Bit field of various locations in the audio processing loop where the game can be called back.
列挙値 |
AkGlobalCallbackLocation_Register |
Right after successful registration of callback/plugin. Typically used by plugins along with AkGlobalCallbackLocation_Term for allocating memory for the lifetime of the sound engine.
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AkGlobalCallbackLocation_Begin |
Start of audio processing. The number of frames about to be rendered depends on the sink/end-point and can be zero.
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AkGlobalCallbackLocation_PreProcessMessageQueueForRender |
Start of frame rendering, before having processed game messages.
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AkGlobalCallbackLocation_PostMessagesProcessed |
After one or more messages have been processed, but before updating game object and listener positions internally.
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AkGlobalCallbackLocation_BeginRender |
Start of frame rendering, after having processed game messages.
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AkGlobalCallbackLocation_EndRender |
End of frame rendering.
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AkGlobalCallbackLocation_End |
End of audio processing.
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AkGlobalCallbackLocation_Term |
Sound engine termination.
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AkGlobalCallbackLocation_Monitor |
Send monitor data
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AkGlobalCallbackLocation_MonitorRecap |
Send monitor data connection to recap.
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AkGlobalCallbackLocation_Init |
Sound engine initialization.
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AkGlobalCallbackLocation_Suspend |
Sound engine suspension through AK::SoundEngine::Suspend
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AkGlobalCallbackLocation_WakeupFromSuspend |
Sound engine awakening through AK::SoundEngine::WakeupFromSuspend
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AkGlobalCallbackLocation_Num |
Total number of global callback locations.
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