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Wwise SDK 2024.1.0
AkMacSoundEngine.h
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1 /*******************************************************************************
2 The content of this file includes portions of the AUDIOKINETIC Wwise Technology
3 released in source code form as part of the SDK installer package.
4 
5 Commercial License Usage
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7 Licensees holding valid commercial licenses to the AUDIOKINETIC Wwise Technology
8 may use this file in accordance with the end user license agreement provided
9 with the software or, alternatively, in accordance with the terms contained in a
10 written agreement between you and Audiokinetic Inc.
11 
12 Apache License Usage
13 
14 Alternatively, this file may be used under the Apache License, Version 2.0 (the
15 "Apache License"); you may not use this file except in compliance with the
16 Apache License. You may obtain a copy of the Apache License at
17 http://www.apache.org/licenses/LICENSE-2.0.
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19 Unless required by applicable law or agreed to in writing, software distributed
20 under the Apache License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES
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24  Copyright (c) 2024 Audiokinetic Inc.
25 *******************************************************************************/
26 
27 // AkMacSoundEngine.h
28 
29 /// \file
30 /// Main Sound Engine interface, specific Mac.
31 
32 #ifndef _AK_MAC_SOUND_ENGINE_H_
33 #define _AK_MAC_SOUND_ENGINE_H_
34 
37 
38 ///< API used for audio output
39 ///< Use with AkPlatformInitSettings to select the API used for audio output. The selected API may be ignored if the device does not support it.
40 ///< Use AkAPI_Default, it will select the more appropriate API depending on the device's capabilities. Other values should be used for testing purposes.
41 ///< \sa AK::SoundEngine::Init
42 typedef enum AkAudioAPIMac
43 {
44  AkAudioAPI_AVAudioEngine = 1 << 0, ///< Use AVFoundation framework (modern, has more capabilities, available only for macOS 10.15 or above)
45  AkAudioAPI_AudioUnit = 1 << 1, ///< Use AudioUnit framework (basic functionality, compatible with all macOS devices)
46  AkAudioAPI_Default = AkAudioAPI_AVAudioEngine | AkAudioAPI_AudioUnit, ///< Default value, will select the more appropriate API (AVAudioEngine for compatible devices, AudioUnit for others)
47 } AkAudioAPI;
48 
49 /// Add this to the idDevice value in AkOutputSettings to start the Motion plug-in in "resident mode".
50 /// "Resident mode" will keep the Motion device active, even during periods of silence.
51 /// This will eliminate a delay when processing some effects, but will increase the power consumption of the device.
52 ///< \sa AK::SoundEngine::AddOutput
53 #define AKMOTION_RESIDENT_MODE (0x80000000)
54 
55 /// Platform specific initialization settings
56 /// \sa AK::SoundEngine::Init
57 /// \sa AK::SoundEngine::GetDefaultPlatformInitSettings
59 {
60  // Threading model.
61  AkThreadProperties threadLEngine; ///< Lower engine threading properties
62  AkThreadProperties threadOutputMgr; ///< Ouput thread threading properties
63  AkThreadProperties threadBankManager; ///< Bank manager threading properties (its default priority is AK_THREAD_PRIORITY_NORMAL)
64  AkThreadProperties threadMonitor; ///< Monitor threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL). This parameter is not used in Release build.
65 
66  AkUInt32 uSampleRate; ///< Sampling Rate. Default 48000 Hz
67  // Voices.
68  AkUInt16 uNumRefillsInVoice; ///< Number of refill buffers in voice buffer. 2 == double-buffered, defaults to 4.
69 
70  AkAudioAPI eAudioAPI; ///< Main audio API to use. Leave to AkAPI_Default for the default sink (default value).
71  ///< \ref AkAudioAPI
72 
73  AkUInt32 uNumSpatialAudioPointSources; ///< Number of Apple Spatial Audio point sources to allocate for 3D audio use (each point source is a system audio object). Default: 128
74 
75  bool bVerboseSystemOutput; ///< Print detailed system output information to the console log
76 };
77 
78 namespace AK
79 {
80  namespace SoundEngine
81  {
82  /// Get the motion device ID corresponding to a GCController player index. This device ID can be used to add/remove motion output for that gamepad.
83  /// The player index is 0-based, and corresponds to a value of type GCControllerPlayerIndex in the Core.Haptics framework.
84  /// \note The ID returned is unique to Wwise and does not correspond to any sensible value outside of Wwise.
85  /// \return Unique device ID
87  }
88 }
89 
90 #endif //_AK_MAC_SOUND_ENGINE_H_
uint16_t AkUInt16
Unsigned 16-bit integer.
Definition of data structures for AkAudioObject.
@ AkAudioAPI_Default
Default value, will select the more appropriate API (AVAudioEngine for compatible devices,...
#define AK_EXTERNAPIFUNC(_type, _name)
AkUInt32 AkDeviceID
I/O device ID.
Definition: AkTypes.h:78
AkThreadProperties threadMonitor
Monitor threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL)....
AkThreadProperties threadLEngine
Lower engine threading properties.
AkUInt16 uNumRefillsInVoice
Number of refill buffers in voice buffer. Defaults to 4.
@ AkAudioAPI_AVAudioEngine
Use AVFoundation framework (modern, has more capabilities, available only for macOS 10....
AkUInt32 uNumSpatialAudioPointSources
Number of Apple Spatial Audio point sources to allocate for 3D audio use (each point source is a syst...
AkThreadProperties threadOutputMgr
Ouput thread threading properties.
bool bVerboseSystemOutput
Print additional debugging information specific to Emscripten to the browser's console output log.
@ AkAudioAPI_AudioUnit
Use AudioUnit framework (basic functionality, compatible with all macOS devices)
uint32_t AkUInt32
Unsigned 32-bit integer.
AkUInt32 uSampleRate
Sampling Rate. Set to 0 to get the native sample rate. Default value is 0.
AKSOUNDENGINE_API AkDeviceID GetDeviceIDFromPlayerIndex(int playerIndex)
AkThreadProperties threadBankManager
Bank manager threading properties (its default priority is AK_THREAD_PRIORITY_NORMAL)
AkAudioAPI

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