Wwise SDK 2022.1.18
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#include <AkCommonDefs.h>
Classes | |
class | ArrayCustomMetadata |
Array type for carrying custom metadata. More... | |
struct | CustomMetadata |
Custom object metadata. More... | |
Public Types | |
typedef AkString< AkPluginArrayAllocator, char > | String |
String type for use in 3D audio objects. More... | |
Public Member Functions | |
AkAudioObject () | |
Constructor. More... | |
~AkAudioObject () | |
Destructor. More... | |
void | CopyContents (const AkAudioObject &in_src) |
Copy object metadata (everything but the key) from another object. More... | |
void | SetCustomMetadata (CustomMetadata *in_aCustomMetadata, AkUInt32 in_uLength) |
void | Transfer (AkAudioObject &in_from) |
Transfer function for transfer move policies. More... | |
AKRESULT | SetName (AK::IAkPluginMemAlloc *in_pAllocator, const char *in_szName) |
void | ResetState () |
Reset object state in preparation for next frame. More... | |
Public Attributes | |
AkAudioObjectID | key |
Unique ID, local to a given bus. More... | |
AkPositioningData | positioning |
Positioning data for deferred 3D rendering. More... | |
AkRamp | cumulativeGain |
Cumulative ramping gain to apply when mixing down to speaker bed or final endpoint. More... | |
ArrayCustomMetadata | arCustomMetadata |
Array of custom metadata, gathered from visited objects. Note: any custom metadata is expected to exist for only the current sound engine render tick, and persistent references to it should not be stored. More... | |
AkPipelineID | instigatorID |
Profiling ID of the node from which the object stems (typically the voice, instance of an actor-mixer). More... | |
String | objectName |
Name string of the object, to appear in the object profiler. This is normally used by out-of-place object processors for naming their output objects. Built-in sound engine structures don't use it. More... | |
AkPriority | priority |
Audio object playback priority. Object with a higher priority will be rendered using the hardware's object functionality on platforms that supports it, whereas objects with a lower priority will be downmixed to a lower resolution 3D bed. Audio object priorities should be retrieved, or set through IAkPluginServiceAudioObjectPriority to retain compatibility with future Wwise releases. More... | |
An audio object refers to an audio signal with some attached metadata going through the sound engine pipeline. The AkAudioObject struct encapsulates the metadata part. The signal itself is contained in a separate AkAudioBuffer instance.
Definition at line 301 of file AkCommonDefs.h.
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