バージョン
Structure of an entry in the AkMixerInputMap map. [詳細]
Public メソッド | |
AkInputMapSlot () | |
User data. Here we have a buffer. Other relevant info would be the game object position and input parameters of the previous frame. |
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bool | operator== (const AkInputMapSlot &in_Op) const |
Public 変数 | |
AK::IAkMixerInputContext * | pContext |
USER_DATA * | pUserData |
Structure of an entry in the AkMixerInputMap map.
Collection class to manage inputs in mixer plugins. The inputs are identified by their context AK::IAkMixerInputContext. The type of data attached to it is the template argument USER_DATA. The collection performs allocation/deallocation of user data via AK_PLUGIN_NEW/DELETE(). Usage
Init AkMixerInputMap<MyStruct> m_mapInputs; m_mapInputs.Init( in_pAllocator ); // in_pAllocator passed at plugin init.
Add an input. m_mapInputs.AddInput( in_pInput ); // AK::IAkMixerInputContext * in_pInput passed to OnInputConnected()
Find an input MyStruct * pInput = m_mapInputs.Exists( in_pInputContext ); // AK::IAkMixerInputContext * in_pInputContext passed to ConsumeInput()
Iterate through inputs. AkMixerInputMap<MyStruct>::Iterator it = m_mapInputs.End(); while ( it != m_mapInputs.End() ) { MyStruct * pInput = (*it).pUserData; ... ++it; }
AkMixerInputMap.h の 63 行で定義されています。