34 #ifndef _AK_SOUNDENGINE_H_
35 #define _AK_SOUNDENGINE_H_
45 #elif defined (AK_MAC_OS_X)
48 #elif defined (AK_IOS)
51 #elif defined (AK_XBOXONE)
54 #elif defined( AK_LUMIN )
57 #elif defined( AK_ANDROID )
60 #elif defined (AK_PS4)
63 #elif defined( AK_GGP )
66 #elif defined( AK_LINUX_DESKTOP )
69 #elif defined( AK_EMSCRIPTEN )
70 #include <AK/SoundEngine/Platforms/Emscripten/AkEmscriptenSoundEngine.h>
72 #elif defined( AK_QNX )
73 #include <AK/SoundEngine/Platforms/QNX/AkQNXSoundEngine.h>
75 #elif defined( AK_NX )
79 #error AkSoundEngine.h: Undefined platform
82 #ifndef AK_ASSERT_HOOK
87 const char * in_pszExpression,
88 const char * in_pszFileName,
91 #define AK_ASSERT_HOOK
104 bool in_bBackgroundMusicMuted,
119 #ifdef AK_SUPPORT_WCHAR
175 const char * in_szDebugName);
243 namespace SoundEngine
452 bool in_bAllowSyncRender =
true
542 void * in_pCookie =
NULL,
573 #ifdef AK_SUPPORT_WCHAR
595 #endif //AK_SUPPORT_WCHAR
643 void * in_pCookie =
NULL,
649 #ifdef AK_SUPPORT_WCHAR
668 const wchar_t* in_pszEventName,
672 void * in_pCookie =
NULL,
677 #endif //AK_SUPPORT_WCHAR
697 const char* in_pszEventName,
701 void * in_pCookie =
NULL,
728 AkTimeMs in_uTransitionDuration = 0,
733 #ifdef AK_SUPPORT_WCHAR
738 const wchar_t* in_pszEventName,
741 AkTimeMs in_uTransitionDuration = 0,
745 #endif //AK_SUPPORT_WCHAR
751 const char* in_pszEventName,
754 AkTimeMs in_uTransitionDuration = 0,
807 #ifdef AK_SUPPORT_WCHAR
825 const wchar_t* in_pszEventName,
829 #endif //AK_SUPPORT_WCHAR
848 const char* in_pszEventName,
862 #ifdef AK_SUPPORT_WCHAR
869 const wchar_t* in_pszEventName
871 #endif //AK_SUPPORT_WCHAR
879 const char* in_pszEventName
893 bool& out_bCachePinnedMemoryFull
905 const char* in_pszEventName,
907 bool& out_bCachePinnedMemoryFull
910 #ifdef AK_SUPPORT_WCHAR
920 const wchar_t* in_pszEventName,
922 bool& out_bCachePinnedMemoryFull
975 bool in_bSeekToNearestMarker =
false,
979 #ifdef AK_SUPPORT_WCHAR
1028 const wchar_t* in_pszEventName,
1031 bool in_bSeekToNearestMarker =
false,
1034 #endif //AK_SUPPORT_WCHAR
1084 const char* in_pszEventName,
1087 bool in_bSeekToNearestMarker =
false,
1141 bool in_bSeekToNearestMarker =
false,
1145 #ifdef AK_SUPPORT_WCHAR
1192 const wchar_t* in_pszEventName,
1195 bool in_bSeekToNearestMarker =
false,
1198 #endif //AK_SUPPORT_WCHAR
1246 const char* in_pszEventName,
1249 bool in_bSeekToNearestMarker =
false,
1292 bool in_bExtrapolate =
true
1317 bool in_bExtrapolate =
true
1339 bool & out_bIsBuffering
1351 AkTimeMs in_uTransitionDuration = 0,
1393 const void* in_pData,
1428 const char * in_pszObjName
1521 AkReal32 in_fAttenuationScalingFactor
1556 #ifdef AK_SUPPORT_WCHAR
1603 const wchar_t* in_pszString,
1607 #endif //AK_SUPPORT_WCHAR
1655 const char* in_pszString,
1749 const void * in_pInMemoryBankPtr,
1803 const void * in_pInMemoryBankPtr,
1813 const void * in_pInMemoryBankPtr,
1816 void * & out_pDecodedBankPtr,
1820 #ifdef AK_SUPPORT_WCHAR
1864 const wchar_t* in_pszString,
1870 #endif //AK_SUPPORT_WCHAR
1915 const char* in_pszString,
2006 const void * in_pInMemoryBankPtr,
2054 const void * in_pInMemoryBankPtr,
2062 #ifdef AK_SUPPORT_WCHAR
2080 const wchar_t* in_pszString,
2081 const void * in_pInMemoryBankPtr,
2084 #endif //AK_SUPPORT_WCHAR
2103 const char* in_pszString,
2104 const void * in_pInMemoryBankPtr,
2121 const void * in_pInMemoryBankPtr,
2125 #ifdef AK_SUPPORT_WCHAR
2142 const wchar_t* in_pszString,
2143 const void * in_pInMemoryBankPtr,
2147 #endif //AK_SUPPORT_WCHAR
2165 const char* in_pszString,
2166 const void * in_pInMemoryBankPtr,
2184 const void * in_pInMemoryBankPtr,
2224 #ifdef AK_SUPPORT_WCHAR
2240 const wchar_t* in_pszString,
2243 #endif //AK_SUPPORT_WCHAR
2260 const char* in_pszString,
2284 #ifdef AK_SUPPORT_WCHAR
2300 const wchar_t* in_pszString,
2305 #endif //AK_SUPPORT_WCHAR
2322 const char* in_pszString,
2361 #ifdef AK_SUPPORT_WCHAR
2396 const wchar_t** in_ppszString,
2399 #endif //AK_SUPPORT_WCHAR
2435 const char** in_ppszString,
2476 #ifdef AK_SUPPORT_WCHAR
2502 const wchar_t** in_ppszString,
2507 #endif //AK_SUPPORT_WCHAR
2534 const char** in_ppszString,
2587 #ifdef AK_SUPPORT_WCHAR
2620 const wchar_t* in_pszGroupName,
2621 const wchar_t** in_ppszGameSyncName,
2624 #endif //AK_SUPPORT_WCHAR
2658 const char* in_pszGroupName,
2659 const char** in_ppszGameSyncName,
2700 #ifdef AK_SUPPORT_WCHAR
2725 const wchar_t* in_pszGroupName,
2726 const wchar_t** in_ppszGameSyncName,
2731 #endif //AK_SUPPORT_WCHAR
2757 const char* in_pszGroupName,
2758 const char** in_ppszGameSyncName,
2898 bool in_bSpatialized,
2930 AkTimeMs in_uValueChangeDuration = 0,
2932 bool in_bBypassInternalValueInterpolation =
false
2935 #ifdef AK_SUPPORT_WCHAR
2955 const wchar_t* in_pszRtpcName,
2958 AkTimeMs in_uValueChangeDuration = 0,
2960 bool in_bBypassInternalValueInterpolation =
false
2962 #endif //AK_SUPPORT_WCHAR
2983 const char* in_pszRtpcName,
2986 AkTimeMs in_uValueChangeDuration = 0,
2988 bool in_bBypassInternalValueInterpolation =
false
3009 AkTimeMs in_uValueChangeDuration = 0,
3011 bool in_bBypassInternalValueInterpolation =
false
3014 #ifdef AK_SUPPORT_WCHAR
3030 const wchar_t* in_pszRtpcName,
3033 AkTimeMs in_uValueChangeDuration = 0,
3035 bool in_bBypassInternalValueInterpolation =
false
3037 #endif //AK_SUPPORT_WCHAR
3054 const char* in_pszRtpcName,
3057 AkTimeMs in_uValueChangeDuration = 0,
3059 bool in_bBypassInternalValueInterpolation =
false
3081 AkTimeMs in_uValueChangeDuration = 0,
3083 bool in_bBypassInternalValueInterpolation =
false
3086 #ifdef AK_SUPPORT_WCHAR
3106 const wchar_t* in_pszRtpcName,
3108 AkTimeMs in_uValueChangeDuration = 0,
3110 bool in_bBypassInternalValueInterpolation =
false
3112 #endif //AK_SUPPORT_WCHAR
3133 const char* in_pszRtpcName,
3135 AkTimeMs in_uValueChangeDuration = 0,
3137 bool in_bBypassInternalValueInterpolation =
false
3151 #ifdef AK_SUPPORT_WCHAR
3161 const wchar_t* in_pszSwitchGroup,
3162 const wchar_t* in_pszSwitchState,
3165 #endif //AK_SUPPORT_WCHAR
3176 const char* in_pszSwitchGroup,
3177 const char* in_pszSwitchState,
3191 #ifdef AK_SUPPORT_WCHAR
3201 const wchar_t* in_pszTrigger,
3204 #endif //AK_SUPPORT_WCHAR
3215 const char* in_pszTrigger,
3229 #ifdef AK_SUPPORT_WCHAR
3240 const wchar_t* in_pszStateGroup,
3241 const wchar_t* in_pszState
3243 #endif //AK_SUPPORT_WCHAR
3255 const char* in_pszStateGroup,
3256 const char* in_pszState
3366 #ifdef AK_SUPPORT_WCHAR
3380 const wchar_t* in_pszBusName,
3384 #endif //AK_SUPPORT_WCHAR
3399 const char* in_pszBusName,
3416 #ifdef AK_SUPPORT_WCHAR
3425 const wchar_t* in_pszBusName,
3428 #endif //AK_SUPPORT_WCHAR
3438 const char* in_pszBusName,
3451 #ifdef AK_SUPPORT_WCHAR
3457 const wchar_t* in_pszBusName,
3460 #endif //AK_SUPPORT_WCHAR
3467 const char* in_pszBusName,
3499 AkUInt32 in_uNumOcclusionObstruction
3569 const char* in_MarkerText
3635 const char* in_szShareSet,
3643 #ifdef AK_SUPPORT_WCHAR
3645 const wchar_t* in_szShareSet,
3670 const char* in_BusName,
3671 const char* in_DeviceName
3674 #ifdef AK_SUPPORT_WCHAR
3681 const wchar_t* in_BusName,
3682 const wchar_t* in_DeviceName
3706 bool in_bRenderAnyway =
false
3722 #endif // _AK_SOUNDENGINE_H_
Start of frame rendering, after having processed game messages.
AK::IAkPluginParam *(* AkCreateParamCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin parameter node creation function prototype.
AKRESULT(* AkBackgroundMusicChangeCallbackFunc)(bool in_bBackgroundMusicMuted, void *in_pCookie)
AKRESULT __cdecl PostTrigger(AkTriggerID in_triggerID, AkGameObjectID in_gameObjectID)
AKRESULT __cdecl RegisterAudioDeviceStatusCallback(AK::AkDeviceStatusCallbackFunc in_pCallback)
AKRESULT __cdecl SetScalingFactor(AkGameObjectID in_GameObjectID, AkReal32 in_fAttenuationScalingFactor)
AKRESULT __cdecl RenderAudio(bool in_bAllowSyncRender=true)
AkCurveInterpolation
Curve interpolation types.
#define AK_CALLBACK(__TYPE__, __NAME__)
AkUInt32 AkStateID
State ID.
AKRESULT __cdecl Init(AkInitSettings *in_pSettings, AkPlatformInitSettings *in_pPlatformSettings)
AKRESULT __cdecl Suspend(bool in_bRenderAnyway=false)
Left and right positioned 60 degrees apart (by default - see AK::SoundEngine::GetSpeakerAngles()).
AkUInt32 __cdecl GetIDFromString(const char *in_pszString)
AKRESULT __cdecl SetVolumeThreshold(AkReal32 in_fVolumeThresholdDB)
AKRESULT __cdecl RemoveListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
void __cdecl StopPlayingID(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
Stop the current content playing associated to the specified playing ID.
ParallelForFunc fcnParallelFor
ParallelForFunc callback.
AKRESULT __cdecl SetGameObjectAuxSendValues(AkGameObjectID in_gameObjectID, AkAuxSendValue *in_aAuxSendValues, AkUInt32 in_uNumSendValues)
AkOSChar * szPluginDLLPath
When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the gam...
AKRESULT __cdecl GetSourceStreamBuffering(AkPlayingID in_PlayingID, AkTimeMs &out_buffering, bool &out_bIsBuffering)
AKRESULT __cdecl SendPluginCustomGameData(AkUniqueID in_busID, AkGameObjectID in_busObjectID, AkPluginType in_eType, AkUInt32 in_uCompanyID, AkUInt32 in_uPluginID, const void *in_pData, AkUInt32 in_uSizeInBytes)
AKRESULT __cdecl SeekOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkTimeMs in_iPosition, bool in_bSeekToNearestMarker=false, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AkUniqueID mediaID
Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file...
bool bUseLEngineThread
Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAud...
AKRESULT __cdecl SetRTPCValue(AkRtpcID in_rtpcID, AkRtpcValue in_value, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
bool __cdecl GetBackgroundMusicMute()
Positioning information for a sound, with specified subset of its channels.
AkFloorPlane eFloorPlane
Floor plane axis for 3D game object viewing.
AkUInt32 AkStateGroupID
State group ID.
AKRESULT
Standard function call result.
void(* AkGlobalCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkGlobalCallbackLocation in_eLocation, void *in_pCookie)
AKRESULT __cdecl SetDefaultListeners(const AkGameObjectID *in_pListenerObjs, AkUInt32 in_uNumListeners)
PrepareEvent() will unload required information to play the specified event.
AkReal32 fDefaultPoolRatioThreshold
0.0f to 1.0f value: The percentage of occupied memory where the sound engine should enter in Low memo...
AkUInt32 AkRtpcID
Real time parameter control ID.
AKRESULT __cdecl SetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings)
void(* AkBankCallbackFunc)(AkUInt32 in_bankID, const void *in_pInMemoryBankPtr, AKRESULT in_eLoadResult, AkMemPoolId in_memPoolId, void *in_pCookie)
AKRESULT __cdecl UnsetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings)
AKRESULT __cdecl SetListenerSpatialization(AkGameObjectID in_uListenerID, bool in_bSpatialized, AkChannelConfig in_channelConfig, AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets=NULL)
AKRESULT __cdecl PrepareEvent(PreparationType in_PreparationType, const char **in_ppszString, AkUInt32 in_uNumEvent)
AKRESULT __cdecl SetMaxNumVoicesLimit(AkUInt16 in_maxNumberVoices)
AKRESULT __cdecl ResetListenersToDefault(AkGameObjectID in_emitterGameObj)
AkUInt32 AkBankID
Run time bank ID.
AkUniqueID audioDeviceShareset
AKRESULT __cdecl ClearPreparedEvents()
void __cdecl CancelEventCallbackGameObject(AkGameObjectID in_gameObjectID)
AkOutputSettings settingsMainOutput
Main output device settings.
void __cdecl SetRandomSeed(AkUInt32 in_uSeed)
PrepareEvent() will load required information to play the specified event.
AKRESULT __cdecl StopProfilerCapture()
AkMemPoolId uPrepareEventMemoryPoolID
Memory pool where data allocated by AK::SoundEngine::PrepareEvent() and AK::SoundEngine::PrepareGameS...
AKRESULT __cdecl SetBusDevice(AkUniqueID in_idBus, AkUniqueID in_idNewDevice)
AkUInt32 uMediaSize
Size, in bytes, of the data to be set for the source.
AKRESULT __cdecl AddOutput(const AkOutputSettings &in_Settings, AkOutputDeviceID *out_pDeviceID=NULL, const AkGameObjectID *in_pListenerIDs=NULL, AkUInt32 in_uNumListeners=0)
AKRESULT __cdecl SetBankLoadIOSettings(AkReal32 in_fThroughput, AkPriority in_priority)
AkUInt32 __cdecl GetBufferTick()
#define AK_EXTERNAPIFUNC(__TYPE__, __NAME__)
Global plugin context used for plugin registration/initialization. Games query this interface from th...
void __cdecl CancelEventCallback(AkPlayingID in_playingID)
AKRESULT __cdecl UnpinEventInStreamCache(AkUniqueID in_eventID)
Description of the client task scheduler.
AKRESULT __cdecl UnloadBank(const char *in_pszString, const void *in_pInMemoryBankPtr, AkMemPoolId *out_pMemPoolId=NULL)
void(* AkParallelForFunc)(void *in_pData, AkUInt32 in_uIdxBegin, AkUInt32 in_uIdxEnd, AkTaskContext in_ctx, void *in_pUserData)
Task function: process the [in_uIdxBegin,in_uIdxEnd[ range of items in the in_pData array.
AkUniqueID sourceID
Source ID (available in the SoundBank content files)
Return values for GetSourcePlayPositions.
AkAssertHook pfnAssertHook
External assertion handling function (optional)
AKRESULT __cdecl PostMIDIOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkMIDIPost *in_pPosts, AkUInt16 in_uNumPosts)
AkUInt32 uNumSamplesPerFrame
Number of samples per audio frame (256, 512, 1024, or 2048).
Configured audio settings.
AKRESULT __cdecl UnregisterAudioDeviceStatusCallback()
Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatus...
AKRESULT __cdecl WakeupFromSuspend()
The execution context for a task.
AKRESULT __cdecl SetActorMixerEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
AkReal32 AkRtpcValue
Real time parameter control value.
Auxiliary bus sends information per game object per given auxiliary bus.
void __cdecl GetDefaultPlatformInitSettings(AkPlatformInitSettings &out_platformSettings)
AkTaskSchedulerDesc taskSchedulerDesc
The defined client task scheduler that AkSoundEngine will use to schedule internal tasks.
AkMeteringFlags
Metering flags. Used for specifying bus metering, through AK::SoundEngine::RegisterBusVolumeCallback(...
AKRESULT __cdecl StopOutputCapture()
AKRESULT __cdecl SetPanningRule(AkPanningRule in_ePanningRule, AkOutputDeviceID in_idOutput=0)
AKRESULT __cdecl AddDefaultListener(AkGameObjectID in_listenerGameObj)
AkUInt32 uDefaultPoolSize
Size of the default memory pool, in bytes.
AkUInt32 AkUniqueID
Unique 32-bit ID.
AKRESULT __cdecl PrepareGameSyncs(PreparationType in_PreparationType, AkGroupType in_eGameSyncType, const char *in_pszGroupName, const char **in_ppszGameSyncName, AkUInt32 in_uNumGameSyncs)
AkBackgroundMusicChangeCallbackFunc BGMCallback
Application-defined audio source change event callback function.
AKRESULT __cdecl SetSpeakerAngles(AkReal32 *in_pfSpeakerAngles, AkUInt32 in_uNumAngles, AkReal32 in_fHeightAngle, AkOutputDeviceID in_idOutput=0)
IAkSoftwareCodec *(* AkCreateFileSourceCallback)(void *in_pCtx)
Registered file source creation function prototype.
AKRESULT __cdecl AddListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
AkUInt32 uMaxNumPaths
Maximum number of paths for positioning.
AKRESULT __cdecl SetListeners(AkGameObjectID in_emitterGameObj, const AkGameObjectID *in_pListenerGameObjs, AkUInt32 in_uNumListeners)
AkInt8 AkPriority
Priority.
AkUInt32 uContinuousPlaybackLookAhead
Default is 1 audio quantum, also known as an audio frame. Its size is equal to AkInitSettings::uNumSa...
AKRESULT __cdecl UnregisterAllGameObj()
AkOutputDeviceID __cdecl GetOutputID(AkUniqueID in_idShareset, AkUInt32 in_idDevice)
AKRESULT __cdecl SetOutputVolume(AkOutputDeviceID in_idOutput, AkReal32 in_fVolume)
Sets the volume of a output device.
AkUInt32 uIdxThread
The current thread index [0, AkTaskSchedulerDesc::uNumSchedulerWorkerThreads[.
void(* AkBusMeteringCallbackFunc)(AK::IAkMetering *in_pMetering, AkChannelConfig in_channelConfig, AkMeteringFlags in_eMeteringFlags)
AKRESULT __cdecl SetBusConfig(AkUniqueID in_audioNodeID, AkChannelConfig in_channelConfig)
AkTimeMs msTime
Position of the source (in ms) associated with that playing item.
AKRESULT __cdecl RegisterPlugin(AkPluginType in_eType, AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID, AkCreatePluginCallback in_pCreateFunc, AkCreateParamCallback in_pCreateParamFunc)
AKRESULT __cdecl SetObjectObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 in_fObstructionLevel, AkReal32 in_fOcclusionLevel)
AKRESULT __cdecl SetMixer(AkUniqueID in_audioNodeID, AkUniqueID in_shareSetID)
AkUInt64 AkGameObjectID
Game object ID.
AKRESULT __cdecl SetState(AkStateGroupID in_stateGroup, AkStateID in_state)
Platform-independent initialization settings of output devices.
bool bEnableGameSyncPreparation
Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
void __cdecl StopAll(AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
Necessary settings for setting externally-loaded sources.
AKRESULT __cdecl ExecuteActionOnEvent(AkUniqueID in_eventID, AkActionOnEventType in_ActionType, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AKRESULT __cdecl StartProfilerCapture(const AkOSChar *in_CaptureFileName)
AKRESULT __cdecl RegisterBusVolumeCallback(AkUniqueID in_busID, AkBusCallbackFunc in_pfnCallback)
AkFloorPlane
Possible values for the floor plane axis used in the Game Object 3D Viewer in Wwise.
AKRESULT __cdecl SetGameObjectOutputBusVolume(AkGameObjectID in_emitterObjID, AkGameObjectID in_listenerObjID, AkReal32 in_fControlValue)
AkUInt32 uNumSchedulerWorkerThreads
The number of worker threads in the schduler.
void(* AkAssertHook)(const char *in_pszExpression, const char *in_pszFileName, int in_lineNumber)
AkPlayingID __cdecl PostEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, AkUInt32 in_cExternals=0, AkExternalSourceInfo *in_pExternalSources=NULL, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AKRESULT __cdecl SetSwitch(AkSwitchGroupID in_switchGroup, AkSwitchStateID in_switchState, AkGameObjectID in_gameObjectID)
AKRESULT __cdecl GetAudioSettings(AkAudioSettings &out_audioSettings)
AKRESULT __cdecl GetPanningRule(AkPanningRule &out_ePanningRule, AkOutputDeviceID in_idOutput=0)
AKRESULT __cdecl SetBusEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
AKRESULT __cdecl SetMultiplePositions(AkGameObjectID in_GameObjectID, const AkSoundPosition *in_pPositions, AkUInt16 in_NumPositions, MultiPositionType in_eMultiPositionType=MultiPositionType_MultiDirections)
IAkSoftwareCodec *(* AkCreateBankSourceCallback)(void *in_pCtx)
Registered bank source node creation function prototype.
AkUInt8 * pMediaMemory
Pointer to the data to be set for the source.
AkPanningRule ePanningRule
AkChannelConfig __cdecl GetSpeakerConfiguration(AkOutputDeviceID in_idOutput=0)
Unknown/invalid plug-in type.
AKRESULT __cdecl UnregisterGameObj(AkGameObjectID in_gameObjectID)
AkUInt64 AkOutputDeviceID
Audio Output device ID.
AKRESULT __cdecl GetContainerHistory(AK::IWriteBytes *in_pBytes)
AKRESULT __cdecl GetSourcePlayPosition(AkPlayingID in_PlayingID, AkTimeMs *out_puPosition, bool in_bExtrapolate=true)
Obstruction/occlusion pair for a position.
static const AkPlayingID AK_INVALID_PLAYING_ID
Invalid playing ID.
AKRESULT __cdecl GetSpeakerAngles(AkReal32 *io_pfSpeakerAngles, AkUInt32 &io_uNumAngles, AkReal32 &out_fHeightAngle, AkOutputDeviceID in_idOutput=0)
AkUInt32 AkPlayingID
Playing ID.
AkUInt32 AkSwitchStateID
Switch ID.
void * BGMCallbackCookie
Application-defined user data for the audio source change event callback function.
AKRESULT __cdecl SetContainerHistory(AK::IReadBytes *in_pBytes)
void __cdecl GetDefaultInitSettings(AkInitSettings &out_settings)
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
AKRESULT __cdecl StopMIDIOnEvent(AkUniqueID in_eventID=AK_INVALID_UNIQUE_ID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
AKRESULT __cdecl SetMultipleObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_uListenerID, AkObstructionOcclusionValues *in_fObstructionOcclusionValues, AkUInt32 in_uNumOcclusionObstruction)
AkChannelConfig channelConfig
AKRESULT __cdecl RegisterPluginDLL(const AkOSChar *in_DllName, const AkOSChar *in_DllPath=NULL)
AKRESULT __cdecl PrepareBank(AK::SoundEngine::PreparationType in_PreparationType, const char *in_pszString, AK::SoundEngine::AkBankContent in_uFlags=AkBankContent_All)
void __cdecl CancelBankCallbackCookie(void *in_pCookie)
AkUniqueID audioNodeID
Audio Node ID of playing item.
AKRESULT __cdecl LoadBank(const char *in_pszString, AkMemPoolId in_memPoolId, AkBankID &out_bankID)
void(* AkBusCallbackFunc)(AkSpeakerVolumeMatrixCallbackInfo *in_pCallbackInfo)
AKRESULT __cdecl UnregisterGlobalCallback(AkGlobalCallbackFunc in_pCallback, AkUInt32 in_eLocation=AkGlobalCallbackLocation_BeginRender)
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
AKRESULT __cdecl RegisterGameObj(AkGameObjectID in_gameObjectID)
Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
AKRESULT __cdecl SetRTPCValueByPlayingID(AkRtpcID in_rtpcID, AkRtpcValue in_value, AkPlayingID in_playingID, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AKRESULT __cdecl StartOutputCapture(const AkOSChar *in_CaptureFileName)
AKRESULT __cdecl GetBufferStatusForPinnedEvent(AkUniqueID in_eventID, AkReal32 &out_fPercentBuffered, bool &out_bCachePinnedMemoryFull)
AKRESULT __cdecl ResetRTPCValue(AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
void(* AkDeviceStatusCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkUniqueID in_idAudioDeviceShareset, AkUInt32 in_idDeviceID, AkAudioDeviceEvent in_idEvent, AKRESULT in_AkResult)
Callback for Audio Device status changes.
AkPanningRule
Headphone / speakers panning rules.
AKRESULT __cdecl RegisterBusMeteringCallback(AkUniqueID in_busID, AkBusMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags)
AkUInt32 uCommandQueueSize
Size of the command queue, in bytes.
AkUInt32 AkTriggerID
Trigger ID.
static const AkUniqueID AK_INVALID_UNIQUE_ID
Invalid unique 32-bit ID.
AK::IAkPlugin *(* AkCreatePluginCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin creation function prototype.
AkUInt32 uMaxHardwareTimeoutMs
Amount of time to wait for HW devices to trigger an audio interrupt. If there is no interrupt after t...
bool __cdecl IsInitialized()
void(* AkCallbackFunc)(AkCallbackType in_eType, AkCallbackInfo *in_pCallbackInfo)
Use AkBankContent_StructureOnly to load only the structural content, including Events,...
AKRESULT __cdecl GetSourcePlayPositions(AkPlayingID in_PlayingID, AkSourcePosition *out_puPositions, AkUInt32 *io_pcPositions, bool in_bExtrapolate=true)
Use AkBankContent_All to load both the media and structural content.
AKRESULT __cdecl RegisterCodec(AkUInt32 in_ulCompanyID, AkUInt32 in_ulCodecID, AkCreateFileSourceCallback in_pFileCreateFunc, AkCreateBankSourceCallback in_pBankCreateFunc)
AKRESULT __cdecl AddOutputCaptureMarker(const char *in_MarkerText)
void(* ParallelForFunc)(void *in_pData, AkUInt32 in_uIdxBegin, AkUInt32 in_uIdxEnd, AkUInt32 in_uTileSize, AkParallelForFunc in_func, void *in_pUserData, const char *in_szDebugName)
Debug name for the workload.
AKRESULT __cdecl SetPosition(AkGameObjectID in_GameObjectID, const AkSoundPosition &in_Position)
AkInt32 AkMemPoolId
Memory pool ID.
AkGroupType
Game sync group type.
void __cdecl MuteBackgroundMusic(bool in_bMute)
AKRESULT __cdecl ClearBanks()
AK::IAkGlobalPluginContext *__cdecl GetGlobalPluginContext()
void __cdecl CancelEventCallbackCookie(void *in_pCookie)
AkUInt32 uMonitorQueuePoolSize
Size of the monitoring queue pool, in bytes. This parameter is not used in Release build.
AkInt32 AkTimeMs
Time in ms.
AKRESULT __cdecl RegisterGlobalCallback(AkGlobalCallbackFunc in_pCallback, AkUInt32 in_eLocation=AkGlobalCallbackLocation_BeginRender, void *in_pCookie=NULL, AkPluginType in_eType=AkPluginTypeNone, AkUInt32 in_ulCompanyID=0, AkUInt32 in_ulPluginID=0)
AKRESULT __cdecl RemoveOutput(AkOutputDeviceID in_idOutput)
AKRESULT __cdecl RemoveDefaultListener(AkGameObjectID in_listenerGameObj)
bool bUseSoundBankMgrThread
Use a separate thread for loading sound banks. Allows asynchronous operations.
AKRESULT __cdecl DecodeBank(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkMemPoolId in_uPoolForDecodedBank, void *&out_pDecodedBankPtr, AkUInt32 &out_uDecodedBankSize)
AkUInt32 uMonitorPoolSize
Size of the monitoring pool, in bytes. This parameter is not used in Release build.
Simulate one sound coming from multiple directions. Useful for repositionning sounds based on wall op...
AkUInt32 AkSwitchGroupID
Switch group ID.
AKRESULT __cdecl PinEventInStreamCache(AkUniqueID in_eventID, AkPriority in_uActivePriority, AkPriority in_uInactivePriority)