sound engine.
737  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
738  /// Note:
739  /// This function does return a AkUInt32, which is totally compatible with:
740  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
741  /// \sa
742  /// - <tt>AK::SoundEngine::PostEvent</tt>
743  /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
744  /// - <tt>AK::SoundEngine::SetSwitch</tt>
745  /// - <tt>AK::SoundEngine::SetState</tt>
746  /// - <tt>AK::SoundEngine::PostTrigger</tt>
747  /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
748  /// - <tt>AK::SoundEngine::LoadBank</tt>
749  /// - <tt>AK::SoundEngine::UnloadBank</tt>
750  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
751  /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
752  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const wchar_t* in_pszString );
753 #endif //AK_SUPPORT_WCHAR
754 
755  /// Universal converter from string to ID for the sound engine.
756  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
757  /// Note:
758  /// This function does return a AkUInt32, which is totally compatible with:
759  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
760  /// \sa
761  /// - <tt>AK::SoundEngine::PostEvent</tt>
762  /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
763  /// - <tt>AK::SoundEngine::SetSwitch</tt>
764  /// - <tt>AK::SoundEngine::SetState</tt>
765  /// - <tt>AK::SoundEngine::PostTrigger</tt>
766  /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
767  /// - <tt>AK::SoundEngine::LoadBank</tt>
768  /// - <tt>AK::SoundEngine::UnloadBank</tt>
769  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
770  /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
771  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const char* in_pszString );
772 
773  //@}
774 
775  ////////////////////////////////////////////////////////////////////////
776  /// @name Event Management
777  //@{
778 
779  /// Asynchronously posts an Event to the sound engine (by event ID).
780  /// The callback function can be used to be noticed when markers are reached or when the event is finished.
781  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
782  /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
783  /// \remarks
784  /// If used, the array of external sources should contain the information for each external source triggered by the
785  /// event. When triggering an event with multiple external sources, you need to differentiate each source
786  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
787  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
788  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
789  /// \endaknote
790  /// \sa
791  /// - \ref concept_events
792  /// - \ref integrating_external_sources
793  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
794  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
795  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
797  AkUniqueID in_eventID, ///< Unique ID of the event
798  AkGameObjectID in_gameObjectID, ///< Associated game object ID
799  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
800  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
801  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
802  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
803  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
804  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID///< 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.
805  );
806 
807 #ifdef AK_SUPPORT_WCHAR
808  /// Posts an Event to the sound engine (by Event name), using callbacks.
809  /// The callback function can be used to be noticed when markers are reached or when the event is finished.
810  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
811  /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
812  /// \remarks
813  /// If used, the array of external sources should contain the information for each external source triggered by the
814  /// event. When triggering an event with multiple external sources, you need to differentiate each source
815  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
816  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
817  /// (therefore have a unique cookie) in order to tell them appart when filling the AkExternalSourceInfo structures.
818  /// \endaknote
819  /// \sa
820  /// - \ref concept_events
821  /// - \ref integrating_external_sources
822  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
823  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
824  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
826  const wchar_t* in_pszEventName, ///< Name of the event
827  AkGameObjectID in_gameObjectID, ///< Associated game object ID
828  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
829  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
830  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
831  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
832  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
833  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID///< 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.
834  );
835 #endif //AK_SUPPORT_WCHAR
836 
837  /// Posts an Event to the sound engine (by Event name), using callbacks.
838  /// The callback function can be used to be noticed when markers are reached or when the event is finished.
839  /// An array of Wave file sources can be provided to resolve External Sources triggered by the event. P
840  /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
841  /// \remarks
842  /// If used, the array of external sources should contain the information for each external source triggered by the
843  /// event. When triggering an Event with multiple external sources, you need to differentiate each source
844  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
845  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
846  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
847  /// \endaknote
848  /// \sa
849  /// - \ref concept_events
850  /// - \ref integrating_external_sources
851  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
852  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
853  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
855  const char* in_pszEventName, ///< Name of the event
856  AkGameObjectID in_gameObjectID, ///< Associated game object ID
857  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
858  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
859  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
860  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
861  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
862  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID///< 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.
863  );
864 
865  // If you modify AkActionOnEventType, don't forget to modify the WAAPI validation schema accordingly.
866 
867  /// AkActionOnEventType
868  /// \sa
869  /// - <tt>AK::SoundEngine::ExecuteActionOnEvent()</tt>
871  {
872  AkActionOnEventType_Stop = 0, ///< Stop
873  AkActionOnEventType_Pause = 1, ///< Pause
874  AkActionOnEventType_Resume = 2, ///< Resume
875  AkActionOnEventType_Break = 3, ///< Break
876  AkActionOnEventType_ReleaseEnvelope = 4 ///< Release envelope
877  };
878 
879  /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
880  /// \return
881  /// - \c AK_Success if the action was successfully queued.
882  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
883  /// \sa
884  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
886  AkUniqueID in_eventID, ///< Unique ID of the event
887  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
888  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
889  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
890  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
891  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
892  );
893 
894 #ifdef AK_SUPPORT_WCHAR
895  /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
896  /// \return
897  /// - \c AK_Success if the action was successfully queued.
898  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
899  /// \sa
900  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
902  const wchar_t* in_pszEventName, ///< Name of the event
903  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
904  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
905  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
906  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
907  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
908  );
909 #endif //AK_SUPPORT_WCHAR
910 
911  /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type Play.
912  /// \return
913  /// - \c AK_Success if the action was successfully queued.
914  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
915  /// \sa
916  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
918  const char* in_pszEventName, ///< Name of the event
919  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
920  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
921  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
922  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
923  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
924  );
925 
926 
927  /// Executes a number of MIDI Events on all nodes that are referenced in the specified Event in an Action of type Play.
928  /// The time at which a MIDI Event is posted is determined by in_bAbsoluteOffsets. If false, each MIDI event will be
929  /// posted in AkMIDIPost::uOffset samples from the start of the current frame. If true, each MIDI event will be posted
930  /// at the absolute time AkMIDIPost::uOffset samples.
931  /// To obtain the current absolute time, see AK::SoundEngine::GetSampleTick.
932  /// The duration of a sample can be determined from the sound engine's audio settings, via a call to AK::SoundEngine::GetAudioSettings.
933  /// If a playing ID is specified then that playing ID must be active. Otherwise a new playing ID will be assigned.
934  /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
935  /// \sa
936  /// - <tt>AK::SoundEngine::GetAudioSettings</tt>
937  /// - <tt>AK::SoundEngine::GetSampleTick</tt>
938  /// - <tt>AK::SoundEngine::StopMIDIOnEvent</tt>
939  /// - \ref soundengine_midi_event_playing_id
941  AkUniqueID in_eventID, ///< Unique ID of the Event
942  AkGameObjectID in_gameObjectID, ///< Associated game object ID
943  AkMIDIPost* in_pPosts, ///< MIDI Events to post
944  AkUInt16 in_uNumPosts, ///< Number of MIDI Events to post
945  bool in_bAbsoluteOffsets = false, ///< Set to true when AkMIDIPost::uOffset are absolute, false when relative to current frame
946  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
947  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
948  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
949  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///< Target playing ID
950  );
951 
952  /// Stops MIDI notes on all nodes that are referenced in the specified event in an action of type play,
953  /// with the specified Game Object. Invalid parameters are interpreted as wildcards. For example, calling
954  /// this function with in_eventID set to AK_INVALID_UNIQUE_ID will stop all MIDI notes for Game Object
955  /// in_gameObjectID.
956  /// \return
957  /// - \c AK_Success if the stop command was queued
958  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
959  /// \sa
960  /// - <tt>AK::SoundEngine::PostMIDIOnEvent</tt>
961  /// - \ref soundengine_midi_event_playing_id
963  AkUniqueID in_eventID = AK_INVALID_UNIQUE_ID, ///< Unique ID of the Event
964  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
965  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///< Target playing ID
966  );
967 
968 
969  /// Starts streaming the first part of all streamed files referenced by an Event into a cache buffer. Caching streams are serviced when no other streams require the
970  /// available bandwidth. The files will remain cached until UnpinEventInStreamCache is called, or a higher priority pinned file needs the space and the limit set by
971  /// uMaxCachePinnedBytes is exceeded.
972  /// \remarks The amount of data from the start of the file that will be pinned to cache is determined by the prefetch size. The prefetch size is set via the authoring tool and stored in the sound banks.
973  /// \remarks It is possible to override the prefetch size stored in the sound bank via the low level IO. For more information see <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> and AkFileSystemFlags.
974  /// \remarks If this function is called additional times with the same event, then the priority of the caching streams are updated. Note however that priority is passed down to the stream manager
975  /// on a file-by-file basis, and if another event is pinned to cache that references the same file but with a different priority, then the first priority will be updated with the most recent value.
976  /// \remarks If the event references files that are chosen based on a State Group (via a switch container), all files in all states will be cached. Those in the current active state
977  /// will get cached with active priority, while all other files will get cached with inactive priority.
978  /// \remarks in_uInactivePriority is only relevant for events that reference switch containers that are assigned to State Groups. This parameter is ignored for all other events, including events that only reference
979  /// switch containers that are assigned to Switch Groups. Files that are chosen based on a Switch Group have a different switch value per game object, and are all effectively considered active by the pin-to-cache system.
980  /// \return
981  /// - \c AK_Success if command was queued
982  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
983  /// \sa
984  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
985  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
986  /// - <tt>AK::StreamMgr::IAkFileLocationResolver::Open</tt>
987  /// - AkFileSystemFlags
989  AkUniqueID in_eventID, ///< Unique ID of the event
990  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
991  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
992  );
993 
994 #ifdef AK_SUPPORT_WCHAR
995  /// Starts streaming the first part of all streamed files referenced by an event into a cache buffer. Caching streams are serviced when no other streams require the
996  /// available bandwidth. The files will remain cached until UnpinEventInStreamCache is called, or a higher priority pinned file needs the space and the limit set by
997  /// uMaxCachePinnedBytes is exceeded.
998  /// \remarks The amount of data from the start of the file that will be pinned to cache is determined by the prefetch size. The prefetch size is set via the authoring tool and stored in the sound banks.
999  /// \remarks It is possible to override the prefetch size stored in the sound bank via the low level IO. For more information see <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> and AkFileSystemFlags.
1000  /// \remarks If this function is called additional times with the same event, then the priority of the caching streams are updated. Note however that priority is passed down to the stream manager
1001  /// on a file-by-file basis, and if another event is pinned to cache that references the same file but with a different priority, then the first priority will be updated with the most recent value.
1002  /// \remarks If the event references files that are chosen based on a State Group (via a Switch Container), all files in all states will be cached. Those in the current active state
1003  /// will get cached with active priority, while all other files will get cached with inactive priority.
1004  /// \remarks in_uInactivePriority is only relevant for events that reference switch containers that are assigned to State Groups. This parameter is ignored for all other events, including events that only reference
1005  /// switch containers that are assigned to Switch Groups. Files that are chosen based on a Switch Group have a different switch value per game object, and are all effectively considered active by the pin-to-cache system.
1006  /// \return
1007  /// - \c AK_Success if command was queued
1008  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1009  /// \sa
1010  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1011  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1012  /// - <tt>AK::StreamMgr::IAkFileLocationResolver::Open</tt>
1013  /// - AkFileSystemFlags
1015  const wchar_t* in_pszEventName, ///< Name of the event
1016  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
1017  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
1018  );
1019 #endif //AK_SUPPORT_WCHAR
1020 
1021  /// Starts streaming the first part of all streamed files referenced by an event into a cache buffer. Caching streams are serviced when no other streams require the
1022  /// available bandwidth. The files will remain cached until UnpinEventInStreamCache is called, or a higher priority pinned file needs the space and the limit set by
1023  /// uMaxCachePinnedBytes is exceeded.
1024  /// \remarks The amount of data from the start of the file that will be pinned to cache is determined by the prefetch size. The prefetch size is set via the authoring tool and stored in the sound banks.
1025  /// \remarks It is possible to override the prefetch size stored in the sound bank via the low level IO. For more information see <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> and AkFileSystemFlags.
1026  /// \remarks If this function is called additional times with the same event, then the priority of the caching streams are updated. Note however that priority is passed down to the stream manager
1027  /// on a file-by-file basis, and if another event is pinned to cache that references the same file but with a different priority, then the first priority will be updated with the most recent value.
1028  /// \remarks If the event references files that are chosen based on a State Group (via a switch container), all files in all states will be cached. Those in the current active state
1029  /// will get cached with active priority, while all other files will get cached with inactive priority.
1030  /// \remarks in_uInactivePriority is only relevant for events that reference switch containers that are assigned to State Groups. This parameter is ignored for all other events, including events that only reference
1031  /// switch containers that are assigned to Switch Groups. Files that are chosen based on a Switch Group have a different switch value per game object, and are all effectively considered active by the pin-to-cache system.
1032  /// \return
1033  /// - \c AK_Success if command was queued
1034  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1035  /// \sa
1036  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1037  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1038  /// - <tt>AK::StreamMgr::IAkFileLocationResolver::Open</tt>
1039  /// - AkFileSystemFlags
1041  const char* in_pszEventName, ///< Name of the event
1042  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
1043  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
1044  );
1045 
1046  /// Releases the set of files that were previously requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>. The file may still remain in stream cache
1047  /// after <tt>AK::SoundEngine::UnpinEventInStreamCache()</tt> is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
1048  /// \return
1049  /// - \c AK_Success if command was queued
1050  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1051  /// \sa
1052  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1053  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1055  AkUniqueID in_eventID ///< Unique ID of the event
1056  );
1057 
1058 #ifdef AK_SUPPORT_WCHAR
1059  /// Releases the set of files that were previously requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>. The file may still remain in stream cache
1060  /// after <tt>AK::SoundEngine::UnpinEventInStreamCache()</tt> is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
1061  /// \return
1062  /// - \c AK_Success if command was queued
1063  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1064  /// \sa
1065  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1066  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1068  const wchar_t* in_pszEventName ///< Name of the event
1069  );
1070 #endif //AK_SUPPORT_WCHAR
1071 
1072  /// Releases the set of files that were previously requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>. The file may still remain in stream cache
1073  /// after <tt>AK::SoundEngine::UnpinEventInStreamCache()</tt> is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
1074  /// \return
1075  /// - \c AK_Success if command was queued
1076  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1077  /// \sa
1078  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1079  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1081  const char* in_pszEventName ///< Name of the event
1082  );
1083 
1084  /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1085  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1086  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1087  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see \c AkDeviceSettings
1088  /// \return
1089  /// - \c AK_Success if command was queued
1090  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1091  /// \sa
1092  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1093  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1094  /// - AkDeviceSettings
1096  AkUniqueID in_eventID, ///< Unique ID of the event
1097  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1098  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1099  );
1100 
1101  /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1102  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1103  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1104  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1105  /// \return
1106  /// - \c AK_Success if command was queued
1107  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1108  /// \sa
1109  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1110  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1111  /// - AkDeviceSettings
1113  const char* in_pszEventName, ///< Name of the event
1114  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1115  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1116  );
1117 
1118 #ifdef AK_SUPPORT_WCHAR
1119  /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1120  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1121  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1122  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1123  /// \return
1124  /// - \c AK_Success if command was queued
1125  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1126  /// \sa
1127  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1128  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1129  /// - AkDeviceSettings
1131  const wchar_t* in_pszEventName, ///< Name of the event
1132  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1133  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1134  );
1135 #endif
1136 
1137  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1138  ///
1139  /// Notes:
1140  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1141  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1142  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1143  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1144  /// the sound that is currently playing is the first sound of the sequence.
1145  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1146  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1147  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1148  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1149  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1150  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1151  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1152  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1153  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1154  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1155  /// the audio thread consumes it (after a call to RenderAudio()).
1156  ///
1157  /// Notes specific to Music Segments:
1158  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1159  /// value to seek within the Pre-Entry.
1160  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1161  /// in order to restart them if required.
1162  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1163  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1164  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1165  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1166  /// the exact position of a segment. Also, the segment will be silent during that time
1167  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1168  /// also informs you about the remaining look-ahead time.
1169  ///
1170  /// Notes specific to Music Switch Containers:
1171  /// - Seeking triggers a music transition towards the current (or target) segment.
1172  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1173  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1174  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1175  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1176  ///
1177  /// \return
1178  /// - \c AK_Success if command was queued
1179  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1180  /// \sa
1181  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1182  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1183  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1184  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1186  AkUniqueID in_eventID, ///< Unique ID of the event
1187  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1188  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1189  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1190  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.
1191  );
1192 
1193 #ifdef AK_SUPPORT_WCHAR
1194  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1195  ///
1196  /// Notes:
1197  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1198  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1199  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1200  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1201  /// the sound that is currently playing is the first sound of the sequence.
1202  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1203  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1204  /// value to seek within the Pre-Entry.
1205  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1206  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1207  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1208  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1209  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1210  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1211  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1212  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1213  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1214  /// the audio thread consumes it (after a call to RenderAudio()).
1215  ///
1216  /// Notes specific to Music Segments:
1217  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1218  /// value to seek within the Pre-Entry.
1219  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1220  /// in order to restart them if required.
1221  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1222  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1223  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1224  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1225  /// the exact position of a segment. Also, the segment will be silent during that time
1226  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1227  /// also informs you about the remaining look-ahead time.
1228  ///
1229  /// Notes specific to Music Switch Containers:
1230  /// - Seeking triggers a music transition towards the current (or target) segment.
1231  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1232  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1233  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1234  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1235  /// \return
1236  /// - \c AK_Success if command was queued
1237  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1238  /// \sa
1239  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1240  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1241  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1242  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1244  const wchar_t* in_pszEventName, ///< Name of the event
1245  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1246  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1247  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1248  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.
1249  );
1250 #endif //AK_SUPPORT_WCHAR
1251 
1252  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1253  ///
1254  /// Notes:
1255  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1256  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1257  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1258  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1259  /// the sound that is currently playing is the first sound of the sequence.
1260  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1261  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1262  /// value to seek within the Pre-Entry.
1263  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1264  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1265  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1266  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1267  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1268  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1269  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1270  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1271  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1272  /// the audio thread consumes it (after a call to RenderAudio()).
1273  ///
1274  /// Notes specific to Music Segments:
1275  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1276  /// value to seek within the Pre-Entry.
1277  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1278  /// in order to restart them if required.
1279  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1280  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1281  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1282  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1283  /// the exact position of a segment. Also, the segment will be silent during that time
1284  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1285  /// also informs you about the remaining look-ahead time.
1286  ///
1287  /// Notes specific to Music Switch Containers:
1288  /// - Seeking triggers a music transition towards the current (or target) segment.
1289  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1290  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1291  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1292  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1293  ///
1294  /// \return
1295  /// - \c AK_Success if command was queued
1296  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1297  /// \sa
1298  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1299  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1300  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1301  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1303  const char* in_pszEventName, ///< Name of the event
1304  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1305  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1306  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1307  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.
1308  );
1309 
1310  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1311  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1312  ///
1313  /// Notes:
1314  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1315  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1316  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1317  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1318  /// the sound that is currently playing is the first sound of the sequence.
1319  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1320  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1321  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1322  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1323  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1324  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1325  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1326  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1327  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1328  /// the audio thread consumes it (after a call to RenderAudio()).
1329  ///
1330  /// Notes specific to Music Segments:
1331  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1332  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1333  /// post-exit of a segment using this method. Use absolute values instead.
1334  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1335  /// in order to restart them if required.
1336  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1337  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1338  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1339  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1340  /// the exact position of a segment. Also, the segment will be silent during the time that period
1341  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1342  /// also informs you about the remaining look-ahead time.
1343  ///
1344  /// Notes specific to Music Switch Containers:
1345  /// - Seeking triggers a music transition towards the current (or target) segment.
1346  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1347  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1348  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1349  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1350  ///
1351  /// \sa
1352  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1353  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1354  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1355  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1357  AkUniqueID in_eventID, ///< Unique ID of the event
1358  AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1359  AkReal32 in_fPercent, ///< Desired position where playback should restart, expressed in a percentage of the file's total duration, between 0 and 1.f (see note above about infinite looping sounds)
1360  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1361  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.
1362  );
1363 
1364 #ifdef AK_SUPPORT_WCHAR
1365  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1366  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1367  ///
1368  /// Notes:
1369  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1370  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1371  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1372  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1373  /// the sound that is currently playing is the first sound of the sequence.
1374  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1375  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1376  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1377  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1378  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1379  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1380  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1381  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1382  /// the audio thread consumes it (after a call to RenderAudio()).
1383  ///
1384  /// Notes specific to Music Segments:
1385  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1386  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1387  /// post-exit of a segment using this method. Use absolute values instead.
1388  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1389  /// in order to restart them if required.
1390  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1391  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1392  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1393  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1394  /// the exact position of a segment. Also, the segment will be silent during the time that period
1395  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1396  /// also informs you about the remaining look-ahead time.
1397  ///
1398  /// Notes specific to Music Switch Containers:
1399  /// - Seeking triggers a music transition towards the current (or target) segment.
1400  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1401  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1402  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1403  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1404  ///
1405  /// \sa
1406  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1407  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1408  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1409  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1411  const wchar_t* in_pszEventName, ///< Name of the event
1412  AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1413  AkReal32 in_fPercent , ///< Desired position where playback should restart, expressed in a percentage of the file's total duration, between 0 and 1.f (see note above about infinite looping sounds)
1414  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1415  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.
1416  );
1417 #endif //AK_SUPPORT_WCHAR
1418 
1419  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1420  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1421  ///
1422  /// Notes:
1423  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1424  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1425  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1426  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1427  /// the sound that is currently playing is the first sound of the sequence.
1428  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1429  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1430  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1431  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1432  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1433  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1434  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1435  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1436  /// the audio thread consumes it (after a call to RenderAudio()).
1437  ///
1438  /// Notes specific to Music Segments:
1439  /// - With Music Segments, in_fPercent is relative to the Entry Cue, and the segment's duration is the
1440  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1441  /// post-exit of a segment using this method. Use absolute values instead.
1442  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1443  /// in order to restart them if required.
1444  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1445  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1446  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1447  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1448  /// the exact position of a segment. Also, the segment will be silent during the time that period
1449  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1450  /// also informs you about the remaining look-ahead time.
1451  ///
1452  /// Notes specific to Music Switch Containers:
1453  /// - Seeking triggers a music transition towards the current (or target) segment.
1454  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1455  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1456  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1457  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1458  ///
1459  /// \sa
1460  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1461  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1462  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1463  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1465  const char* in_pszEventName, ///< Name of the event
1466  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1467  AkReal32 in_fPercent, ///< Desired position where playback should restart, expressed in a percentage of the file's total duration, between 0 and 1.f (see note above about infinite looping sounds)
1468  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see notes above).
1469  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.
1470  );
1471 
1472  /// Cancels all Event callbacks associated with a specific callback cookie.\n
1473  /// \sa
1474  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1476  void * in_pCookie ///< Callback cookie to be cancelled
1477  );
1478 
1479  /// Cancels all Event callbacks associated with a specific game object.\n
1480  /// \sa
1481  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1483  AkGameObjectID in_gameObjectID ///< ID of the game object to be cancelled
1484  );
1485 
1486  /// Cancels all Event callbacks for a specific playing ID.
1487  /// \sa
1488  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1490  AkPlayingID in_playingID ///< Playing ID of the event that must not use callbacks
1491  );
1492 
1493  /// Gets the current position of the source associated with this playing ID, obtained from PostEvent(). If more than one source is playing,
1494  /// the first to play is returned.
1495  /// Notes:
1496  /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1497  /// it returns AK_Fail, even if the playing ID is valid.
1498  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1499  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1500  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1501  /// sound engine update and the source's playback rate.
1502  /// \return
1503  /// - \c AK_Success if successful.
1504  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1505  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1506  /// \sa
1507  /// - \ref soundengine_query_pos
1508  /// - \ref concept_events
1510  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1511  AkTimeMs* out_puPosition, ///< Position of the source (in ms) associated with the specified playing ID
1512  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update.
1513  );
1514 
1515  /// Gets the current position of the sources associated with this playing ID, obtained from PostEvent().
1516  /// Notes:
1517  /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1518  /// it returns AK_Fail, even if the playing ID is valid.
1519  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1520  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1521  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1522  /// sound engine update and the source's playback rate.
1523  /// - If 0 is passed in for the number of entries (*in_pcPositions == 0) then only the number of positions will be returned and the
1524  /// position array (out_puPositions) will not be updated.
1525  /// - The io_pcPositions pointer must be non-NULL.
1526  /// out_puPositions may be NULL if *io_pcPositions == 0, otherwise it must be non-NULL.
1527  /// \return
1528  /// - \c AK_Success if successful.
1529  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1530  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1531  /// \sa
1532  /// - \ref soundengine_query_pos
1533  /// - \ref concept_events
1535  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1536  AkSourcePosition* out_puPositions, ///< Audio Node IDs and positions of sources associated with the specified playing ID
1537  AkUInt32 * io_pcPositions, ///< Number of entries in out_puPositions. Needs to be set to the size of the array: it is adjusted to the actual number of returned entries
1538  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update
1539  );
1540 
1541  /// Gets the stream buffering of the sources associated with this playing ID, obtained from PostEvent().
1542  /// Notes:
1543  /// - You need to pass AK_EnableGetSourceStreamBuffering to PostEvent() in order to use this function, otherwise
1544  /// it returns AK_Fail, even if the playing ID is valid.
1545  /// - The sources stream buffering is updated at every audio frame. If there are multiple sources associated with this playing ID,
1546  /// the value returned corresponds to the least buffered source.
1547  /// - The returned buffering status out_bIsBuffering will be true If any of the sources associated with the playing ID are actively being buffered.
1548  /// It will be false if all of them have reached the end of file, or have reached a state where they are buffered enough and streaming is temporarily idle.
1549  /// - Purely in-memory sources are excluded from this database. If all sources are in-memory, GetSourceStreamBuffering() will return AK_Fail.
1550  /// - The returned buffering amount and state is not completely accurate with some hardware-accelerated codecs. In such cases, the amount of stream buffering is generally underestimated.
1551  /// On the other hand, it is not guaranteed that the source will be ready to produce data at the next audio frame even if out_bIsBuffering has turned to false.
1552  /// \return
1553  /// - \c AK_Success if successful.
1554  /// - \c AK_PlayingIDNotFound if the source data associated with this playing ID is not found, for example if PostEvent() was not called with AK_EnableGetSourceStreamBuffering, or if the header was not parsed.
1555  /// \sa
1556  /// - \ref concept_events
1558  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1559  AkTimeMs & out_buffering, ///< Returned amount of buffering (in ms) of the source (or one of the sources) associated with that playing ID
1560  bool & out_bIsBuffering ///< Returned buffering status of the source(s) associated with that playing ID
1561  );
1562 
1563  /// Stops the current content playing associated to the specified game object ID.
1564  /// If no game object is specified, all sounds will be stopped.
1566  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< (Optional)Specify a game object to stop only playback associated to the provided game object ID.
1567  );
1568 
1569  /// Stop the current content playing associated to the specified playing ID.
1570  /// \aknote
1571  /// This function is deprecated. Please use ExecuteActionOnPlayingID() in its place.
1572  /// \endaknote
1573  /// \sa
1574  /// - <tt>AK::SoundEngine::ExecuteActionOnPlayingID()</tt>
1576  AkPlayingID in_playingID, ///< Playing ID to be stopped.
1577  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
1578  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1579  );
1580 
1581  /// Executes an Action on the content associated to the specified playing ID.
1582  /// \sa
1583  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
1585  AkActionOnEventType in_ActionType, ///< Action to execute on the specified playing ID.
1586  AkPlayingID in_playingID, ///< Playing ID on which to execute the action.
1587  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
1588  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1589  );
1590 
1591  /// Sets the random seed value. Can be used to synchronize randomness
1592  /// across instances of the Sound Engine.
1593  /// \remark This seeds the number generator used for all container randomizations
1594  /// and the plug-in RNG; since it acts globally, this should be called right
1595  /// before any PostEvent call where randomness synchronization is required,
1596  /// and cannot guarantee similar results for continuous containers.
1597  /// \sa
1598  /// - <tt>AK::IAkPluginServiceRNG</tt>
1600  AkUInt32 in_uSeed ///< Random seed.
1601  );
1602 
1603  /// Mutes/Unmutes the busses tagged as background music.
1604  /// This is automatically called for platforms that have user-music support.
1605  /// This function is provided to give the same behavior on platforms that don't have user-music support.
1607  bool in_bMute ///< Sets true to mute, false to unmute.
1608  );
1609  //@}
1610 
1611  /// Gets the state of the Background Music busses. This state is either set directly
1612  /// with \c AK::SoundEngine::MuteBackgroundMusic or by the OS, if it has User Music services.
1613  /// \return true if the background music busses are muted, false if not.
1615  //@}
1616 
1617 
1618  /// Sends custom game data to a plug-in that resides on a bus (insert Effect or mixer plug-in).
1619  /// Data will be copied and stored into a separate list.
1620  /// Previous entry is deleted when a new one is sent.
1621  /// Sets the data pointer to NULL to clear item from the list.
1622  /// \aknote The plug-in type and ID is passed and matched with plugins set on the desired bus.
1623  /// This means that you cannot send different data to various instances of the plug-in on a same bus.\endaknote
1624  /// \return AK_Success if data was sent successfully.
1626  AkUniqueID in_busID, ///< Bus ID
1627  AkGameObjectID in_busObjectID, ///< Bus Object ID. Pass AK_INVALID_GAME_OBJECT to send custom data with global scope. Game object scope supersedes global scope, as with RTPCs.
1628  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
1629  AkUInt32 in_uCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
1630  AkUInt32 in_uPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
1631  const void* in_pData, ///< The data blob
1632  AkUInt32 in_uSizeInBytes ///< Size of data
1633  );
1634  //@}
1635 
1636  ////////////////////////////////////////////////////////////////////////
1637  /// @name Game Objects
1638  //@{
1639 
1640  /// Registers a game object.
1641  /// \return
1642  /// - \c AK_Success if successful
1643  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid (0 and -1 are invalid)
1644  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1645  /// matter how many times it has been registered.
1646  /// \sa
1647  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1648  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1649  /// - \ref concept_gameobjects
1651  AkGameObjectID in_gameObjectID ///< ID of the game object to be registered
1652  );
1653 
1654  /// Registers a game object.
1655  /// \return
1656  /// - \c AK_Success if successful
1657  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid (0 and -1 are invalid)
1658  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1659  /// matter how many times it has been registered.
1660  /// \sa
1661  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1662  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1663  /// - \ref concept_gameobjects
1665  AkGameObjectID in_gameObjectID, ///< ID of the game object to be registered
1666  const char * in_pszObjName ///< Name of the game object (for monitoring purpose)
1667  );
1668 
1669  /// Unregisters a game object.
1670  /// \return
1671  /// - \c AK_Success if successful
1672  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid (0 is an invalid ID)
1673  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1674  /// matter how many times it has been registered. Unregistering a game object while it is
1675  /// in use is allowed, but the control over the parameters of this game object is lost.
1676  /// For example, say a sound associated with this game object is a 3D moving sound. This sound will
1677  /// stop moving when the game object is unregistered, and there will be no way to regain control over the game object.
1678  /// \sa
1679  /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
1680  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1681  /// - \ref concept_gameobjects
1683  AkGameObjectID in_gameObjectID ///< ID of the game object to be unregistered. Use
1684  /// AK_INVALID_GAME_OBJECT to unregister all game objects.
1685  );
1686 
1687  /// Unregister all game objects, or all game objects with a particular matching set of property flags.
1688  /// This function to can be used to unregister all game objects.
1689  /// \return
1690  /// - \c AK_Success if successful
1691  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1692  /// matter how many times it has been registered. Unregistering a game object while it is
1693  /// in use is allowed, but the control over the parameters of this game object is lost.
1694  /// For example, if a sound associated with this game object is a 3D moving sound, it will
1695  /// stop moving once the game object is unregistered, and there will be no way to recover
1696  /// the control over this game object.
1697  /// \sa
1698  /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
1699  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1700  /// - \ref concept_gameobjects
1702  );
1703 
1704  /// Sets the position of a game object.
1705  /// \warning The object's orientation vector (in_Position.Orientation) must be normalized.
1706  /// \return
1707  /// - \c AK_Success when successful
1708  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1709  /// + in_Position makes an invalid transform
1710  /// + in_eFlags is not one of the valid enum values
1711  /// + the game object ID is in the reserved ID range.
1712  /// \sa
1713  /// - \ref soundengine_3dpositions
1715  AkGameObjectID in_GameObjectID, ///< Game Object identifier
1716  const AkSoundPosition & in_Position,///< Position to set; in_Position.Orientation must be normalized.
1717  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1718  );
1719 
1720  /// Sets multiple positions to a single game object.
1721  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1722  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1723  /// \aknote
1724  /// - Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt>
1725  /// - If a sound has diffraction enabled, it is treated as <tt>MultiPositionType_MultiDirections</tt>. <tt>MultiPositionType_MultiSources</tt> is not supported in this case.
1726  /// \endaknote
1727  /// \return
1728  /// - \c AK_Success when successful
1729  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1730  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1731  /// + in_Position makes an invalid transform
1732  /// + in_eFlags is not one of the valid enum values
1733  /// + the game object ID is in the reserved ID range.
1734  /// \sa
1735  /// - \ref soundengine_3dpositions
1736  /// - \ref soundengine_3dpositions_multiplepos
1737  /// - \ref AK::SoundEngine::MultiPositionType
1739  AkGameObjectID in_GameObjectID, ///< Game Object identifier.
1740  const AkSoundPosition * in_pPositions, ///< Array of positions to apply.
1741  AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array.
1742  MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///< \ref AK::SoundEngine::MultiPositionType
1743  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1744  );
1745 
1746  /// Sets multiple positions to a single game object, with flexible assignment of input channels.
1747  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1748  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1749  /// \aknote Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
1750  /// \return
1751  /// - \c AK_Success when successful
1752  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1753  /// - \c AK_InvalidParameter if parameters are not valid.
1754  /// \sa
1755  /// - \ref soundengine_3dpositions
1756  /// - \ref soundengine_3dpositions_multiplepos
1757  /// - \ref AK::SoundEngine::MultiPositionType
1759  AkGameObjectID in_GameObjectID, ///< Game Object identifier.
1760  const AkChannelEmitter * in_pPositions, ///< Array of positions to apply, each using its own channel mask.
1761  AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array.
1762  MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///< \ref AK::SoundEngine::MultiPositionType
1763  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1764  );
1765 
1766  /// Sets the scaling factor of a Game Object.
1767  /// Modify the attenuation computations on this Game Object to simulate sounds with a larger or smaller area of effect.
1768  /// \return
1769  /// - \c AK_Success when successful
1770  /// - \c AK_InvalidParameter if the scaling factor specified was 0 or negative.
1771  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
1773  AkGameObjectID in_GameObjectID, ///< Game object identifier
1774  AkReal32 in_fAttenuationScalingFactor ///< Scaling Factor, 1 means 100%, 0.5 means 50%, 2 means 200%, and so on.
1775  );
1776 
1777  /// Use the position of a separate game object for distance calculations for a specified listener.
1778  /// When <tt>AK::SoundEngine::SetDistanceProbe()</tt> is called, Wwise calculates distance attenuation and filtering
1779  /// based on the distance between the distance probe Game Object (\c in_distanceProbeGameObjectID) and the emitter Game Object's position.
1780  /// In third-person perspective applications, the distance probe Game Object may be set to the player character's position,
1781  /// and the listener Game Object's position to that of the camera. In this scenario, attenuation is based on
1782  /// the distance between the character and the sound, whereas panning, spatialization, and spread and focus calculations are base on the camera.
1783  /// Both Game Objects, \c in_listenerGameObjectID and \c in_distanceProbeGameObjectID must have been previously registered using <tt>AK::SoundEngine::RegisterGameObj</tt>.
1784  /// This funciton is optional. if <tt>AK::SoundEngine::SetDistanceProbe()</tt> is never called, distance calculations are based on the listener Game Object position.
1785  /// To clear the distance probe, and revert to using the listener position for distance calculations, pass \c AK_INVALID_GAME_OBJECT to \c in_distanceProbeGameObjectID.
1786  /// \aknote If the distance probe Game Object is assigned multiple positions, then the first position is used for distance calculations by the listener. \endaknote
1787  /// \return
1788  /// - \c AK_Success when successful
1789  /// \sa
1790  /// - <tt>AK::SoundEngine::SetPosition()</tt>
1792  AkGameObjectID in_listenerGameObjectID, ///< Game object identifier for the listener. Must have been previously registered via RegisterGameObj.
1793  AkGameObjectID in_distanceProbeGameObjectID ///< Game object identifier for the distance probe, or \c AK_INVALID_GAME_OBJECT to reset distance probe. If valid, must have been previously registered via RegisterGameObj.
1794  );
1795 
1796  //@}
1797 
1798  ////////////////////////////////////////////////////////////////////////
1799  /// @name Bank Management
1800  //@{
1801 
1802  /// Unload all currently loaded banks.
1803  /// It also internally calls ClearPreparedEvents() since at least one bank must have been loaded to allow preparing events.
1804  /// \return
1805  /// - \c AK_Success if successful
1806  /// - \c AK_NotInitialized if the sound engine was not correctly initialized or if there is not enough memory to handle the command
1807  /// \sa
1808  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1809  /// - <tt>AK::SoundEngine::LoadBank()</tt>
1810  /// - \ref soundengine_banks
1812 
1813  /// Sets the I/O settings of the bank load and prepare event processes.
1814  /// The sound engine uses default values unless explicitly set by calling this method.
1815  /// \warning This function must be called before loading banks.
1816  /// \return
1817  /// - \c AK_Success if successful
1818  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1819  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1820  /// \sa
1821  /// - \ref soundengine_banks
1822  /// - \ref streamingdevicemanager
1824  AkReal32 in_fThroughput, ///< Average throughput of bank data streaming (bytes/ms) (the default value is AK_DEFAULT_BANK_THROUGHPUT)
1825  AkPriority in_priority ///< Priority of bank streaming (the default value is AK_DEFAULT_PRIORITY)
1826  );
1827 
1828 #ifdef AK_SUPPORT_WCHAR
1829  /// Load a bank synchronously (by Unicode string).\n
1830  /// The bank name and type are passed to the Stream Manager.
1831  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1832  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1833  /// The function returns when the request has been completely processed.
1834  /// \return
1835  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1836  /// You may use this ID with UnloadBank().
1837  /// - \c AK_Success: Load or unload successful.
1838  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1839  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1840  /// - \c AK_BankReadError: I/O error.
1841  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that you used to generate the SoundBanks matches that of the SDK you are currently using.
1842  /// - \c AK_InvalidFile: File specified could not be opened.
1843  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
1844  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1845  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1846  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1847  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure, check the debug console)
1848  /// \remarks
1849  /// - The initialization bank must be loaded first.
1850  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1851  /// initialization bank. If you need to load SoundBanks from a different project, you
1852  /// must first unload ALL banks, including the initialization bank, then load the
1853  /// initialization bank from the other project, and finally load banks from that project.
1854  /// - Codecs and plug-ins must be registered before loading banks that use them.
1855  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1856  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1857  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1858  /// posting the event will fail.
1859  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1860  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1861  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1862  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1863  /// \sa
1864  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1865  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1866  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
1867  /// - \ref soundengine_banks
1868  /// - \ref integrating_elements_plugins
1869  /// - \ref streamingdevicemanager
1870  /// - \ref streamingmanager_lowlevel
1871  /// - \ref sdk_bank_training
1873  const wchar_t* in_pszString, ///< Name of the bank to load
1874  AkBankID & out_bankID, ///< Returned bank ID
1875  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1876  );
1877 #endif //AK_SUPPORT_WCHAR
1878 
1879  /// Loads a bank synchronously.\n
1880  /// The bank name and type are passed to the Stream Manager.
1881  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1882  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1883  /// The function returns when the request has been completely processed.
1884  /// \return
1885  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1886  /// You may use this ID with UnloadBank().
1887  /// - \c AK_Success: Load or unload successful.
1888  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1889  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1890  /// - \c AK_BankReadError: I/O error.
1891  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1892  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1893  /// - \c AK_InvalidFile: File specified could not be opened.
1894  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1895  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1896  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1897  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1898  /// \remarks
1899  /// - The initialization bank must be loaded first.
1900  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1901  /// initialization bank. If you need to load SoundBanks from a different project, you
1902  /// must first unload ALL banks, including the initialization bank, then load the
1903  /// initialization bank from the other project, and finally load banks from that project.
1904  /// - Codecs and plug-ins must be registered before loading banks that use them.
1905  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1906  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1907  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1908  /// posting the event will fail.
1909  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1910  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1911  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1912  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1913  /// \sa
1914  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1915  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1916  /// - <tt>AK::SoundEngine::GetIDFromString</tt>
1917  /// - \ref soundengine_banks
1918  /// - \ref integrating_elements_plugins
1919  /// - \ref streamingdevicemanager
1920  /// - \ref streamingmanager_lowlevel
1921  /// - \ref sdk_bank_training
1923  const char* in_pszString, ///< Name of the bank to load
1924  AkBankID & out_bankID, ///< Returned bank ID
1925  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1926  );
1927 
1928  /// Loads a bank synchronously (by ID).\n
1929  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
1930  /// The bank ID is passed to the Stream Manager.
1931  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1932  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1933  /// The function returns when the request has been completely processed.
1934  /// \return
1935  /// - \c AK_Success: Load or unload successful.
1936  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1937  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1938  /// - \c AK_BankReadError: I/O error. The bank is either shorter than expected or its data corrupted.
1939  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1940  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1941  /// - \c AK_InvalidFile: File specified could not be opened.
1942  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1943  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console or Wwise Profiler
1944  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1945  /// - \c AK_FileNotFound if the bank file was not found on disk.
1946  /// - \c AK_FilePermissionError if the file permissions are wrong for the file
1947  /// - \c AK_Fail: Load or unload failed for any other reason. , check the debug console or Wwise Profiler
1948  /// \remarks
1949  /// - The initialization bank must be loaded first.
1950  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1951  /// initialization bank. If you need to load SoundBanks from a different project, you
1952  /// must first unload ALL banks, including the initialization bank, then load the
1953  /// initialization bank from the other project, and finally load banks from that project.
1954  /// - Codecs and plug-ins must be registered before loading banks that use them.
1955  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1956  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1957  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1958  /// posting the event will fail.
1959  /// \sa
1960  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1961  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1962  /// - \ref soundengine_banks
1963  /// - \ref integrating_elements_plugins
1964  /// - \ref sdk_bank_training
1966  AkBankID in_bankID, ///< Bank ID of the bank to load
1967  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1968  );
1969 
1970  /// Loads a bank synchronously (from in-memory data, in-place, user bank only).\n
1971  ///
1972  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
1973  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
1974  ///
1975  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
1976  /// in a buffer and pass its address to the sound engine.
1977  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
1978  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1979  /// The function returns when the request has been completely processed.
1980  /// \return
1981  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
1982  /// ID with UnloadBank().
1983  /// - \c AK_Success: Load or unload successful.
1984  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1985  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1986  /// - \c AK_BankReadError: I/O error.
1987  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1988  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1989  /// - \c AK_InvalidFile: File specified could not be opened.
1990  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1991  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1992  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
1993  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
1994  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1995  /// \remarks
1996  /// - The initialization bank must be loaded first.
1997  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1998  /// initialization bank. If you need to load SoundBanks from a different project, you
1999  /// must first unload ALL banks, including the initialization bank, then load the
2000  /// initialization bank from the other project, and finally load banks from that project.
2001  /// - Codecs and plug-ins must be registered before loading banks that use them.
2002  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2003  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2004  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2005  /// posting the event will fail.
2006  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2007  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2008  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2009  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2010  /// \sa
2011  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2012  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2013  /// - \ref soundengine_banks
2014  /// - \ref integrating_elements_plugins
2015  /// - \ref sdk_bank_training
2017  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2018  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2019  AkBankID & out_bankID ///< Returned bank ID
2020  );
2021 
2022  /// Loads a bank synchronously (from in-memory data, in-place, any bank type).\n
2023  ///
2024  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2025  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2026  ///
2027  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2028  /// in a buffer and pass its address to the sound engine.
2029  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2030  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2031  /// The function returns when the request has been completely processed.
2032  /// \return
2033  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2034  /// ID with UnloadBank().
2035  /// - \c AK_Success: Load or unload successful.
2036  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2037  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2038  /// - \c AK_BankReadError: I/O error.
2039  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2040  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2041  /// - \c AK_InvalidFile: File specified could not be opened.
2042  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2043  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2044  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2045  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2046  /// \remarks
2047  /// - The initialization bank must be loaded first.
2048  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2049  /// initialization bank. If you need to load SoundBanks from a different project, you
2050  /// must first unload ALL banks, including the initialization bank, then load the
2051  /// initialization bank from the other project, and finally load banks from that project.
2052  /// - Codecs and plug-ins must be registered before loading banks that use them.
2053  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2054  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2055  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2056  /// posting the event will fail.
2057  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2058  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2059  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2060  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2061  /// \sa
2062  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2063  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2064  /// - \ref soundengine_banks
2065  /// - \ref integrating_elements_plugins
2066  /// - \ref sdk_bank_training
2068  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2069  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2070  AkBankID & out_bankID, ///< Returned bank ID
2071  AkBankType & out_bankType ///< Returned bank type
2072  );
2073 
2074  /// Loads a bank synchronously (from in-memory data, out-of-place, user bank only).\n
2075  ///
2076  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2077  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2078  ///
2079  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2080  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2081  /// allocated memory.
2082  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2083  /// over the in-place version is that there is no duplication of bank structures.
2084  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2085  /// The function returns when the request has been completely processed.
2086  /// \return
2087  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2088  /// ID with UnloadBank().
2089  /// - \c AK_Success: Load or unload successful.
2090  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2091  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2092  /// - \c AK_BankReadError: I/O error.
2093  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2094  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2095  /// - \c AK_InvalidFile: File specified could not be opened.
2096  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2097  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2098  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2099  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2100  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2101  /// \remarks
2102  /// - The initialization bank must be loaded first.
2103  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2104  /// initialization bank. If you need to load SoundBanks from a different project, you
2105  /// must first unload ALL banks, including the initialization bank, then load the
2106  /// initialization bank from the other project, and finally load banks from that project.
2107  /// - Codecs and plug-ins must be registered before loading banks that use them.
2108  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2109  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2110  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2111  /// posting the event will fail.
2112  /// \sa
2113  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2114  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2115  /// - \ref soundengine_banks
2116  /// - \ref integrating_elements_plugins
2117  /// - \ref sdk_bank_training
2119  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is not stored in sound engine, memory can be released after return)
2120  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2121  AkBankID & out_bankID ///< Returned bank ID
2122  );
2123 
2124  /// Loads a bank synchronously (from in-memory data, out-of-place, any bank type).\n
2125  ///
2126  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2127  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2128  ///
2129  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2130  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2131  /// allocated memory.
2132  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2133  /// over the in-place version is that there is no duplication of bank structures.
2134  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2135  /// The function returns when the request has been completely processed.
2136  /// \return
2137  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2138  /// ID with UnloadBank().
2139  /// - \c AK_Success: Load or unload successful.
2140  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2141  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2142  /// - \c AK_BankReadError: I/O error.
2143  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2144  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2145  /// - \c AK_InvalidFile: File specified could not be opened.
2146  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2147  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2148  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2149  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2150  /// \remarks
2151  /// - The initialization bank must be loaded first.
2152  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2153  /// initialization bank. If you need to load SoundBanks from a different project, you
2154  /// must first unload ALL banks, including the initialization bank, then load the
2155  /// initialization bank from the other project, and finally load banks from that project.
2156  /// - Codecs and plug-ins must be registered before loading banks that use them.
2157  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2158  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2159  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2160  /// posting the event will fail.
2161  /// \sa
2162  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2163  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2164  /// - \ref soundengine_banks
2165  /// - \ref integrating_elements_plugins
2166  /// - \ref sdk_bank_training
2168  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is not stored in sound engine, memory can be released after return)
2169  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2170  AkBankID & out_bankID, ///< Returned bank ID
2171  AkBankType & out_bankType ///< Returned bank type
2172  );
2173 
2174  /// 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.
2175  /// \n
2176  /// 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.
2178  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to decode (pointer is not stored in sound engine, memory can be released after return)
2179  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to decode
2180  AkMemPoolId 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.
2181  void * & out_pDecodedBankPtr, ///< Decoded bank memory location.
2182  AkUInt32 & out_uDecodedBankSize ///< Decoded bank memory size.
2183  );
2184 
2185 #ifdef AK_SUPPORT_WCHAR
2186  /// Loads a bank asynchronously (by Unicode string).\n
2187  /// The bank name is passed to the Stream Manager.
2188  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2189  /// A bank load request will be posted to the Bank Manager consumer thread.
2190  /// The function returns immediately.
2191  /// \return
2192  /// AK_Success if the scheduling was successful, AK_Fail otherwise.
2193  /// Use a callback to be notified when completed, and get the status of the request.
2194  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2195  /// You may use this ID with UnloadBank().
2196  /// \remarks
2197  /// - The initialization bank must be loaded first.
2198  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2199  /// initialization bank. If you need to load SoundBanks from a different project, you
2200  /// must first unload ALL banks, including the initialization bank, then load the
2201  /// initialization bank from the other project, and finally load banks from that project.
2202  /// - Codecs and plug-ins must be registered before loading banks that use them.
2203  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2204  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2205  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2206  /// posting the event will fail.
2207  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2208  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2209  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2210  /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2211  /// (<tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>) if you use the default Stream Manager's implementation.
2212  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>
2213  // as AkFileSystemFlags::pCustomParam.
2214  /// \sa
2215  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2216  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2217  /// - AkBankCallbackFunc
2218  /// - \ref soundengine_banks
2219  /// - \ref integrating_elements_plugins
2220  /// - \ref streamingdevicemanager
2221  /// - \ref streamingmanager_lowlevel
2222  /// - \ref sdk_bank_training
2224  const wchar_t* in_pszString, ///< Name/path of the bank to load
2225  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2226  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> as AkFileSystemFlags::pCustomParam)
2227  AkBankID & out_bankID, ///< Returned bank ID
2228  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2229  );
2230 #endif //AK_SUPPORT_WCHAR
2231 
2232  /// Loads a bank asynchronously.\n
2233  /// The bank name is passed to the Stream Manager.
2234  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2235  /// A bank load request will be posted to the Bank Manager consumer thread.
2236  /// The function returns immediately.
2237  /// \return
2238  /// - \c AK_Success if the scheduling was successful,
2239  /// - \c AK_InvalidBankType if in_bankType was invalid
2240  /// Use a callback to be notified when completed, and get the status of the request.
2241  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2242  /// You may use this ID with UnloadBank().
2243  /// \remarks
2244  /// - The initialization bank must be loaded first.
2245  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2246  /// initialization bank. If you need to load SoundBanks from a different project, you
2247  /// must first unload ALL banks, including the initialization bank, then load the
2248  /// initialization bank from the other project, and finally load banks from that project.
2249  /// - Codecs and plug-ins must be registered before loading banks that use them.
2250  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2251  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2252  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2253  /// posting the Event will fail.
2254  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2255  /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2256  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2257  /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2258  /// (<tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>) if you use the default Stream Manager's implementation.
2259  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>
2260  // as <tt>AkFileSystemFlags::pCustomParam</tt>.
2261  /// \sa
2262  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2263  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2264  /// - AkBankCallbackFunc
2265  /// - \ref soundengine_banks
2266  /// - \ref integrating_elements_plugins
2267  /// - \ref streamingdevicemanager
2268  /// - \ref streamingmanager_lowlevel
2269  /// - \ref sdk_bank_training
2271  const char* in_pszString, ///< Name/path of the bank to load
2272  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2273  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> as AkFileSystemFlags::pCustomParam)
2274  AkBankID & out_bankID, ///< Returned bank ID
2275  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2276  );
2277 
2278  /// Loads a bank asynchronously (by ID).\n
2279  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2280  /// The bank ID is passed to the Stream Manager.
2281  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2282  /// A bank load request will be posted to the Bank Manager consumer thread.
2283  /// The function returns immediately.
2284  /// \return
2285  /// - \c AK_Success if the scheduling was successful,
2286  /// - \c AK_InvalidBankType if in_bankType was invalid
2287  /// Use a callback to be notified when completed, and get the status of the request.
2288  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2289  /// You may use this ID with \c UnloadBank().
2290  /// \remarks
2291  /// - The initialization bank must be loaded first.
2292  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2293  /// initialization bank. If you need to load SoundBanks from a different project, you
2294  /// must first unload ALL banks, including the initialization bank, then load the
2295  /// initialization bank from the other project, and finally load banks from that project.
2296  /// - Codecs and plug-ins must be registered before loading banks that use them.
2297  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2298  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2299  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2300  /// posting the event will fail.
2301  /// - The file path should be resolved in your implementation of the Stream Manager, or in the Low-Level I/O module if
2302  /// you use the default Stream Manager's implementation. The ID overload of <tt>AK::IAkStreamMgr::CreateStd()</tt> and <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> are called.
2303  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>
2304  // as AkFileSystemFlags::pCustomParam.
2305  /// \sa
2306  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2307  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2308  /// - AkBankCallbackFunc
2309  /// - \ref soundengine_banks
2310  /// - \ref integrating_elements_plugins
2311  /// - \ref sdk_bank_training
2313  AkBankID in_bankID, ///< Bank ID of the bank to load
2314  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2315  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> as AkFileSystemFlags::pCustomParam)
2316  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2317  );
2318 
2319  /// Loads a bank asynchronously (from in-memory data, in-place, user bank only).\n
2320  ///
2321  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2322  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2323  ///
2324  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2325  /// in a buffer and pass its address to the sound engine.
2326  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2327  /// A bank load request will be posted to the Bank Manager consumer thread.
2328  /// The function returns immediately.
2329  /// \return
2330  /// - \c AK_Success if the scheduling was successful,
2331  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2332  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2333  /// Use a callback to be notified when completed, and get the status of the request.
2334  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2335  /// You may use this ID with UnloadBank().
2336  /// \remarks
2337  /// - The initialization bank must be loaded first.
2338  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2339  /// initialization bank. If you need to load SoundBanks from a different project, you
2340  /// must first unload ALL banks, including the initialization bank, then load the
2341  /// initialization bank from the other project, and finally load banks from that project.
2342  /// - Codecs and plug-ins must be registered before loading banks that use them.
2343  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2344  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2345  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2346  /// posting the event will fail.
2347  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2348  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2349  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2350  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2351  /// \sa
2352  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2353  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2354  /// - AkBankCallbackFunc
2355  /// - \ref soundengine_banks
2356  /// - \ref integrating_elements_plugins
2357  /// - \ref sdk_bank_training
2359  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2360  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2361  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2362  void * in_pCookie, ///< Callback cookie
2363  AkBankID & out_bankID ///< Returned bank ID
2364  );
2365 
2366  /// Loads a bank asynchronously (from in-memory data, in-place, any bank type).\n
2367  ///
2368  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2369  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2370  ///
2371  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2372  /// in a buffer and pass its address to the sound engine.
2373  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2374  /// A bank load request will be posted to the Bank Manager consumer thread.
2375  /// The function returns immediately.
2376  /// \return
2377  /// - \c AK_Success if the scheduling was successful,
2378  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2379  /// Use a callback to be notified when completed, and get the status of the request.
2380  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2381  /// You may use this ID with UnloadBank().
2382  /// \remarks
2383  /// - The initialization bank must be loaded first.
2384  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2385  /// initialization bank. If you need to load SoundBanks from a different project, you
2386  /// must first unload ALL banks, including the initialization bank, then load the
2387  /// initialization bank from the other project, and finally load banks from that project.
2388  /// - Codecs and plug-ins must be registered before loading banks that use them.
2389  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2390  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2391  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2392  /// posting the event will fail.
2393  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2394  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2395  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2396  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2397  /// \sa
2398  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2399  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2400  /// - AkBankCallbackFunc
2401  /// - \ref soundengine_banks
2402  /// - \ref integrating_elements_plugins
2403  /// - \ref sdk_bank_training
2405  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2406  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2407  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2408  void * in_pCookie, ///< Callback cookie
2409  AkBankID & out_bankID, ///< Returned bank ID
2410  AkBankType & out_bankType ///< Returned bank type
2411  );
2412 
2413  /// Loads a bank asynchronously (from in-memory data, out-of-place, user bank only).\n
2414  ///
2415  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2416  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2417  ///
2418  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2419  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2420  /// memory.
2421  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2422  /// over the in-place version is that there is no duplication of bank structures.
2423  /// A bank load request will be posted to the Bank Manager consumer thread.
2424  /// The function returns immediately.
2425  /// \return
2426  /// - \c AK_Success if the scheduling was successful,
2427  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2428  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2429  /// Use a callback to be notified when completed, and get the status of the request.
2430  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2431  /// You may use this ID with UnloadBank().
2432  /// \remarks
2433  /// - The initialization bank must be loaded first.
2434  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2435  /// initialization bank. If you need to load SoundBanks from a different project, you
2436  /// must first unload ALL banks, including the initialization bank, then load the
2437  /// initialization bank from the other project, and finally load banks from that project.
2438  /// - Codecs and plug-ins must be registered before loading banks that use them.
2439  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2440  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2441  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2442  /// posting the event will fail.
2443  /// \sa
2444  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2445  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2446  /// - AkBankCallbackFunc
2447  /// - \ref soundengine_banks
2448  /// - \ref integrating_elements_plugins
2449  /// - \ref sdk_bank_training
2451  const void* in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is not stored in sound engine, memory can be released after callback)
2452  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2453  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2454  void* in_pCookie, ///< Callback cookie
2455  AkBankID& out_bankID ///< Returned bank ID
2456  );
2457 
2458  /// Loads a bank asynchronously (from in-memory data, out-of-place, any bank type).\n
2459  ///
2460  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2461  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2462  ///
2463  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2464  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2465  /// memory.
2466  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2467  /// over the in-place version is that there is no duplication of bank structures.
2468  /// A bank load request will be posted to the Bank Manager consumer thread.
2469  /// The function returns immediately.
2470  /// \return
2471  /// - \c AK_Success if the scheduling was successful,
2472  /// - \c AK_InvalidBankType if in_bankType was invalid
2473  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2474  /// Use a callback to be notified when completed, and get the status of the request.
2475  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2476  /// You may use this ID with UnloadBank().
2477  /// \remarks
2478  /// - The initialization bank must be loaded first.
2479  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2480  /// initialization bank. If you need to load SoundBanks from a different project, you
2481  /// must first unload ALL banks, including the initialization bank, then load the
2482  /// initialization bank from the other project, and finally load banks from that project.
2483  /// - Codecs and plug-ins must be registered before loading banks that use them.
2484  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2485  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2486  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2487  /// posting the event will fail.
2488  /// \sa
2489  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2490  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2491  /// - AkBankCallbackFunc
2492  /// - \ref soundengine_banks
2493  /// - \ref integrating_elements_plugins
2494  /// - \ref sdk_bank_training
2496  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is not stored in sound engine, memory can be released after callback)
2497  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2498  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2499  void * in_pCookie, ///< Callback cookie
2500  AkBankID & out_bankID, ///< Returned bank ID
2501  AkBankType & out_bankType ///< Returned bank type
2502  );
2503 
2504 #ifdef AK_SUPPORT_WCHAR
2505  /// Unloads a bank synchronously (by Unicode string).\n
2506  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2507  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2508  /// \remarks
2509  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2510  /// then it calls the synchronous version of UnloadBank() by ID.
2511  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2512  /// not the name of the file (if you changed it), nor the full path of the file.
2513  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2514  /// This means that streamed sounds or generated sounds will not be stopped.
2515  /// \sa
2516  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2517  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2518  /// - \ref soundengine_banks
2520  const wchar_t* in_pszString, ///< Name of the bank to unload
2521  const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2522  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2523  );
2524 #endif //AK_SUPPORT_WCHAR
2525 
2526  /// Unloads a bank synchronously.\n
2527  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2528  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2529  /// \remarks
2530  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2531  /// then it calls the synchronous version of UnloadBank() by ID.
2532  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2533  /// not the name of the file (if you changed it), nor the full path of the file.
2534  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2535  /// This means that streamed sounds or generated sounds will not be stopped.
2536  /// \sa
2537  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2538  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2539  /// - \ref soundengine_banks
2541  const char* in_pszString, ///< Name of the bank to unload
2542  const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2543  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2544  );
2545 
2546  /// Unloads a bank synchronously (by ID and memory pointer).\n
2547  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2548  /// \remarks
2549  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2550  /// This means that streamed sounds or generated sounds will not be stopped.
2551  /// \sa
2552  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2553  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2554  /// - \ref soundengine_banks
2556  AkBankID in_bankID, ///< ID of the bank to unload
2557  const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2558  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2559  );
2560 
2561 #ifdef AK_SUPPORT_WCHAR
2562  /// Unloads a bank asynchronously (by Unicode string).\n
2563  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2564  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2565  /// \remarks
2566  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2567  /// then it calls the synchronous version of UnloadBank() by ID.
2568  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2569  /// not the name of the file (if you changed it), nor the full path of the file.
2570  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2571  /// This means that streamed sounds or generated sounds will not be stopped.
2572  /// \sa
2573  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2574  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2575  /// - AkBankCallbackFunc
2576  /// - \ref soundengine_banks
2578  const wchar_t* in_pszString, ///< Name of the bank to unload
2579  const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2580  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2581  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2582  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2583  );
2584 #endif //AK_SUPPORT_WCHAR
2585 
2586  /// Unloads a bank asynchronously.\n
2587  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2588  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2589  /// \remarks
2590  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2591  /// then it calls the synchronous version of UnloadBank() by ID.
2592  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2593  /// not the name of the file (if you changed it), nor the full path of the file.
2594  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2595  /// This means that streamed sounds or generated sounds will not be stopped.
2596  /// \sa
2597  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2598  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2599  /// - AkBankCallbackFunc
2600  /// - \ref soundengine_banks
2602  const char* in_pszString, ///< Name of the bank to unload
2603  const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2604  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2605  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2606  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2607  );
2608 
2609  /// Unloads a bank asynchronously (by ID and memory pointer).\n
2610  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2611  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2612  /// \remarks
2613  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2614  /// This means that streamed sounds or generated sounds will not be stopped.
2615  /// \sa
2616  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2617  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2618  /// - AkBankCallbackFunc
2619  /// - \ref soundengine_banks
2621  AkBankID in_bankID, ///< ID of the bank to unload
2622  const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2623  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2624  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2625  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2626  );
2627 
2628  /// Cancels all Event callbacks associated with a specific callback cookie specified while loading Banks of preparing Events.\n
2629  /// \sa
2630  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2631  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2632  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2633  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2634  /// - AkBankCallbackFunc
2636  void * in_pCookie ///< Callback cookie to be canceled
2637  );
2638 
2639  /// Preparation type.
2640  /// \sa
2641  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2642  /// - <tt>AK::SoundEngine::PrepareGameSyncs()</tt>
2643  /// - <tt>AK::SoundEngine::PrepareBank()</tt>
2645  {
2646  Preparation_Load, ///< \c PrepareEvent() will load required information to play the specified event.
2647  Preparation_Unload, ///< \c PrepareEvent() will unload required information to play the specified event.
2648  Preparation_LoadAndDecode ///< Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
2649  };
2650 
2651  /// Parameter to be passed to <tt>AK::SoundEngine::PrepareBank()</tt>.
2652  /// Use AkBankContent_All to load both the media and structural content from the bank.
2653  /// Use AkBankContent_StructureOnly to load only the structural content, including events, from the bank and then later use the PrepareEvent() functions to load media on demand from loose files on the disk.
2654  /// \sa
2655  /// - <tt>AK::SoundEngine::PrepareBank()</tt>
2656  /// - \ref soundengine_banks_preparingbanks
2658  {
2659  AkBankContent_StructureOnly, ///< Use AkBankContent_StructureOnly to load only the structural content, including Events, and then later use the PrepareEvent() functions to load media on demand from loose files on the disk.
2660  AkBankContent_All ///< Use AkBankContent_All to load both the media and structural content.
2661  };
2662 
2663 #ifdef AK_SUPPORT_WCHAR
2664  /// This function will load the Events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from
2665  /// the bank; but, as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(),
2666  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2667  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2668  /// allowing using PrepareEvent() to load media on demand.
2669  /// \sa
2670  /// - \ref soundengine_banks_preparingbanks
2671  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2672  /// - <tt>AK::SoundEngine::PreparationType</tt>
2673  /// \remarks
2674  /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to
2675  /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2676  /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
2678  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2679  const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2680  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2681  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2682  );
2683 #endif //AK_SUPPORT_WCHAR
2684 
2685  /// This function will load the Events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from
2686  /// the bank; but, as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(),
2687  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2688  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2689  /// allowing using PrepareEvent() to load media on demand.
2690  /// \sa
2691  /// - \ref soundengine_banks_preparingbanks
2692  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2693  /// - <tt>AK::SoundEngine::PreparationType</tt>
2694  /// \remarks
2695  /// \c PrepareBank(), when called with the flag \c AkBankContent_StructureOnly, requires additional calls to \c PrepareEvent() to load the media for each event. \c PrepareEvent(), however, is unable to
2696  /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2697  /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses \c LoadBank() to load the bank in entirety.
2699  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2700  const char* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2701  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2702  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2703  );
2704 
2705  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2706  /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from
2707  /// the bank, but as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(),
2708  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2709  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2710  /// allowing using PrepareEvent() to load media on demand.
2711  /// \sa
2712  /// - \ref soundengine_banks_preparingbanks
2713  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2714  /// - <tt>AK::SoundEngine::PreparationType</tt>
2715  /// \remarks
2716  /// \c PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to
2717  /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2718  /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
2720  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2721  AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare.
2722  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2723  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2724  );
2725 
2726 #ifdef AK_SUPPORT_WCHAR
2727  /// This function will load the Events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from
2728  /// the bank, but as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(),
2729  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2730  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2731  /// allowing using PrepareEvent() to load media on demand.
2732  /// \sa
2733  /// - \ref soundengine_banks_preparingbanks
2734  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2735  /// - <tt>AK::SoundEngine::PreparationType</tt>
2736  /// \remarks
2737  /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to
2738  /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2739  /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
2741  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2742  const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2743  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2744  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2745  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2746  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2747  );
2748 #endif //AK_SUPPORT_WCHAR
2749 
2750  /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag \c AkBankContent_All is specified, \c PrepareBank() will load the media content from
2751  /// the bank, but as opposed to \c LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using \c PrepareBank(), alone or in combination with PrepareEvent(),
2752  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2753  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2754  /// allowing using PrepareEvent() to load media on demand.
2755  /// \sa
2756  /// - \ref soundengine_banks_preparingbanks
2757  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2758  /// - <tt>AK::SoundEngine::PreparationType()</tt>
2759  /// \remarks
2760  /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to
2761  /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2762  /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
2764  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2765  const char* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2766  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2767  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2768  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2769  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2770  );
2771 
2772  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2773  /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, \c PrepareBank() will load the media content from
2774  /// the bank, but as opposed to \c LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using \c PrepareBank(), alone or in combination with \c PrepareEvent(),
2775  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2776  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2777  /// allowing using PrepareEvent() to load media on demand.
2778  /// \sa
2779  /// - \ref soundengine_banks_preparingbanks
2780  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2781  /// - <tt>AK::SoundEngine::PreparationType()</tt>
2782  /// \remarks
2783  /// \c PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. \c PrepareEvent(), however, is unable to
2784  /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
2785  /// for example, a game may have a tool mode that uses \c PrepareEvent() to load loose files on-demand and, also, a game mode that uses \c LoadBank() to load the bank in entirety.
2787  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2788  AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare.
2789  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2790  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2791  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2792  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2793  );
2794 
2795  /// Clear all previously prepared events.\n
2796  /// \return
2797  /// - \c AK_Success if successful.
2798  /// - \c AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command.
2799  /// \remarks
2800  /// The function \c ClearBanks() also clears all prepared events.
2801  /// \sa
2802  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
2803  /// - \c <tt>AK::SoundEngine::ClearBanks()</tt>
2805 
2806 #ifdef AK_SUPPORT_WCHAR
2807  /// Prepares or unprepares Events synchronously (by Unicode string).\n
2808  /// The Events are identified by strings, and converted to IDs internally
2809  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2810  /// Before invoking \c PrepareEvent(), use \c LoadBank() to explicitly load the SoundBank(s)
2811  /// that contain the Events and structures. When a request is posted to the
2812  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2813  /// successfully post the specified Events and load the required loose media files.
2814  /// \aknote Before version 2015.1, the required media files could be included
2815  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2816  /// however,\c PrepareEvent() now only looks for loose media files.
2817  /// \endaknote
2818  /// The function returns when the request is completely processed.
2819  /// \return
2820  /// - \c AK_Success: Prepare/un-prepare successful.
2821  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2822  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2823  /// - \c AK_BankReadError: I/O error.
2824  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2825  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2826  /// - \c AK_InvalidFile: File specified could not be opened.
2827  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2828  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2829  /// \remarks
2830  /// Whenever at least one event fails to be resolved, the actions performed for all
2831  /// other events are cancelled.
2832  /// \sa
2833  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2834  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2835  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2836  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2837  /// - \ref soundengine_banks
2838  /// - \ref sdk_bank_training
2840  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2841  const wchar_t** in_ppszString, ///< Array of event names
2842  AkUInt32 in_uNumEvent ///< Number of events in the array
2843  );
2844 #endif //AK_SUPPORT_WCHAR
2845 
2846  /// Prepares or unprepares events synchronously.\n
2847  /// The Events are identified by strings and converted to IDs internally
2848  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2849  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2850  /// that contain the Events and structures. When a request is posted to the
2851  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2852  /// successfully post the specified Events and load the required loose media files.
2853  /// \aknote Before version 2015.1, the required media files could be included
2854  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2855  /// however, PrepareEvent() now only looks for loose media files.
2856  /// \endaknote
2857  /// The function returns when the request is completely processed.
2858  /// \return
2859  /// - \c AK_Success: Prepare/un-prepare successful.
2860  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2861  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2862  /// - \c AK_BankReadError: I/O error.
2863  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2864  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2865  /// - \c AK_InvalidFile: File specified could not be opened.
2866  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2867  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2868  /// \remarks
2869  /// Whenever at least one event fails to be resolved, the actions performed for all
2870  /// other events are cancelled.
2871  /// \aknote The use of PrepareEvent is incompatible with LoadBank, using in-memory data.
2872  /// \endaknote
2873  /// \sa
2874  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2875  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2876  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2877  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2878  /// - \ref soundengine_banks
2879  /// - \ref sdk_bank_training
2881  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2882  const char** in_ppszString, ///< Array of event names
2883  AkUInt32 in_uNumEvent ///< Number of events in the array
2884  );
2885 
2886  /// Prepares or unprepares events synchronously (by ID).
2887  /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2888  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2889  /// that contain the Events and structures. When a request is posted to the
2890  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2891  /// successfully post the specified Events and load the required loose media files.
2892  /// \aknote Before version 2015.1, the required media files could be included
2893  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2894  /// however, PrepareEvent() now only looks for loose media files.
2895  /// \endaknote
2896  /// The function returns when the request is completely processed.
2897  /// \return
2898  /// - \c AK_Success: Prepare/un-prepare successful.
2899  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2900  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2901  /// - \c AK_BankReadError: I/O error.
2902  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2903  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2904  /// - \c AK_InvalidFile: File specified could not be opened.
2905  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2906  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2907  /// \remarks
2908  /// Whenever at least one event fails to be resolved, the actions performed for all
2909  /// other events are cancelled.
2910  /// \sa
2911  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2912  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2913  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2914  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2915  /// - \ref soundengine_banks
2916  /// - \ref sdk_bank_training
2918  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2919  AkUniqueID* in_pEventID, ///< Array of event IDs
2920  AkUInt32 in_uNumEvent ///< Number of event IDs in the array
2921  );
2922 
2923 #ifdef AK_SUPPORT_WCHAR
2924  /// Prepares or unprepares an event asynchronously (by Unicode string).
2925  /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2926  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2927  /// that contain the Events and structures. When a request is posted to the
2928  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2929  /// successfully post the specified Events and load the required loose media files.
2930  /// \aknote Before version 2015.1, the required media files could be included
2931  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2932  /// however, \c PrepareEvent() now only looks for loose media files.
2933  /// \endaknote
2934  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2935  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
2936  /// \remarks
2937  /// Whenever at least one Event fails to be resolved, the actions performed for all
2938  /// other Events are cancelled.
2939  /// \sa
2940  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2941  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2942  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2943  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2944  /// - AkBankCallbackFunc
2945  /// - \ref soundengine_banks
2946  /// - \ref sdk_bank_training
2948  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2949  const wchar_t** in_ppszString, ///< Array of event names
2950  AkUInt32 in_uNumEvent, ///< Number of events in the array
2951  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2952  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
2953  );
2954 #endif //AK_SUPPORT_WCHAR
2955 
2956  /// Prepares or unprepares an event asynchronously.
2957  /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2958  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2959  /// that contain the Events and structures. When a request is posted to the
2960  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2961  /// successfully post the specified Events and load the required loose media files.
2962  /// \aknote Before version 2015.1, the required media files could be included
2963  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2964  /// however, PrepareEvent() now only looks for loose media files.
2965  /// \endaknote
2966  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2967  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
2968  /// \remarks
2969  /// Whenever at least one event fails to be resolved, the actions performed for all
2970  /// other events are cancelled.
2971  /// \sa
2972  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2973  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2974  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2975  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2976  /// - AkBankCallbackFunc
2977  /// - \ref soundengine_banks
2978  /// - \ref sdk_bank_training
2980  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2981  const char** in_ppszString, ///< Array of event names
2982  AkUInt32 in_uNumEvent, ///< Number of events in the array
2983  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2984  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
2985  );
2986 
2987  /// Prepares or unprepares events asynchronously (by ID).\n
2988  /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2989  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2990  /// that contain the Events and structures. When a request is posted to the
2991  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2992  /// successfully post the specified Events and load the required loose media files.
2993  /// \aknote Before version 2015.1, the required media files could be included
2994  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2995  /// however, PrepareEvent() now only looks for loose media files.
2996  /// \endaknote
2997  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2998  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
2999  /// \remarks
3000  /// Whenever at least one event fails to be resolved, the actions performed for all
3001  /// other events are cancelled.
3002  /// \sa
3003  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3004  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
3005  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3006  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3007  /// - AkBankCallbackFunc
3008  /// - \ref soundengine_banks
3009  /// - \ref sdk_bank_training
3011  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3012  AkUniqueID* in_pEventID, ///< Array of event IDs
3013  AkUInt32 in_uNumEvent, ///< Number of event IDs in the array
3014  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3015  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3016  );
3017 
3018  /// Indicates the location of a specific Media ID in memory
3019  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3020  /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid or media sizes are 0.
3022  AkSourceSettings * in_pSourceSettings, ///< Array of Source Settings
3023  AkUInt32 in_uNumSourceSettings ///< Number of Source Settings in the array
3024  );
3025 
3026  /// Removes the specified source from the list of loaded media, even if this media is already in use.
3027  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3028  /// \aknote This function is unsafe and deprecated. Use TryUnsetMedia() in its place.
3029  /// Media that is still in use by the sound engine should not be unset by this function.
3030  /// If the media is still in use, this function will attempt to forcibly kill all sounds and effects referencing this media,
3031  /// and then return AK_ResourceInUse. The client should NOT presume that the memory can be safely released at this point.
3032  /// The moment at which the memory can be safely released is unknown, and the only safe course of action is to keep the memory
3033  /// alive until the sound engine is terminated.
3034  /// \endaknote
3035  /// \return
3036  /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3037  /// - \c AK_ResourceInUse: Specified media is still in use by the sound engine, the client should not release the memory.
3038  /// - \c AK_InvalidParameter: in_pSourceSettings is invalid
3040  AkSourceSettings * in_pSourceSettings, ///< Array of Source Settings
3041  AkUInt32 in_uNumSourceSettings ///< Number of Source Settings in the array
3042  );
3043 
3044  /// Removes the specified source from the list of loaded media, only if this media is not already in use.
3045  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3046  /// \aknote Media that is still in use by the sound engine should not be unset. It is marked for removal to prevent additional use.
3047  /// If this function returns AK_ResourceInUse, then the client must not release memory for this media.
3048  /// Instead, the client should retry the TryUnsetMedia operation later with the same parameters and check for AK_Success.
3049  /// \endaknote
3050  /// If out_pUnsetResults is not null, then it is assumed to point to an array of result codes of the same length as in_pSourceSettings.
3051  /// out_pUnsetResults will be filled with either AK_Success or AK_ResourceInUse, indicating which media was still in use and not unset.
3052  /// \return
3053  /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3054  /// - \c AK_ResourceInUse: Specified media is still in use by the sound engine, and the media was not unset. Do not release memory, and try again later.
3055  /// - \c AK_InvalidParameter: in_pSourceSettings is invalid
3057  AkSourceSettings* in_pSourceSettings, ///< Array of Source Settings
3058  AkUInt32 in_uNumSourceSettings, ///< Number of Source Settings in the array
3059  AKRESULT* out_pUnsetResults ///< (optional, can be null) Array of result codes
3060  );
3061 
3062 #ifdef AK_SUPPORT_WCHAR
3063  /// Prepares or unprepares game syncs synchronously (by Unicode string).\n
3064  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3065  /// The game syncs definitions must already exist in the sound engine by having
3066  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3067  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3068  /// dependencies needed to successfully set this game sync group to one of the
3069  /// game sync values specified, and load the required banks, if applicable.
3070  /// The function returns when the request has been completely processed.
3071  /// \return
3072  /// - \c AK_Success: Prepare/un-prepare successful.
3073  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3074  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3075  /// - \c AK_BankReadError: I/O error.
3076  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3077  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3078  /// - \c AK_InvalidFile: File specified could not be opened.
3079  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3080  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3081  /// \remarks
3082  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3083  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3084  /// so you never need to call this function.
3085  /// \sa
3086  /// - \c <tt>AK::SoundEngine::GetIDFromString()</tt>
3087  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
3088  /// - \c <tt>AK::SoundEngine::LoadBank()</tt>
3089  /// - \c AkInitSettings
3090  /// - \ref soundengine_banks
3091  /// - \ref sdk_bank_training
3093  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3094  AkGroupType in_eGameSyncType, ///< The type of game sync.
3095  const wchar_t* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3096  const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3097  AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array.
3098  );
3099 #endif //AK_SUPPORT_WCHAR
3100 
3101  /// Prepares or unprepares game syncs synchronously.\n
3102  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3103  /// The game syncs definitions must already exist in the sound engine by having
3104  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3105  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3106  /// dependencies needed to successfully set this game sync group to one of the
3107  /// game sync values specified, and load the required banks, if applicable.
3108  /// The function returns when the request has been completely processed.
3109  /// \return
3110  /// - \c AK_Success: Prepare/un-prepare successful.
3111  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3112  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3113  /// - \c AK_BankReadError: I/O error.
3114  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3115  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3116  /// - \c AK_InvalidFile: File specified could not be opened.
3117  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3118  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3119  /// \remarks
3120  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3121  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3122  /// so you never need to call this function.
3123  /// \sa
3124  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3125  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3126  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3127  /// - AkInitSettings
3128  /// - \ref soundengine_banks
3129  /// - \ref sdk_bank_training
3131  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3132  AkGroupType in_eGameSyncType, ///< The type of game sync.
3133  const char* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3134  const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3135  AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array.
3136  );
3137 
3138  /// Prepares or unprepares game syncs synchronously (by ID).\n
3139  /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3140  /// The game syncs definitions must already exist in the sound engine by having
3141  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3142  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3143  /// dependencies needed to successfully set this game sync group to one of the
3144  /// game sync values specified, and load the required banks, if applicable.
3145  /// The function returns when the request has been completely processed.
3146  /// \return
3147  /// - \c AK_Success: Prepare/un-prepare successful.
3148  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3149  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3150  /// - \c AK_BankReadError: I/O error.
3151  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3152  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3153  /// - \c AK_InvalidFile: File specified could not be opened.
3154  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3155  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3156  /// \remarks
3157  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3158  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3159  /// so you never need to call this function.
3160  /// \sa
3161  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3162  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3163  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3164  /// - AkInitSettings
3165  /// - \ref soundengine_banks
3166  /// - \ref sdk_bank_training
3168  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3169  AkGroupType in_eGameSyncType, ///< The type of game sync.
3170  AkUInt32 in_GroupID, ///< The State Group ID or the Switch Group ID.
3171  AkUInt32* in_paGameSyncID, ///< Array of ID of the game syncs to either support or not support.
3172  AkUInt32 in_uNumGameSyncs ///< The number of game sync ID in the array.
3173  );
3174 
3175 #ifdef AK_SUPPORT_WCHAR
3176  /// Prepares or unprepares game syncs asynchronously (by Unicode string).\n
3177  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3178  /// The game syncs definitions must already exist in the sound engine by having
3179  /// explicitly loaded the bank(s) that contain them (with <tt>LoadBank()</tt>).
3180  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3181  /// dependencies needed to successfully set this game sync group to one of the
3182  /// game sync values specified, and load the required banks, if applicable.
3183  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3184  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3185  /// \remarks
3186  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3187  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3188  /// so you never need to call this function.
3189  /// \sa
3190  /// - \c <tt>AK::SoundEngine::GetIDFromString()</tt>
3191  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
3192  /// - \c <tt>AK::SoundEngine::LoadBank()</tt>
3193  /// - \c AkInitSettings
3194  /// - \c AkBankCallbackFunc
3195  /// - \ref soundengine_banks
3196  /// - \ref sdk_bank_training
3198  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3199  AkGroupType in_eGameSyncType, ///< The type of game sync.
3200  const wchar_t* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3201  const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3202  AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array.
3203  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3204  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3205  );
3206 #endif //AK_SUPPORT_WCHAR
3207 
3208  /// Prepares or unprepares game syncs asynchronously.\n
3209  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3210  /// The game syncs definitions must already exist in the sound engine by having
3211  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3212  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3213  /// dependencies needed to successfully set this game sync group to one of the
3214  /// game sync values specified, and load the required banks, if applicable.
3215  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3216  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3217  /// \remarks
3218  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3219  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3220  /// so you never need to call this function.
3221  /// \sa
3222  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3223  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3224  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3225  /// - AkInitSettings
3226  /// - AkBankCallbackFunc
3227  /// - \ref soundengine_banks
3228  /// - \ref sdk_bank_training
3230  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3231  AkGroupType in_eGameSyncType, ///< The type of game sync.
3232  const char* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3233  const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3234  AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array.
3235  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3236  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3237  );
3238 
3239  /// Prepares or un-prepare game syncs asynchronously (by ID).\n
3240  /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3241  /// The game syncs definitions must already exist in the sound engine by having
3242  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3243  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3244  /// dependencies needed to successfully set this game sync group to one of the
3245  /// game sync values specified, and load the required banks, if applicable.
3246  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3247  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3248  /// \remarks
3249  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3250  /// set to true. When set to false, the sound engine automatically prepares all Game Syncs when preparing Events,
3251  /// so you never need to call this function.
3252  /// \sa
3253  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3254  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3255  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3256  /// - AkInitSettings
3257  /// - AkBankCallbackFunc
3258  /// - \ref soundengine_banks
3259  /// - \ref sdk_bank_training
3261  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3262  AkGroupType in_eGameSyncType, ///< The type of game sync.
3263  AkUInt32 in_GroupID, ///< The State Group ID or the Switch Group ID.
3264  AkUInt32* in_paGameSyncID, ///< Array of ID of the Game Syncs to either support or not support.
3265  AkUInt32 in_uNumGameSyncs, ///< The number of game sync ID in the array.
3266  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3267  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3268  );
3269 
3270  //@}
3271 
3272 
3273  ////////////////////////////////////////////////////////////////////////
3274  /// @name Listeners
3275  //@{
3276 
3277  /// Sets a game object's associated listeners.
3278  /// All listeners that have previously been added via AddListener or set via SetListeners will be removed and replaced with the listeners in the array in_pListenerGameObjs.
3279  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3280  /// \return
3281  /// - \c AK_Success if successful
3282  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
3283  /// \sa
3284  /// - <tt>AK::SoundEngine::AddListener</tt>
3285  /// - <tt>AK::SoundEngine::RemoveListener</tt>
3286  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3287  /// - \ref soundengine_listeners
3289  AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3290  const AkGameObjectID* in_pListenerGameObjs, ///< Array of listener game object IDs that will be activated for in_emitterGameObj.
3291  AkUInt32 in_uNumListeners ///< Length of array
3292  );
3293 
3294  /// Add a single listener to a game object's set of associated listeners.
3295  /// Any listeners that have previously been added or set via AddListener or SetListeners will remain as listeners and in_listenerGameObj will be added as an additional listener.
3296  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3297  /// \sa
3298  /// - <tt>AK::SoundEngine::SetListeners</tt>
3299  /// - <tt>AK::SoundEngine::RemoveListener</tt>
3300  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3301  /// - \ref soundengine_listeners
3303  AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3304  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be activated for in_emitterGameObj.
3305  );
3306 
3307  /// Remove a single listener from a game object's set of active listeners.
3308  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3309  /// \sa
3310  /// - <tt>AK::SoundEngine::SetListeners</tt>
3311  /// - <tt>AK::SoundEngine::AddListener</tt>
3312  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3313  /// - \ref soundengine_listeners
3315  AkGameObjectID in_emitterGameObj, ///< Emitter game object.
3316  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be deactivated for in_emitterGameObj. Game objects must have been previously registered.
3317  );
3318 
3319  /// Sets the default set of associated listeners for game objects that have not explicitly overridden their listener sets. Upon registration, all game objects reference the default listener set, until
3320  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3321  /// All default listeners that have previously been added via AddDefaultListener or set via SetDefaultListeners will be removed and replaced with the listeners in the array in_pListenerGameObjs.
3322  /// \return Always returns AK_Success
3323  /// \sa
3324  /// - \ref soundengine_listeners
3326  const AkGameObjectID* in_pListenerObjs, ///< Array of listener game object IDs that will be activated for subsequent registrations. Game objects must have been previously registered.
3327  AkUInt32 in_uNumListeners ///< Length of array
3328  );
3329 
3330  /// Add a single listener to the default set of listeners. Upon registration, all game objects reference the default listener set, until
3331  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3332  /// \sa
3333  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3334  /// - <tt>AK::SoundEngine::RemoveDefaultListener</tt>
3335  /// - \ref soundengine_listeners
3337  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be added to the default set of listeners.
3338  );
3339 
3340  /// Remove a single listener from the default set of listeners. Upon registration, all game objects reference the default listener set, until
3341  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3342  /// \sa
3343  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3344  /// - <tt>AK::SoundEngine::AddDefaultListener</tt>
3345  /// - \ref soundengine_listeners
3347  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be removed from the default set of listeners.
3348  );
3349 
3350  /// Resets the listener associations to the default listener(s), as set by <tt>SetDefaultListeners</tt>. This will also reset per-listener gains that have been set using <tt>SetGameObjectOutputBusVolume</tt>.
3351  /// \return Always returns AK_Success
3352  /// \sa
3353  /// - <tt>AK::SoundEngine::SetListeners</tt>
3354  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3355  /// - <tt>AK::SoundEngine::SetGameObjectOutputBusVolume</tt>
3356  /// - \ref soundengine_listeners
3358  AkGameObjectID in_emitterGameObj ///< Emitter game object.
3359  );
3360 
3361  /// Sets a listener's spatialization parameters. This lets you define listener-specific
3362  /// volume offsets for each audio channel.
3363  /// If \c in_bSpatialized is false, only \c in_pVolumeOffsets is used for this listener (3D positions
3364  /// have no effect on the speaker distribution). Otherwise, \c in_pVolumeOffsets is added to the speaker
3365  /// distribution computed for this listener.
3366  /// Use helper functions of \c AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets.
3367  ///
3368  /// \remarks
3369  /// - If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig,
3370  /// standard up/downmix rules apply.
3371  /// - Sounds with 3D Spatialization set to None will not be affected by these parameters.
3372  /// \return
3373  /// - \c AK_Success if message was successfully posted to sound engine queue
3374  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3375  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
3376  /// \sa
3377  /// - \ref soundengine_listeners_spatial
3379  AkGameObjectID in_uListenerID, ///< Listener game object ID
3380  bool in_bSpatialized, ///< Spatialization toggle (True : enable spatialization, False : disable spatialization)
3381  AkChannelConfig in_channelConfig, ///< Channel configuration associated with volumes in_pVolumeOffsets. Ignored if in_pVolumeOffsets is NULL.
3382  AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets = NULL ///< Per-speaker volume offset, in dB. See AkSpeakerVolumes.h for how to manipulate this vector.
3383  );
3384 
3385  //@}
3386 
3387 
3388  ////////////////////////////////////////////////////////////////////////
3389  /// @name Game Syncs
3390  //@{
3391 
3392  /// Sets the value of a real-time parameter control (by ID).
3393  /// With this function, you may set a game parameter value with global scope or with game object scope.
3394  /// Game object scope supersedes global scope. (Once a value is set for the game object scope, it will not be affected by changes to the global scope value.) Game parameter values set with a global scope are applied to all
3395  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3396  /// To set a game parameter value with global scope, pass \c AK_INVALID_GAME_OBJECT as the game object.
3397  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3398  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3399  /// according to the interpolation curve. If you call \c <tt><tt>SetRTPCValue()</tt></tt> with <tt>in_uValueChangeDuration = 0</tt> in the
3400  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3401  /// function at every game frame, you should not use \c in_uValueChangeDuration, as it would have no effect and it is less efficient.
3402  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3403  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3404  /// \return
3405  /// - \c AK_Success if the value was successfully set
3406  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3407  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3408  /// \sa
3409  /// - \ref soundengine_rtpc
3410  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3412  AkRtpcID in_rtpcID, ///< ID of the game parameter
3413  AkRtpcValue in_value, ///< Value to set
3414  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3415  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3416  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3417  bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3418  );
3419 
3420 #ifdef AK_SUPPORT_WCHAR
3421  /// Sets the value of a real-time parameter control (by Unicode string name).
3422  /// With this function, you may set a game parameter value to global scope or to game object scope.
3423  /// Game object scope supersedes global scope. (Once a value is set for the game object scope, it will not be affected by changes to the global scope value.) Game parameter values set with global scope are applied to all
3424  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3425  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3426  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3427  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3428  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3429  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3430  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3431  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3432  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3433  /// \return
3434  /// - \c AK_Success if the value was successfully set
3435  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3436  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3437  /// \aknote Strings are case-insensitive. \endaknote
3438  /// \sa
3439  /// - \ref soundengine_rtpc
3441  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3442  AkRtpcValue in_value, ///< Value to set
3443  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3444  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3445  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3446  bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3447  );
3448 #endif //AK_SUPPORT_WCHAR
3449 
3450  /// Sets the value of a real-time parameter control.
3451  /// With this function, you may set a game parameter value with global scope or with game object scope.
3452  /// Game object scope supersedes global scope. (Once a value is set for the game object scope, it will not be affected by changes to the global scope value.) Game parameter values set with global scope are applied to all
3453  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3454  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3455  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3456  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3457  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3458  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3459  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3460  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3461  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3462  /// \return
3463  /// - \c AK_Success if the value was successfully set
3464  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3465  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3466  /// \aknote Strings are case-insensitive. \endaknote
3467  /// \sa
3468  /// - \ref soundengine_rtpc
3470  const char* in_pszRtpcName, ///< Name of the game parameter
3471  AkRtpcValue in_value, ///< Value to set
3472  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3473  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3474  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3475  bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3476  );
3477 
3478  /// Sets the value of a real-time parameter control (by ID).
3479  /// With this function, you may set a game parameter value on playing id scope.
3480  /// Playing id scope supersedes both game object scope and global scope.
3481  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3482  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3483  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3484  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3485  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3486  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3487  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3488  /// - \c AK_Success if successful
3489  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3490  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3491  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3492  /// \sa
3493  /// - \ref soundengine_rtpc
3494  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3496  AkRtpcID in_rtpcID, ///< ID of the game parameter
3497  AkRtpcValue in_value, ///< Value to set
3498  AkPlayingID in_playingID, ///< Associated playing ID
3499  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3500  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3501  bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when, for example, loading a level and you don't want the values to interpolate.
3502  );
3503 
3504 #ifdef AK_SUPPORT_WCHAR
3505  /// Sets the value of a real-time parameter control (by Unicode string name).
3506  /// With this function, you may set a game parameter value on playing ID scope.
3507  /// Playing id scope supersedes both game object scope and global scope.
3508  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3509  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3510  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3511  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3512  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3513  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3514  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3515  /// - \c AK_Success if successful
3516  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3517  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3518  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3519  /// \sa
3520  /// - \ref soundengine_rtpc
3521  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3523  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3524  AkRtpcValue in_value, ///< Value to set
3525  AkPlayingID in_playingID, ///< Associated playing ID
3526  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3527  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3528  bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when, for example, loading a level and you don't want the values to interpolate.
3529  );
3530 #endif //AK_SUPPORT_WCHAR
3531 
3532  /// Sets the value of a real-time parameter control (by string name).
3533  /// With this function, you may set a game parameter value on playing id scope.
3534  /// Playing id scope supersedes both game object scope and global scope.
3535  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3536  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3537  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3538  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3539  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3540  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3541  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3542  /// - \c AK_Success if successful
3543  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3544  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3545  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3546  /// \sa
3547  /// - \ref soundengine_rtpc
3548  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3550  const char* in_pszRtpcName, ///< Name of the game parameter
3551  AkRtpcValue in_value, ///< Value to set
3552  AkPlayingID in_playingID, ///< Associated playing ID
3553  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3554  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3555  bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3556  );
3557 
3558  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3559  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3560  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3561  /// game objects that were not overridden with a value with game object scope.
3562  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3563  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3564  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3565  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3566  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3567  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3568  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3569  /// \return
3570  /// - \c AK_Success when successful
3571  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3572  /// \sa
3573  /// - \ref soundengine_rtpc
3574  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3575  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3577  AkRtpcID in_rtpcID, ///< ID of the game parameter
3578  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3579  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3580  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3581  bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3582  );
3583 
3584 #ifdef AK_SUPPORT_WCHAR
3585  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3586  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3587  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3588  /// game objects that were not overridden with a value with game object scope.
3589  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3590  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3591  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3592  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3593  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3594  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3595  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3596  /// \return
3597  /// - \c AK_Success if successful
3598  /// - \c AK_InvalidID if in_pszParamName is NULL.
3599  /// \aknote Strings are case-insensitive. \endaknote
3600  /// \sa
3601  /// - \ref soundengine_rtpc
3602  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3604  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3605  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3606  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3607  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3608  bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3609  );
3610 #endif //AK_SUPPORT_WCHAR
3611 
3612  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3613  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3614  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3615  /// game objects that were not overridden with a value with game object scope.
3616  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3617  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3618  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3619  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3620  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3621  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3622  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3623  /// \return
3624  /// - \c AK_Success if successful
3625  /// - \c AK_InvalidID if in_pszParamName is NULL.
3626  /// \aknote Strings are case-insensitive. \endaknote
3627  /// \sa
3628  /// - \ref soundengine_rtpc
3629  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3631  const char* in_pszRtpcName, ///< Name of the game parameter
3632  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3633  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3634  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3635  bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
3636  );
3637 
3638  /// Sets the State of a Switch Group (by IDs).
3639  /// \return Always returns AK_Success
3640  /// \sa
3641  /// - \ref soundengine_switch
3642  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3644  AkSwitchGroupID in_switchGroup, ///< ID of the Switch Group
3645  AkSwitchStateID in_switchState, ///< ID of the Switch
3646  AkGameObjectID in_gameObjectID ///< Associated game object ID
3647  );
3648 
3649 #ifdef AK_SUPPORT_WCHAR
3650  /// Sets the State of a Switch Group (by Unicode string names).
3651  /// \return
3652  /// - \c AK_Success if successful
3653  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3654  /// Make sure that the banks were generated with the "include string" option.
3655  /// \aknote Strings are case-insensitive. \endaknote
3656  /// \sa
3657  /// - \ref soundengine_switch
3659  const wchar_t* in_pszSwitchGroup, ///< Name of the Switch Group
3660  const wchar_t* in_pszSwitchState, ///< Name of the Switch
3661  AkGameObjectID in_gameObjectID ///< Associated game object ID
3662  );
3663 #endif //AK_SUPPORT_WCHAR
3664 
3665  /// Sets the state of a Switch Group.
3666  /// \return
3667  /// - \c AK_Success if successful
3668  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3669  /// Make sure that the banks were generated with the "include string" option.
3670  /// \aknote Strings are case-insensitive. \endaknote
3671  /// \sa
3672  /// - \ref soundengine_switch
3674  const char* in_pszSwitchGroup, ///< Name of the Switch Group
3675  const char* in_pszSwitchState, ///< Name of the Switch
3676  AkGameObjectID in_gameObjectID ///< Associated game object ID
3677  );
3678 
3679  /// Post the specified trigger (by IDs).
3680  /// \return Always returns AK_Success
3681  /// \sa
3682  /// - \ref soundengine_triggers
3683  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3685  AkTriggerID in_triggerID, ///< ID of the trigger
3686  AkGameObjectID in_gameObjectID ///< Associated game object ID
3687  );
3688 
3689 #ifdef AK_SUPPORT_WCHAR
3690  /// Posts the specified trigger (by Unicode string name).
3691  /// \return
3692  /// - \c AK_Success if successful
3693  /// - \c AK_InvalidID if the trigger name was null
3694  /// Make sure that the banks were generated with the "include string" option.
3695  /// \aknote Strings are case-insensitive. \endaknote
3696  /// \sa
3697  /// - \ref soundengine_triggers
3699  const wchar_t* in_pszTrigger, ///< Name of the trigger
3700  AkGameObjectID in_gameObjectID ///< Associated game object ID
3701  );
3702 #endif //AK_SUPPORT_WCHAR
3703 
3704  /// Posts the specified trigger.
3705  /// \return
3706  /// - \c AK_Success if successful
3707  /// - \c AK_InvalidID if the trigger name was null
3708  /// Make sure that the banks were generated with the "include string" option.
3709  /// \aknote Strings are case-insensitive. \endaknote
3710  /// \sa
3711  /// - \ref soundengine_triggers
3713  const char* in_pszTrigger, ///< Name of the trigger
3714  AkGameObjectID in_gameObjectID ///< Associated game object ID
3715  );
3716 
3717  /// Sets the state of a State Group (by IDs).
3718  /// \return Always returns AK_Success
3719  /// \sa
3720  /// - \ref soundengine_states
3721  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3723  AkStateGroupID in_stateGroup, ///< ID of the State Group
3724  AkStateID in_state ///< ID of the state
3725  );
3726 
3727 #ifdef AK_SUPPORT_WCHAR
3728  /// Sets the state of a State Group (by Unicode string names).
3729  /// \return
3730  /// - \c AK_Success if successful
3731  /// - \c AK_InvalidID if the state or State Group name was null
3732  /// Make sure that the banks were generated with the "include string" option.
3733  /// \aknote Strings are case-insensitive. \endaknote
3734  /// \sa
3735  /// - \ref soundengine_states
3736  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3738  const wchar_t* in_pszStateGroup, ///< Name of the State Group
3739  const wchar_t* in_pszState ///< Name of the state
3740  );
3741 #endif //AK_SUPPORT_WCHAR
3742 
3743  /// Sets the state of a State Group.
3744  /// \return
3745  /// - \c AK_Success if successful
3746  /// - \c AK_InvalidID if the state or State Group name was null
3747  /// Make sure that the banks were generated with the "include string" option.
3748  /// \aknote Strings are case-insensitive. \endaknote
3749  /// \sa
3750  /// - \ref soundengine_states
3751  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3753  const char* in_pszStateGroup, ///< Name of the State Group
3754  const char* in_pszState ///< Name of the state
3755  );
3756 
3757  //@}
3758 
3759  ////////////////////////////////////////////////////////////////////////
3760  /// @name Environments
3761  //@{
3762 
3763  /// Sets the Auxiliary Busses to route the specified game object
3764  /// To clear the game object's auxiliary sends, \c in_uNumSendValues must be 0.
3765  /// \sa
3766  /// - \ref soundengine_environments
3767  /// - \ref soundengine_environments_dynamic_aux_bus_routing
3768  /// - \ref soundengine_environments_id_vs_string
3769  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3770  /// \return
3771  /// - \c AK_Success if successful
3772  /// - \c AK_InvalidParameter if a duplicated environment is found in the array
3773  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3775  AkGameObjectID in_gameObjectID, ///< Associated game object ID
3776  AkAuxSendValue* in_aAuxSendValues, ///< Variable-size array of AkAuxSendValue structures
3777  ///< (it may be NULL if no environment must be set)
3778  AkUInt32 in_uNumSendValues ///< The number of auxiliary busses at the pointer's address
3779  ///< (it must be 0 if no environment is set)
3780  );
3781 
3782  /// Registers a callback to allow the game to modify or override the volume to be applied at the output of an audio bus.
3783  /// The callback must be registered once per bus ID.
3784  /// Call with <tt>in_pfnCallback = NULL</tt> to unregister.
3785  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
3786  /// \aknote The callback function will not be called for the Master Audio Bus, since the output of this bus is not a bus, but is instead an Audio Device.\endaknote
3787  /// \sa
3788  /// - \ref goingfurther_speakermatrixcallback
3789  /// - \ref soundengine_environments
3790  /// - AkSpeakerVolumeMatrixCallbackInfo
3791  /// - <tt>AK::IAkMixerInputContext</tt>
3792  /// - <tt>AK::IAkMixerPluginContext</tt>
3793  /// \return
3794  /// - \c AK_Success if successful
3795  /// - \c AK_IDNotFound if the bus is not found
3796  /// - \c AK_NotInitialized if the sound engine is not initialized
3797  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
3799  AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ).
3800  AkBusCallbackFunc in_pfnCallback, ///< Callback function.
3801  void* in_pCookie = NULL ///< User cookie.
3802  );
3803 
3804  /// Registers a callback to be called to allow the game to access metering data from any mixing bus. You may use this to monitor loudness at any point of the mixing hierarchy
3805  /// by accessing the peak, RMS, True Peak and K-weighted power (according to loudness standard ITU BS.1770). See \ref goingfurther_speakermatrixcallback for an example.
3806  /// The callback must be registered once per bus ID.
3807  /// Call with in_pfnCallback = NULL to unregister.
3808  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
3809  /// \sa
3810  /// - \ref goingfurther_speakermatrixcallback
3811  /// - AkBusMeteringCallbackFunc
3812  /// - <tt>AK::AkMetering</tt>
3813  /// \return
3814  /// - \c AK_Success if successful
3815  /// - \c AK_IDNotFound if the bus is not found
3816  /// - \c AK_NotInitialized if the sound engine is not initialized
3817  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
3819  AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ).
3820  AkBusMeteringCallbackFunc in_pfnCallback, ///< Callback function.
3821  AkMeteringFlags in_eMeteringFlags, ///< Metering flags.
3822  void* in_pCookie = NULL ///< User cookie.
3823  );
3824 
3825  /// Registers a callback to be called to allow the game to access metering data from any output device. You may use this to monitor loudness as sound leaves the Wwise sound engine
3826  /// by accessing the peak, RMS, True Peak and K-weighted power (according to loudness standard ITU BS.1770). See \ref goingfurther_speakermatrixcallback for an example.
3827  /// The callback must be registered once per device shareset ID.
3828  /// Call with in_pfnCallback = NULL to unregister.
3829  /// \sa
3830  /// - \ref goingfurther_speakermatrixcallback
3831  /// - AkOutputDeviceMeteringCallbackFunc
3832  /// - <tt>AK::AkMetering</tt>
3833  /// \return
3834  /// - \c AK_Success if successful
3835  /// - \c AK_DeviceNotFound if the device is not found
3836  /// - \c AK_NotInitialized if the sound engine is not initialized
3837  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
3839  AkOutputDeviceID in_idOutput, ///< Output ID, as returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
3840  AkOutputDeviceMeteringCallbackFunc in_pfnCallback, ///< Callback function.
3841  AkMeteringFlags in_eMeteringFlags, ///< Metering flags.
3842  void* in_pCookie = NULL ///< User cookie.
3843  );
3844 
3845  /// Sets the Output Bus Volume (direct) to be used for the specified game object.
3846  /// The control value is a number ranging from 0.0f to 1.0f.
3847  /// Output Bus Volumes are stored per listener association, so calling this function will override the default set of listeners. The game object in_emitterObjID will now reference its own set of listeners which will
3848  /// be the same as the old set of listeners, but with the new associated gain. Future changes to the default listener set will not be picked up by this game object unless ResetListenersToDefault() is called.
3849  /// \sa
3850  /// - \ref AK::SoundEngine::ResetListenersToDefault
3851  /// - \ref soundengine_environments
3852  /// - \ref soundengine_environments_setting_dry_environment
3853  /// - \ref soundengine_environments_id_vs_string
3854  /// \return
3855  /// - \c AK_Success when successful
3856  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3858  AkGameObjectID in_emitterObjID, ///< Associated emitter game object ID
3859  AkGameObjectID in_listenerObjID, ///< Associated listener game object ID. Pass AK_INVALID_GAME_OBJECT to set the Output Bus Volume for all connected listeners.
3860  AkReal32 in_fControlValue ///< A multiplier in the range [0.0f:16.0f] ( -∞ dB to +24 dB).
3861  ///< A value greater than 1.0f will amplify the sound.
3862  );
3863 
3864  /// Sets an Effect ShareSet at the specified audio node and Effect slot index.
3865  /// \aknote
3866  /// Replacing effects is preferably done through a Set Effect Event Action.
3867  /// \endaknote
3868  /// The target node cannot be a Bus, to set effects on a bus, use SetBusEffect() instead.
3869  /// \aknote The option "Override Parent" in
3870  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will
3871  /// still be the one in use and the call to SetActorMixerEffect will have no impact.
3872  /// \endaknote
3873  /// \return Always returns AK_Success
3875  AkUniqueID in_audioNodeID, ///< Can be a member of the Actor-Mixer or Interactive Music Hierarchy (not a bus).
3876  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3877  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
3878  );
3879 
3880  /// Sets an Effect ShareSet at the specified bus and Effect slot index.
3881  /// \aknote
3882  /// Replacing effects is preferably done through a Set Effect Event Action.
3883  /// \endaknote
3884  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
3885  /// This adds a reference on the audio node to an existing ShareSet.
3886  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3887  /// Bus which does not have any Effects, or removing the last Effect on a currently playing bus.
3888  /// \endaknote
3889  /// \aknote This function will replace existing Effects on the node. If the target node is not at
3890  /// the top of the hierarchy and is in the actor-mixer hierarchy, the option "Override Parent" in
3891  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3892  /// still be the one in use and the call to SetBusEffect will have no impact.
3893  /// \endaknote
3894  /// \return
3895  /// - \c AK_Success when successfully posted.
3896  /// - \c AK_IDNotFound if the Bus isn't found by in_audioNodeID
3897  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
3899  AkUniqueID in_audioNodeID, ///< Bus Short ID.
3900  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3901  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the Effect slot
3902  );
3903 
3904 #ifdef AK_SUPPORT_WCHAR
3905  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
3906  /// \aknote
3907  /// Replacing effects is preferably done through a Set Effect Event Action.
3908  /// \endaknote
3909  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
3910  /// This adds a reference on the audio node to an existing ShareSet.
3911  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3912  /// bus which does not have any Effects, or removing the last Effect on a currently playing Bus.
3913  /// \endaknote
3914  /// \aknote This function will replace existing Effects on the node. If the target node is not at
3915  /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
3916  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3917  /// still be the one in use and the call to \c SetBusEffect will have no impact.
3918  /// \endaknote
3919  /// \returns
3920  /// - \c AK_Success when successfully posted.
3921  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
3922  /// - \c AK_InvalidID if in_pszBusName is null
3923  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range or in_pszBusName is null
3925  const wchar_t* in_pszBusName, ///< Bus name
3926  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3927  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
3928  );
3929 #endif //AK_SUPPORT_WCHAR
3930 
3931  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
3932  /// \aknote
3933  /// Replacing effects is preferably done through a Set Effect Event Action.
3934  /// \endaknote
3935  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
3936  /// This adds a reference on the audio node to an existing ShareSet.
3937  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3938  /// Bus which does not have any effects, or removing the last Effect on a currently playing bus.
3939  /// \endaknote
3940  /// \aknote Make sure the new effect shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
3941  /// \aknote This function will replace existing Effects on the node. If the target node is not at
3942  /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
3943  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3944  /// still be the one in use and the call to SetBusEffect will have no impact.
3945  /// \endaknote
3946  /// \returns
3947  /// - \c AK_Success when successfully posted.
3948  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
3949  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
3950  /// - \c AK_InvalidID if in_pszBusName is null
3952  const char* in_pszBusName, ///< Bus name
3953  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3954  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
3955  );
3956 
3957  /// Sets an audio device effect shareset on the specified output device and effect slot index.
3958  /// \aknote
3959  /// Replacing effects is preferably done through a Set Effect Event Action.
3960  /// \endaknote
3961  /// \aknote Make sure the new effect shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
3962  /// \aknote This function will replace existing effects of the audio device shareset. \endaknote
3963  /// \aknote Audio device effects support is limited to one shareset per plug-in type at any time. \endaknote
3964  /// \aknote Errors are reported in the Wwise Capture Log if the effect cannot be set on the output device. \endaknote
3965 
3966  /// \returns Always returns AK_Success
3968  AkOutputDeviceID in_outputDeviceID, ///< Output ID, as returned from AddOutput or GetOutputID. Most of the time this should be 0 to designate the main (default) output
3969  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3970  AkUniqueID in_FXShareSetID ///< Effect ShareSet ID
3971  );
3972 
3973  /// Sets a Mixer ShareSet at the specified bus.
3974  /// \aknote This function has unspecified behavior when adding a mixer to a currently playing
3975  /// Bus which does not have any Effects or mixer, or removing the last mixer on a currently playing Bus.
3976  /// \endaknote
3977  /// \aknote Make sure the new mixer shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
3978  /// \aknote This function will replace existing mixers on the node.
3979  /// \endaknote
3980  /// \return Always returns AK_Success
3982  AkUniqueID in_audioNodeID, ///< Bus Short ID.
3983  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to remove.
3984  );
3985 
3986 #ifdef AK_SUPPORT_WCHAR
3987  /// Sets a Mixer ShareSet at the specified bus.
3988  /// \aknote This function has unspecified behavior when adding a mixer to a currently playing
3989  /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
3990  /// \endaknote
3991  /// \aknote Make sure the new mixer shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
3992  /// \aknote This function will replace existing mixers on the node.
3993  /// \endaknote
3994  /// \returns
3995  /// - \c AK_Success when successful
3996  /// - \c AK_InvalidID if in_pszBusName is null
3998  const wchar_t* in_pszBusName, ///< Bus name
3999  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to remove.
4000  );
4001 #endif //AK_SUPPORT_WCHAR
4002 
4003  /// Sets a Mixer ShareSet at the specified bus.
4004  /// \aknote This function has unspecified behavior when adding a mixer to a currently playing
4005  /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
4006  /// \endaknote
4007  /// \aknote Make sure the new mixer shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
4008  /// \aknote This function will replace existing mixers on the node.
4009  /// \endaknote
4010  /// \returns
4011  /// - \c AK_Success when successful
4012  /// - \c AK_InvalidID if in_pszBusName is null
4014  const char* in_pszBusName, ///< Bus name
4015  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to remove.
4016  );
4017 
4018  /// Forces channel configuration for the specified bus.
4019  /// \aknote You cannot change the configuration of the master bus.\endaknote
4020  ///
4021  /// \return Always returns AK_Success
4023  AkUniqueID in_audioNodeID, ///< Bus Short ID.
4024  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4025  );
4026 
4027 #ifdef AK_SUPPORT_WCHAR
4028  /// Forces channel configuration for the specified bus.
4029  /// \aknote You cannot change the configuration of the master bus.\endaknote
4030  ///
4031  /// \returns
4032  /// - \c AK_Success when successful
4033  /// - \c AK_InvalidID if in_pszBusName is null
4035  const wchar_t* in_pszBusName, ///< Bus name
4036  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4037  );
4038 #endif //AK_SUPPORT_WCHAR
4039 
4040  /// Forces channel configuration for the specified bus.
4041  /// \aknote You cannot change the configuration of the master bus.\endaknote
4042  ///
4043  /// \returns
4044  /// - \c AK_Success when successful
4045  /// - \c AK_InvalidID if in_pszBusName is null
4047  const char* in_pszBusName, ///< Bus name
4048  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4049  );
4050 
4051  /// Sets a game object's obstruction and occlusion levels. If SetMultiplePositions were used, values are set for all positions.
4052  /// To assign a unique obstruction and occlusion value to each sound position, instead use AK::SoundEngine::SetMultipleObstructionAndOcclusion.
4053  /// This function is used to affect how an object should be heard by a specific listener.
4054  /// \sa
4055  /// - \ref soundengine_obsocc
4056  /// - \ref soundengine_environments
4057  /// \return Always returns AK_Success
4059  AkGameObjectID in_EmitterID, ///< Emitter game object ID
4060  AkGameObjectID in_ListenerID, ///< Listener game object ID
4061  AkReal32 in_fObstructionLevel, ///< ObstructionLevel: [0.0f..1.0f]
4062  AkReal32 in_fOcclusionLevel ///< OcclusionLevel: [0.0f..1.0f]
4063  );
4064 
4065  /// Sets a game object's obstruction and occlusion value for each position defined by AK::SoundEngine::SetMultiplePositions.
4066  /// This function differs from AK::SoundEngine::SetObjectObstructionAndOcclusion as a list of obstruction/occlusion pair is provided
4067  /// and each obstruction/occlusion pair will affect the corresponding position defined at the same index.
4068  /// \aknote In the case the number of obstruction/occlusion pairs is smaller than the number of positions, remaining positions'
4069  /// obstrucion/occlusion values are set to 0.0. \endaknote
4070  /// \return
4071  /// - \c AK_Success if successful
4072  /// - \c AK_CommandTooLarge if the number of obstruction values is too large for the command queue.
4073  /// - \c AK_InvalidParameter if one of the parameter is out of range (check the debug console)
4074  /// - \c AK_InvalidFloatValue if one of the occlusion/obstruction values is NaN or Inf.
4075  /// \sa
4076  /// - \ref soundengine_obsocc
4077  /// - \ref soundengine_environments
4078  /// \return AK_Success if occlusion/obstruction values are successfully stored for this emitter
4080  AkGameObjectID in_EmitterID, ///< Emitter game object ID
4081  AkGameObjectID in_uListenerID, ///< Listener game object ID
4082  AkObstructionOcclusionValues* in_fObstructionOcclusionValues, ///< Array of obstruction/occlusion pairs to apply
4083  ///< ObstructionLevel: [0.0f..1.0f]
4084  ///< OcclusionLevel: [0.0f..1.0f]
4085  AkUInt32 in_uNumOcclusionObstruction ///< Number of obstruction/occlusion pairs specified in the provided array
4086  );
4087 
4088  /// Saves the playback history of container structures.
4089  /// This function will write history data for all currently loaded containers and instantiated game
4090  /// objects (for example, current position in Sequence Containers and previously played elements in
4091  /// Random Containers).
4092  /// \remarks
4093  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4094  /// \return
4095  /// - \c AK_Success when successful
4096  /// - \c AK_Fail is in_pBytes could not be parsed (corruption or data is truncated)
4097  /// \sa
4098  /// - <tt>AK::SoundEngine::SetContainerHistory()</tt>
4100  AK::IWriteBytes * in_pBytes ///< Pointer to IWriteBytes interface used to save the history.
4101  );
4102 
4103  /// Restores the playback history of container structures.
4104  /// This function will read history data from the passed-in stream reader interface, and apply it to all
4105  /// currently loaded containers and instantiated game objects. Game objects are matched by
4106  /// ID. History for unloaded structures and unknown game objects will be skipped.
4107  /// \remarks
4108  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4109  /// \return
4110  /// - \c AK_Success if successful
4111  /// - \c AK_InsufficientMemory if not enough memory is available for IReadBytes operation
4112  /// \sa
4113  /// - <tt>AK::SoundEngine::GetContainerHistory()</tt>
4115  AK::IReadBytes * in_pBytes ///< Pointer to IReadBytes interface used to load the history.
4116  );
4117 
4118  //@}
4119 
4120  ////////////////////////////////////////////////////////////////////////
4121  /// @name Capture
4122  //@{
4123 
4124  /// Starts recording the sound engine audio output.
4125  /// StartOutputCapture outputs a wav file per current output device of the sound engine.
4126  /// If more than one device is active, the system will create multiple files in the same output
4127  /// directory and will append numbers at the end of the provided filename.
4128  ///
4129  /// If no device is running yet, the system will return success AK_Success despite doing nothing.
4130  /// Use RegisterAudioDeviceStatusCallback to get notified when devices are created/destructed.
4131  ///
4132  /// \return AK_Success if successful, AK_Fail if there was a problem starting the output capture.
4133  /// \remark
4134  /// - The sound engine opens a stream for writing using <tt>AK::IAkStreamMgr::CreateStd()</tt>. If you are using the
4135  /// default implementation of the Stream Manager, file opening is executed in your implementation of
4136  /// the Low-Level IO interface <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>. The following
4137  /// AkFileSystemFlags are passed: uCompanyID = AKCOMPANYID_AUDIOKINETIC and uCodecID = AKCODECID_PCM,
4138  /// and the AkOpenMode is AK_OpenModeWriteOvrwr. Refer to \ref streamingmanager_lowlevel_location for
4139  /// more details on managing the deployment of your Wwise generated data.
4140  /// \return
4141  /// - \c AK_Success when successful
4142  /// - \c AK_InvalidParameter if in_CaptureFileName is null.
4143  /// - \c AK_InsufficientMemory if not enough memory is available.
4144  /// \sa
4145  /// - <tt>AK::SoundEngine::StopOutputCapture()</tt>
4146  /// - <tt>AK::StreamMgr::SetFileLocationResolver()</tt>
4147  /// - \ref streamingdevicemanager
4148  /// - \ref streamingmanager_lowlevel_location
4149  /// - RegisterAudioDeviceStatusCallback
4151  const AkOSChar* in_CaptureFileName ///< Name of the output capture file
4152  );
4153 
4154  /// Stops recording the sound engine audio output.
4155  /// \return AK_Success if successful, AK_Fail if there was a problem stopping the output capture.
4156  /// \sa
4157  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4159 
4160  /// Adds text marker in audio output file.
4161  /// \return
4162  /// - \c AK_Success when successful
4163  /// - \c AK_InvalidParameter if in_MarkerText is null.
4164  /// - \c AK_InsufficientMemory if not enough memory is available.
4165  /// \sa
4166  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4168  const char* in_MarkerText ///< Text of the marker
4169  );
4170 
4171  /// Gets the system sample rate.
4172  /// \return The sample rate.
4174 
4175  /// Registers a callback used for retrieving audio samples.
4176  /// The callback will be called from the audio thread during real-time rendering and from the main thread during offline rendering.
4177  /// \return
4178  /// - \c AK_Success when successful
4179  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4180  /// - \c AK_InvalidParameter when in_pfnCallback is null
4181  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4182  /// \sa
4183  /// - <tt>AK::SoundEngine::AddOutput()</tt>
4184  /// - <tt>AK::SoundEngine::GetOutputID()</tt>
4185  /// - <tt>AK::SoundEngine::UnregisterCaptureCallback()</tt>
4187  AkCaptureCallbackFunc in_pfnCallback, ///< Capture callback function to register.
4188  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4189  void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4190  );
4191 
4192  /// Unregisters a callback used for retrieving audio samples.
4193  /// \return
4194  /// - \c AK_Success when successful
4195  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4196  /// - \c AK_InvalidParameter when in_pfnCallback is null
4197  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4198  /// \sa
4199  /// - <tt>AK::SoundEngine::AddOutput()</tt>
4200  /// - <tt>AK::SoundEngine::GetOutputID()</tt>
4201  /// - <tt>AK::SoundEngine::RegisterCaptureCallback()</tt>
4203  AkCaptureCallbackFunc in_pfnCallback, ///< Capture callback function to unregister.
4204  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4205  void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4206  );
4207 
4208  /// Starts recording the sound engine profiling information into a file. This file can be read
4209  /// by Wwise Authoring. The file is created at the base path. If you have integrated Wwise I/O,
4210  /// you can use <tt>CAkDefaultIOHookBlocking::SetBasePath()</tt> (or <tt>CAkDefaultIOHookBlocking::AddBasePath()</tt>)
4211  /// to change the location where the file is saved. The profiling session records all data types possible.
4212  /// Note that this call captures peak metering for all the busses loaded and mixing
4213  /// while this call is invoked.
4214  /// \remark This function is provided as a utility tool only. It does nothing if it is
4215  /// called in the release configuration and returns AK_NotCompatible.
4217  const AkOSChar* in_CaptureFileName ///< Name of the output profiler file (.prof extension recommended)
4218  );
4219 
4220  /// Stops recording the sound engine profiling information.
4221  /// \remark This function is provided as a utility tool only. It does nothing if it is
4222  /// called in the release configuration and returns AK_NotCompatible.
4224 
4225  //@}
4226 
4227  ////////////////////////////////////////////////////////////////////////
4228  /// @name Offline Rendering
4229  //@{
4230 
4231  /// Sets the offline rendering frame time in seconds.
4232  /// When offline rendering is enabled, every call to \ref RenderAudio() will generate sample data as if this much time has elapsed. If the frame time argument is less than or equal to zero, every call to RenderAudio() will generate one audio buffer.
4233  /// \return Always returns AK_Success
4235  AkReal32 in_fFrameTimeInSeconds ///< frame time in seconds used during offline rendering
4236  );
4237 
4238  /// Enables/disables offline rendering.
4239  /// \return Always returns AK_Success
4241  bool in_bEnableOfflineRendering ///< enables/disables offline rendering
4242  );
4243 
4244  //@}
4245 
4246  ////////////////////////////////////////////////////////////////////////
4247  /// @name Secondary Outputs
4248  //@{
4249 
4250  /// Adds an output to the sound engine. Use this to add controller-attached headphones, controller speakers, DVR output, etc.
4251  /// The in_Settings parameter contains an Audio Device shareset to specify the output plugin to use and a device ID to specify the instance, if necessary (e.g. which game controller).
4252  ///
4253  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4254  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4255  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4256  ///
4257  /// \sa AkOutputSettings for more details.
4258  /// \sa \ref integrating_secondary_outputs
4259  /// \sa \ref default_audio_devices
4260  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4261  /// \sa AK::AkDeviceStatusCallbackFunc
4262  /// \return
4263  /// The following codes are returned directly from the function, as opposed to the AkDeviceStatusCallback
4264  /// - \c AK_NotImplemented: Feature not supported, some platforms don't have other outputs.
4265  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations (see parameter list below).
4266  /// - \c AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
4267  /// - \c AK_DeviceNotReady: The idDevice on in_settings doesn't match with a valid hardware device. Either the device doesn't exist or is disabled. Disconnected devices (headphones) are not considered "not ready" therefore won't cause this error.
4268  /// - \c AK_NotInitialized: If AK::SoundEngine::Init was not called or if the Init.bnk was not loaded before the call.
4269  /// - \c AK_Success: Parameters are valid.
4270  ///
4271  /// The following codes are returned from the callback.
4272  /// - \c AK_InsufficientMemory : Not enough memory to complete the operation.
4273  /// - \c AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
4274  /// - \c AK_PluginNotRegistered: The audioDeviceShareset exists but the plug-in it refers to is not installed or statically linked with the game.
4275  /// - \c AK_NotCompatible: The hardware does not support this type of output. Wwise will try to use the System output instead, and a separate callback will fire when that completes.
4276  /// - \c AK_DeviceNotCompatible: The hardware does not support this type of output. Wwise will NOT fallback to any other type of output.
4277  /// - \c AK_Fail: Generic code for any non-permanent conditions (e.g. disconnection) that prevent the use of the output. Wwise has created the output and sounds will be routed to it, but this output is currently silent until the temporary condition resolves.
4278  /// - \c AK_NoDistinctListener: Outputs of the same type (same ShareSet, like controller speakers) must have distinct Listeners to make a proper routing. This doesn't happen if there is only one output of that type.
4280  const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4281  AkOutputDeviceID *out_pDeviceID = NULL, ///< (Optional) Output ID to use with all other Output management functions. Leave to NULL if not required. \ref AK::SoundEngine::GetOutputID
4282  const AkGameObjectID* in_pListenerIDs = NULL, ///< Specific listener(s) to attach to this device.
4283  ///< If specified, only the sounds routed to game objects linked to those listeners will play in this device.
4284  ///< It is necessary to have separate listeners if multiple devices of the same type can coexist (e.g. controller speakers)
4285  ///< If not specified, sound routing simply obey the associations between Master Busses and Audio Devices setup in the Wwise Project.
4286  AkUInt32 in_uNumListeners = 0 ///< The number of elements in the in_pListenerIDs array.
4287  );
4288 
4289  /// Removes one output added through AK::SoundEngine::AddOutput
4290  /// If a listener was associated with the device, you should consider unregistering the listener prior to call RemoveOutput
4291  /// so that Game Object/Listener routing is properly updated according to your game scenario.
4292  /// \sa \ref integrating_secondary_outputs
4293  /// \sa AK::SoundEngine::AddOutput
4294  /// \return AK_Success: Parameters are valid.
4296  AkOutputDeviceID in_idOutput ///< ID of the output to remove. Use the returned ID from AddOutput, GetOutputID, or ReplaceOutput
4297  );
4298 
4299  /// Replaces an output device previously created during engine initialization or from AddOutput, with a new output device.
4300  /// In addition to simply removing one output device and adding a new one, the new output device will also be used on all of the master buses
4301  /// that the old output device was associated with, and preserve all listeners that were attached to the old output device.
4302  ///
4303  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4304  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4305  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4306  ///
4307  /// \sa AK::SoundEngine::AddOutput
4308  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4309  /// \sa AK::AkDeviceStatusCallbackFunc
4310  /// \return
4311  /// - \c AK_InvalidID: The audioDeviceShareset on in_settings was not valid.
4312  /// - \c AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
4313  /// - \c AK_DeviceNotReady: The idDevice on in_settings doesn't match with a valid hardware device. Either the device doesn't exist or is disabled. Disconnected devices (headphones) are not considered "not ready" therefore won't cause this error.
4314  /// - \c AK_DeviceNotFound: The in_outputDeviceId provided does not match with any of the output devices that the sound engine is currently using.
4315  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations on in_settings
4316  /// - \c AK_Success: parameters were valid, and the remove and add will occur.
4318  const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4319  AkOutputDeviceID in_outputDeviceId, ///< AkOutputDeviceID of the output to replace. Use 0 to target the current main output, regardless of its id. Otherwise, use the AkOuptutDeviceID returned from AddOutput() or ReplaceOutput(), or generated by GetOutputID()
4320  AkOutputDeviceID *out_pOutputDeviceId = NULL ///< (Optional) Pointer into which the method writes the AkOutputDeviceID of the new output device. If the call fails, the value pointed to will not be modified.
4321  );
4322 
4323  /// Gets the compounded output ID from shareset and device id.
4324  /// Outputs are defined by their type (Audio Device shareset) and their specific system ID. A system ID could be reused for other device types on some OS or platforms, hence the compounded ID.
4325  /// Use 0 for in_idShareset & in_idDevice to get the Main Output ID (the one usually initialized during AK::SoundEngine::Init)
4326  /// \return The id of the output
4328  AkUniqueID in_idShareset, ///< Audio Device ShareSet ID, as defined in the Wwise Project. If needed, use AK::SoundEngine::GetIDFromString() to convert from a string. Set to AK_INVALID_UNIQUE_ID to use the default.
4329  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4330  /// \sa \ref obtaining_device_id
4331  );
4332 
4334  const char* in_szShareSet, ///< Audio Device ShareSet Name, as defined in the Wwise Project. If Null, will select the Default Output shareset (always available)
4335  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4336  /// \sa \ref obtaining_device_id
4337  );
4338 
4339  #ifdef AK_SUPPORT_WCHAR
4341  const wchar_t* in_szShareSet, ///< Audio Device ShareSet Name, as defined in the Wwise Project. If Null, will select the Default Output shareset (always available)
4342  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4343  /// \sa \ref obtaining_device_id
4344  );
4345  #endif
4346 
4347  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4348  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4349  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4350  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4351  /// \return
4352  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4353  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4355  AkUniqueID in_idBus, ///< Id of the master bus
4356  AkUniqueID in_idNewDevice ///< New device shareset to replace with.
4357  );
4358 
4359  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4360  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4361  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4362  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4363  /// \return
4364  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4365  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4367  const char* in_BusName, ///< Name of the master bus
4368  const char* in_DeviceName ///< New device shareset to replace with.
4369  );
4370 
4371  #ifdef AK_SUPPORT_WCHAR
4372  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4373  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4374  /// SetBusDevice must be preceded by a call to AddOutput for the new device shareset to be registered as an output.
4375  /// \return
4376  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4377  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4379  const wchar_t* in_BusName, ///< Name of the master bus
4380  const wchar_t* in_DeviceName ///< New device shareset to replace with.
4381  );
4382  #endif
4383 
4384  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4385  /// This call is only valid for sink plug-ins that support device enumeration.
4386  /// Prerequisites: the plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4387  /// \return
4388  /// - \c AK_NotImplemented if the sink plug-in does not implement device enumeration
4389  /// - \c AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4390  /// - \c AK_NotCompatible if no device of this type are supported on the current platform
4391  /// - \c AK_Fail in case of system device manager failure (OS related)
4392  ///
4394  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
4395  AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
4396  AkUInt32& io_maxNumDevices, ///< In: The length of the out_deviceDescriptions array. Out: If out_deviceDescriptions is not-null, this will be set to the number of entries in out_deviceDescriptions that was populated. If out_deviceDescriptions is null, this will be set to the number of devices that may be available.
4397  AkDeviceDescription* out_deviceDescriptions ///< The output array of device descriptions.
4398  );
4399 
4400  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4401  /// This call is only valid for sink plug-ins that support device enumeration.
4402  /// Prerequisites:
4403  /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4404  /// * The audio device shareset must have been loaded from a soundbank and a device with this shareset must exist in the pipeline.
4405  /// \return
4406  /// AK_NotImplemented if the sink plug-in does not implement device enumeration
4407  /// AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4409  AkUniqueID in_audioDeviceShareSetID, ///< In: The audio device shareset ID for which to list the sink plug-in devices.
4410  AkUInt32& io_maxNumDevices, ///< In: The length of the out_deviceDescriptions array. Out: If out_deviceDescriptions is not-null, this will be set to the number of entries in out_deviceDescriptions that was populated. If out_deviceDescriptions is null, this will be set to the number of devices that may be available.
4411  AkDeviceDescription* out_deviceDescriptions ///< The output array of device descriptions.
4412  );
4413 
4414  /// Sets the volume of a output device.
4415  /// \return
4416  /// - \c AK_Success if successful
4417  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4419  AkOutputDeviceID in_idOutput, ///< Output ID to set the volume on. As returned from AddOutput or GetOutputID
4420  AkReal32 in_fVolume ///< Volume (0.0 = Muted, 1.0 = Volume max)
4421  );
4422 
4423  /// Returns whether or not the audio device matching the device ID provided supports spatial audio (i.e. the functionality is enabled, and more than 0 dynamic objects are supported).
4424  /// If Spatial Audio is supported, then you can call Init, AddOutput, or ReplaceOutput with an Audio Device Shareset corresponding to the respective platform-specific plug-in that
4425  /// provides spatial audio, such as the Microsoft Spatial Sound Platform for Windows. Note that on Xbox One, you need to call EnableSpatialAudio() before the sound engine is
4426  /// initialized, or initialize the sound engine with AkPlatformInitSettings::bEnableSpatialAudio set to true if you want spatial audio support; otherwise this will always return AK_NotCompatible.
4427  /// \return
4428  /// AK_NotCompatible when the device ID provided does not support spatial audio, or the platform does not support spatial audio
4429  /// AK_Fail when there is some other miscellaneous failure, or the device ID provided does not match a device that the system knows about
4430  /// AK_Success when the device ID provided does support spatial audio
4432  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4433  /// \sa \ref obtaining_device_id
4434  );
4435 
4436 
4437  //@}
4438 
4439  /// This function should be called to put the sound engine in background mode, where audio isn't processed anymore. This needs to be called if the console has a background mode or some suspended state.
4440  /// Call \c WakeupFromSuspend when your application receives the message from the OS that the process is back in foreground.
4441  /// When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when \ref RenderAudio() is called.
4442  /// It is recommended to match the <b>in_bRenderAnyway</b> parameter with the behavior of the rest of your game:
4443  /// if your game still runs in background and you must keep some kind of coherent state between the audio engine and game, then allow rendering.
4444  /// If you want to minimize CPU when in background, then don't allow rendering and never call RenderAudio from the game.
4445  ///
4446  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4447  /// \sa WakeupFromSuspend
4448  /// \sa \ref workingwithsdks_system_calls
4450  bool in_bRenderAnyway = false, ///< If set to true, audio processing will still occur, but not outputted. When set to false, no audio will be processed at all, even upon reception of RenderAudio().
4451  bool in_bFadeOut = true ///< Delay the suspend by one audio frame in order to fade-out. When false, the suspend takes effect immediately but audio may glitch.
4452  );
4453 
4454  /// This function should be called to wake up the sound engine and start processing audio again. This needs to be called if the console has a background mode or some suspended state.
4455  ///
4456  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4457  /// \sa Suspend
4458  /// \sa \ref workingwithsdks_system_calls
4460  AkUInt32 in_uDelayMs = 0 /// Delay (in milliseconds) before the wake up occurs. Rounded up to audio frame granularity. Adding a delay is useful if there is a possibility that another OS event may override the wake-up in the near future.
4461  );
4462 
4463  /// Obtains the current audio output buffer tick. This corresponds to the number of buffers produced by
4464  /// the sound engine since initialization.
4465  /// \return Tick count.
4467 
4468  /// Obtains the current audio output sample tick. This corresponds to the number of sapmles produced by
4469  /// the sound engine since initialization.
4470  /// \return Sample count.
4472  }
4473 }
4474 
4475 #endif // _AK_SOUNDENGINE_H_
AkOutputSettings settingsMainOutput
Main output device settings.
AKSOUNDENGINE_API AKRESULT RegisterPluginDLL(const AkOSChar *in_DllName, const AkOSChar *in_DllPath=NULL)
AkUInt32 uMonitorQueuePoolSize
Size of the monitoring queue, in bytes. This parameter is not used in Release build.
AkUInt32 AkStateGroupID
State group ID.
Definition: AkTypes.h:122
AKSOUNDENGINE_API AKRESULT RemoveDefaultListener(AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT PrepareEvent(PreparationType in_PreparationType, const char **in_ppszString, AkUInt32 in_uNumEvent)
AKSOUNDENGINE_API AkUInt32 GetSampleRate()
void(* AkProfilerPostMarkerFunc)(AkPluginID in_uPluginID, const char *in_pszMarkerName)
AKSOUNDENGINE_API AKRESULT SetRTPCValue(AkRtpcID in_rtpcID, AkRtpcValue in_value, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AKSOUNDENGINE_API AKRESULT SetOutputDeviceEffect(AkOutputDeviceID in_outputDeviceID, AkUInt32 in_uFXIndex, AkUniqueID in_FXShareSetID)
uint16_t AkUInt16
Unsigned 16-bit integer.
AKSOUNDENGINE_API AKRESULT SetSpeakerAngles(const AkReal32 *in_pfSpeakerAngles, AkUInt32 in_uNumAngles, AkReal32 in_fHeightAngle, AkOutputDeviceID in_idOutput=0)
Audiokinetic namespace.
AkInt32 AkTimeMs
Time in ms.
Definition: AkTypes.h:124
AkBackgroundMusicChangeCallbackFunc BGMCallback
Application-defined audio source change event callback function.
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkTypes.h:923
AKSOUNDENGINE_API void ExecuteActionOnPlayingID(AkActionOnEventType in_ActionType, AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
Obstruction/occlusion pair for a position.
Definition: AkTypes.h:769
AKSOUNDENGINE_API AKRESULT LoadBankMemoryView(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkBankID &out_bankID)
AkUInt8 * pMediaMemory
Pointer to the data to be set for the source.
AkPanningRule ePanningRule
AKSOUNDENGINE_API AKRESULT PrepareGameSyncs(PreparationType in_PreparationType, AkGroupType in_eGameSyncType, const char *in_pszGroupName, const char **in_ppszGameSyncName, AkUInt32 in_uNumGameSyncs)
AKSOUNDENGINE_API AKRESULT GetSourcePlayPositions(AkPlayingID in_PlayingID, AkSourcePosition *out_puPositions, AkUInt32 *io_pcPositions, bool in_bExtrapolate=true)
AKSOUNDENGINE_API AKRESULT Init(AkInitSettings *in_pSettings, AkPlatformInitSettings *in_pPlatformSettings)
AKSOUNDENGINE_API AKRESULT SetSwitch(AkSwitchGroupID in_switchGroup, AkSwitchStateID in_switchState, AkGameObjectID in_gameObjectID)
void(* AkResourceMonitorCallbackFunc)(const AkResourceMonitorDataSummary *in_pdataSummary)
Definition: AkCallback.h:375
void(* AkJobWorkerFunc)(AkJobType in_jobType, AkUInt32 in_uExecutionTimeUsec)
AKSOUNDENGINE_API AKRESULT StopMIDIOnEvent(AkUniqueID in_eventID=AK_INVALID_UNIQUE_ID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkPlayingID in_playingID=AK_INVALID_PLAYING_ID)
AKSOUNDENGINE_API AKRESULT GetSourceStreamBuffering(AkPlayingID in_PlayingID, AkTimeMs &out_buffering, bool &out_bIsBuffering)
@ AkBankContent_StructureOnly
Use AkBankContent_StructureOnly to load only the structural content, including Events,...
IAkSoftwareCodec *(* AkCreateFileSourceCallback)(void *in_pCtx)
Registered file source creation function prototype.
Definition: AkTypes.h:1098
@ AkSetPositionFlags_Default
Definition: AkTypes.h:1176
AKSOUNDENGINE_API AKRESULT StartOutputCapture(const AkOSChar *in_CaptureFileName)
AkUInt32 AkRtpcID
Real time parameter control ID.
Definition: AkTypes.h:141
AkProfilerPopTimerFunc fnProfilerPopTimer
External (optional) function for tracking performance of the sound engine that is called when a timer...
AKSOUNDENGINE_API AKRESULT SetMaxNumVoicesLimit(AkUInt16 in_maxNumberVoices)
AKSOUNDENGINE_API AKRESULT RegisterOutputDeviceMeteringCallback(AkOutputDeviceID in_idOutput, AkOutputDeviceMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
AkUInt32 uNumSamplesPerFrame
Number of samples per audio frame (256, 512, 1024, or 2048).
@ AkFloorPlane_Default
The Wwise default floor plane is ZX.
AKSOUNDENGINE_API AKRESULT SetDefaultListeners(const AkGameObjectID *in_pListenerObjs, AkUInt32 in_uNumListeners)
AKSOUNDENGINE_API AKRESULT RegisterBusVolumeCallback(AkUniqueID in_busID, AkBusCallbackFunc in_pfnCallback, void *in_pCookie=NULL)
AKSOUNDENGINE_API AKRESULT UnregisterAllGameObj()
AKSOUNDENGINE_API AKRESULT ResetRTPCValue(AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AkUInt64 AkGameObjectID
Game object ID.
Definition: AkTypes.h:128
AkUInt32 AkBankID
Run time bank ID.
Definition: AkTypes.h:143
#define AK_EXTERNAPIFUNC(_type, _name)
@ AkFloorPlane_XY
The floor is oriented along the XY-plane. The front vector points towards +X, the up vector towards +...
AkReal32 fDebugOutOfRangeLimit
Debug setting: Only used when bDebugOutOfRangeCheckEnabled is true. This defines the maximum values s...
AKSOUNDENGINE_API AKRESULT RegisterGlobalCallback(AkGlobalCallbackFunc in_pCallback, AkUInt32 in_eLocation=AkGlobalCallbackLocation_BeginRender, void *in_pCookie=NULL, AkPluginType in_eType=AkPluginTypeNone, AkUInt32 in_ulCompanyID=0, AkUInt32 in_ulPluginID=0)
AKSOUNDENGINE_API void CancelEventCallbackCookie(void *in_pCookie)
AKRESULT
Standard function call result.
Definition: AkTypes.h:199
AkUInt32 updateBufferTick
Value of GetBufferTick() at the time the position was updated.
AKRESULT(* AkGetDeviceListCallback)(AkUInt32 &io_maxNumDevices, AkDeviceDescription *out_deviceDescriptions)
Registered plugin device enumeration function prototype, used for providing lists of devices by plug-...
Definition: IAkPlugin.h:1335
AKSOUNDENGINE_API AKRESULT RegisterGameObj(AkGameObjectID in_gameObjectID)
void(* AkGlobalCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkGlobalCallbackLocation in_eLocation, void *in_pCookie)
Definition: AkCallback.h:368
@ Preparation_LoadAndDecode
Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
AkMeteringFlags
Metering flags. Used for specifying bus metering, through AK::SoundEngine::RegisterBusVolumeCallback(...
Definition: AkTypes.h:1207
AKSOUNDENGINE_API AKRESULT GetContainerHistory(AK::IWriteBytes *in_pBytes)
AKSOUNDENGINE_API AKRESULT LoadBank(const char *in_pszString, AkBankID &out_bankID, AkBankType in_bankType=AkBankType_User)
AkInt32 AkMemPoolId
Memory pool ID.
Definition: AkTypes.h:130
AKSOUNDENGINE_API AKRESULT SetState(AkStateGroupID in_stateGroup, AkStateID in_state)
Platform-independent initialization settings of output devices.
AKSOUNDENGINE_API bool IsInitialized()
@ Preparation_Unload
PrepareEvent() will unload required information to play the specified event.
@ AkBankContent_All
Use AkBankContent_All to load both the media and structural content.
void(* AkBusMeteringCallbackFunc)(AkBusMeteringCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:286
AKSOUNDENGINE_API AKRESULT SetOfflineRenderingFrameTime(AkReal32 in_fFrameTimeInSeconds)
char AkOSChar
Generic character string.
Definition: AkTypes.h:60
uint8_t AkUInt8
Unsigned 8-bit integer.
AKSOUNDENGINE_API AKRESULT ClearBanks()
AKSOUNDENGINE_API AKRESULT UnregisterAudioDeviceStatusCallback()
Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatus...
AkUInt32 uMaxNumPaths
Maximum number of paths for positioning.
AKSOUNDENGINE_API AKRESULT WakeupFromSuspend(AkUInt32 in_uDelayMs=0)
AKSOUNDENGINE_API AKRESULT SetMultipleObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_uListenerID, AkObstructionOcclusionValues *in_fObstructionOcclusionValues, AkUInt32 in_uNumOcclusionObstruction)
AkUInt32 samplePosition
Position of the source (in samples) associated with that playing item.
AKSOUNDENGINE_API AKRESULT SetOutputVolume(AkOutputDeviceID in_idOutput, AkReal32 in_fVolume)
AKSOUNDENGINE_API AKRESULT GetPanningRule(AkPanningRule &out_ePanningRule, AkOutputDeviceID in_idOutput=0)
void(* AkOutputDeviceMeteringCallbackFunc)(AkOutputDeviceMeteringCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:296
AkFloorPlane eFloorPlane
AKSOUNDENGINE_API AKRESULT SetBankLoadIOSettings(AkReal32 in_fThroughput, AkPriority in_priority)
#define NULL
Definition: AkTypes.h:46
AKSOUNDENGINE_API AKRESULT AddOutputCaptureMarker(const char *in_MarkerText)
AKSOUNDENGINE_API AKRESULT RegisterAudioDeviceStatusCallback(AK::AkDeviceStatusCallbackFunc in_pCallback)
AKSOUNDENGINE_API AKRESULT PostTrigger(AkTriggerID in_triggerID, AkGameObjectID in_gameObjectID)
float AkReal32
32-bit floating point
AKSOUNDENGINE_API AKRESULT PinEventInStreamCache(AkUniqueID in_eventID, AkPriority in_uActivePriority, AkPriority in_uInactivePriority)
AKSOUNDENGINE_API void CancelEventCallbackGameObject(AkGameObjectID in_gameObjectID)
Position and orientation of game objects in the world (i.e. supports 64-bit-precision position)
Definition: AkTypes.h:474
AKSOUNDENGINE_API AKRESULT ReplaceOutput(const AkOutputSettings &in_Settings, AkOutputDeviceID in_outputDeviceId, AkOutputDeviceID *out_pOutputDeviceId=NULL)
AKSOUNDENGINE_API void GetDefaultInitSettings(AkInitSettings &out_settings)
AKSOUNDENGINE_API AKRESULT RegisterPlugin(AkPluginType in_eType, AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID, AkCreatePluginCallback in_pCreateFunc, AkCreateParamCallback in_pCreateParamFunc, AkGetDeviceListCallback in_pGetDeviceList=NULL)
FuncRequestJobWorker fnRequestJobWorker
Function called by the job manager when a new worker needs to be requested. When null,...
AKSOUNDENGINE_API AKRESULT SetActorMixerEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
AkSetPositionFlags
Flags to independently set the position of the emitter or listener component on a game object.
Definition: AkTypes.h:1172
AKSOUNDENGINE_API AKRESULT RegisterCodec(AkUInt32 in_ulCompanyID, AkUInt32 in_ulCodecID, AkCreateFileSourceCallback in_pFileCreateFunc, AkCreateBankSourceCallback in_pBankCreateFunc)
@ MultiPositionType_MultiDirections
Simulate one sound coming from multiple directions. Useful for repositionning sounds based on wall op...
Definition: AkTypes.h:1147
bool bUseLEngineThread
Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAud...
AKSOUNDENGINE_API AKRESULT StopProfilerCapture()
AKSOUNDENGINE_API AKRESULT SetObjectObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 in_fObstructionLevel, AkReal32 in_fOcclusionLevel)
AKSOUNDENGINE_API AkOutputDeviceID GetOutputID(AkUniqueID in_idShareset, AkUInt32 in_idDevice)
AkOutputSettings(const char *in_szDeviceShareSet, AkUniqueID in_idDevice=AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig=AkChannelConfig(), AkPanningRule in_ePanning=AkPanningRule_Speakers)
AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]
The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
AKSOUNDENGINE_API AKRESULT DecodeBank(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkMemPoolId in_uPoolForDecodedBank, void *&out_pDecodedBankPtr, AkUInt32 &out_uDecodedBankSize)
AkUInt32 AkUniqueID
Unique 32-bit ID.
Definition: AkTypes.h:120
AKSOUNDENGINE_API AKRESULT StartProfilerCapture(const AkOSChar *in_CaptureFileName)
void(* AkProfilerPopTimerFunc)()
External (optional) function for tracking performance of the sound engine that is called when a timer...
Configured audio settings.
Definition: AkTypes.h:285
@ AkFloorPlane_XZ
The floor is oriented along the ZX-plane. The front vector points towards +Z, the up vector towards +...
AkUInt32 uContinuousPlaybackLookAhead
Default is 1 audio quantum, also known as an audio frame. Its size is equal to AkInitSettings::uNumSa...
AKSOUNDENGINE_API AKRESULT RemoveOutput(AkOutputDeviceID in_idOutput)
bool bEnableGameSyncPreparation
Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
AkUInt32 AkPluginID
Source or effect plug-in ID.
Definition: AkTypes.h:131
AKSOUNDENGINE_API AkUInt32 GetBufferTick()
AKSOUNDENGINE_API AKRESULT RegisterResourceMonitorCallback(AkResourceMonitorCallbackFunc in_pCallback)
AkOSChar * szPluginDLLPath
When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the gam...
void * pClientData
Arbitrary data that will be passed back to the client when calling FuncRequestJobWorker.
AKSOUNDENGINE_API AKRESULT GetOutputDeviceConfiguration(AkOutputDeviceID in_idOutput, AkChannelConfig &io_channelConfig, Ak3DAudioSinkCapabilities &io_capabilities)
AKSOUNDENGINE_API AKRESULT GetDeviceSpatialAudioSupport(AkUInt32 in_idDevice)
AKSOUNDENGINE_API AKRESULT AddListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
AkAssertHook pfnAssertHook
External assertion handling function (optional)
Necessary settings for setting externally-loaded sources.
AkUInt32 uMemorySlabSize
Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
AKSOUNDENGINE_API AKRESULT SeekOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkTimeMs in_iPosition, bool in_bSeekToNearestMarker=false, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AkUInt32 uMaxHardwareTimeoutMs
Amount of time to wait for HW devices to trigger an audio interrupt. If there is no interrupt after t...
AKSOUNDENGINE_API AKRESULT SetScalingFactor(AkGameObjectID in_GameObjectID, AkReal32 in_fAttenuationScalingFactor)
AKSOUNDENGINE_API AKRESULT RegisterCaptureCallback(AkCaptureCallbackFunc in_pfnCallback, AkOutputDeviceID in_idOutput=AK_INVALID_OUTPUT_DEVICE_ID, void *in_pCookie=NULL)
@ Preparation_Load
PrepareEvent() will load required information to play the specified event.
AKSOUNDENGINE_API AKRESULT UnregisterGameObj(AkGameObjectID in_gameObjectID)
AKSOUNDENGINE_API AKRESULT SetJobMgrMaxActiveWorkers(AkJobType in_jobType, AkUInt32 in_uNewMaxActiveWorkers)
AKSOUNDENGINE_API AKRESULT RenderAudio(bool in_bAllowSyncRender=true)
AkJobMgrSettings settingsJobManager
Settings to configure the behavior of the Sound Engine's internal job manager.
void(* AkCaptureCallbackFunc)(AkAudioBuffer &in_CaptureBuffer, AkOutputDeviceID in_idOutput, void *in_pCookie)
Definition: AkCallback.h:408
Positioning information for a sound, with specified subset of its channels.
Definition: AkTypes.h:776
AKSOUNDENGINE_API AKRESULT SetListenerSpatialization(AkGameObjectID in_uListenerID, bool in_bSpatialized, AkChannelConfig in_channelConfig, AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets=NULL)
AKSOUNDENGINE_API AKRESULT SetGameObjectAuxSendValues(AkGameObjectID in_gameObjectID, AkAuxSendValue *in_aAuxSendValues, AkUInt32 in_uNumSendValues)
AkInt8 AkPriority
Priority.
Definition: AkTypes.h:135
AkGroupType
Game sync group type.
Definition: AkTypes.h:277
Settings for the Sound Engine's internal job manager.
AKSOUNDENGINE_API AkPlayingID PostMIDIOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkMIDIPost *in_pPosts, AkUInt16 in_uNumPosts, bool in_bAbsoluteOffsets=false, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, AkPlayingID in_playingID=AK_INVALID_PLAYING_ID)
static const AkUInt32 AK_NUM_JOB_TYPES
Number of possible job types recognized by the Sound Engine.
Definition: AkTypes.h:195
void(* AkCallbackFunc)(AkCallbackType in_eType, AkCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:266
AKRESULT(* AkBackgroundMusicChangeCallbackFunc)(bool in_bBackgroundMusicMuted, void *in_pCookie)
AKSOUNDENGINE_API AKRESULT UnregisterCaptureCallback(AkCaptureCallbackFunc in_pfnCallback, AkOutputDeviceID in_idOutput=AK_INVALID_OUTPUT_DEVICE_ID, void *in_pCookie=NULL)
AKSOUNDENGINE_API AkChannelConfig GetSpeakerConfiguration(AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API AKRESULT GetAudioSettings(AkAudioSettings &out_audioSettings)
AkUInt32 uMediaSize
Size, in bytes, of the data to be set for the source.
AKSOUNDENGINE_API AKRESULT UnloadBank(const char *in_pszString, const void *in_pInMemoryBankPtr, AkBankType in_bankType=AkBankType_User)
AkReal32 fGameUnitsToMeters
AKSOUNDENGINE_API AKRESULT RegisterBusMeteringCallback(AkUniqueID in_busID, AkBusMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
static const AkUInt32 AK_INVALID_OUTPUT_DEVICE_ID
Invalid Device ID.
Definition: AkTypes.h:175
AkCurveInterpolation
Curve interpolation types.
Definition: AkTypes.h:900
AKSOUNDENGINE_API void SetRandomSeed(AkUInt32 in_uSeed)
#define AK_CALLBACK(_type, _name)
AkPanningRule
Headphone / speakers panning rules.
Definition: AkTypes.h:1181
void(* AkBusCallbackFunc)(AkSpeakerVolumeMatrixCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:276
AkUInt32 uNumMemorySlabs
Number of memory slabs to pre-allocate for job manager memory. At least one slab per worker thread sh...
AKSOUNDENGINE_API void GetDefaultPlatformInitSettings(AkPlatformInitSettings &out_platformSettings)
AKSOUNDENGINE_API AKRESULT TryUnsetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings, AKRESULT *out_pUnsetResults)
AKSOUNDENGINE_API AKRESULT SetMultiplePositions(AkGameObjectID in_GameObjectID, const AkSoundPosition *in_pPositions, AkUInt16 in_NumPositions, MultiPositionType in_eMultiPositionType=MultiPositionType_MultiDirections, AkSetPositionFlags in_eFlags=AkSetPositionFlags_Default)
AKSOUNDENGINE_API AKRESULT GetSourcePlayPosition(AkPlayingID in_PlayingID, AkTimeMs *out_puPosition, bool in_bExtrapolate=true)
AKSOUNDENGINE_API AKRESULT SetDistanceProbe(AkGameObjectID in_listenerGameObjectID, AkGameObjectID in_distanceProbeGameObjectID)
AKSOUNDENGINE_API AKRESULT SetListeners(AkGameObjectID in_emitterGameObj, const AkGameObjectID *in_pListenerGameObjs, AkUInt32 in_uNumListeners)
AKSOUNDENGINE_API AKRESULT SetPosition(AkGameObjectID in_GameObjectID, const AkSoundPosition &in_Position, AkSetPositionFlags in_eFlags=AkSetPositionFlags_Default)
static const AkUniqueID AK_INVALID_UNIQUE_ID
Invalid unique 32-bit ID.
Definition: AkTypes.h:163
AKSOUNDENGINE_API AKRESULT SendPluginCustomGameData(AkUniqueID in_busID, AkGameObjectID in_busObjectID, AkPluginType in_eType, AkUInt32 in_uCompanyID, AkUInt32 in_uPluginID, const void *in_pData, AkUInt32 in_uSizeInBytes)
AkUInt32 AkStateID
State ID.
Definition: AkTypes.h:121
AkPluginType
Definition: AkTypes.h:1221
@ AkPanningRule_Speakers
Left and right positioned 60 degrees apart (by default - see AK::SoundEngine::GetSpeakerAngles()).
Definition: AkTypes.h:1182
AKSOUNDENGINE_API AKRESULT SetBusEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
void(* AkBankCallbackFunc)(AkUInt32 in_bankID, const void *in_pInMemoryBankPtr, AKRESULT in_eLoadResult, void *in_pCookie)
Definition: AkCallback.h:326
AKSOUNDENGINE_API void MuteBackgroundMusic(bool in_bMute)
@ AkCurveInterpolation_Linear
Linear (Default)
Definition: AkTypes.h:907
AKSOUNDENGINE_API AKRESULT SetContainerHistory(AK::IReadBytes *in_pBytes)
void(* AkAssertHook)(const char *in_pszExpression, const char *in_pszFileName, int in_lineNumber)
AKSOUNDENGINE_API AKRESULT SetMixer(AkUniqueID in_audioNodeID, AkUniqueID in_shareSetID)
static const AkPlayingID AK_INVALID_PLAYING_ID
Invalid playing ID.
Definition: AkTypes.h:165
AKSOUNDENGINE_API AkUInt32 GetIDFromString(const char *in_pszString)
AKSOUNDENGINE_API AKRESULT PrepareBank(AK::SoundEngine::PreparationType in_PreparationType, const char *in_pszString, AK::SoundEngine::AkBankContent in_uFlags=AkBankContent_All, AkBankType in_bankType=AkBankType_User)
AKSOUNDENGINE_API AKRESULT SetOfflineRendering(bool in_bEnableOfflineRendering)
AKSOUNDENGINE_API AKRESULT LoadBankMemoryCopy(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkBankID &out_bankID)
AKSOUNDENGINE_API AKRESULT SetPanningRule(AkPanningRule in_ePanningRule, AkOutputDeviceID in_idOutput=0)
uint64_t AkUInt64
Unsigned 64-bit integer.
AKSOUNDENGINE_API AKRESULT AddDefaultListener(AkGameObjectID in_listenerGameObj)
AkUInt32 AkSwitchStateID
Switch ID.
Definition: AkTypes.h:140
@ AkActionOnEventType_Resume
Resume.
AKSOUNDENGINE_API AKRESULT SetGameObjectOutputBusVolume(AkGameObjectID in_emitterObjID, AkGameObjectID in_listenerObjID, AkReal32 in_fControlValue)
AKSOUNDENGINE_API AKRESULT AddOutput(const AkOutputSettings &in_Settings, AkOutputDeviceID *out_pDeviceID=NULL, const AkGameObjectID *in_pListenerIDs=NULL, AkUInt32 in_uNumListeners=0)
AKSOUNDENGINE_API AKRESULT Suspend(bool in_bRenderAnyway=false, bool in_bFadeOut=true)
AKSOUNDENGINE_API AKRESULT StopOutputCapture()
AkUInt32 uCpuMonitorQueueMaxSize
Maximum size of the CPU monitoring queue, per thread, in bytes. This parameter is not used in Release...
AK::IAkPluginParam *(* AkCreateParamCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin parameter node creation function prototype.
Definition: IAkPlugin.h:1333
AKSOUNDENGINE_API AKRESULT ResetListenersToDefault(AkGameObjectID in_emitterGameObj)
@ AkActionOnEventType_Break
Break.
AKSOUNDENGINE_API AKRESULT SetBusDevice(AkUniqueID in_idBus, AkUniqueID in_idNewDevice)
AKSOUNDENGINE_API AKRESULT ExecuteActionOnEvent(AkUniqueID in_eventID, AkActionOnEventType in_ActionType, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AKSOUNDENGINE_API AKRESULT SetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings)
AKSOUNDENGINE_API void CancelBankCallbackCookie(void *in_pCookie)
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
Definition: AkTypes.h:162
AkUniqueID audioDeviceShareset
@ AkFloorPlane_YZ
The floor is oriented along the YZ-plane. The front vector points towards +Y, the up vector towards +...
AkTimeMs msTime
Position of the source (in ms) associated with that playing item.
@ AkActionOnEventType_Stop
Stop.
void * BGMCallbackCookie
Application-defined user data for the audio source change event callback function.
AkUniqueID sourceID
Source ID (available in the SoundBank content files)
uint32_t AkUInt32
Unsigned 32-bit integer.
AkChannelConfig channelConfig
bool bUseSoundBankMgrThread
Use a separate thread for loading sound banks. Allows asynchronous operations.
void(* AkDeviceStatusCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkUniqueID in_idAudioDeviceShareset, AkUInt32 in_idDeviceID, AkAudioDeviceEvent in_idEvent, AKRESULT in_AkResult)
Definition: AkCallback.h:390
AkUniqueID mediaID
Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file...
@ AkPluginTypeNone
Unknown/invalid plug-in type.
Definition: AkTypes.h:1222
Definition: AkMidiTypes.h:237
AkUInt64 AkOutputDeviceID
Audio Output device ID.
Definition: AkTypes.h:153
bool bDebugOutOfRangeCheckEnabled
Debug setting: Enable checks for out-of-range (and NAN) floats in the processing code....
AkUniqueID audioNodeID
Audio Node ID of playing item.
AKSOUNDENGINE_API AKRESULT UnpinEventInStreamCache(AkUniqueID in_eventID)
AKSOUNDENGINE_API AKRESULT SetRTPCValueByPlayingID(AkRtpcID in_rtpcID, AkRtpcValue in_value, AkPlayingID in_playingID, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
@ AkBankType_User
User-defined bank.
Definition: AkTypes.h:1121
AkReal32 AkRtpcValue
Real time parameter control value.
Definition: AkTypes.h:142
AKSOUNDENGINE_API AKRESULT UnregisterResourceMonitorCallback(AkResourceMonitorCallbackFunc in_pCallback)
AKSOUNDENGINE_API AKRESULT UnregisterGlobalCallback(AkGlobalCallbackFunc in_pCallback, AkUInt32 in_eLocation=AkGlobalCallbackLocation_BeginRender)
AkProfilerPostMarkerFunc fnProfilerPostMarker
External (optional) function for tracking significant events in the sound engine, to act as a marker ...
AkUInt32 AkSwitchGroupID
Switch group ID.
Definition: AkTypes.h:139
AKSOUNDENGINE_API AKRESULT ClearPreparedEvents()
Return values for GetSourcePlayPositions.
AKSOUNDENGINE_API AKRESULT SetVolumeThreshold(AkReal32 in_fVolumeThresholdDB)
AKSOUNDENGINE_API AkPlayingID 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)
AKSOUNDENGINE_API void Term()
AkUInt32 uCommandQueueSize
Size of the command queue, in bytes.
AKSOUNDENGINE_API AKRESULT GetDeviceList(AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID, AkUInt32 &io_maxNumDevices, AkDeviceDescription *out_deviceDescriptions)
AKSOUNDENGINE_API void StopAll(AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
AK::IAkPlugin *(* AkCreatePluginCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin creation function prototype.
Definition: IAkPlugin.h:1331
IAkSoftwareCodec *(* AkCreateBankSourceCallback)(void *in_pCtx)
Registered bank source node creation function prototype.
Definition: AkTypes.h:1100
AKSOUNDENGINE_API AkUInt64 GetSampleTick()
AKSOUNDENGINE_API AK::IAkGlobalPluginContext * GetGlobalPluginContext()
AkUInt32 AkBankType
Run time bank type.
Definition: AkTypes.h:144
AKSOUNDENGINE_API AKRESULT UnsetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings)
@ AkActionOnEventType_ReleaseEnvelope
Release envelope.
AkFloorPlane
AKSOUNDENGINE_API AKRESULT SetBusConfig(AkUniqueID in_audioNodeID, AkChannelConfig in_channelConfig)
AkUInt32 AkJobType
Job type identifier.
Definition: AkTypes.h:157
AkUInt32 AkPlayingID
Playing ID.
Definition: AkTypes.h:123
AKSOUNDENGINE_API bool GetBackgroundMusicMute()
@ AkActionOnEventType_Pause
Pause.
void(* AkProfilerPushTimerFunc)(AkPluginID in_uPluginID, const char *in_pszZoneName)
AkProfilerPushTimerFunc fnProfilerPushTimer
External (optional) function for tracking performance of the sound engine that is called when a timer...
AKSOUNDENGINE_API void StopPlayingID(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
@ AkGlobalCallbackLocation_BeginRender
Start of frame rendering, after having processed game messages.
Definition: AkCallback.h:342
void(* FuncRequestJobWorker)(AkJobWorkerFunc in_fnJobWorker, AkJobType in_jobType, AkUInt32 in_uNumWorkers, void *in_pClientData)
Callback function prototype definition used for handling requests from JobMgr for new workers to perf...
AkUInt32 uBankReadBufferSize
The number of bytes read by the BankReader when new data needs to be loaded from disk during serializ...
AKSOUNDENGINE_API AKRESULT RemoveListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT GetBufferStatusForPinnedEvent(AkUniqueID in_eventID, AkReal32 &out_fPercentBuffered, bool &out_bCachePinnedMemoryFull)
AkUInt32 AkTriggerID
Trigger ID.
Definition: AkTypes.h:147
AKSOUNDENGINE_API AKRESULT GetSpeakerAngles(AkReal32 *io_pfSpeakerAngles, AkUInt32 &io_uNumAngles, AkReal32 &out_fHeightAngle, AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API void CancelEventCallback(AkPlayingID in_playingID)

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