00001 /******************************************************************************* 00002 The content of this file includes portions of the AUDIOKINETIC Wwise Technology 00003 released in source code form as part of the SDK installer package. 00004 00005 Commercial License Usage 00006 00007 Licensees holding valid commercial licenses to the AUDIOKINETIC Wwise Technology 00008 may use this file in accordance with the end user license agreement provided 00009 with the software or, alternatively, in accordance with the terms contained in a 00010 written agreement between you and Audiokinetic Inc. 00011 00012 Apache License Usage 00013 00014 Alternatively, this file may be used under the Apache License, Version 2.0 (the 00015 "Apache License"); you may not use this file except in compliance with the 00016 Apache License. You may obtain a copy of the Apache License at 00017 http://www.apache.org/licenses/LICENSE-2.0. 00018 00019 Unless required by applicable law or agreed to in writing, software distributed 00020 under the Apache License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES 00021 OR CONDITIONS OF ANY KIND, either express or implied. See the Apache License for 00022 the specific language governing permissions and limitations under the License. 00023 00024 Version: <VERSION> Build: <BUILDNUMBER> 00025 Copyright (c) <COPYRIGHTYEAR> Audiokinetic Inc. 00026 *******************************************************************************/ 00027 00028 // AkMusicEngine.h 00029 00030 /// \file 00031 /// The main music engine interface. 00032 00033 00034 #ifndef _AK_MUSICENGINE_H_ 00035 #define _AK_MUSICENGINE_H_ 00036 00037 #include <AK/SoundEngine/Common/AkSoundEngineExport.h> 00038 #include <AK/SoundEngine/Common/AkTypes.h> 00039 #include <AK/SoundEngine/Common/AkCallback.h> 00040 00041 /// Platform-independent initialization settings of the music engine 00042 /// \sa 00043 /// - AK::MusicEngine::Init() 00044 /// - \ref soundengine_integration_init_advanced 00045 struct AkMusicSettings 00046 { 00047 AkReal32 fStreamingLookAheadRatio; ///< Multiplication factor for all streaming look-ahead heuristic values. 00048 }; 00049 00050 // Audiokinetic namespace 00051 namespace AK 00052 { 00053 /// Music engine namespace 00054 /// \warning The functions in this namespace are not thread-safe, unless stated otherwise. 00055 namespace MusicEngine 00056 { 00057 /////////////////////////////////////////////////////////////////////// 00058 /// @name Initialization 00059 //@{ 00060 00061 /// Initialize the music engine. 00062 /// \warning This function must be called after the base sound engine has been properly initialized. 00063 /// There should be no AK API call between AK::SoundEngine::Init() and this call. Any call done in between is potentially unsafe. 00064 /// \return AK_Success if the Init was successful, AK_Fail otherwise. 00065 /// \sa 00066 /// - \ref workingwithsdks_initialization 00067 AK_EXTERNAPIFUNC( AKRESULT, Init )( 00068 AkMusicSettings * in_pSettings ///< Initialization settings (can be NULL, to use the default values) 00069 ); 00070 00071 /// Get the music engine's default initialization settings values 00072 /// \sa 00073 /// - \ref soundengine_integration_init_advanced 00074 /// - AK::MusicEngine::Init() 00075 AK_EXTERNAPIFUNC( void, GetDefaultInitSettings )( 00076 AkMusicSettings & out_settings ///< Returned default platform-independent music engine settings 00077 ); 00078 00079 /// Terminate the music engine. 00080 /// \warning This function must be called before calling Term() on the base sound engine. 00081 /// \sa 00082 /// - \ref workingwithsdks_termination 00083 AK_EXTERNAPIFUNC( void, Term )( 00084 ); 00085 00086 /// Query information on the active segment of a music object that is playing. Use the playing ID 00087 /// that was returned from AK::SoundEngine::PostEvent(), provided that the event contained a play 00088 /// action that was targetting a music object. For any configuration of interactive music hierarchy, 00089 /// there is only one segment that is active at a time. 00090 /// To be able to query segment information, you must pass the AK_EnableGetMusicPlayPosition flag 00091 /// to the AK::SoundEngine::PostEvent() method. This informs the sound engine that the source associated 00092 /// with this event should be given special consideration because GetPlayingSegmentInfo() can be called 00093 /// at any time for this AkPlayingID. 00094 /// Notes: 00095 /// - If the music object is a single segment, you will get negative values for AkSegmentInfo::iCurrentPosition 00096 /// during the pre-entry. This will never occur with other types of music objects because the 00097 /// pre-entry of a segment always overlaps another active segment. 00098 /// - The active segment during the pre-entry of the first segment of a Playlist Container or a Music Switch 00099 /// Container is "nothing", as well as during the post-exit of the last segment of a Playlist (and beyond). 00100 /// - When the active segment is "nothing", out_uSegmentInfo is filled with zeros. 00101 /// - If in_bExtrapolate is true (default), AkSegmentInfo::iCurrentPosition is corrected by the amount of time elapsed 00102 /// since the beginning of the audio frame. It is thus possible that it slightly overshoots the total segment length. 00103 /// \return AK_Success if there is a playing music structure associated with the specified playing ID. 00104 /// \sa 00105 /// - AK::SoundEngine::PostEvent 00106 /// - AkSegmentInfo 00107 AK_EXTERNAPIFUNC( AKRESULT, GetPlayingSegmentInfo )( 00108 AkPlayingID in_PlayingID, ///< Playing ID returned by AK::SoundEngine::PostEvent(). 00109 AkSegmentInfo & out_segmentInfo, ///< Structure containing information about the active segment of the music structure that is playing. 00110 bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update. 00111 ); 00112 00113 //@} 00114 } 00115 } 00116 00117 #endif // _AK_MUSICENGINE_H_ 00118
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