28 #ifndef _AK_SOUNDENGINE_AKDYNAMICSEQUENCE_H
29 #define _AK_SOUNDENGINE_AKDYNAMICSEQUENCE_H
31 #include <AK/SoundEngine/Common/AkSoundEngine.h>
32 #include <AK/Tools/Common/AkArray.h>
34 class AkExternalSourceArray;
42 namespace DynamicSequence
59 AKASSERT(pExternalSrcs == NULL);
78 AkExternalSourceArray *pExternalSrcs;
86 :
public AkArray<PlaylistItem, const PlaylistItem&, ArrayPoolDefault, 4>
92 AkUniqueID in_audioNodeID,
93 AkTimeMs in_msDelay = 0,
94 void * in_pCustomInfo = NULL,
95 AkUInt32 in_cExternals = 0,
141 AK_EXTERNAPIFUNC( AkPlayingID,
Open )(
142 AkGameObjectID in_gameObjectID,
143 AkUInt32 in_uFlags = 0,
144 AkCallbackFunc in_pfnCallback = NULL,
145 void* in_pCookie = NULL,
151 AK_EXTERNAPIFUNC( AKRESULT,
Close )(
152 AkPlayingID in_playingID
156 AK_EXTERNAPIFUNC( AKRESULT,
Play )(
157 AkPlayingID in_playingID,
158 AkTimeMs in_uTransitionDuration = 0,
159 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear
164 AK_EXTERNAPIFUNC( AKRESULT,
Pause )(
165 AkPlayingID in_playingID,
166 AkTimeMs in_uTransitionDuration = 0,
167 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear
172 AkPlayingID in_playingID,
173 AkTimeMs in_uTransitionDuration = 0,
174 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear
180 AK_EXTERNAPIFUNC( AKRESULT,
Stop )(
181 AkPlayingID in_playingID,
182 AkTimeMs in_uTransitionDuration = 0,
183 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear
187 AK_EXTERNAPIFUNC( AKRESULT,
Break )(
188 AkPlayingID in_playingID
193 AkPlayingID in_playingID,
195 AkUInt32 &out_uDuration
201 AkPlayingID in_playingID,
202 AkUniqueID & out_audioNodeID,
203 void *& out_pCustomInfo
211 AkPlayingID in_playingID
218 AkPlayingID in_playingID
224 #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)
AkUniqueID audioNodeID
Unique ID of Audio Node
AkTimeMs msDelay
Delay before playing this item, in milliseconds
PlaylistItem & operator=(const PlaylistItem &in_rCopy)
AKSOUNDENGINE_API AKRESULT Resume(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
Resume specified Dynamic Sequence.
Specific implementation of array
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)
Play specified Dynamic Sequence.
@ DynamicSequenceType_SampleAccurate
Sample accurate mode
AkForceInline AKRESULT Enqueue(AkUniqueID in_audioNodeID, AkTimeMs in_msDelay=0, void *in_pCustomInfo=NULL, AkUInt32 in_cExternals=0, AkExternalSourceInfo *in_pExternalSources=NULL)
AkExternalSourceArray * GetExternalSources()
Get the external source array. Internal use only.
AkForceInline PlaylistItem * AddLast()
AKSOUNDENGINE_API AKRESULT UnlockPlaylist(AkPlayingID in_playingID)
AKSOUNDENGINE_API AkPlayingID Open(AkGameObjectID in_gameObjectID, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, DynamicSequenceType in_eDynamicSequenceType=DynamicSequenceType_SampleAccurate)
@ 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)
Get pause times.
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)
Break specified Dynamic Sequence. The sequence will stop after the current item.
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