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◆ SetRTPCValueByPlayingID() [1/2]
AKSOUNDENGINE_API AKRESULT AK::SoundEngine::SetRTPCValueByPlayingID |
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AkRtpcID |
in_rtpcID, |
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AkRtpcValue |
in_value, |
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AkPlayingID |
in_playingID, |
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AkTimeMs |
in_uValueChangeDuration = 0 , |
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AkCurveInterpolation |
in_eFadeCurve = AkCurveInterpolation_Linear , |
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bool |
in_bBypassInternalValueInterpolation = false |
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Sets the value of a real-time parameter control (by ID). With this function, you may set a game parameter value on playing id scope. Playing id scope supersedes both game object scope and global scope. With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient. Refer to RTPCとゲームオブジェクト, RTPC とバス and RTPCとプラグイン for more details on RTPC scope.
- 戻り値
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AK_Success if the value was successfully set AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
- 参照
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- 引数
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in_rtpcID |
ID of the game parameter |
in_value |
Value to set |
in_playingID |
Associated playing ID |
in_uValueChangeDuration |
Duration during which the game parameter is interpolated towards in_value |
in_eFadeCurve |
Curve type to be used for the game parameter interpolation |
in_bBypassInternalValueInterpolation |
True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when, for example, loading a level and you don't want the values to interpolate. |
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