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Wwise SDK 2024.1.1
AkAudioObject.h
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1 /*******************************************************************************
2 The content of this file includes portions of the AUDIOKINETIC Wwise Technology
3 released in source code form as part of the SDK installer package.
4 
5 Commercial License Usage
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10 written agreement between you and Audiokinetic Inc.
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12 Apache License Usage
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14 Alternatively, this file may be used under the Apache License, Version 2.0 (the
15 "Apache License"); you may not use this file except in compliance with the
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19 Unless required by applicable law or agreed to in writing, software distributed
20 under the Apache License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES
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22 the specific language governing permissions and limitations under the License.
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24  Copyright (c) 2024 Audiokinetic Inc.
25 *******************************************************************************/
26 
27 // AkAudioObjectDefs.h
28 
29 /// Definition of data structures for AkAudioObject
30 
31 #pragma once
32 
37 
38 namespace AK
39 {
40  class IAkPluginParam;
41 }
42 
43 /// An audio object refers to an audio signal with some attached metadata going through the sound engine pipeline.
44 /// The AkAudioObject struct encapsulates the metadata part. The signal itself is contained in a separate AkAudioBuffer instance.
46 {
47  /// Constructor
50  ,cumulativeGain(1.f, 1.f)
53  {}
54 
55  /// Destructor
57  {
59  objectName.Term();
60  }
61 
62  static const AkUInt64 kObjectKeyNumBits = 56;
63  static const AkUInt64 kObjectKeyMask = (((AkUInt64)1 << kObjectKeyNumBits) - 1);
64 
65  AkAudioObjectID key; ///< Unique ID, local to a given bus. Only the lower 56 of 64 bits are used for the object itself. The highest 8 bits are available for channel indexing.
66 
67  AkPositioningData positioning; ///< Positioning data for deferred 3D rendering.
68  AkRamp cumulativeGain; ///< Cumulative ramping gain to apply when mixing down to speaker bed or final endpoint
69  AkPipelineID instigatorID; ///< Profiling ID of the node from which the object stems (typically the voice, instance of an actor-mixer).
70  AkPriority priority; ///< Audio object playback priority. Object with a higher priority will be rendered using the hardware's object functionality on platforms that supports it, whereas objects with a lower priority will be downmixed to a lower resolution 3D bed. Audio object priorities should be retrieved, or set through IAkPluginServiceAudioObjectPriority to retain compatibility with future Wwise releases.
71 
72  /// Custom object metadata.
74  {
75  AkPluginID pluginID; ///< Full plugin ID, including company ID and plugin type. See AKMAKECLASSID macro.
76  AkUniqueID contextID; ///< (Profiling) ID of the sound or bus from which the custom metadata was fetched.
77  AK::IAkPluginParam* pParam; ///< Custom, pluggable medata. Note: any custom metadata is expected to exist for only the current sound engine render tick, and persistent references to it should not be stored.
78  };
79 
80  /// Array type for carrying custom metadata.
81  class ArrayCustomMetadata : public AkArray<CustomMetadata, const CustomMetadata&, AkPluginArrayAllocator>
82  {
83  public:
85 
86  ArrayType::Iterator FindByPluginID(AkPluginID pluginID) const
87  {
88  for (auto it = Begin(); it != End(); ++it)
89  {
90  if ((*it).pluginID == pluginID)
91  return it;
92  }
93  return End();
94  }
95  };
96 
97  ArrayCustomMetadata arCustomMetadata; ///< Array of custom metadata, gathered from visited objects. Note: any custom metadata is expected to exist for only the current sound engine render tick, and persistent references to it should not be stored.
98 
99  typedef AkString<AkPluginArrayAllocator, char> String; ///< String type for use in 3D audio objects.
100  String objectName; ///< Name string of the object, to appear in the object profiler. This is normally used by out-of-place object processors for naming their output objects. Built-in sound engine structures don't use it.
101 
102  /// Copies object metadata (everything but the key) from another object.
104  const AkAudioObject& in_src ///< Object from which metadata is copied.
105  )
106  {
107  positioning = in_src.positioning;
109  instigatorID = in_src.instigatorID;
110  priority = in_src.priority;
112  objectName = in_src.objectName; // AkString performs a shallow copy when it can, like here.
113  }
114 
115  /// Moves object metadata (everything but the key) from another object.
117  AkAudioObject& in_src ///< Object from which metadata is moved.
118  )
119  {
120  positioning = in_src.positioning;
122  instigatorID = in_src.instigatorID;
123  priority = in_src.priority;
126  }
127 
128  void SetCustomMetadata(CustomMetadata* in_aCustomMetadata, AkUInt32 in_uLength)
129  {
130  if (arCustomMetadata.Resize(in_uLength))
131  {
132  for (int i = 0; i < (int)in_uLength; ++i)
133  {
134  arCustomMetadata[i] = in_aCustomMetadata[i];
135  }
136  }
137  }
138 
139  /// Transfer function for transfer move policies.
140  void Transfer(
141  AkAudioObject& in_from ///< Object from which data is transferred.
142  )
143  {
144  key = in_from.key;
145  TransferContents(in_from);
146  }
147 
148  /// Object processors may give an explicit name to objects.
149  /// \return AK_Success if the string was allocated successfully, AK_InsufficientMemory otherwise.
151  AK::IAkPluginMemAlloc* in_pAllocator, ///< Memory allocator.
152  const char* in_szName ///< Null-terminated string to allocate and store on this object.
153  )
154  {
155  objectName.Init(in_pAllocator);
156  objectName = in_szName;
157  return objectName.AllocCopy();
158  }
159 
160  /// Reset object state in preparation for next frame.
161  void ResetState()
162  {
163  arCustomMetadata.Term(); // Reset custom metadata in preparation for next frame.
164  objectName.ClearReference(); // Clear reference to string in preparation for next frame.
165  }
166 };
167 
168 /// A collection of audio objects. Encapsulates the audio data and metadata of each audio object in separate arrays.
170 {
171  AkAudioObjects(AkUInt32 in_uNumObjects = 0, AkAudioBuffer** in_ppObjectBuffers = nullptr, AkAudioObject** in_ppObjects = nullptr)
172  : uNumObjects(in_uNumObjects)
173  , ppObjectBuffers(in_ppObjectBuffers)
174  , ppObjects(in_ppObjects)
175  {}
176 
177  AkUInt32 uNumObjects; ///< Number of audio objects.
178  AkAudioBuffer** ppObjectBuffers; ///< Array of pointers to audio object buffers.
179  AkAudioObject** ppObjects; ///< Array of pointers to audio objects.
180 };
181 
void Transfer(AkAudioObject &in_from)
Transfer function for transfer move policies.
AkString< AkPluginArrayAllocator, char > String
String type for use in 3D audio objects.
Definition: AkAudioObject.h:99
Definition of data structures for AkAudioObject
AkAudioObject()
Constructor
Definition: AkAudioObject.h:48
static const AkUInt64 kObjectKeyNumBits
Definition: AkAudioObject.h:62
AkPositioningData positioning
Positioning data for deferred 3D rendering.
Definition: AkAudioObject.h:67
AkRamp cumulativeGain
Cumulative ramping gain to apply when mixing down to speaker bed or final endpoint
Definition: AkAudioObject.h:68
void Transfer(AkString< TAlloc, T_CHAR > &in_from)
Definition: AkString.h:109
AkUInt64 AkAudioObjectID
Audio Object ID
Definition: AkTypes.h:88
AKRESULT Copy(const AkArray< T, ARG_T, TAlloc, TGrowBy, TMovePolicy > &in_rSource)
Definition: AkArray.h:867
AkUInt32 AkPipelineID
Unique node (bus, voice) identifier for profiling.
Definition: AkTypes.h:86
static const AkUInt64 kObjectKeyMask
Definition: AkAudioObject.h:63
AkAudioObjectID key
Unique ID, local to a given bus. Only the lower 56 of 64 bits are used for the object itself....
Definition: AkAudioObject.h:65
AKRESULT
Standard function call result.
Definition: AkTypes.h:134
static const AkAudioObjectID AK_INVALID_AUDIO_OBJECT_ID
Invalid audio object ID
Definition: AkTypes.h:112
void CopyContents(const AkAudioObject &in_src)
Copies object metadata (everything but the key) from another object.
Specific implementation of array
Definition: AkArray.h:260
void TransferContents(AkAudioObject &in_src)
Moves object metadata (everything but the key) from another object.
static const AkPriority AK_DEFAULT_PRIORITY
Default sound / I/O priority
Definition: AkTypes.h:115
AKRESULT SetName(AK::IAkPluginMemAlloc *in_pAllocator, const char *in_szName)
AkForceInline void Init(AK::IAkPluginMemAlloc *in_pAllocator)
AkUInt32 AkUniqueID
Unique 32-bit ID
Definition: AkTypes.h:52
bool Resize(AkUInt32 in_uiSize)
Resize the array to the specified size.
Definition: AkArray.h:824
AkAudioBuffer ** ppObjectBuffers
Array of pointers to audio object buffers.
AkUInt32 AkPluginID
Source or effect plug-in ID
Definition: AkTypes.h:63
void ResetState()
Reset object state in preparation for next frame.
AkUInt32 uNumObjects
Number of audio objects.
ArrayCustomMetadata arCustomMetadata
Array of custom metadata, gathered from visited objects. Note: any custom metadata is expected to exi...
Definition: AkAudioObject.h:97
static const AkPipelineID AK_INVALID_PIPELINE_ID
Invalid pipeline ID (for profiling)
Definition: AkTypes.h:111
Volume ramp specified by end points "previous" and "next".
Definition: AkTypes.h:895
Iterator End() const
Returns the iterator to the end of the array
Definition: AkArray.h:354
AkPluginID pluginID
Full plugin ID, including company ID and plugin type. See AKMAKECLASSID macro.
Definition: AkAudioObject.h:75
AkInt8 AkPriority
Priority
Definition: AkTypes.h:67
ArrayType::Iterator FindByPluginID(AkPluginID pluginID) const
Definition: AkAudioObject.h:86
AK::IAkPluginParam * pParam
Custom, pluggable medata. Note: any custom metadata is expected to exist for only the current sound e...
Definition: AkAudioObject.h:77
void ClearReference()
Definition: AkString.h:50
void Transfer(AkArray< T, ARG_T, TAlloc, TGrowBy, TMovePolicy > &in_rSource)
Definition: AkArray.h:854
AkPipelineID instigatorID
Profiling ID of the node from which the object stems (typically the voice, instance of an actor-mixer...
Definition: AkAudioObject.h:69
Iterator Begin() const
Returns the iterator to the first item of the array, will be End() if the array is empty.
Definition: AkArray.h:346
Positioning data of 3D audio objects.
Definition: AkCommonDefs.h:277
A collection of audio objects. Encapsulates the audio data and metadata of each audio object in separ...
uint64_t AkUInt64
Unsigned 64-bit integer
AKRESULT AllocCopy()
Definition: AkString.h:85
uint32_t AkUInt32
Unsigned 32-bit integer
void SetCustomMetadata(CustomMetadata *in_aCustomMetadata, AkUInt32 in_uLength)
void Term()
Term the array. Must be called before destroying the object.
Definition: AkArray.h:556
~AkAudioObject()
Destructor
Definition: AkAudioObject.h:56
AkPriority priority
Audio object playback priority. Object with a higher priority will be rendered using the hardware's o...
Definition: AkAudioObject.h:70
String objectName
Name string of the object, to appear in the object profiler. This is normally used by out-of-place ob...
Custom object metadata.
Definition: AkAudioObject.h:74
void Term()
Definition: AkString.h:40
Array type for carrying custom metadata.
Definition: AkAudioObject.h:82
AkUniqueID contextID
(Profiling) ID of the sound or bus from which the custom metadata was fetched.
Definition: AkAudioObject.h:76
AkAudioObjects(AkUInt32 in_uNumObjects=0, AkAudioBuffer **in_ppObjectBuffers=nullptr, AkAudioObject **in_ppObjects=nullptr)
AkAudioObject ** ppObjects
Array of pointers to audio objects.

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