menu
Wwise
arrow_drop_down
Strata
arrow_drop_down
Solutions
arrow_drop_down
Apprendre
arrow_drop_down
Communauté
arrow_drop_down
Documentation
arrow_drop_down
Aide
arrow_drop_down
2024.1.4.8780
2023.1.12.8706
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
Wwise SDK 2018.1.11
|
Audiokinetic spatial audio namespace. More...
Typedefs | |
typedef AkString< ArrayPoolSpatialAudio, wchar_t > | WString |
Wide string type for use in Wwise Spatial Audio. More... |
|
typedef AkString< ArrayPoolSpatialAudio, AkOSChar > | OsString |
OS string type for use in Wwise Spatial Audio. More... |
|
typedef AkString< ArrayPoolSpatialAudio, char > | String |
String type for use in Wwise Spatial Audio. More... |
|
typedef AkDbString< ArrayPoolSpatialAudio, char, CAkLock > | DbString |
Instanced string type. More... |
|
typedef AkUInt16 | Idx |
Functions | |||
Basic functions. | |||
In order to use SpatialAudio, you need to initalize it using Init, and register all emitters and listeners that you plan on using with any of the services offered by SpatialAudio, using RegisterEmitter and RegisterListener respectively, after having registered their corresponding game object to the sound engine. The position of these objects and game-defined sends should be updated with SetPosition and SetEmitterAuxSendValues instead of their AK::SoundEngine counterparts. \akwarning At the moment, there can be only one Spatial Audio listener registered at any given time. | |||
AkMemPoolId __cdecl | GetPoolID () | ||
Access the internal pool ID passed to Init. More... |
|||
AKRESULT __cdecl | Init (const AkSpatialAudioInitSettings &in_initSettings) | ||
Initialize the SpatialAudio API. More... |
|||
AKRESULT __cdecl | RegisterEmitter (AkGameObjectID in_gameObjectID, const AkEmitterSettings &in_settings) | ||
AKRESULT __cdecl | UnregisterEmitter (AkGameObjectID in_gameObjectID) | ||
AKRESULT __cdecl | RegisterListener (AkGameObjectID in_gameObjectID) | ||
AKRESULT __cdecl | UnregisterListener (AkGameObjectID in_gameObjectID) | ||
AKRESULT __cdecl | SetPosition (AkGameObjectID in_gameObjectID, const AkTransform &in_sourcePosition) | ||
AKRESULT __cdecl | SetEmitterAuxSendValues (AkGameObjectID in_gameObjectID, AkAuxSendValue *in_pAuxSends, AkUInt32 in_uNumAux) | ||
Helper functions for passing game data to the Wwise Reflect plug-in. | |||
Use this API for detailed placement of reflection image sources.
| |||
AKRESULT __cdecl | SetImageSource (AkImageSourceID in_srcID, const AkImageSourceSettings &in_info, AkUniqueID in_AuxBusID, AkRoomID in_roomID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT) | ||
AKRESULT __cdecl | RemoveImageSource (AkImageSourceID in_srcID, AkUniqueID in_AuxBusID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT) | ||
Geometry | |||
Geometry API for early reflection processing using Wwise Reflect. | |||
AKRESULT __cdecl | SetGeometry (AkGeometrySetID in_GeomSetID, const AkGeometryParams &in_params) | ||
AKRESULT __cdecl | RemoveGeometry (AkGeometrySetID in_SetID) | ||
AKRESULT __cdecl | QueryReflectionPaths (AkGameObjectID in_gameObjectID, AkVector &out_listenerPos, AkVector &out_emitterPos, AkReflectionPathInfo *out_aPaths, AkUInt32 &io_uArraySize) | ||
Rooms and Portals | |||
Sound Propagation API using rooms and portals. | |||
AKRESULT __cdecl | SetRoom (AkRoomID in_RoomID, const AkRoomParams &in_Params) | ||
AKRESULT __cdecl | RemoveRoom (AkRoomID in_RoomID) | ||
AKRESULT __cdecl | SetPortal (AkPortalID in_PortalID, const AkPortalParams &in_Params) | ||
AKRESULT __cdecl | RemovePortal (AkPortalID in_PortalID) | ||
AKRESULT __cdecl | SetGameObjectInRoom (AkGameObjectID in_gameObjectID, AkRoomID in_CurrentRoomID) | ||
AKRESULT __cdecl | SetEmitterObstructionAndOcclusion (AkGameObjectID in_gameObjectID, AkReal32 in_fObstruction, AkReal32 in_fOcclusion) | ||
AKRESULT __cdecl | SetPortalObstructionAndOcclusion (AkPortalID in_PortalID, AkReal32 in_fObstruction, AkReal32 in_fOcclusion) | ||
AKRESULT __cdecl | QuerySoundPropagationPaths (AkGameObjectID in_gameObjectID, AkVector &out_listenerPos, AkVector &out_emitterPos, AkPropagationPathInfo *out_aPaths, AkUInt32 &io_uArraySize) | ||
AKRESULT __cdecl | QueryDiffractionPaths (AkGameObjectID in_gameObjectID, AkVector &out_listenerPos, AkVector &out_emitterPos, AkDiffractionPathInfo *out_aPaths, AkUInt32 &io_uArraySize) | ||
Audiokinetic spatial audio namespace.
Des questions ? Des problèmes ? Besoin de plus d'informations ? Contactez-nous, nous pouvons vous aider !
Visitez notre page d'AideEnregistrez votre projet et nous vous aiderons à démarrer sans aucune obligation !
Partir du bon pied avec Wwise