Bit field of various locations in the audio processing loop where the game can be called back.
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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_ProfilerConnect | Wwise Profiler has connected to the game.
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AkGlobalCallbackLocation_ProfilerDisconnect | Wwise Profiler has disconnected from the game.
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AkGlobalCallbackLocation_Num | Total number of global callback locations.
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