Go to the documentation of this file.
27 #ifndef _AK_SOUNDENGINE_AKDYNAMICSEQUENCE_H
28 #define _AK_SOUNDENGINE_AKDYNAMICSEQUENCE_H
33 class AkExternalSourceArray;
41 namespace DynamicSequence
77 AkExternalSourceArray *pExternalSrcs;
85 :
public AkArray<PlaylistItem, const PlaylistItem&>
93 void * in_pCustomInfo =
NULL,
144 void* in_pCookie =
NULL,
163 AkTimeMs in_uTransitionDuration = 0,
174 AkTimeMs in_uTransitionDuration = 0,
184 AkTimeMs in_uTransitionDuration = 0,
196 AkTimeMs in_uTransitionDuration = 0,
218 bool in_bSeekToNearestMarker
231 bool in_bSeekToNearestMarker
252 void *& out_pCustomInfo
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.
AkUniqueID audioNodeID
Unique ID of Audio Node.
AkUInt64 AkGameObjectID
Game object ID.
#define AK_EXTERNAPIFUNC(_type, _name)
AkTimeMs msDelay
Delay before playing this item, in milliseconds.
AKRESULT
Standard function call result.
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.
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.
#define AKASSERT(Condition)
@ DynamicSequenceType_SampleAccurate
Sample accurate mode.
void(* AkCallbackFunc)(AkCallbackType in_eType, AkCallbackInfo *in_pCallbackInfo)
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.
@ AkCurveInterpolation_Linear
Linear (Default)
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()
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.
AkUInt32 AkPlayingID
Playing ID.
@ 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)
void * pCustomInfo
Optional user data.
bool operator==(const PlaylistItem &in_rCopy)
AKSOUNDENGINE_API AKRESULT Close(AkPlayingID in_playingID)
AKSOUNDENGINE_API AKRESULT Break(AkPlayingID in_playingID)
Besoin d'aide ?
Des questions ? Des problèmes ? Besoin de plus d'informations ? Contactez-nous, nous pouvons vous aider !
Visitez notre page d'Aide
Décrivez-nous de votre projet. Nous sommes là pour vous aider.
Enregistrez votre projet et nous vous aiderons à démarrer sans aucune obligation !
Partir du bon pied avec Wwise