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AkUInt32 | iExternalSrcCookie |
| Cookie identifying the source, given by hashing the name of the source given in the project. See AK::SoundEngine::GetIDFromString. [詳解]
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AkCodecID | idCodec |
| Codec ID for the file. One of the audio formats defined in AkTypes.h (AKCODECID_XXX) [詳解]
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AkOSChar * | szFile |
| File path for the source. If not NULL, the source will be streaming from disk. Set pInMemory to NULL. If idFile is set, this field is used as stream name (for profiling purposes). /// The only file format accepted is a fully formed WEM file, as converted by Wwise. [詳解]
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void * | pInMemory |
| Pointer to the in-memory file. If not NULL, the source will be read from memory. Set szFile and idFile to NULL. The only file format accepted is a fully formed WEM file, as converted by Wwise. [詳解]
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AkUInt32 | uiMemorySize |
| Size of the data pointed by pInMemory [詳解]
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AkFileID | idFile |
| File ID. If not zero, the source will be streaming from disk. This ID can be anything. Note that you must override the low-level IO to resolve this ID to a real file. See 低レベル I/O for more information on overriding the Low Level IO. [詳解]
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This structure allows the game to provide audio files to fill the external sources. See AK::SoundEngine::PostEvent You can specify a streaming file or a file in-memory, regardless of the "Stream" option in the Wwise project. The only file format accepted is a fully formed WEM file, as converted by Wwise.
| 警告: Make sure that only one of szFile, pInMemory or idFile is non-null. if both idFile and szFile are set, idFile is passed to low-level IO and szFile is used as stream name (for profiling purposes). |
| 警告: When using the in-memory file (pInMemory & uiMemorySize), it is the responsibility of the game to ensure the memory stays valid for the entire duration of the playback. You can achieve this by using the AK_EndOfEvent callback to track when the Event ends. |
- 参照
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AkTypes.h の 263 行目に定義があります。