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Wwise SDK 2024.1.0
AkReflectGameData.h
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14 Alternatively, this file may be used under the Apache License, Version 2.0 (the
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26 
27 #ifndef _AK_REFLECT_GAMEDATA_H_
28 #define _AK_REFLECT_GAMEDATA_H_
29 
31 
32 #define AK_MAX_NUM_TEXTURE 4
33 
34 /// Data used to describe one image source in Reflect.
36 {
38  : uNumChar(0)
39  , pName(NULL)
40  {
41  }
42 
43  void SetName(const char * in_pName)
44  {
45  pName = in_pName;
46  if (pName)
47  {
48  uNumChar = (AkUInt32)strlen(in_pName);
49  }
50  else
51  {
52  uNumChar = 0;
53  }
54  }
55 
56  AkUInt32 uNumChar; ///< Number of characters in image source name.
57  const char * pName; ///< Optional image source name. Appears in Reflect's editor when profiling.
58 };
59 
61 {
63  : uNumTexture(1)
64  {
66  }
67 
68  AkUInt32 uNumTexture; ///< Number of valid textures in the texture array.
69  AkUniqueID arTextureID[AK_MAX_NUM_TEXTURE]; ///< Unique IDs of the Acoustics Texture ShareSets used to filter this image source.
70 };
71 
73 {
76  , fLevel(1.f)
77  , fDiffraction(0.f)
78  , fOcclusion(0.f)
81  {
82  sourcePosition.X = 0.f;
83  sourcePosition.Y = 0.f;
84  sourcePosition.Z = 0.f;
85  }
86 
87  AkImageSourceParams(AkVector64 in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
88  : sourcePosition(in_sourcePosition)
89  , fDistanceScalingFactor(in_fDistanceScalingFactor)
90  , fLevel(in_fLevel)
91  , fDiffraction(0.f)
92  , fOcclusion(0.f)
95  {
96  }
97 
98  AkVector64 sourcePosition; ///< Image source position, relative to the world.
99  AkReal32 fDistanceScalingFactor; ///< Image source distance scaling. This number effectively scales the sourcePosition vector with respect to the listener and, consequently, scales distance and preserves orientation.
100  AkReal32 fLevel; ///< Game-controlled level for this source, linear.
101  AkReal32 fDiffraction; ///< Diffraction amount, normalized to the range [0,1].
102  AkReal32 fOcclusion; ///< Portal occlusion amount, in the range [0,1].
103  AkUInt8 uDiffractionEmitterSide; ///< If there is a shadow zone diffraction just after the emitter in the reflection path, indicates the number of diffraction edges, otherwise 0 if no diffraction.
104  AkUInt8 uDiffractionListenerSide; ///< If there is a shadow zone diffraction before reaching the listener in the reflection path, indicates the number of diffraction edges, otherwise 0 if no diffraction.
105 };
106 
108 {
110  : uID((AkImageSourceID)-1)
111  , params()
112  , texture()
113  , name()
114  {}
115 
116  AkReflectImageSource(AkImageSourceID in_uID, AkVector64 in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
117  : uID(in_uID)
118  , params(in_sourcePosition, in_fDistanceScalingFactor, in_fLevel)
119  , texture()
120  , name()
121  {
122  }
123 
124  void SetName(const char * in_pName)
125  {
126  name.SetName(in_pName);
127  }
128 
129  AkImageSourceID uID; ///< Image source ID (for matching delay lines across frames)
130  AkImageSourceParams params; ///< Image source properties
131  AkImageSourceTexture texture; ///< Image source's acoustic textures. Note that changing any of these textures across frames for a given image source, identified by uID, may result in a discontinuity in the audio signal.
132  AkImageSourceName name; ///< Image source name, for profiling.
133 };
134 
135 /// Data structure sent by the game to an instance of the Reflect plug-in.
137 {
138  AkGameObjectID listenerID; ///< ID of the listener used to compute spatialization and distance evaluation from within the targeted Reflect plug-in instance. It needs to be one of the listeners that are listening to the game object associated with the targeted plug-in instance. See AK::SoundEngine::SetListeners and AK::SoundEngine::SetGameObjectAuxSendValues.
139  AkUInt32 uNumImageSources; ///< Number of image sources passed in the variable array, below.
140  AkReflectImageSource arSources[1]; ///< Variable array of image sources. You should allocate storage for the structure by calling AkReflectGameData::GetSize() with the desired number of sources.
141 
142  /// Default constructor.
145  , uNumImageSources(0)
146  {}
147 
148  /// Helper function for computing the size required to allocate the AkReflectGameData structure.
149  static AkUInt32 GetSize(AkUInt32 in_uNumSources)
150  {
151  return (in_uNumSources > 0) ? sizeof(AkReflectGameData) + (in_uNumSources - 1) * sizeof(AkReflectImageSource) : sizeof(AkReflectGameData);
152  }
153 };
154 #endif // _AK_REFLECT_GAMEDATA_H_
AkUInt32 uNumChar
Number of characters in image source name.
AkReflectImageSource(AkImageSourceID in_uID, AkVector64 in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
#define AK_MAX_NUM_TEXTURE
AkReflectImageSource arSources[1]
Variable array of image sources. You should allocate storage for the structure by calling AkReflectGa...
AkImageSourceTexture texture
Image source's acoustic textures. Note that changing any of these textures across frames for a given ...
Data used to describe one image source in Reflect.
AkReal32 fOcclusion
Portal occlusion amount, in the range [0,1].
AkUInt64 AkGameObjectID
Game object ID
Definition: AkTypes.h:60
AkUInt32 uNumTexture
Number of valid textures in the texture array.
AkReal32 fDiffraction
Diffraction amount, normalized to the range [0,1].
AkReal32 fLevel
Game-controlled level for this source, linear.
AkUInt32 AkImageSourceID
Image Source ID
Definition: AkTypes.h:84
AkReal32 fDistanceScalingFactor
Image source distance scaling. This number effectively scales the sourcePosition vector with respect ...
uint8_t AkUInt8
Unsigned 8-bit integer
AkUInt32 uNumImageSources
Number of image sources passed in the variable array, below.
void SetName(const char *in_pName)
#define NULL
Definition: AkTypes.h:46
float AkReal32
32-bit floating point
AkUInt32 AkUniqueID
Unique 32-bit ID
Definition: AkTypes.h:52
static AkUInt32 GetSize(AkUInt32 in_uNumSources)
Helper function for computing the size required to allocate the AkReflectGameData structure.
AkGameObjectID listenerID
ID of the listener used to compute spatialization and distance evaluation from within the targeted Re...
AkUInt8 uDiffractionListenerSide
If there is a shadow zone diffraction before reaching the listener in the reflection path,...
AkImageSourceID uID
Image source ID (for matching delay lines across frames)
Data structure sent by the game to an instance of the Reflect plug-in.
AkReflectGameData()
Default constructor.
static const AkUniqueID AK_INVALID_UNIQUE_ID
Invalid unique 32-bit ID
Definition: AkTypes.h:97
AkImageSourceParams(AkVector64 in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
const char * pName
Optional image source name. Appears in Reflect's editor when profiling.
AkReal64 Y
Y Position
Definition: AkTypes.h:363
AkImageSourceName name
Image source name, for profiling.
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
Definition: AkTypes.h:96
3D 64-bit vector. Intended as storage for world positions of sounds and objects, benefiting from 64-b...
Definition: AkTypes.h:334
uint32_t AkUInt32
Unsigned 32-bit integer
AkVector64 sourcePosition
Image source position, relative to the world.
void SetName(const char *in_pName)
AkImageSourceParams params
Image source properties
AkReal64 Z
Z Position
Definition: AkTypes.h:364
AkUniqueID arTextureID[AK_MAX_NUM_TEXTURE]
Unique IDs of the Acoustics Texture ShareSets used to filter this image source.
AkReal64 X
X Position
Definition: AkTypes.h:362
AkUInt8 uDiffractionEmitterSide
If there is a shadow zone diffraction just after the emitter in the reflection path,...

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