Version

menu_open
Wwise SDK 2024.1.0
AkAudioObject.h
Go to the documentation of this file.
1 /*******************************************************************************
2 The content of this file includes portions of the AUDIOKINETIC Wwise Technology
3 released in source code form as part of the SDK installer package.
4 
5 Commercial License Usage
6 
7 Licensees holding valid commercial licenses to the AUDIOKINETIC Wwise Technology
8 may use this file in accordance with the end user license agreement provided
9 with the software or, alternatively, in accordance with the terms contained in a
10 written agreement between you and Audiokinetic Inc.
11 
12 Apache License Usage
13 
14 Alternatively, this file may be used under the Apache License, Version 2.0 (the
15 "Apache License"); you may not use this file except in compliance with the
16 Apache License. You may obtain a copy of the Apache License at
17 http://www.apache.org/licenses/LICENSE-2.0.
18 
19 Unless required by applicable law or agreed to in writing, software distributed
20 under the Apache License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES
21 OR CONDITIONS OF ANY KIND, either express or implied. See the Apache License for
22 the specific language governing permissions and limitations under the License.
23 
24  Copyright (c) 2024 Audiokinetic Inc.
25 *******************************************************************************/
26 
27 // AkAudioObjectDefs.h
28 
29 /// Definition of data structures for AkAudioObject
30 
31 #pragma once
32 
37 
38 namespace AK
39 {
40  class IAkPluginParam;
41 }
42 
43 /// An audio object refers to an audio signal with some attached metadata going through the sound engine pipeline.
44 /// The AkAudioObject struct encapsulates the metadata part. The signal itself is contained in a separate AkAudioBuffer instance.
46 {
47  /// Constructor
50  ,cumulativeGain(1.f, 1.f)
53  {}
54 
55  /// Destructor
57  {
59  objectName.Term();
60  }
61 
62  static const AkUInt64 kObjectKeyNumBits = 56;
63  static const AkUInt64 kObjectKeyMask = (((AkUInt64)1 << kObjectKeyNumBits) - 1);
64 
65  AkAudioObjectID key; ///< Unique ID, local to a given bus. Only the lower 56 of 64 bits are used for the object itself. The highest 8 bits are available for channel indexing.
66 
67  AkPositioningData positioning; ///< Positioning data for deferred 3D rendering.
68  AkRamp cumulativeGain; ///< Cumulative ramping gain to apply when mixing down to speaker bed or final endpoint
69  AkPipelineID instigatorID; ///< Profiling ID of the node from which the object stems (typically the voice, instance of an actor-mixer).
70  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.
71 
72  /// Custom object metadata.
74  {
75  AkPluginID pluginID; ///< Full plugin ID, including company ID and plugin type. See AKMAKECLASSID macro.
76  AkUniqueID contextID; ///< (Profiling) ID of the sound or bus from which the custom metadata was fetched.
77  AK::IAkPluginParam* pParam; ///< Custom, pluggable medata. 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.
78  };
79 
80  /// Array type for carrying custom metadata.
81  class ArrayCustomMetadata : public AkArray<CustomMetadata, const CustomMetadata&, AkPluginArrayAllocator>
82  {
83  public:
85 
86  ArrayType::Iterator FindByPluginID(AkPluginID pluginID) const
87  {
88  for (auto it = Begin(); it != End(); ++it)
89  {
90  if ((*it).pluginID == pluginID)
91  return it;
92  }
93  return End();
94  }
95  };
96 
97  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.
98 
99  typedef AkString<AkPluginArrayAllocator, char> String; ///< String type for use in 3D audio objects.
100  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.
101 
102  /// Copies object metadata (everything but the key) from another object.
104  const AkAudioObject& in_src ///< Object from which metadata is copied.
105  )
106  {
107  positioning = in_src.positioning;
109  instigatorID = in_src.instigatorID;
110  priority = in_src.priority;
112  objectName = in_src.objectName; // AkString performs a shallow copy when it can, like here.
113  }
114 
115  /// Moves object metadata (everything but the key) from another object.
117  AkAudioObject& in_src ///< Object from which metadata is moved.
118  )
119  {
120  positioning = in_src.positioning;
122  instigatorID = in_src.instigatorID;
123  priority = in_src.priority;
126  }
127 
128  void SetCustomMetadata(CustomMetadata* in_aCustomMetadata, AkUInt32 in_uLength)
129  {
130  if (arCustomMetadata.Resize(in_uLength))
131  {
132  for (int i = 0; i < (int)in_uLength; ++i)
133  {
134  arCustomMetadata[i] = in_aCustomMetadata[i];
135  }
136  }
137  }
138 
139  /// Transfer function for transfer move policies.
140  void Transfer(
141  AkAudioObject& in_from ///< Object from which data is transferred.
142  )
143  {
144  key = in_from.key;
145  TransferContents(in_from);
146  }
147 
148  /// Object processors may give an explicit name to objects.
149  /// \return AK_Success if the string was allocated successfully, AK_InsufficientMemory otherwise.
151  AK::IAkPluginMemAlloc* in_pAllocator, ///< Memory allocator.
152  const char* in_szName ///< Null-terminated string to allocate and store on this object.
153  )
154  {
155  objectName.Init(in_pAllocator);
156  objectName = in_szName;
157  return objectName.AllocCopy();
158  }
159 
160  /// Reset object state in preparation for next frame.
161  void ResetState()
162  {
163  arCustomMetadata.Term(); // Reset custom metadata in preparation for next frame.
164  objectName.ClearReference(); // Clear reference to string in preparation for next frame.
165  }
166 };
167 
168 /// A collection of audio objects. Encapsulates the audio data and metadata of each audio object in separate arrays.
170 {
171  AkAudioObjects(AkUInt32 in_uNumObjects = 0, AkAudioBuffer** in_ppObjectBuffers = nullptr, AkAudioObject** in_ppObjects = nullptr)
172  : uNumObjects(in_uNumObjects)
173  , ppObjectBuffers(in_ppObjectBuffers)
174  , ppObjects(in_ppObjects)
175  {}
176 
177  AkUInt32 uNumObjects; ///< Number of audio objects.
178  AkAudioBuffer** ppObjectBuffers; ///< Array of pointers to audio object buffers.
179  AkAudioObject** ppObjects; ///< Array of pointers to audio objects.
180 };
181 
void Transfer(AkAudioObject &in_from)
Transfer function for transfer move policies.
AkString< AkPluginArrayAllocator, char > String
String type for use in 3D audio objects.
Definition: AkAudioObject.h:99
Definition of data structures for AkAudioObject.
AkAudioObject()
Constructor.
Definition: AkAudioObject.h:48
static const AkUInt64 kObjectKeyNumBits
Definition: AkAudioObject.h:62
AkPositioningData positioning
Positioning data for deferred 3D rendering.
Definition: AkAudioObject.h:67
AkRamp cumulativeGain
Cumulative ramping gain to apply when mixing down to speaker bed or final endpoint.
Definition: AkAudioObject.h:68
void Transfer(AkString< TAlloc, T_CHAR > &in_from)
Definition: AkString.h:109
AkUInt64 AkAudioObjectID
Audio Object ID.
Definition: AkTypes.h:88
AKRESULT Copy(const AkArray< T, ARG_T, TAlloc, TGrowBy, TMovePolicy > &in_rSource)
Definition: AkArray.h:866
AkUInt32 AkPipelineID
Unique node (bus, voice) identifier for profiling.
Definition: AkTypes.h:86
static const AkUInt64 kObjectKeyMask
Definition: AkAudioObject.h:63
AkAudioObjectID key
Unique ID, local to a given bus. Only the lower 56 of 64 bits are used for the object itself....
Definition: AkAudioObject.h:65
AKRESULT
Standard function call result.
Definition: AkTypes.h:134
static const AkAudioObjectID AK_INVALID_AUDIO_OBJECT_ID
Invalid audio object ID.
Definition: AkTypes.h:112
void CopyContents(const AkAudioObject &in_src)
Copies object metadata (everything but the key) from another object.
Specific implementation of array.
Definition: AkArray.h:259
void TransferContents(AkAudioObject &in_src)
Moves object metadata (everything but the key) from another object.
static const AkPriority AK_DEFAULT_PRIORITY
Default sound / I/O priority.
Definition: AkTypes.h:115
AKRESULT SetName(AK::IAkPluginMemAlloc *in_pAllocator, const char *in_szName)
AkForceInline void Init(AK::IAkPluginMemAlloc *in_pAllocator)
AkUInt32 AkUniqueID
Unique 32-bit ID.
Definition: AkTypes.h:52
bool Resize(AkUInt32 in_uiSize)
Resize the array to the specified size.
Definition: AkArray.h:823
AkAudioBuffer ** ppObjectBuffers
Array of pointers to audio object buffers.
AkUInt32 AkPluginID
Source or effect plug-in ID.
Definition: AkTypes.h:63
void ResetState()
Reset object state in preparation for next frame.
AkUInt32 uNumObjects
Number of audio objects.
ArrayCustomMetadata arCustomMetadata
Array of custom metadata, gathered from visited objects. Note: any custom metadata is expected to exi...
Definition: AkAudioObject.h:97
static const AkPipelineID AK_INVALID_PIPELINE_ID
Invalid pipeline ID (for profiling)
Definition: AkTypes.h:111
Volume ramp specified by end points "previous" and "next".
Definition: AkTypes.h:895
Iterator End() const
Returns the iterator to the end of the array.
Definition: AkArray.h:353
AkPluginID pluginID
Full plugin ID, including company ID and plugin type. See AKMAKECLASSID macro.
Definition: AkAudioObject.h:75
AkInt8 AkPriority
Priority.
Definition: AkTypes.h:67
ArrayType::Iterator FindByPluginID(AkPluginID pluginID) const
Definition: AkAudioObject.h:86
AK::IAkPluginParam * pParam
Custom, pluggable medata. Note: any custom metadata is expected to exist for only the current sound e...
Definition: AkAudioObject.h:77
void ClearReference()
Definition: AkString.h:50
void Transfer(AkArray< T, ARG_T, TAlloc, TGrowBy, TMovePolicy > &in_rSource)
Definition: AkArray.h:853
AkPipelineID instigatorID
Profiling ID of the node from which the object stems (typically the voice, instance of an actor-mixer...
Definition: AkAudioObject.h:69
Iterator Begin() const
Returns the iterator to the first item of the array, will be End() if the array is empty.
Definition: AkArray.h:345
Positioning data of 3D audio objects.
Definition: AkCommonDefs.h:277
A collection of audio objects. Encapsulates the audio data and metadata of each audio object in separ...
uint64_t AkUInt64
Unsigned 64-bit integer.
AKRESULT AllocCopy()
Definition: AkString.h:85
uint32_t AkUInt32
Unsigned 32-bit integer.
void SetCustomMetadata(CustomMetadata *in_aCustomMetadata, AkUInt32 in_uLength)
void Term()
Term the array. Must be called before destroying the object.
Definition: AkArray.h:555
~AkAudioObject()
Destructor.
Definition: AkAudioObject.h:56
AkPriority priority
Audio object playback priority. Object with a higher priority will be rendered using the hardware's o...
Definition: AkAudioObject.h:70
String objectName
Name string of the object, to appear in the object profiler. This is normally used by out-of-place ob...
Custom object metadata.
Definition: AkAudioObject.h:74
void Term()
Definition: AkString.h:40
Array type for carrying custom metadata.
Definition: AkAudioObject.h:82
AkUniqueID contextID
(Profiling) ID of the sound or bus from which the custom metadata was fetched.
Definition: AkAudioObject.h:76
AkAudioObjects(AkUInt32 in_uNumObjects=0, AkAudioBuffer **in_ppObjectBuffers=nullptr, AkAudioObject **in_ppObjects=nullptr)
AkAudioObject ** ppObjects
Array of pointers to audio objects.

Cette page a-t-elle été utile ?

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