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◆ SetRTPCValueByPlayingID() [1/2]
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.
AK_Success if successful
AK_PlayingIDNotFound if in_playingID is not found.
AK_InvalidID if in_pszRtpcName is NULL.
AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38) - 参照
- 統合の詳細 - RTPC
AK::SoundEngine::GetIDFromString()
- 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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