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Wwise SDK 2019.1.11
AkWinSoundEngine.h
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
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21 OR CONDITIONS OF ANY KIND, either express or implied. See the Apache License for
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23 
24  Version: <VERSION> Build: <BUILDNUMBER>
25  Copyright (c) <COPYRIGHTYEAR> Audiokinetic Inc.
26 *******************************************************************************/
27 
28 // AkWinSoundEngine.h
29 
30 /// \file
31 /// Main Sound Engine interface, specific WIN32.
32 
33 #ifndef _AK_WIN_SOUND_ENGINE_H_
34 #define _AK_WIN_SOUND_ENGINE_H_
35 
36 #include <AK/SoundEngine/Common/AkTypes.h>
37 #include <AK/Tools/Common/AkPlatformFuncs.h>
38 
39 ///< API used for audio output
40 ///< Use with AkPlatformInitSettings to select the API used for audio output.
41 ///< Use AkAPI_Default, it will select the more appropriate API depending on the computer's capabilities. Other values should be used for testing purposes.
42 ///< \sa AK::SoundEngine::Init
43 typedef enum AkAudioAPIWindows
44 {
45  AkAPI_Wasapi = 1 << 0, ///< Use Wasapi
46  AkAPI_XAudio2 = 1 << 1, ///< Use XAudio2 (this is the preferred API on Windows)
47  AkAPI_DirectSound = 1 << 2, ///< Use DirectSound
48  AkAPI_Default = AkAPI_Wasapi | AkAPI_XAudio2 | AkAPI_DirectSound, ///< Default value, will select the more appropriate API (XAudio2 is the default)
49 } AkAudioAPI;
50 
51 ///< Used with \ref AK::GetWindowsDeviceName to specify the device state mask.
52 enum AkAudioDeviceState
53 {
54  AkDeviceState_Active = 1 << 0, ///< The audio device is active That is, the audio adapter that connects to the endpont device is present and enabled.
55  AkDeviceState_Disabled = 1 << 1, ///< The audio device is disabled.
56  AkDeviceState_NotPresent = 1 << 2, ///< The audio device is not present because the audio adapter that connects to the endpoint device has been removed from the system.
57  AkDeviceState_Unplugged = 1 << 3, ///< The audio device is unplugged.
58  AkDeviceState_All = AkDeviceState_Active | AkDeviceState_Disabled | AkDeviceState_NotPresent | AkDeviceState_Unplugged, ///< Includes audio devices in all states.
59 };
60 
61 struct IXAudio2;
62 
63 /// Platform specific initialization settings
64 /// \sa AK::SoundEngine::Init
65 /// \sa AK::SoundEngine::GetDefaultPlatformInitSettings
66 /// - \ref soundengine_initialization_advanced_soundengine_using_memory_threshold
67 
69 {
70  // Direct sound.
71  HWND hWnd; ///< Handle to the window associated to the audio.
72  ///< Each game must specify the HWND that will be passed to DirectSound initialization.
73  ///< The value returned by GetDefaultPlatformInitSettings is the foreground HWND at
74  ///< the moment of the initialization of the sound engine and may not be the correct one for your game.
75  ///< It is required that each game provides the correct HWND to be used.
76 
77 
78  // Threading model.
79  AkThreadProperties threadLEngine; ///< Lower engine threading properties
80  AkThreadProperties threadOutputMgr; ///< Ouput thread threading properties
81  AkThreadProperties threadBankManager; ///< Bank manager threading properties (its default priority is AK_THREAD_PRIORITY_NORMAL)
82  AkThreadProperties threadMonitor; ///< Monitor threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL). This parameter is not used in Release build.
83 
84  // Memory.
85  AkUInt32 uLEngineDefaultPoolSize;///< Lower Engine default memory pool size
86  AkReal32 fLEngineDefaultPoolRatioThreshold; ///< 0.0f to 1.0f value: The percentage of occupied memory where the sound engine should enter in Low memory mode. \ref soundengine_initialization_advanced_soundengine_using_memory_threshold
87 
88  // Voices.
89  AkUInt16 uNumRefillsInVoice; ///< Number of refill buffers in voice buffer. 2 == double-buffered, defaults to 4.
90 
91  AkUInt32 uSampleRate; ///< Sampling Rate. Default is 48000 Hz. Use 24000hz for low quality. Any positive reasonable sample rate is supported. However be careful setting a custom value. Using an odd or really low sample rate may result in malfunctionning sound engine.
92 
93 
94  AkAudioAPI eAudioAPI; ///< Main audio API to use. Leave to AkAPI_Default for the default sink (default value).
95  ///< If a valid audioDeviceShareset plug-in is provided, the AkAudioAPI will be Ignored.
96  ///< \ref AkAudioAPI
97 
98  bool bGlobalFocus; ///< Corresponding to DSBCAPS_GLOBALFOCUS. If using the AkAPI_DirectSound AkAudioAPI type, sounds will be muted if set to false when the game loses the focus.
99  ///< This setting is ignored when using other AkAudioAPI types.
100 
101  IXAudio2* pXAudio2; ///< XAudio2 instance to use for the Wwise sound engine. If NULL (default) Wwise will initialize its own instance. Used only if the sink type is XAudio2 in AkInitSettings.outputType.
102 };
103 
104 struct IDirectSound8;
105 struct IXAudio2;
106 struct IMMDevice;
107 struct IUnknown;
108 
109 namespace AK
110 {
111  /// Get instance of XAudio2 created by the sound engine at initialization.
112  /// \return Non-addref'd pointer to XAudio2 interface. NULL if sound engine is not initialized or XAudio2 is not used.
113  /// The returned pointer can be of either XAudio 2.7, XAudio 2.8, Xaudio 2.9 depending on the Windows version the game is running on. Use QueryInterface to identify which one and cast appropriately
114  AK_EXTERNAPIFUNC( IUnknown *, GetWwiseXAudio2Interface)();
115 
116  /// Get instance of DirectSound created by the sound engine at initialization.
117  /// \return Non-addref'd pointer to DirectSound interface. NULL if sound engine is not initialized or DirectSound is not used.
118  AK_EXTERNAPIFUNC( IDirectSound8 *, GetDirectSoundInstance )();
119 
120  /// Finds the device ID for particular Audio Endpoint.
121  /// \note CoInitialize must have been called for the calling thread. See Microsoft's documentation about CoInitialize for more details.
122  /// \return A device ID to use with AkPlatformInitSettings.idAudioDevice
123  AK_EXTERNAPIFUNC( AkUInt32, GetDeviceID ) (IMMDevice* in_pDevice);
124 
125  /// Finds an audio endpoint that matches the token in the device name or device ID and returns an ID.
126  /// This is a helper function that searches in the device ID (as returned by IMMDevice->GetId) and
127  /// in the property PKEY_Device_FriendlyName. The token parameter is case-sensitive. If you need to do matching on different conditions, use IMMDeviceEnumerator directly and AK::GetDeviceID.
128  /// \note CoInitialize must have been called for the calling thread. See Microsoft's documentation about CoInitialize for more details.
129  /// \return an ID. The ID returned is the device ID as returned by IMMDevice->GetId, hashed by AK::SoundEngine::GetIDFromName()
130  AK_EXTERNAPIFUNC( AkUInt32, GetDeviceIDFromName )(wchar_t* in_szToken);
131 
132  /// Get the user-friendly name for the specified device. Call repeatedly with index starting at 0 and increasing to get all available devices, including disabled and unplugged devices, until the returned string is null.
133  /// You can also get the default device information by specifying index=-1. The default device is the one with a green checkmark in the Audio Playback Device panel in Windows.
134  /// The returned out_uDeviceID parameter is the Device ID to use with Wwise. Use it to specify the main device in AkPlatformInitSettings.idAudioDevice.
135  /// \note CoInitialize must have been called for the calling thread. See Microsoft's documentation about CoInitialize for more details.
136  /// \return The name of the device at the "index" specified. The pointer is valid until the next call to GetWindowsDeviceName.
137  AK_EXTERNAPIFUNC(const wchar_t*, GetWindowsDeviceName) (
138  AkInt32 index, ///< Index of the device in the array. -1 to get information on the default device.
139  AkUInt32 &out_uDeviceID, ///< Device ID for Wwise. This is the same as what is returned from AK::GetDeviceID and AK::GetDeviceIDFromName. Use it to specify the main device in AkPlatformInitSettings.idAudioDevice.
140  AkAudioDeviceState uDeviceStateMask = AkDeviceState_All ///< Optional bitmask used to filter the device based on their state.
141  );
142 
143  /// Get the number of Audio Endpoints available for the specified device state mask.
144  /// \note CoInitialize must have been called for the calling thread. See Microsoft's documentation about CoInitialize for more details.
145  /// \return The number of Audio Endpoints available for the specified device state mask.
146  AK_EXTERNAPIFUNC( AkUInt32, GetWindowsDeviceCount ) (
147  AkAudioDeviceState uDeviceStateMask = AkDeviceState_All ///< Optional bitmask used to filter the device based on their state.
148  );
149 
150  /// Get the Audio Endpoint for the specified device index. Call repeatedly with index starting at 0 and increasing to get all available devices, including disabled and unplugged devices, until the false is returned.
151  /// You can also get the default device information by specifying index=-1. The default device is the one with a green checkmark in the Audio Playback Device panel in Windows.
152  /// The returned out_uDeviceID parameter is the Device ID to use with Wwise. Use it to specify the main device in AkPlatformInitSettings.idAudioDevice.
153  /// The returned out_ppDevice is a pointer to a pointer variable to which the method writes the address of the IMMDevice. out_ppDevice is optional; if it is null, then no action is taken.
154  /// If the method returns false, *out_ppDevice is null. If the method successed, *out_ppDevice will be a counted reference to the interface, and the caller is responsible for releasing the interface when it is no longer needed, by calling Release(), or encapsulating the device in a COM Smart Pointer.
155  /// \note CoInitialize must have been called for the calling thread. See Microsoft's documentation about CoInitialize for more details.
156  /// \return Whether or not a device was found at the given index.
157  AK_EXTERNAPIFUNC( bool, GetWindowsDevice) (
158  AkInt32 in_index, ///< Index of the device in the array. -1 to get information on the default device.
159  AkUInt32& out_uDeviceID, ///< Device ID for Wwise. This is the same as what is returned from AK::GetDeviceID and AK::GetDeviceIDFromName. Use it to specify the main device in AkPlatformInitSettings.idAudioDevice.
160  IMMDevice** out_ppDevice, ///< pointer to a pointer variable to which the method writes the address of the IMMDevice in question.
161  AkAudioDeviceState uDeviceStateMask = AkDeviceState_All ///< Optional bitmask used to filter the device based on their state.
162  );
163 
164 #ifdef AK_UWP_CPP_CX
165 
166  /// Get the device ID corresponding to a Universal Windows Platform Gamepad reference. This device ID can be used to add/remove motion output for that gamepad.
167  /// \note The ID returned is unique to Wwise and does not correspond to any sensible value outside of Wwise.
168  /// \note This function is only available for project code using C++/CX.
169  /// \return Unique device ID, or AK_INVALID_DEVICE_ID if the reference is no longer valid (such as if the gamepad was disconnected)
170  AK_EXTERNAPIFUNC(AkDeviceID, GetDeviceIDFromGamepad) (Windows::Gaming::Input::Gamepad^ rGamepad);
171 
172 #endif
173 
174 };
175 
176 #endif //_AK_WIN_SOUND_ENGINE_H_
Audiokinetic namespace
AKSOUNDENGINE_API IDirectSound8 * GetDirectSoundInstance()
AKSOUNDENGINE_API AkUInt32 GetDeviceID(IMMDevice *in_pDevice)
AKSOUNDENGINE_API bool GetWindowsDevice(AkInt32 in_index, AkUInt32 &out_uDeviceID, IMMDevice **out_ppDevice, AkAudioDeviceState uDeviceStateMask=AkDeviceState_All)
AkThreadProperties threadMonitor
Monitor threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL)....
AkThreadProperties threadLEngine
Lower engine threading properties
AkUInt16 uNumRefillsInVoice
Number of refill buffers in voice buffer. Defaults to 4.
AkUInt32 uLEngineDefaultPoolSize
Lower Engine default memory pool size
AkReal32 fLEngineDefaultPoolRatioThreshold
0.0f to 1.0f value: The percentage of occupied memory where the sound engine should enter in Low memo...
AkThreadProperties threadOutputMgr
Ouput thread threading properties
AKSOUNDENGINE_API const wchar_t * GetWindowsDeviceName(AkInt32 index, AkUInt32 &out_uDeviceID, AkAudioDeviceState uDeviceStateMask=AkDeviceState_All)
AKSOUNDENGINE_API IUnknown * GetWwiseXAudio2Interface()
AKSOUNDENGINE_API AkUInt32 GetDeviceIDFromName(wchar_t *in_szToken)
AKSOUNDENGINE_API AkDeviceID GetDeviceIDFromGamepad(Windows::Gaming::Input::Gamepad^ rGamepad)
AkUInt32 uSampleRate
Sampling Rate. Set to 0 to get the native sample rate. Default value is 0.
IXAudio2 * pXAudio2
XAudio2 instance to use for the Wwise sound engine. If NULL (default) Wwise will initialize its own i...
AkThreadProperties threadBankManager
Bank manager threading properties (its default priority is AK_THREAD_PRIORITY_NORMAL)
AKSOUNDENGINE_API AkUInt32 GetWindowsDeviceCount(AkAudioDeviceState uDeviceStateMask=AkDeviceState_All)

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