Once your game is ready to exit and does not require audio anymore, it's time to terminate all the modules that were initialized earlier. Our sample program uses the following function to regroup all of the termination code:
void TermSoundEngine()
{
... Termination will be done here ...
}
Termination will be done in the reverse order compared to initialization.
If it has been initialized, let's start by terminating the communication module:
void TermSoundEngine() { #ifndef AK_OPTIMIZED // // Terminate Communication Services // AK::Comm::Term(); #endif // AK_OPTIMIZED (...) }
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Caution: It is important to terminate the communication modules before the other modules. |
If it has been initialized, the music engine should be terminated before the sound engine.
void TermSoundEngine() { (...) // // Terminate the music engine // AK::MusicEngine::Term(); (...) }
Then move on to the sound engine itself:
void TermSoundEngine() { (...) // // Terminate the sound engine // AK::SoundEngine::Term(); (...) }
Next we terminate the Streaming Manager and Low-Level I/O:
void TermSoundEngine() { (...) // Terminate the streaming device and streaming manager // CAkFilePackageLowLevelIOBlocking::Term() destroys its associated streaming device // that lives in the Stream Manager, and unregisters itself as the File Location Resolver. g_lowLevelIO.Term(); if ( AK::IAkStreamMgr::Get() ) AK::IAkStreamMgr::Get()->Destroy(); (...) }
Finally, now that all the clients of the Memory Manager have been terminated, it's time for the Memory Manager itself to go as well:
void TermSoundEngine() { (...) // Terminate the Memory Manager AK::MemoryMgr::Term(); }
Everything related to the sound engine has now been cleaned-up, and we are ready to exit the program. Next, you should move on to Integrate Wwise Elements into Your Game.
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