00001 /******************************************************************************* 00002 The content of this file includes portions of the AUDIOKINETIC Wwise Technology 00003 released in source code form as part of the SDK installer package. 00004 00005 Commercial License Usage 00006 00007 Licensees holding valid commercial licenses to the AUDIOKINETIC Wwise Technology 00008 may use this file in accordance with the end user license agreement provided 00009 with the software or, alternatively, in accordance with the terms contained in a 00010 written agreement between you and Audiokinetic Inc. 00011 00012 Apache License Usage 00013 00014 Alternatively, this file may be used under the Apache License, Version 2.0 (the 00015 "Apache License"); you may not use this file except in compliance with the 00016 Apache License. You may obtain a copy of the Apache License at 00017 http://www.apache.org/licenses/LICENSE-2.0. 00018 00019 Unless required by applicable law or agreed to in writing, software distributed 00020 under the Apache License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES 00021 OR CONDITIONS OF ANY KIND, either express or implied. See the Apache License for 00022 the specific language governing permissions and limitations under the License. 00023 00024 Version: <VERSION> Build: <BUILDNUMBER> 00025 Copyright (c) <COPYRIGHTYEAR> Audiokinetic Inc. 00026 *******************************************************************************/ 00027 00028 /// \file 00029 /// Main Sound Engine interface, PS4 specific. 00030 00031 #pragma once 00032 00033 #include <AK/SoundEngine/Common/AkTypes.h> 00034 #include <AK/Tools/Common/AkPlatformFuncs.h> 00035 00036 /// Platform specific initialization settings 00037 /// \sa AK::SoundEngine::Init 00038 /// \sa AK::SoundEngine::GetDefaultPlatformInitSettings 00039 /// - \ref soundengine_initialization_advanced_soundengine_using_memory_threshold 00040 struct AkPlatformInitSettings 00041 { 00042 // Threading model. 00043 AkThreadProperties threadLEngine; ///< Lower engine threading properties 00044 AkThreadProperties threadBankManager; ///< Bank manager threading properties (its default priority is AK_THREAD_PRIORITY_NORMAL) 00045 00046 // Memory. 00047 AkUInt32 uLEngineDefaultPoolSize;///< Lower Engine default memory pool size 00048 AkReal32 fLEngineDefaultPoolRatioThreshold; ///< 0.0f to 1.0f value: The percentage of occupied memory where the sound engine should enter in Low memory mode. \ref soundengine_initialization_advanced_soundengine_using_memory_threshold 00049 00050 // (SCE_AJM_JOB_INITIALIZE_SIZE*MAX_INIT_SOUND_PER_FRAME) + (SCE_AJM_JOB_RUN_SPLIT_SIZE(4)*MAX_BANK_SRC + (SCE_AJM_JOB_RUN_SPLIT_SIZE(5)*MAX_FILE_SRC 00051 AkUInt32 uLEngineAcpBatchBufferSize; ///< Lower Engine default memory pool size 00052 bool bHwCodecLowLatencyMode; ///< Use low latency mode for ATRAC9 (default is false). If true, decoding jobs are submitted at the beginning of the Wwise update and it will be necessary to wait for the result. 00053 00054 // Voices. 00055 AkUInt16 uNumRefillsInVoice; ///< Number of refill buffers in voice buffer. 2 == double-buffered, defaults to 4. 00056 00057 AkThreadProperties threadMonitor; ///< Monitor threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL). This parameter is not used in Release build. 00058 00059 bool bStrictAtrac9Aligment; ///< Forces checks for ATRAC9 alignment in banks. 00060 }; 00061 00062 namespace AK 00063 { 00064 /// Returns the current PS4 output port handle being used by the Wwise SoundEngine for main output. 00065 /// This should be called only once the SoundEngine has been successfully initialized, otherwise 00066 /// the function will return an invalid value (-1). 00067 /// 00068 /// Use \ref RegisterAudioDeviceStatusCallback to get notified when devices are created/destructed. 00069 /// 00070 /// \return the current PS4 main output port handle or -1. 00071 00072 extern int GetPS4OutputHandle(); 00073 };
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