構成 |
struct |
AkPositioningInfo |
|
Positioning information obtained from an object. [詳細]
|
struct |
AkObjectInfo |
|
Object information structure for QueryAudioObjectsIDs. [詳細]
|
struct |
AK::SoundEngine::Query::GameObjDst |
ネームスペース |
namespace |
AK |
|
Audiokinetic namespace.
|
namespace |
AK::SoundEngine |
namespace |
AK::SoundEngine::Query |
型定義 |
typedef AkArray
< AkGameObjectID,
AkGameObjectID,
ArrayPoolDefault, 32 > |
AK::SoundEngine::Query::AkGameObjectsList |
typedef AkArray< GameObjDst,
const GameObjDst
&, ArrayPoolDefault, 32 > |
AK::SoundEngine::Query::AkRadiusList |
関数 |
AKRESULT __cdecl |
AK::SoundEngine::Query::QueryAudioObjectIDs (AkUniqueID in_eventID, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos) |
AKRESULT __cdecl |
AK::SoundEngine::Query::QueryAudioObjectIDs (const char *in_pszEventName, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos) |
AKRESULT __cdecl |
AK::SoundEngine::Query::GetPositioningInfo (AkUniqueID in_ObjectID, AkPositioningInfo &out_rPositioningInfo) |
AKRESULT __cdecl |
AK::SoundEngine::Query::GetActiveGameObjects (AkGameObjectsList &io_GameObjectList) |
bool __cdecl |
AK::SoundEngine::Query::GetIsGameObjectActive (AkGameObjectID in_GameObjId) |
AKRESULT __cdecl |
AK::SoundEngine::Query::GetMaxRadius (AkRadiusList &io_RadiusList) |
AkReal32 __cdecl |
AK::SoundEngine::Query::GetMaxRadius (AkGameObjectID in_GameObjId) |
AkUniqueID __cdecl |
AK::SoundEngine::Query::GetEventIDFromPlayingID (AkPlayingID in_playingID) |
AkGameObjectID __cdecl |
AK::SoundEngine::Query::GetGameObjectFromPlayingID (AkPlayingID in_playingID) |
AKRESULT __cdecl |
AK::SoundEngine::Query::GetPlayingIDsFromGameObject (AkGameObjectID in_GameObjId, AkUInt32 &io_ruNumIDs, AkPlayingID *out_aPlayingIDs) |
AKRESULT __cdecl |
AK::SoundEngine::Query::GetCustomPropertyValue (AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkInt32 &out_iValue) |
AKRESULT __cdecl |
AK::SoundEngine::Query::GetCustomPropertyValue (AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkReal32 &out_fValue) |
|
|
AKRESULT __cdecl |
AK::SoundEngine::Query::GetPosition (AkGameObjectID in_GameObjectID, AkSoundPosition &out_rPosition) |
|
|
AKRESULT __cdecl |
AK::SoundEngine::Query::GetListeners (AkGameObjectID in_GameObjectID, AkGameObjectID *out_ListenerObjectIDs, AkUInt32 &oi_uNumListeners) |
AKRESULT __cdecl |
AK::SoundEngine::Query::GetListenerPosition (AkGameObjectID in_uIndex, AkListenerPosition &out_rPosition) |
AKRESULT __cdecl |
AK::SoundEngine::Query::GetListenerSpatialization (AkUInt32 in_uIndex, bool &out_rbSpatialized, AK::SpeakerVolumes::VectorPtr &out_pVolumeOffsets, AkChannelConfig &out_channelConfig) |
|
|
AKRESULT __cdecl |
AK::SoundEngine::Query::GetGameObjectAuxSendValues (AkGameObjectID in_gameObjectID, AkAuxSendValue *out_paAuxSendValues, AkUInt32 &io_ruNumSendValues) |
AKRESULT __cdecl |
AK::SoundEngine::Query::GetGameObjectDryLevelValue (AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfControlValue) |
AKRESULT __cdecl |
AK::SoundEngine::Query::GetObjectObstructionAndOcclusion (AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfObstructionLevel, AkReal32 &out_rfOcclusionLevel) |
Game Syncs |
|
enum |
AK::SoundEngine::Query::RTPCValue_type {
AK::SoundEngine::Query::RTPCValue_Default,
AK::SoundEngine::Query::RTPCValue_Global,
AK::SoundEngine::Query::RTPCValue_GameObject,
AK::SoundEngine::Query::RTPCValue_PlayingID,
AK::SoundEngine::Query::RTPCValue_Unavailable
} |
AKRESULT __cdecl |
AK::SoundEngine::Query::GetRTPCValue (AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID, AkPlayingID in_playingID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType) |
AKRESULT __cdecl |
AK::SoundEngine::Query::GetRTPCValue (const char *in_pszRtpcName, AkGameObjectID in_gameObjectID, AkPlayingID in_playingID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType) |
AKRESULT __cdecl |
AK::SoundEngine::Query::GetSwitch (AkSwitchGroupID in_switchGroup, AkGameObjectID in_gameObjectID, AkSwitchStateID &out_rSwitchState) |
AKRESULT __cdecl |
AK::SoundEngine::Query::GetSwitch (const char *in_pstrSwitchGroupName, AkGameObjectID in_GameObj, AkSwitchStateID &out_rSwitchState) |
AKRESULT __cdecl |
AK::SoundEngine::Query::GetState (AkStateGroupID in_stateGroup, AkStateID &out_rState) |
AKRESULT __cdecl |
AK::SoundEngine::Query::GetState (const char *in_pstrStateGroupName, AkStateID &out_rState) |
The sound engine parameter query interface.