Wwise SDK 2023.1.8
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Seeks inside all playing objects that are referenced in Play Actions of the specified Event. See AK::SoundEngine::SeekOnEvent
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Name | Type | Description |
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event | any of: | Either the ID (GUID), name, or Short ID of the Event. |
string | The name of the object. | |
string | An object GUID of the form: {aabbcc00-1122-3344-5566-77889900aabb}. | |
integer | The Short ID of a Wwise Object. Unsigned Integer 32-bit. Range: [0,4294967295] | |
gameObject | integer | Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects.A game object ID, unsigned integer 64-bit. Range: [0,18446744073709551615] |
position | integer | Desired position where playback should restart, in milliseconds. Integer 32-bit. Range: [-2147483648,2147483647] |
percent | number | Desired position where playback should restart, expressed in a percentage of the file's total duration, between 0 and 1.f. See note above about infinite looping sounds. |
seekToNearestMarker | boolean | If true, the final seeking position is made equal to the nearest marker. |
playingId | integer | Specifies the playing ID for which the seek is to be applied. This results in the seek being applied only to active actions of the playing ID. Use AK_INVALID_PLAYING_ID or nothing, to seek on all active Actions of this Event ID.Unsigned Integer 32-bit. Range: [0,4294967295] |
Refer to Using the Wwise Authoring API (WAAPI) for more information about Wwise Authoring API.
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