Wwise SDK 2024.1.0
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#include <AkAndroidSoundEngine.h>
公開変数類 | |
AkThreadProperties | threadLEngine |
Lower engine threading properties [詳解] | |
AkThreadProperties | threadOutputMgr |
Ouput thread threading properties [詳解] | |
AkThreadProperties | threadBankManager |
Bank manager threading properties (its default priority is AK_THREAD_PRIORITY_NORMAL) [詳解] | |
AkThreadProperties | threadMonitor |
Monitor threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL). This parameter is not used in Release build. [詳解] | |
AkAudioAPI | eAudioAPI |
AkUInt32 | uSampleRate |
Sampling Rate. Set to 0 to get the native sample rate. Default value is 0. [詳解] | |
AkUInt16 | uNumRefillsInVoice |
Number of refill buffers in voice buffer. Defaults to 4. [詳解] | |
bool | bRoundFrameSizeToHWSize |
SLObjectItf | pSLEngine |
OpenSL engine reference for sharing between various audio components. [詳解] | |
JavaVM * | pJavaVM |
Active JavaVM for the app, used for internal system calls. Usually provided through the android_app structure given at startup or the NativeActivity. This parameter needs to be set to allow the sound engine initialization. [詳解] | |
jobject | jActivity |
android.app.Activity instance for this application. Usually provided through the android_app structure, or through other means if your application has an overridden activity. [詳解] | |
bool | bVerboseSink |
Enable this to inspect sink behavior. Useful for debugging non-standard Android devices. [詳解] | |
bool | bEnableLowLatency |
const char * | szAudioWorkletProcessorUrl |
URL of the Audio Worklet processor script. Default: "WwiseAudioWorklet.processor.js" [詳解] | |
bool | bVerboseSystemOutput |
Print additional debugging information specific to Emscripten to the browser's console output log. [詳解] | |
AkAudioSessionProperties | audioSession |
iOS audio session properties [詳解] | |
AkAudioCallbacks | audioCallbacks |
iOS audio callbacks [詳解] | |
AkUInt32 | uNumSpatialAudioPointSources |
Number of Apple Spatial Audio point sources to allocate for 3D audio use (each point source is a system audio object). Default: 128 [詳解] | |
AkThreadProperties | threadAudioOut |
AudioOut threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL) [詳解] | |
AkThreadProperties | threadQueueLevel |
Plot Queue Level threading properties (see bPlotQueueLevel; this is not used in Release builds) [詳解] | |
AkUInt32 | uLEngineAcpBatchBufferSize |
ACP batch buffer size: used for ATRAC9 decoding. [詳解] | |
bool | bHwCodecLowLatencyMode |
Use low latency mode for ATRAC9 (default is false). If true, decoding jobs are submitted at the beginning of the Wwise update and it will be necessary to wait for the result. [詳解] | |
bool | bStrictAtrac9Aligment |
Forces checks for ATRAC9 alignment in banks. [詳解] | |
AkUInt32 | uMaxNumAudio3dObjects |
The number of objects to initialize the sceAudio3dPort with. Corresponds to SceAudio3dOpenParameters::uiMaxObjects. Default value is set to 128 objects. [詳解] | |
bool | bPlotQueueLevel |
If enabled, will constantly output the current port queue level as a plot to Razor CPU, to visualize audio starvation limits [詳解] | |
AkThreadProperties | threadAcmQueue |
Acm Job Queue threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL) [詳解] | |
AkUInt32 | uHwExtraBuffering |
How many frames of audio to decode in advance, beyond the minimum required for the next frame. Ranges from 0 (the default) to 4. Higher values may save total CPU usage, but will lower the number of hardware voices that can be decoded in a single frame without running into voice starvation issues. [詳解] | |
bool | bVorbisHwAcceleration |
Decode Vorbis sources on PS5's audio co-processor, similar to ATRAC9. Requires loading a separate PRX library to work properly. See AK::LoadVorbisHwAcceleratorLibrary. [詳解] | |
AkUInt32 | uNumAudioOut2Ports |
The number of ports to initialize the audioOut2Context with. May need to be increased if using many sinks [詳解] | |
AkUInt32 | uNumAudioOut2ObjectPorts |
The number of object ports to initialize the audioOut2Context with. Will need to be increased depending on sceAudio3D configuration [詳解] | |
bool | bEnable3DAudioSync |
Controls synchronization of 3D Audio across the ambisonic mix, and passthrough/objects. When enabled, this increases the delay of the Passthrough and Objects audio mixes by a few milliseconds, in order to be in sync with the main Ambisonic mix. Refer to sceAudioOut2Set3DLatency in the platform documentation for more information. [詳解] | |
bool | bUseAudioOut2SpeakerAngles |
When enabled, the system output devices automatically call AK::SoundEngine::SetSpeakerAngles, using speaker angles configured by users in the System Software's Sound settings menu. If it is preferable to set speaker angles manually, refer to AK::GetAudioOut2SpeakerAngles. [詳解] | |
AkUInt32 | uNumOperationsForHwMixing |
Used to determine the threshold at which bus-mix operations will be performed in hardware instead of software. For example, if 25 input channels need to be mixed to a 5th-order-ambisonics (36-channel) speaker bed (generating 25*36=900 operations) the mix will be performed in hardware if this value is less than 900, but performed in software if this value is greater than or equal to 900. [詳解] | |
AkThreadProperties | threadOpusDecoder |
Opus decoder threading properties [詳解] | |
AkThreadProperties | threadMotionSink |
Motion sink threading properties [詳解] | |
AkThreadProperties | threadSystemSinkWakeup |
System sink threading properties [詳解] | |
AkUInt32 | uNnProfilerHeartbeat |
Heartbeat ID used by Wwise for reporting "AudioHeartbeat" to the NintendoCpuProfiler. Default value is Heartbeats_User5. Unused in Optimized/Release builds. If set to a value less than Heartbeats_User1 or greater than Heartbeats_User8, the heartbeat will be disabled. [詳解] | |
bool | bAutoPanningRule |
Automatically switch to appropriate panning rule when headphones are plugged/unplugged. Defaults to false. [詳解] | |
bool | bAcquireAudioDeviceNotification |
Allow the sound engine to register for audio device notification. Required for bAutoPanningRule. Defaults to true. Set to false if your game wants to handle audio device changes manually. [詳解] | |
bool | bEnableAvxSupport |
Enables run-time detection of AVX and AVX2 SIMD support in the engine and plug-ins. [詳解] | |
AkUInt32 | uMaxSystemAudioObjects |
Dictates how many Microsoft Spatial Sound dynamic objects will be reserved by the System sink. On Windows, other running processes will be prevented from reserving these objects. Set to 0 to disable the use of System Audio Objects. Default is 128. [詳解] | |
AkDataTypeID | sampleType |
Platform specific initialization settings
Platform specific initialization settings
AkAndroidSoundEngine.h の 55 行目に定義があります。