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AkUInt32 uNumChar
Number of characters in image source name.
AkReflectImageSource(AkImageSourceID in_uID, AkVector64 in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
#define AK_MAX_NUM_TEXTURE
AkReflectImageSource arSources[1]
Variable array of image sources. You should allocate storage for the structure by calling AkReflectGa...
AkImageSourceTexture texture
Image source's acoustic textures. Note that changing any of these textures across frames for a given ...
Data used to describe one image source in Reflect.
AkUInt64 AkGameObjectID
Game object ID.
AkUInt32 uNumTexture
Number of valid textures in the texture array.
AkReal32 fDiffraction
Diffraction amount, normalized to the range [0,1].
AkReal32 fLevel
Game-controlled level for this source, linear.
AkUInt32 AkImageSourceID
Image Source ID.
AkReal32 fDistanceScalingFactor
Image source distance scaling. This number effectively scales the sourcePosition vector with respect ...
uint8_t AkUInt8
Unsigned 8-bit integer.
AkUInt32 uNumImageSources
Number of image sources passed in the variable array, below.
void SetName(const char *in_pName)
float AkReal32
32-bit floating point
AkUInt32 AkUniqueID
Unique 32-bit ID.
static AkUInt32 GetSize(AkUInt32 in_uNumSources)
Helper function for computing the size required to allocate the AkReflectGameData structure.
AkGameObjectID listenerID
ID of the listener used to compute spatialization and distance evaluation from within the targeted Re...
AkUInt8 uDiffractionListenerSide
If there is a shadow zone diffraction before reaching the listener in the reflection path,...
AkImageSourceID uID
Image source ID (for matching delay lines across frames)
Data structure sent by the game to an instance of the Reflect plug-in.
AkReflectGameData()
Default constructor.
static const AkUniqueID AK_INVALID_UNIQUE_ID
Invalid unique 32-bit ID.
AkImageSourceParams(AkVector64 in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
const char * pName
Optional image source name. Appears in Reflect's editor when profiling.
AkImageSourceName name
Image source name, for profiling.
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
3D 64-bit vector. Intended as storage for world positions of sounds and objects, benefiting from 64-b...
uint32_t AkUInt32
Unsigned 32-bit integer.
AkVector64 sourcePosition
Image source position, relative to the world.
void SetName(const char *in_pName)
AkImageSourceParams params
Image source properties.
AkUniqueID arTextureID[AK_MAX_NUM_TEXTURE]
Unique IDs of the Acoustics Texture ShareSets used to filter this image source.
AkUInt8 uDiffractionEmitterSide
If there is a shadow zone diffraction just after the emitter in the reflection path,...
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