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Wwise SDK 2023.1.9
AkDynamicSequence.h
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26 
27 #ifndef _AK_SOUNDENGINE_AKDYNAMICSEQUENCE_H
28 #define _AK_SOUNDENGINE_AKDYNAMICSEQUENCE_H
29 
32 
33 class AkExternalSourceArray;
34 
35 namespace AK
36 {
37  namespace SoundEngine
38  {
39  /// Dynamic Sequence namespace. Use the Dynamic Sequence API to play and sequence Dialogue Events dynamically, according to a set of rules and conditions. For more information, refer to \ref integrating_elements_dynamicdialogue and <a href="https://www.audiokinetic.com/library/edge/?source=Help&id=understanding_dynamic_dialogue_system" target="_blank">Understanding the Dynamic Dialogue System</a>.
40  /// \remarks The functions in this namespace are thread-safe, unless stated otherwise.
41  namespace DynamicSequence
42  {
43  /// Playlist Item for Dynamic Sequence Playlist.
44  /// \sa
45  /// - AK::SoundEngine::DynamicSequence::Playlist
46  /// - AK::SoundEngine::PostEvent
47  /// - \ref integrating_external_sources
49  {
50  public:
52  PlaylistItem(const PlaylistItem& in_rCopy);
54 
55  PlaylistItem& operator=(const PlaylistItem& in_rCopy);
56  bool operator==(const PlaylistItem& in_rCopy)
57  {
58  AKASSERT(pExternalSrcs == NULL);
59  return audioNodeID == in_rCopy.audioNodeID &&
60  msDelay == in_rCopy.msDelay &&
61  pCustomInfo == in_rCopy.pCustomInfo;
62  };
63 
64  /// Sets the external sources used by this item.
65  /// \sa
66  /// \ref integrating_external_sources
67  AKRESULT SetExternalSources(AkUInt32 in_nExternalSrc, AkExternalSourceInfo* in_pExternalSrc);
68 
69  /// Get the external source array. Internal use only.
70  AkExternalSourceArray* GetExternalSources(){return pExternalSrcs;}
71 
72  AkUniqueID audioNodeID; ///< Unique ID of Audio Node
73  AkTimeMs msDelay; ///< Delay before playing this item, in milliseconds
74  void * pCustomInfo; ///< Optional user data
75 
76  private:
77  AkExternalSourceArray *pExternalSrcs;
78  };
79 
80  /// List of items to play in a Dynamic Sequence.
81  /// \sa
82  /// - AK::SoundEngine::DynamicSequence::LockPlaylist
83  /// - AK::SoundEngine::DynamicSequence::UnlockPlaylist
84  class Playlist
85  : public AkArray<PlaylistItem, const PlaylistItem&>
86  {
87  public:
88  /// Enqueue an Audio Node.
89  /// \return AK_Success if successful, AK_Fail otherwise
91  AkUniqueID in_audioNodeID, ///< Unique ID of Audio Node
92  AkTimeMs in_msDelay = 0, ///< Delay before playing this item, in milliseconds
93  void * in_pCustomInfo = NULL, ///< Optional user data
94  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
95  AkExternalSourceInfo *in_pExternalSources = NULL///< Optional array of external source resolution information
96  )
97  {
98  PlaylistItem * pItem = AddLast();
99  if ( !pItem )
100  return AK_InsufficientMemory;
101 
102  pItem->audioNodeID = in_audioNodeID;
103  pItem->msDelay = in_msDelay;
104  pItem->pCustomInfo = in_pCustomInfo;
105  return pItem->SetExternalSources(in_cExternals, in_pExternalSources);
106  }
107  };
108 
109  /// The DynamicSequenceType is specified when creating a new dynamic sequence.\n
110  /// \n
111  /// The default option is DynamicSequenceType_SampleAccurate. \n
112  /// \n
113  /// In sample accurate mode, when a dynamic sequence item finishes playing and there is another item\n
114  /// pending in its playlist, the next sound will be stitched to the end of the ending sound. In this \n
115  /// mode, if there are one or more pending items in the playlist while the dynamic sequence is playing,\n
116  /// or if something is added to the playlist during the playback, the dynamic sequence\n
117  /// can remove the next item to be played from the playlist and prepare it for sample accurate playback before\n
118  /// the first sound is finished playing. This mechanism helps keep sounds sample accurate, but then\n
119  /// you might not be able to remove that next item from the playlist if required.\n
120  /// \n
121  /// If your game requires the capability of removing the next to be played item from the\n
122  /// playlist at any time, then you should use the DynamicSequenceType_NormalTransition option instead.\n
123  /// In this mode, you cannot ensure sample accuracy between sounds.\n
124  /// \n
125  /// Note that a Stop or a Break will always prevent the next to be played sound from actually being played.
126  ///
127  /// \sa
128  /// - AK::SoundEngine::DynamicSequence::Open
130  {
131  DynamicSequenceType_SampleAccurate, ///< Sample accurate mode
132  DynamicSequenceType_NormalTransition ///< Normal transition mode, allows the entire playlist to be edited at all times.
133  };
134 
135  /// Open a new Dynamic Sequence.
136  /// \return Playing ID of the dynamic sequence, or AK_INVALID_PLAYING_ID in failure case and an error message in the debug console and Wwise Profiler
137  ///
138  /// \sa
139  /// - AK::SoundEngine::DynamicSequence::DynamicSequenceType
141  AkGameObjectID in_gameObjectID, ///< Associated game object ID
142  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
143  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
144  void* in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information;
145  DynamicSequenceType in_eDynamicSequenceType = DynamicSequenceType_SampleAccurate ///< See : \ref AK::SoundEngine::DynamicSequence::DynamicSequenceType
146  );
147 
148  /// Close specified Dynamic Sequence. The Dynamic Sequence will play until finished and then
149  /// deallocate itself.
150  /// \return
151  /// - AK_Success if the command was successfully queued
152  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
154  AkPlayingID in_playingID ///< AkPlayingID returned by DynamicSequence::Open
155  );
156 
157  /// Play specified Dynamic Sequence.
158  /// \return
159  /// - AK_Success if the command was successfully queued
160  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
162  AkPlayingID in_playingID, ///< AkPlayingID returned by DynamicSequence::Open
163  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
164  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
165  );
166 
167  /// Pause specified Dynamic Sequence.
168  /// To restart the sequence, call Resume. The item paused will resume its playback, followed by the rest of the sequence.
169  /// \return
170  /// - AK_Success if the command was successfully queued
171  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
173  AkPlayingID in_playingID, ///< AkPlayingID returned by DynamicSequence::Open
174  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
175  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
176  );
177 
178  /// Resume specified Dynamic Sequence.
179  /// \return
180  /// - AK_Success if the command was successfully queued
181  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
183  AkPlayingID in_playingID, ///< AkPlayingID returned by DynamicSequence::Open
184  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
185  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
186  );
187 
188  /// Stop specified Dynamic Sequence immediately.
189  /// To restart the sequence, call Play. The sequence will restart with the item that was in the
190  /// playlist after the item that was stopped.
191  /// \return
192  /// - AK_Success if the command was successfully queued
193  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
195  AkPlayingID in_playingID, ///< AkPlayingID returned by DynamicSequence::Open
196  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
197  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
198  );
199 
200  /// Break specified Dynamic Sequence. The sequence will stop after the current item.
201  /// \return
202  /// - AK_Success if the command was successfully queued
203  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
205  AkPlayingID in_playingID ///< AkPlayingID returned by DynamicSequence::Open
206  );
207 
208  /// Seek inside specified Dynamic Sequence.
209  /// It is only possible to seek in the first item of the sequence.
210  /// If you seek past the duration of the first item, it will be skipped and an error will reported in the Capture Log and debug output.
211  /// All the other items in the sequence will continue to play normally.
212  /// \return
213  /// - AK_Success if the command was successfully queued
214  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
216  AkPlayingID in_playingID, ///< AkPlayingID returned by DynamicSequence::Open
217  AkTimeMs in_iPosition, ///< Position into the the sound, in milliseconds
218  bool in_bSeekToNearestMarker ///< Snap to the marker nearest to the seek position.
219  );
220 
221  /// Seek inside specified Dynamic Sequence.
222  /// It is only possible to seek in the first item of the sequence.
223  /// If you seek past the duration of the first item, it will be skipped and an error will reported in the Capture Log and debug output.
224  /// All the other items in the sequence will continue to play normally.
225  /// \return
226  /// - AK_Success if the command was successfully queued
227  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
229  AkPlayingID in_playingID, ///< AkPlayingID returned by DynamicSequence::Open
230  AkReal32 in_fPercent, ///< Position into the the sound, in percentage of the whole duration.
231  bool in_bSeekToNearestMarker ///< Snap to the marker nearest to the seek position.
232  );
233 
234  /// Get pause times.
235  /// \return
236  /// - AK_Success if successful
237  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
239  AkPlayingID in_playingID, ///< AkPlayingID returned by DynamicSequence::Open
240  AkUInt32 &out_uTime, ///< If sequence is currently paused, returns time when pause started, else 0.
241  AkUInt32 &out_uDuration ///< Returns total pause duration since last call to GetPauseTimes, excluding the time elapsed in the current pause.
242  );
243 
244  /// Get currently playing item. Note that this may be different from the currently heard item
245  /// when sequence is in sample-accurate mode.
246  /// \return
247  /// - AK_Success if successful
248  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
250  AkPlayingID in_playingID, ///< AkPlayingID returned by DynamicSequence::Open
251  AkUniqueID & out_audioNodeID, ///< Returned audio node ID of playing item.
252  void *& out_pCustomInfo ///< Returned user data of playing item.
253  );
254 
255  /// Lock the Playlist for editing. Needs a corresponding UnlockPlaylist call.
256  /// \return Pointer to locked Playlist if successful, NULL otherwise (in_playingID not found)
257  /// \sa
258  /// - AK::SoundEngine::DynamicSequence::UnlockPlaylist
260  AkPlayingID in_playingID ///< AkPlayingID returned by DynamicSequence::Open
261  );
262 
263  /// Unlock the playlist.
264  /// \return
265  /// - AK_Success if successful
266  /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence
267  /// \sa
268  /// - AK::SoundEngine::DynamicSequence::LockPlaylist
270  AkPlayingID in_playingID ///< AkPlayingID returned by DynamicSequence::Open
271  );
272  }
273  }
274 }
275 
276 #endif // _AK_SOUNDENGINE_AKDYNAMICSEQUENCE_H
AKSOUNDENGINE_API AKRESULT Stop(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
AKRESULT SetExternalSources(AkUInt32 in_nExternalSrc, AkExternalSourceInfo *in_pExternalSrc)
AKSOUNDENGINE_API AKRESULT GetPlayingItem(AkPlayingID in_playingID, AkUniqueID &out_audioNodeID, void *&out_pCustomInfo)
AkInt32 AkTimeMs
Time in ms.
Definition: AkTypes.h:56
Audiokinetic namespace.
AkUniqueID audioNodeID
Unique ID of Audio Node.
AkUInt64 AkGameObjectID
Game object ID.
Definition: AkTypes.h:60
#define AK_EXTERNAPIFUNC(_type, _name)
AkTimeMs msDelay
Delay before playing this item, in milliseconds.
AKRESULT
Standard function call result.
Definition: AkTypes.h:131
PlaylistItem & operator=(const PlaylistItem &in_rCopy)
AKSOUNDENGINE_API AKRESULT Resume(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
Specific implementation of array.
Definition: AkArray.h:259
#define NULL
Definition: AkTypes.h:46
float AkReal32
32-bit floating point
AKSOUNDENGINE_API AKRESULT Pause(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
PlaylistItem(const PlaylistItem &in_rCopy)
AKSOUNDENGINE_API Playlist * LockPlaylist(AkPlayingID in_playingID)
AKSOUNDENGINE_API AKRESULT Play(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
AkUInt32 AkUniqueID
Unique 32-bit ID.
Definition: AkTypes.h:52
#define AKASSERT(Condition)
Definition: AkAssert.h:67
@ DynamicSequenceType_SampleAccurate
Sample accurate mode.
void(* AkCallbackFunc)(AkCallbackType in_eType, AkCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:267
AkForceInline AKRESULT Enqueue(AkUniqueID in_audioNodeID, AkTimeMs in_msDelay=0, void *in_pCustomInfo=NULL, AkUInt32 in_cExternals=0, AkExternalSourceInfo *in_pExternalSources=NULL)
AkCurveInterpolation
Curve interpolation types.
Definition: AkTypes.h:853
@ AkCurveInterpolation_Linear
Linear (Default)
Definition: AkTypes.h:860
AKSOUNDENGINE_API AKRESULT Seek(AkPlayingID in_playingID, AkTimeMs in_iPosition, bool in_bSeekToNearestMarker)
AkExternalSourceArray * GetExternalSources()
Get the external source array. Internal use only.
AkForceInline PlaylistItem * AddLast()
Definition: AkArray.h:593
AKSOUNDENGINE_API AKRESULT UnlockPlaylist(AkPlayingID in_playingID)
uint32_t AkUInt32
Unsigned 32-bit integer.
AKSOUNDENGINE_API AkPlayingID Open(AkGameObjectID in_gameObjectID, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, DynamicSequenceType in_eDynamicSequenceType=DynamicSequenceType_SampleAccurate)
@ AK_InsufficientMemory
Memory error.
Definition: AkTypes.h:161
#define AkForceInline
Definition: AkTypes.h:63
AkUInt32 AkPlayingID
Playing ID.
Definition: AkTypes.h:55
@ DynamicSequenceType_NormalTransition
Normal transition mode, allows the entire playlist to be edited at all times.
AKSOUNDENGINE_API AKRESULT GetPauseTimes(AkPlayingID in_playingID, AkUInt32 &out_uTime, AkUInt32 &out_uDuration)
bool operator==(const PlaylistItem &in_rCopy)
AKSOUNDENGINE_API AKRESULT Close(AkPlayingID in_playingID)
AKSOUNDENGINE_API AKRESULT Break(AkPlayingID in_playingID)

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