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2022.1.18.8567
2024.1.4.8780
2023.1.12.8706
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
2024.1.4.8780
2023.1.12.8706
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
Wwise SDK 2022.1.18
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In certain circumstances, the game engine requires information about the current playback position of a particular sound. For example, games that support rendering video and audio contents in a synchronous manner must query the playback position of sounds to render game visuals appropriately. If this has to be done on a frame-by-frame basis (such as to synchronize lip movement and dialog), then playback position queries are preferable over markers. Another advantage of playback position queries is that the source files do not need to be edited. The AK::SoundEngine::GetSourcePlayPosition() method returns the time elapsed on an event's first sound playback.
info | Note: Markers are useful for signalling specific events happening in a sound file, as opposed to small increments in sound playback. |
To be able to query the playback position of a source, you must pass the AK_EnableGetSourcePlayPosition flag to the AK::SoundEngine::PostEvent() method. This informs the sound engine that the source associated with this event should be given special consideration because AK::SoundEngine::GetSourcePlayPosition() can be called at any time for this AkPlayingID.
You can then call the AK::SoundEngine::GetSourcePlayPosition() method by passing the AkPlayingID received from the call to AK::SoundEngine::PostEvent() to get the current playback position of the source being played.
The following piece of code illustrates the AK::SoundEngine::GetSourcePlayPosition() method's usage:
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