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In order to use SpatialAudio, you need to initialize it using Init, and register the listeners that you plan on using with any of the services offered by SpatialAudio, using RegisterListener respectively, after having registered their corresponding game object to the sound engine.
| 警告: At the moment, there can be only one Spatial Audio listener registered at any given time. |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::Init (const AkSpatialAudioInitSettings &in_initSettings) |
| Initialize the SpatialAudio API.
[詳解]
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::RegisterListener (AkGameObjectID in_gameObjectID) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::UnregisterListener (AkGameObjectID in_gameObjectID) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetGameObjectRadius (AkGameObjectID in_gameObjectID, AkReal32 in_outerRadius, AkReal32 in_innerRadius) |
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Use this API for detailed placement of reflection image sources.
| 注釈: These functions are low-level and useful when your game engine already implements a geometrical approach to sound propagation such as an image-source or a ray tracing algorithm. Functions of Geometry are preferred and easier to use with the Reflect plug-in. |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetImageSource (AkImageSourceID in_srcID, const AkImageSourceSettings &in_info, const char *in_name, AkUniqueID in_AuxBusID=AK_INVALID_AUX_ID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::RemoveImageSource (AkImageSourceID in_srcID, AkUniqueID in_AuxBusID=AK_INVALID_AUX_ID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::ClearImageSources (AkUniqueID in_AuxBusID=AK_INVALID_AUX_ID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT) |
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Geometry API for early reflection processing using Reflect.
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetGeometry (AkGeometrySetID in_GeomSetID, const AkGeometryParams &in_params) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::RemoveGeometry (AkGeometrySetID in_SetID) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetGeometryInstance (AkGeometryInstanceID in_GeometryInstanceID, const AkGeometryInstanceParams &in_params) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::RemoveGeometryInstance (AkGeometryInstanceID in_GeometryInstanceID) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::QueryReflectionPaths (AkGameObjectID in_gameObjectID, AkUInt32 in_positionIndex, AkVector64 &out_listenerPos, AkVector64 &out_emitterPos, AkReflectionPathInfo *out_aPaths, AkUInt32 &io_uArraySize) |
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Sound Propagation API using rooms and portals.
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetRoom (AkRoomID in_RoomID, const AkRoomParams &in_Params, const char *in_RoomName=nullptr) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::RemoveRoom (AkRoomID in_RoomID) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetPortal (AkPortalID in_PortalID, const AkPortalParams &in_Params, const char *in_PortalName=nullptr) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::RemovePortal (AkPortalID in_PortalID) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetReverbZone (AkRoomID in_ReverbZone, AkRoomID in_ParentRoom, AkReal32 in_transitionRegionWidth) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::RemoveReverbZone (AkRoomID in_ReverbZone) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetGameObjectInRoom (AkGameObjectID in_gameObjectID, AkRoomID in_CurrentRoomID) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::UnsetGameObjectInRoom (AkGameObjectID in_gameObjectID) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetReflectionsOrder (AkUInt32 in_uReflectionsOrder, bool in_bUpdatePaths) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetDiffractionOrder (AkUInt32 in_uDiffractionOrder, bool in_bUpdatePaths) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetMaxGlobalReflectionPaths (AkUInt32 in_uMaxGlobalReflectionPaths) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetMaxDiffractionPaths (AkUInt32 in_uMaxDiffractionPaths, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetMaxEmitterRoomAuxSends (AkUInt32 in_uMaxEmitterRoomAuxSends) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetNumberOfPrimaryRays (AkUInt32 in_uNbPrimaryRays) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetLoadBalancingSpread (AkUInt32 in_uNbFrames) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetSmoothingConstant (AkReal32 in_fSmoothingConstantMs, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetEarlyReflectionsAuxSend (AkGameObjectID in_gameObjectID, AkAuxBusID in_auxBusID) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetEarlyReflectionsVolume (AkGameObjectID in_gameObjectID, AkReal32 in_fSendVolume) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetPortalObstructionAndOcclusion (AkPortalID in_PortalID, AkReal32 in_fObstruction, AkReal32 in_fOcclusion) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetGameObjectToPortalObstruction (AkGameObjectID in_gameObjectID, AkPortalID in_PortalID, AkReal32 in_fObstruction) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetPortalToPortalObstruction (AkPortalID in_PortalID0, AkPortalID in_PortalID1, AkReal32 in_fObstruction) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::QueryWetDiffraction (AkPortalID in_portal, AkReal32 &out_wetDiffraction) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::QueryDiffractionPaths (AkGameObjectID in_gameObjectID, AkUInt32 in_positionIndex, AkVector64 &out_listenerPos, AkVector64 &out_emitterPos, AkDiffractionPathInfo *out_aPaths, AkUInt32 &io_uArraySize) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::SetTransmissionOperation (AkTransmissionOperation in_eOperation) |
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AKSOUNDENGINE_API AKRESULT | AK::SpatialAudio::ResetStochasticEngine () |
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Spatial Audio interface.
AkSpatialAudio.h に定義があります。