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2024.1.2.8726
2024.1.2.8726
2023.1.10.8659
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
2024.1.2.8726
2023.1.10.8659
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
Wwise SDK 2024.1.2
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#include <AkAudioObject.h>
クラス | |
class | ArrayCustomMetadata |
Array type for carrying custom metadata. [詳解] | |
struct | CustomMetadata |
Custom object metadata. [詳解] | |
公開型 | |
typedef AkString< AkPluginArrayAllocator, char > | String |
String type for use in 3D audio objects. [詳解] | |
公開メンバ関数 | |
AkAudioObject () | |
Constructor [詳解] | |
~AkAudioObject () | |
Destructor [詳解] | |
void | CopyContents (const AkAudioObject &in_src) |
Copies object metadata (everything but the key) from another object. [詳解] | |
void | TransferContents (AkAudioObject &in_src) |
Moves object metadata (everything but the key) from another object. [詳解] | |
void | SetCustomMetadata (CustomMetadata *in_aCustomMetadata, AkUInt32 in_uLength) |
void | Transfer (AkAudioObject &in_from) |
Transfer function for transfer move policies. [詳解] | |
AKRESULT | SetName (AK::IAkPluginMemAlloc *in_pAllocator, const char *in_szName) |
void | ResetState () |
Reset object state in preparation for next frame. [詳解] | |
公開変数類 | |
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. [詳解] | |
AkPositioningData | positioning |
Positioning data for deferred 3D rendering. [詳解] | |
AkRamp | cumulativeGain |
Cumulative ramping gain to apply when mixing down to speaker bed or final endpoint [詳解] | |
AkPipelineID | instigatorID |
Profiling ID of the node from which the object stems (typically the voice, instance of an actor-mixer). [詳解] | |
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. [詳解] | |
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. [詳解] | |
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. [詳解] | |
静的公開変数類 | |
static const AkUInt64 | kObjectKeyNumBits = 56 |
static const AkUInt64 | kObjectKeyMask = (((AkUInt64)1 << kObjectKeyNumBits) - 1) |
An audio object refers to an audio signal with some attached metadata going through the sound engine pipeline. The AkAudioObject struct encapsulates the metadata part. The signal itself is contained in a separate AkAudioBuffer instance.
AkAudioObject.h の 45 行目に定義があります。