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AkAssertHook | pfnAssertHook |
External assertion handling function (optional). |
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AkUInt32 | uMaxNumPaths |
Maximum number of paths for positioning. |
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AkUInt32 | uMaxNumTransitions |
Maximum number of transitions. |
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AkUInt32 | uDefaultPoolSize |
Size of the default memory pool, in bytes. |
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AkReal32 | fDefaultPoolRatioThreshold |
0.0f to 1.0f value: The percentage of occupied memory where the sound engine should enter in Low memory Mode. Defining a Memory Threshold |
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AkUInt32 | uCommandQueueSize |
Size of the command queue, in bytes. |
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AkMemPoolId | uPrepareEventMemoryPoolID |
Memory pool where data allocated by AK::SoundEngine::PrepareEvent() and AK::SoundEngine::PrepareGameSyncs() will be done. |
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bool | bEnableGameSyncPreparation |
Set to true to enable AK::SoundEngine::PrepareGameSync usage. |
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AkUInt32 | uContinuousPlaybackLookAhead |
Default is 1 audio quantum (20.3 ms on most platforms). This value is adequate if you have a RAM-based streaming device which 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, thus improving the overall timing precision sounds scheduling. If your device completes transfers in 30 ms instead, you might consider increasing this value to 2, as it will grant new voices 2 audio quanta (~41 ms) during which they can fetch data. |
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AkUInt32 | uNumSamplesPerFrame |
Number of samples per audio frame (256, 512, 1024 or 2048). |
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AkUInt32 | uMonitorPoolSize |
Size of the monitoring pool, in bytes. This parameter is not used in Release build. |
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AkUInt32 | uMonitorQueuePoolSize |
Size of the monitoring queue pool, in bytes. This parameter is not used in Release build. |
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AkAudioAPI | eMainOutputType |
API used for audio output, default = AkAPI_Default. |
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AkOutputSettings | settingsMainOutput |
Main output device settings. |
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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). |
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bool | bUseSoundBankMgrThread |
Use a separate thread for loading sound banks. Allows asynchronous operations. |
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bool | bUseLEngineThread |
Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAudio(). Ignored on 3DS, Vita, Wii-U, and Xbox 360 platforms. Custom scheduling of audio rendering. |
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AkAudioSourceChangeCallbackFunc | sourceChangeCallback |
Application-defined audio source change event callback function. |
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void * | sourceChangeCallbackCookie |
Application-defined user data for the audio source change event callback function. |
Platform-independent initialization settings of the sound engine
Definition at line 117 of file AkSoundEngine.h.
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