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 // AkSoundEngine.h 00029 00030 /// \file 00031 /// The main sound engine interface. 00032 00033 00034 #ifndef _AK_SOUNDENGINE_H_ 00035 #define _AK_SOUNDENGINE_H_ 00036 00037 #include <AK/SoundEngine/Common/AkSoundEngineExport.h> 00038 #include <AK/SoundEngine/Common/AkTypes.h> 00039 #include <AK/SoundEngine/Common/IAkPlugin.h> 00040 #include <AK/SoundEngine/Common/AkCallback.h> 00041 00042 #ifdef AK_WIN 00043 #include <AK/SoundEngine/Platforms/Windows/AkWinSoundEngine.h> 00044 00045 #elif defined (AK_MAC_OS_X) 00046 #include <AK/SoundEngine/Platforms/Mac/AkMacSoundEngine.h> 00047 00048 #elif defined (AK_IOS) 00049 #include <AK/SoundEngine/Platforms/iOS/AkiOSSoundEngine.h> 00050 00051 #elif defined (AK_XBOXONE) 00052 #include <AK/SoundEngine/Platforms/XboxOne/AkXboxOneSoundEngine.h> 00053 00054 #elif defined (AK_VITA) 00055 #include <AK/SoundEngine/Platforms/Vita/AkVitaSoundEngine.h> 00056 00057 #elif defined( AK_ANDROID ) 00058 #include <AK/SoundEngine/Platforms/Android/AkAndroidSoundEngine.h> 00059 00060 #elif defined (AK_PS4) 00061 #include <AK/SoundEngine/Platforms/PS4/AkPS4SoundEngine.h> 00062 00063 #elif defined( AK_LINUX ) 00064 #include <AK/SoundEngine/Platforms/Linux/AkLinuxSoundEngine.h> 00065 00066 #elif defined( AK_EMSCRIPTEN ) 00067 #include <AK/SoundEngine/Platforms/Emscripten/AkEmscriptenSoundEngine.h> 00068 00069 #elif defined( AK_QNX ) 00070 #include <AK/SoundEngine/Platforms/QNX/AkQNXSoundEngine.h> 00071 00072 #elif defined( AK_NX ) 00073 #include <AK/SoundEngine/Platforms/NX/AkNXSoundEngine.h> 00074 00075 #else 00076 #error AkSoundEngine.h: Undefined platform 00077 #endif 00078 00079 #ifndef AK_ASSERT_HOOK 00080 /// Function called on assert handling, optional 00081 /// \sa 00082 /// - AkInitSettings 00083 AK_CALLBACK( void, AkAssertHook)( 00084 const char * in_pszExpression, ///< Expression 00085 const char * in_pszFileName, ///< File Name 00086 int in_lineNumber ///< Line Number 00087 ); 00088 #define AK_ASSERT_HOOK 00089 #endif 00090 00091 /// Callback function prototype for User Music notifications 00092 /// It is useful for reacting to user music playback. 00093 /// 00094 /// \sa 00095 /// - \ref AkGlobalCallbackFunc 00096 /// - \ref AudioInterruptionCallbackFunc 00097 /// - \ref AkPlatformInitSettings 00098 /// - \ref background_music_and_dvr 00099 /// 00100 typedef AKRESULT ( * AkBackgroundMusicChangeCallbackFunc )( 00101 bool in_bBackgroundMusicMuted, ///< Flag indicating whether the busses tagged as "background music" in the project are muted or not. 00102 void* in_pCookie ///< User-provided data, e.g. a user structure. 00103 ); 00104 00105 /// Platform-independent initialization settings of output devices. 00106 struct AkOutputSettings 00107 { 00108 AkPanningRule ePanningRule; ///< Rule for 3D panning of signals routed to a stereo bus. In AkPanningRule_Speakers mode, the angle of the front loudspeakers 00109 ///< (uSpeakerAngles[0]) is used. In AkPanningRule_Headphones mode, the speaker angles are superseded with constant power panning 00110 ///< between two virtual microphones spaced 180 degrees apart. 00111 00112 AkChannelConfig channelConfig; ///< Channel configuration for this output. Call AkChannelConfig::Clear() to let the engine use the default output configuration. 00113 ///< Hardware might not support the selected configuration. 00114 00115 AkUniqueID audioDeviceShareset; ///< Unique ID of a custom audio device to be used. Custom audio devices are defined in the Audio Device Shareset section of the Wwise project. 00116 ///< Typically, custom audio devices are used for HRTF spatialization or unusual hardware. If you want to output to the default system audio output, 00117 ///< leave this field to its default value (AK_INVALID_UNIQUE_ID). 00118 ///< Typical usage: AkInitSettings.eOutputSettings.audioDeviceShareset = AK::SoundEngine::GetIDFromString("InsertYourAudioDeviceSharesetNameHere"); 00119 ///< \ref AK::SoundEngine::GetIDFromString() 00120 ///< \ref soundengine_plugins_audiodevices 00121 00122 AkBusHierarchyFlags outputHierarchy; ///< Flags to enable or disable the output of the primary and secondary bus hierarchies for the output device. 00123 }; 00124 00125 /// Platform-independent initialization settings of the sound engine 00126 /// \sa 00127 /// - AK::SoundEngine::Init() 00128 /// - AK::SoundEngine::GetDefaultInitSettings() 00129 /// - \ref soundengine_integration_init_advanced 00130 /// - \ref soundengine_initialization_advanced_soundengine_using_memory_threshold 00131 struct AkInitSettings 00132 { 00133 AkAssertHook pfnAssertHook; ///< External assertion handling function (optional) 00134 00135 AkUInt32 uMaxNumPaths; ///< Maximum number of paths for positioning 00136 AkUInt32 uDefaultPoolSize; ///< Size of the default memory pool, in bytes 00137 AkReal32 fDefaultPoolRatioThreshold; ///< 0.0f to 1.0f value: The percentage of occupied memory where the sound engine should enter in Low memory Mode. \ref soundengine_initialization_advanced_soundengine_using_memory_threshold 00138 AkUInt32 uCommandQueueSize; ///< Size of the command queue, in bytes 00139 AkMemPoolId uPrepareEventMemoryPoolID; ///< Memory pool where data allocated by AK::SoundEngine::PrepareEvent() and AK::SoundEngine::PrepareGameSyncs() will be done. 00140 bool bEnableGameSyncPreparation; ///< Set to true to enable AK::SoundEngine::PrepareGameSync usage. 00141 AkUInt32 uContinuousPlaybackLookAhead; ///< Number of quanta ahead when continuous containers should instantiate a new voice before which next sounds should start playing. This look-ahead time allows I/O to occur, and is especially useful to reduce the latency of continuous containers with trigger rate or sample-accurate transitions. 00142 ///< Default is 1 audio quantum, also known as an audio frame. Its size is equal to AkInitSettings::uNumSamplesPerFrame / AkPlatformInitSettings::uSampleRate. For many platforms the default values - which can be overridden - are respectively 1,024 samples and 48 kHz. This gives a default 21.3 ms for an audio quantum, which is adequate if you have a RAM-based streaming device that completes transfers within 20 ms. With 1 look-ahead quantum, voices spawned by continuous containers are more likely to be ready when they are required to play, thereby improving the overall precision of sound scheduling. If your device completes transfers in 30 ms instead, you might consider increasing this value to 2 because it will grant new voices 2 audio quanta (~43 ms) to fetch data. 00143 00144 AkUInt32 uNumSamplesPerFrame; ///< Number of samples per audio frame (256, 512, 1024, or 2048). 00145 00146 AkUInt32 uMonitorPoolSize; ///< Size of the monitoring pool, in bytes. This parameter is not used in Release build. 00147 AkUInt32 uMonitorQueuePoolSize; ///< Size of the monitoring queue pool, in bytes. This parameter is not used in Release build. 00148 00149 AkOutputSettings settingsMainOutput; ///< Main output device settings. 00150 AkUInt32 uMaxHardwareTimeoutMs; ///< Amount of time to wait for HW devices to trigger an audio interrupt. If there is no interrupt after that time, the sound engine will revert to silent mode and continue operating until the HW finally comes back. Default value: 2000 (2 seconds) 00151 00152 bool bUseSoundBankMgrThread; ///< Use a separate thread for loading sound banks. Allows asynchronous operations. 00153 bool bUseLEngineThread; ///< Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAudio(). Ignored on Vita. \ref goingfurther_eventmgrthread 00154 00155 AkBackgroundMusicChangeCallbackFunc BGMCallback; ///< Application-defined audio source change event callback function. 00156 void* BGMCallbackCookie; ///< Application-defined user data for the audio source change event callback function. 00157 AkOSChar * szPluginDLLPath; ///< When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the game executable. 00158 }; 00159 00160 /// Necessary settings for setting externally-loaded sources 00161 struct AkSourceSettings 00162 { 00163 AkUniqueID sourceID; ///< Source ID (available in the SoundBank content files) 00164 AkUInt8* pMediaMemory; ///< Pointer to the data to be set for the source 00165 AkUInt32 uMediaSize; ///< Size, in bytes, of the data to be set for the source 00166 }; 00167 00168 /// Configured audio settings 00169 struct AkAudioSettings 00170 { 00171 AkUInt32 uNumSamplesPerFrame; ///< Number of samples per audio frame (256, 512, 1024 or 2048). 00172 AkUInt32 uNumSamplesPerSecond; ///< Number of samples per second. 00173 }; 00174 00175 /// Return values for GetSourcePlayPositions. 00176 struct AkSourcePosition 00177 { 00178 AkUniqueID audioNodeID; ///< Audio Node ID of playing item 00179 AkUniqueID mediaID; ///< Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file) 00180 AkTimeMs msTime; ///< Position of the source (in ms) associated with that playing item 00181 }; 00182 00183 /// Audiokinetic namespace 00184 namespace AK 00185 { 00186 class IReadBytes; 00187 class IWriteBytes; 00188 00189 /// Audiokinetic sound engine namespace 00190 /// \remarks The functions in this namespace are thread-safe, unless stated otherwise. 00191 namespace SoundEngine 00192 { 00193 /////////////////////////////////////////////////////////////////////// 00194 /// @name Initialization 00195 //@{ 00196 00197 /// Query whether or not the sound engine has been successfully initialized. 00198 /// \warning This function is not thread-safe. It should not be called at the same time as SoundEngine::Init() or SoundEngine::Term(). 00199 /// \return True if the sound engine has been initialized, False otherwise 00200 /// \sa 00201 /// - \ref soundengine_integration_init_advanced 00202 /// - AK::SoundEngine::Init() 00203 /// - AK::SoundEngine::Term() 00204 AK_EXTERNAPIFUNC( bool, IsInitialized )(); 00205 00206 /// Initialize the sound engine. 00207 /// \warning This function is not thread-safe. 00208 /// \remark The initial settings should be initialized using AK::SoundEngine::GetDefaultInitSettings() 00209 /// and AK::SoundEngine::GetDefaultPlatformInitSettings() to fill the structures with their 00210 /// default settings. This is not mandatory, but it helps avoid backward compatibility problems. 00211 /// 00212 /// \return 00213 /// - AK_Success if the initialization was successful 00214 /// - AK_MemManagerNotInitialized if the memory manager is not available or not properly initialized 00215 /// - AK_StreamMgrNotInitialized if the stream manager is not available or not properly initialized 00216 /// - AK_SSEInstructionsNotSupported if the machine does not support SSE instruction (only on the PC) 00217 /// - AK_InsufficientMemory or AK_Fail if there is not enough memory available to initialize the sound engine properly 00218 /// - AK_InvalidParameter if some parameters are invalid 00219 /// - AK_Fail if the sound engine is already initialized, or if the provided settings result in insufficient 00220 /// resources for the initialization. 00221 /// \sa 00222 /// - \ref soundengine_integration_init_advanced 00223 /// - AK::SoundEngine::Term() 00224 /// - AK::SoundEngine::GetDefaultInitSettings() 00225 /// - AK::SoundEngine::GetDefaultPlatformInitSettings() 00226 AK_EXTERNAPIFUNC( AKRESULT, Init )( 00227 AkInitSettings * in_pSettings, ///< Initialization settings (can be NULL, to use the default values) 00228 AkPlatformInitSettings * in_pPlatformSettings ///< Platform-specific settings (can be NULL, to use the default values) 00229 ); 00230 00231 /// Get the default values of the platform-independent initialization settings. 00232 /// \warning This function is not thread-safe. 00233 /// \sa 00234 /// - \ref soundengine_integration_init_advanced 00235 /// - AK::SoundEngine::Init() 00236 /// - AK::SoundEngine::GetDefaultPlatformInitSettings() 00237 AK_EXTERNAPIFUNC( void, GetDefaultInitSettings )( 00238 AkInitSettings & out_settings ///< Returned default platform-independent sound engine settings 00239 ); 00240 00241 /// Get the default values of the platform-specific initialization settings. 00242 /// 00243 /// Windows Specific: 00244 /// When initializing for Windows platform, the HWND value returned in the 00245 /// AkPlatformInitSettings structure is the foreground HWND at the moment of the 00246 /// initialization of the sound engine and may not be the correct one for your need. 00247 /// Each game must specify the HWND that will be passed to DirectSound initialization. 00248 /// It is required that each game provides the correct HWND to be used or it could cause 00249 /// one of the following problem: 00250 /// - Random Sound engine initialization failure. 00251 /// - Audio focus to be located on the wrong window. 00252 /// 00253 /// \warning This function is not thread-safe. 00254 /// \sa 00255 /// - \ref soundengine_integration_init_advanced 00256 /// - AK::SoundEngine::Init() 00257 /// - AK::SoundEngine::GetDefaultInitSettings() 00258 AK_EXTERNAPIFUNC( void, GetDefaultPlatformInitSettings )( 00259 AkPlatformInitSettings & out_platformSettings ///< Returned default platform-specific sound engine settings 00260 ); 00261 00262 /// Terminate the sound engine. 00263 /// If some sounds are still playing or events are still being processed when this function is 00264 /// called, they will be stopped. 00265 /// \warning This function is not thread-safe. 00266 /// \warning Before calling Term, you must ensure that no other thread is accessing the sound engine. 00267 /// \sa 00268 /// - \ref soundengine_integration_init_advanced 00269 /// - AK::SoundEngine::Init() 00270 AK_EXTERNAPIFUNC( void, Term )(); 00271 00272 /// Get the configured audio settings. 00273 /// Call this function to get the configured audio settings. 00274 /// 00275 /// \warning This function is not thread-safe. 00276 /// \warning Call this function only after the sound engine has been properly initialized. 00277 AK_EXTERNAPIFUNC( AKRESULT, GetAudioSettings )( 00278 AkAudioSettings & out_audioSettings ///< Returned audio settings 00279 ); 00280 00281 /// Get the output speaker configuration of the specified output. 00282 /// Call this function to get the speaker configuration of the output (which may not correspond 00283 /// to the physical output format of the platform, in the case of downmixing provided by the platform itself). 00284 /// You may initialize the sound engine with a user-specified configuration, but the resulting 00285 /// configuration is determined by the sound engine, based on the platform, output type and 00286 /// platform settings (for e.g. system menu or control panel option). 00287 /// 00288 /// \warning Call this function only after the sound engine has been properly initialized. If you are initializing the sound engine with AkInitSettings::bUseLEngineThread to false, it is required to call RenderAudio() at least once before calling this function to complete the sound engine initialization. 00289 /// \return The output configuration. An empty AkChannelConfig (!AkChannelConfig::IsValid()) if device does not exist. 00290 /// \sa 00291 /// - AkSpeakerConfig.h 00292 /// - AkOutputSettings 00293 AK_EXTERNAPIFUNC( AkChannelConfig, GetSpeakerConfiguration )( 00294 AkAudioOutputType in_eOutputType = AkOutput_Main, ///< Output sink type. Pass AkOutput_Main for main output. 00295 AkUInt32 in_iOutputID = 0 ///< Player number or device-unique identifier. Pass 0 for main. 00296 ); 00297 00298 /// Get the panning rule of the specified output. 00299 /// \warning Call this function only after the sound engine has been properly initialized. 00300 /// \return One of the supported configuration: 00301 /// - AkPanningRule_Speakers 00302 /// - AkPanningRule_Headphone 00303 /// \sa 00304 /// - AkSpeakerConfig.h 00305 AK_EXTERNAPIFUNC( AKRESULT, GetPanningRule )( 00306 AkPanningRule & out_ePanningRule, ///< Returned panning rule (AkPanningRule_Speakers or AkPanningRule_Headphone) for given output. 00307 AkAudioOutputType in_eOutputType = AkOutput_Main, ///< Output sink type. Pass AkOutput_Main for main output. 00308 AkUInt32 in_iOutputID = 0 ///< Player number or device-unique identifier. Pass 0 for main. 00309 ); 00310 00311 /// Set the panning rule of the specified output. 00312 /// This may be changed anytime once the sound engine is initialized. 00313 /// \warning This function posts a message through the sound engine's internal message queue, whereas GetPanningRule() queries the current panning rule directly. 00314 AK_EXTERNAPIFUNC( AKRESULT, SetPanningRule )( 00315 AkPanningRule in_ePanningRule, ///< Panning rule. 00316 AkAudioOutputType in_eOutputType = AkOutput_Main, ///< Output sink type. Pass AkOutput_Main for main output. 00317 AkUInt32 in_iOutputID = 0 ///< Player number or device-unique identifier. Pass 0 for main. 00318 ); 00319 00320 /// Get speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations. 00321 /// Note that the current version of Wwise only supports positioning on the plane. 00322 /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180]. 00323 /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles. 00324 /// Angles must be set in ascending order. 00325 /// You may call this function with io_pfSpeakerAngles set to NULL to get the expected number of angle values in io_uNumAngles, 00326 /// in order to allocate your array correctly. You may also obtain this number by calling 00327 /// AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ). 00328 /// If io_pfSpeakerAngles is not NULL, the array is filled with up to io_uNumAngles. 00329 /// Typical usage: 00330 /// - AkUInt32 uNumAngles; 00331 /// - GetSpeakerAngles( NULL, uNumAngles, AkOutput_Main ); 00332 /// - AkReal32 * pfSpeakerAngles = AkAlloca( uNumAngles * sizeof(AkReal32) ); 00333 /// - GetSpeakerAngles( pfSpeakerAngles, uNumAngles, AkOutput_Main ); 00334 /// \aknote 00335 /// On most platforms, the angle set on the plane consists of 3 angles, to account for 7.1. 00336 /// - When panning to stereo (speaker mode, see AK::SoundEngine::SetPanningRule()), only angle[0] is used, and 3D sounds in the back of the listener are mirrored to the front. 00337 /// - When panning to 5.1, the front speakers use angle[0], and the surround speakers use (angle[2] - angle[1]) / 2. 00338 /// \endaknote 00339 /// \warning Call this function only after the sound engine has been properly initialized. 00340 /// \return AK_Success if device exists. 00341 /// \sa SetSpeakerAngles() 00342 AK_EXTERNAPIFUNC( AKRESULT, GetSpeakerAngles )( 00343 AkReal32 * io_pfSpeakerAngles, ///< Returned array of loudspeaker pair angles, in degrees relative to azimuth [0,180]. Pass NULL to get the required size of the array. 00344 AkUInt32 & io_uNumAngles, ///< Returned number of angles in io_pfSpeakerAngles, which is the minimum between the value that you pass in, and the number of angles corresponding to AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ), or just the latter if io_pfSpeakerAngles is NULL. 00345 AkReal32 & out_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90]. 00346 AkAudioOutputType in_eOutputType = AkOutput_Main, ///< Output sink type. Pass AkOutput_Main for main output. 00347 AkUInt32 in_iOutputID = 0 ///< Player number or device-unique identifier. Pass 0 for main. 00348 ); 00349 00350 /// Set speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations. 00351 /// Note that the current version of Wwise only supports positioning on the plane. 00352 /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180]. 00353 /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles. 00354 /// Angles must be set in ascending order. 00355 /// Typical usage: 00356 /// - Initialize the sound engine and/or add secondary output(s). 00357 /// - Get number of speaker angles and their value into an array using GetSpeakerAngles(). 00358 /// - Modify the angles and call SetSpeakerAngles(). 00359 /// This function posts a message to the audio thread through the command queue, so it is thread safe. However the result may not be immediately read with GetSpeakerAngles(). 00360 /// \warning This function only applies to configurations (or subset of these configurations) that are standard and whose speakers are on the plane (2D). 00361 /// \return AK_NotCompatible if the channel configuration of the device is not standard (AK_ChannelConfigType_Standard), 00362 /// AK_Success if successful (device exists and angles are valid), AK_Fail otherwise. 00363 /// \sa GetSpeakerAngles() 00364 AK_EXTERNAPIFUNC( AKRESULT, SetSpeakerAngles )( 00365 AkReal32 * in_pfSpeakerAngles, ///< Array of loudspeaker pair angles, in degrees relative to azimuth [0,180]. 00366 AkUInt32 in_uNumAngles, ///< Number of elements in in_pfSpeakerAngles. It must correspond to AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ) (the value returned by GetSpeakerAngles()). 00367 AkReal32 in_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90]. 00368 AkAudioOutputType in_eOutputType = AkOutput_Main, ///< Output sink type. Pass AkOutput_Main for main output. 00369 AkUInt32 in_iOutputID = 0 ///< Player number or device-unique identifier. Pass 0 for main. 00370 ); 00371 00372 /// Allows the game to set the volume threshold to be used by the sound engine to determine if a voice must go virtual. 00373 /// This may be changed anytime once the sound engine was initialized. 00374 /// If this function is not called, the used value will be the value specified in the platform specific project settings. 00375 /// \return 00376 /// - AK_InvalidParameter if the threshold was not between 0 and -96.3 dB. 00377 /// - AK_Success if successful 00378 AK_EXTERNAPIFUNC( AKRESULT, SetVolumeThreshold )( 00379 AkReal32 in_fVolumeThresholdDB ///< Volume Threshold, must be a value between 0 and -96.3 dB 00380 ); 00381 00382 /// Allows the game to set the maximum number of non virtual voices to be played simultaneously. 00383 /// This may be changed anytime once the sound engine was initialized. 00384 /// If this function is not called, the used value will be the value specified in the platform specific project settings. 00385 /// \return 00386 /// - AK_InvalidParameter if the threshold was not between 1 and MaxUInt16. 00387 /// - AK_Success if successful 00388 AK_EXTERNAPIFUNC( AKRESULT, SetMaxNumVoicesLimit )( 00389 AkUInt16 in_maxNumberVoices ///< Maximum number of non-virtual voices. 00390 ); 00391 00392 //@} 00393 00394 //////////////////////////////////////////////////////////////////////// 00395 /// @name Rendering Audio 00396 //@{ 00397 00398 /// Process all commands in the sound engine's command queue. 00399 /// This method has to be called periodically (usually once per game frame). 00400 /// \sa 00401 /// - \ref concept_events 00402 /// - \ref soundengine_events 00403 /// - AK::SoundEngine::PostEvent() 00404 /// \return Always returns AK_Success 00405 AK_EXTERNAPIFUNC( AKRESULT, RenderAudio )( 00406 bool in_bAllowSyncRender = true ///< When AkInitSettings::bUseLEngineThread is false, RenderAudio may generate an audio buffer -- unless in_bAllowSyncRender is set to false. Use in_bAllowSyncRender=false when calling RenderAudio from a Sound Engine callback. 00407 ); 00408 00409 //@} 00410 00411 //////////////////////////////////////////////////////////////////////// 00412 /// @name Component Registration 00413 //@{ 00414 00415 /// Query interface to global plugin context used for plugin registration/initialization. 00416 /// \return Global plugin context. 00417 AK_EXTERNAPIFUNC(AK::IAkGlobalPluginContext *, GetGlobalPluginContext)(); 00418 00419 /// Register a plug-in with the sound engine and set the callback functions to create the 00420 /// plug-in and its parameter node. 00421 /// \aknote 00422 /// This function is deprecated. Registration is now automatic if you link plugins statically. If plug-ins are dynamic libraries (such as DLLs or SOs), use RegisterPluginDLL. 00423 /// \endaknote 00424 /// \sa 00425 /// - \ref register_effects 00426 /// - \ref plugin_xml 00427 /// \return AK_Success if successful, AK_InvalidParameter if invalid parameters were provided or Ak_Fail otherwise. Possible reasons for an AK_Fail result are: 00428 /// - Insufficient memory to register the plug-in 00429 /// - Plug-in ID already registered 00430 /// \remarks 00431 /// Codecs and plug-ins must be registered before loading banks that use them.\n 00432 /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success, 00433 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 00434 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 00435 /// posting the event will fail. 00436 AK_EXTERNAPIFUNC( AKRESULT, RegisterPlugin )( 00437 AkPluginType in_eType, ///< Plug-in type (for example, source or effect) 00438 AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file) 00439 AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file) 00440 AkCreatePluginCallback in_pCreateFunc, ///< Pointer to the plug-in's creation function 00441 AkCreateParamCallback in_pCreateParamFunc ///< Pointer to the plug-in's parameter node creation function 00442 ); 00443 00444 /// Loads a plugin dynamic library and registers it with the sound engine. 00445 /// With dynamic linking, all plugins are automatically registered. 00446 /// The plugin DLL must be in the OS-specific library path or in the same location as the executable. If not, set AkInitSettings.szPluginDLLPath. 00447 /// \return 00448 /// - Ak_Success if successful. 00449 /// - AK_FileNotFound if the DLL is not found in the OS path or if it has extraneous dependencies not found. 00450 /// - AK_InvalidFile if the symbol g_pAKPluginList is not exported by the dynamic library 00451 AK_EXTERNAPIFUNC( AKRESULT, RegisterPluginDLL ) ( 00452 const AkOSChar* in_DllName ///< Name of the DLL to load, without "lib" prefix or extension. 00453 ); 00454 00455 /// Register a codec type with the sound engine and set the callback functions to create the 00456 /// codec's file source and bank source nodes. 00457 /// \aknote 00458 /// This function is deprecated. Registration is now automatic if you link plugins statically. If plugins are dynamic libraries (such as DLLs or SOs), use RegisterPluginDLL. 00459 /// \endaknote 00460 /// \sa 00461 /// - \ref register_effects 00462 /// \return AK_Success if successful, AK_InvalidParameter if invalid parameters were provided, or Ak_Fail otherwise. Possible reasons for an AK_Fail result are: 00463 /// - Insufficient memory to register the codec 00464 /// - Codec ID already registered 00465 /// \remarks 00466 /// Codecs and plug-ins must be registered before loading banks that use them.\n 00467 /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success, 00468 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 00469 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 00470 /// posting the event will fail. 00471 AK_EXTERNAPIFUNC( AKRESULT, RegisterCodec )( 00472 AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file) 00473 AkUInt32 in_ulCodecID, ///< Codec identifier (as declared in the plug-in description XML file) 00474 AkCreateFileSourceCallback in_pFileCreateFunc, ///< Pointer to the codec's file source node creation function 00475 AkCreateBankSourceCallback in_pBankCreateFunc ///< Pointer to the codec's bank source node creation function 00476 ); 00477 00478 /// Register a global callback function. This function will be called from the audio rendering thread, at the 00479 /// location specified by in_eLocation. This function will also be called from the thread calling 00480 /// AK::SoundEngine::Term with in_eLocation set to AkGlobalCallbackLocation_Term. 00481 /// For example, in order to be called at every audio rendering pass, and once during teardown for releasing resources, you would call 00482 /// RegisterGlobalCallback(myCallback, AkGlobalCallbackLocation_BeginRender | AkGlobalCallbackLocation_Term, myCookie); 00483 /// \remarks 00484 /// It is illegal to call this function while already inside of a global callback. 00485 /// This function might stall for several milliseconds before returning. 00486 /// \sa 00487 /// - AK::SoundEngine::UnregisterGlobalCallback() 00488 /// - AkGlobalCallbackFunc 00489 /// - AkGlobalCallbackLocation 00490 AK_EXTERNAPIFUNC(AKRESULT, RegisterGlobalCallback)( 00491 AkGlobalCallbackFunc in_pCallback, ///< Function to register as a global callback. 00492 AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender, ///< Callback location defined in AkGlobalCallbackLocation. Bitwise OR multiple locations if needed. 00493 void * in_pCookie = NULL ///< User cookie. 00494 ); 00495 00496 /// Unregister a global callback function, previously registered using RegisterGlobalCallback. 00497 /// \remarks 00498 /// It is legal to call this function while already inside of a global callback, If it is unregistering itself and not 00499 /// another callback. 00500 /// This function might stall for several milliseconds before returning. 00501 /// \sa 00502 /// - AK::SoundEngine::RegisterGlobalCallback() 00503 /// - AkGlobalCallbackFunc 00504 /// - AkGlobalCallbackLocation 00505 AK_EXTERNAPIFUNC(AKRESULT, UnregisterGlobalCallback)( 00506 AkGlobalCallbackFunc in_pCallback, ///< Function to unregister as a global callback. 00507 AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender ///< Must match in_eLocation as passed to RegisterGlobalCallback for this callback. 00508 ); 00509 00510 //@} 00511 00512 #ifdef AK_SUPPORT_WCHAR 00513 //////////////////////////////////////////////////////////////////////// 00514 /// @name Getting ID from strings 00515 //@{ 00516 00517 /// Universal converter from Unicode string to ID for the sound engine. 00518 /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h ) 00519 /// Note: 00520 /// This function does return a AkUInt32, which is totally compatible with: 00521 /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on... 00522 /// \sa 00523 /// - AK::SoundEngine::PostEvent 00524 /// - AK::SoundEngine::SetRTPCValue 00525 /// - AK::SoundEngine::SetSwitch 00526 /// - AK::SoundEngine::SetState 00527 /// - AK::SoundEngine::PostTrigger 00528 /// - AK::SoundEngine::SetGameObjectAuxSendValues 00529 /// - AK::SoundEngine::LoadBank 00530 /// - AK::SoundEngine::UnloadBank 00531 /// - AK::SoundEngine::PrepareEvent 00532 /// - AK::SoundEngine::PrepareGameSyncs 00533 AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const wchar_t* in_pszString ); 00534 #endif //AK_SUPPORT_WCHAR 00535 00536 /// Universal converter from string to ID for the sound engine. 00537 /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h ) 00538 /// Note: 00539 /// This function does return a AkUInt32, which is totally compatible with: 00540 /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on... 00541 /// \sa 00542 /// - AK::SoundEngine::PostEvent 00543 /// - AK::SoundEngine::SetRTPCValue 00544 /// - AK::SoundEngine::SetSwitch 00545 /// - AK::SoundEngine::SetState 00546 /// - AK::SoundEngine::PostTrigger 00547 /// - AK::SoundEngine::SetGameObjectAuxSendValues 00548 /// - AK::SoundEngine::LoadBank 00549 /// - AK::SoundEngine::UnloadBank 00550 /// - AK::SoundEngine::PrepareEvent 00551 /// - AK::SoundEngine::PrepareGameSyncs 00552 AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const char* in_pszString ); 00553 00554 //@} 00555 00556 //////////////////////////////////////////////////////////////////////// 00557 /// @name Event Management 00558 //@{ 00559 00560 /// Asynchronously post an event to the sound engine (by event ID). 00561 /// The callback function can be used to be noticed when markers are reached or when the event is finished. 00562 /// An array of wave file sources can be provided to resolve External Sources triggered by the event. 00563 /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed 00564 /// \remarks 00565 /// If used, the array of external sources should contain the information for each external source triggered by the 00566 /// event. When triggering an event with multiple external sources, you need to differentiate each source 00567 /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo. 00568 /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project 00569 /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures. 00570 /// \endaknote 00571 /// \sa 00572 /// - \ref concept_events 00573 /// - \ref integrating_external_sources 00574 /// - AK::SoundEngine::RenderAudio() 00575 /// - AK::SoundEngine::GetIDFromString() 00576 /// - AK::SoundEngine::GetSourcePlayPosition() 00577 AK_EXTERNAPIFUNC( AkPlayingID, PostEvent )( 00578 AkUniqueID in_eventID, ///< Unique ID of the event 00579 AkGameObjectID in_gameObjectID, ///< Associated game object ID 00580 AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType 00581 AkCallbackFunc in_pfnCallback = NULL, ///< Callback function 00582 void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information 00583 AkUInt32 in_cExternals = 0, ///< Optional count of external source structures 00584 AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information 00585 AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID///< Optional (advanced users only) Specify the playing ID to target with the event. Will Cause active actions in this event to target an existing Playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any for normal playback. 00586 ); 00587 00588 #ifdef AK_SUPPORT_WCHAR 00589 /// Post an event to the sound engine (by event name), using callbacks. 00590 /// The callback function can be used to be noticed when markers are reached or when the event is finished. 00591 /// An array of wave file sources can be provided to resolve External Sources triggered by the event. 00592 /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed 00593 /// \remarks 00594 /// If used, the array of external sources should contain the information for each external source triggered by the 00595 /// event. When triggering an event with multiple external sources, you need to differentiate each source 00596 /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo. 00597 /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project 00598 /// (therefore have a unique cookie) in order to tell them appart when filling the AkExternalSourceInfo structures. 00599 /// \endaknote 00600 /// \sa 00601 /// - \ref concept_events 00602 /// - \ref integrating_external_sources 00603 /// - AK::SoundEngine::RenderAudio() 00604 /// - AK::SoundEngine::GetIDFromString() 00605 /// - AK::SoundEngine::GetSourcePlayPosition() 00606 AK_EXTERNAPIFUNC( AkPlayingID, PostEvent )( 00607 const wchar_t* in_pszEventName, ///< Name of the event 00608 AkGameObjectID in_gameObjectID, ///< Associated game object ID 00609 AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType 00610 AkCallbackFunc in_pfnCallback = NULL, ///< Callback function 00611 void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information. 00612 AkUInt32 in_cExternals = 0, ///< Optional count of external source structures 00613 AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information 00614 AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID///< Optional (advanced users only) Specify the playing ID to target with the event. Will Cause active actions in this event to target an existing Playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any for normal playback. 00615 ); 00616 #endif //AK_SUPPORT_WCHAR 00617 00618 /// Post an event to the sound engine (by event name), using callbacks. 00619 /// The callback function can be used to be noticed when markers are reached or when the event is finished. 00620 /// An array of wave file sources can be provided to resolve External Sources triggered by the event. P 00621 /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed 00622 /// \remarks 00623 /// If used, the array of external sources should contain the information for each external source triggered by the 00624 /// event. When triggering an event with multiple external sources, you need to differentiate each source 00625 /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo. 00626 /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project 00627 /// (therefore have a unique cookie) in order to tell them appart when filling the AkExternalSourceInfo structures. 00628 /// \endaknote 00629 /// \sa 00630 /// - \ref concept_events 00631 /// - \ref integrating_external_sources 00632 /// - AK::SoundEngine::RenderAudio() 00633 /// - AK::SoundEngine::GetIDFromString() 00634 /// - AK::SoundEngine::GetSourcePlayPosition() 00635 AK_EXTERNAPIFUNC( AkPlayingID, PostEvent )( 00636 const char* in_pszEventName, ///< Name of the event 00637 AkGameObjectID in_gameObjectID, ///< Associated game object ID 00638 AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType 00639 AkCallbackFunc in_pfnCallback = NULL, ///< Callback function 00640 void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information. 00641 AkUInt32 in_cExternals = 0, ///< Optional count of external source structures 00642 AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information 00643 AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID///< Optional (advanced users only) Specify the playing ID to target with the event. Will Cause active actions in this event to target an existing Playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any for normal playback. 00644 ); 00645 00646 // If you modify AkActionOnEventType, don't forget to modify WAAPI validation schema accordingly. 00647 00648 /// AkActionOnEventType 00649 /// \sa 00650 /// - AK::SoundEngine::ExecuteActionOnEvent() 00651 enum AkActionOnEventType 00652 { 00653 AkActionOnEventType_Stop = 0, ///< Stop 00654 AkActionOnEventType_Pause = 1, ///< Pause 00655 AkActionOnEventType_Resume = 2, ///< Resume 00656 AkActionOnEventType_Break = 3, ///< Break 00657 AkActionOnEventType_ReleaseEnvelope = 4 ///< Release envelope 00658 }; 00659 00660 /// Executes an action on all nodes that are referenced in the specified event in an action of type play. 00661 /// \sa 00662 /// - AK::SoundEngine::AkActionOnEventType 00663 AK_EXTERNAPIFUNC( AKRESULT, ExecuteActionOnEvent )( 00664 AkUniqueID in_eventID, ///< Unique ID of the event 00665 AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event. 00666 AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID 00667 AkTimeMs in_uTransitionDuration = 0, ///< Fade duration 00668 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition 00669 AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID 00670 ); 00671 00672 #ifdef AK_SUPPORT_WCHAR 00673 /// Executes an action on all nodes that are referenced in the specified event in an action of type play. 00674 /// \sa 00675 /// - AK::SoundEngine::AkActionOnEventType 00676 AK_EXTERNAPIFUNC( AKRESULT, ExecuteActionOnEvent )( 00677 const wchar_t* in_pszEventName, ///< Name of the event 00678 AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event. 00679 AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID 00680 AkTimeMs in_uTransitionDuration = 0, ///< Fade duration 00681 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition 00682 AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID 00683 ); 00684 #endif //AK_SUPPORT_WCHAR 00685 00686 /// Executes an action on all nodes that are referenced in the specified event in an action of type play. 00687 /// \sa 00688 /// - AK::SoundEngine::AkActionOnEventType 00689 AK_EXTERNAPIFUNC( AKRESULT, ExecuteActionOnEvent )( 00690 const char* in_pszEventName, ///< Name of the event 00691 AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event. 00692 AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID 00693 AkTimeMs in_uTransitionDuration = 0, ///< Fade duration 00694 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition 00695 AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID 00696 ); 00697 00698 00699 /// Executes a number of MIDI events on all nodes that are referenced in the specified event in an action of type play. 00700 /// Each MIDI event will be posted in AkMIDIPost::uOffset samples from the start of the current frame. The duration of 00701 /// a sample can be determined from the sound engine's audio settings, via a call to AK::SoundEngine::GetAudioSettings. 00702 /// \sa 00703 /// - AK::SoundEngine::GetAudioSettings 00704 /// - AK::SoundEngine::StopMIDIOnEvent 00705 AK_EXTERNAPIFUNC( AKRESULT, PostMIDIOnEvent )( 00706 AkUniqueID in_eventID, ///< Unique ID of the event 00707 AkGameObjectID in_gameObjectID, ///< Associated game object ID 00708 AkMIDIPost* in_pPosts, ///< MIDI events to post 00709 AkUInt16 in_uNumPosts ///< Number of MIDI events to post 00710 ); 00711 00712 /// Stops MIDI notes on all nodes that are referenced in the specified event in an action of type play, 00713 /// with the specified Game Object. Invalid parameters are interpreted as wildcards. For example, calling 00714 /// this function with in_eventID set to AK_INVALID_UNIQUE_ID will stop all MIDI notes for Game Object 00715 /// in_gameObjectID. 00716 /// \sa 00717 /// - AK::SoundEngine::PostMIDIOnEvent 00718 AK_EXTERNAPIFUNC( AKRESULT, StopMIDIOnEvent )( 00719 AkUniqueID in_eventID = AK_INVALID_UNIQUE_ID, ///< Unique ID of the event 00720 AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< Associated game object ID 00721 ); 00722 00723 00724 /// Start streaming the first part of all streamed files referenced by an event into a cache buffer. Caching streams are serviced when no other streams require the 00725 /// available bandwidth. The files will remain cached until UnpinEventInStreamCache is called, or a higher priority pinned file needs the space and the limit set by 00726 /// uMaxCachePinnedBytes is exceeded. 00727 /// \remarks The amount of data from the start of the file that will be pinned to cache is determined by the prefetch size. The prefetch size is set via the authoring tool and stored in the sound banks. 00728 /// \remarks It is possible to override the prefetch size stored in the sound bank via the low level IO. For more information see AK::StreamMgr::IAkFileLocationResolver::Open() and AkFileSystemFlags. 00729 /// \remarks If this function is called additional times with the same event, then the priority of the caching streams are updated. Note however that priority is passed down to the stream manager 00730 /// on a file-by-file basis, and if another event is pinned to cache that references the same file but with a different priority, then the first priority will be updated with the most recent value. 00731 /// \remarks If the event references files that are chosen based on a state group (via a switch container), all files in all states will be cached. Those in the current active state 00732 /// will get cached with active priority, while all other files will get cached with inactive priority. 00733 /// \remarks in_uInactivePriority is only relevant for events that reference switch containers that are assigned to state groups. This parameter is ignored for all other events, including events that only reference 00734 /// switch containers that are assigned to switch groups. Files that are chosen based on a switch group have a different switch value per game object, and are all effectively considered active by the pin-to-cache system. 00735 /// \sa 00736 /// - AK::SoundEngine::GetBufferStatusForPinnedEvent 00737 /// - AK::SoundEngine::UnpinEventInStreamCache 00738 /// - AK::StreamMgr::IAkFileLocationResolver::Open 00739 /// - AkFileSystemFlags 00740 AK_EXTERNAPIFUNC( AKRESULT, PinEventInStreamCache )( 00741 AkUniqueID in_eventID, ///< Unique ID of the event 00742 AkPriority in_uActivePriority, ///< Priority of active stream caching I/O 00743 AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O 00744 ); 00745 00746 #ifdef AK_SUPPORT_WCHAR 00747 /// Start streaming the first part of all streamed files referenced by an event into a cache buffer. Caching streams are serviced when no other streams require the 00748 /// available bandwidth. The files will remain cached until UnpinEventInStreamCache is called, or a higher priority pinned file needs the space and the limit set by 00749 /// uMaxCachePinnedBytes is exceeded. 00750 /// \remarks The amount of data from the start of the file that will be pinned to cache is determined by the prefetch size. The prefetch size is set via the authoring tool and stored in the sound banks. 00751 /// \remarks It is possible to override the prefetch size stored in the sound bank via the low level IO. For more information see AK::StreamMgr::IAkFileLocationResolver::Open() and AkFileSystemFlags. 00752 /// \remarks If this function is called additional times with the same event, then the priority of the caching streams are updated. Note however that priority is passed down to the stream manager 00753 /// on a file-by-file basis, and if another event is pinned to cache that references the same file but with a different priority, then the first priority will be updated with the most recent value. 00754 /// \remarks If the event references files that are chosen based on a state group (via a switch container), all files in all states will be cached. Those in the current active state 00755 /// will get cached with active priority, while all other files will get cached with inactive priority. 00756 /// \remarks in_uInactivePriority is only relevant for events that reference switch containers that are assigned to state groups. This parameter is ignored for all other events, including events that only reference 00757 /// switch containers that are assigned to switch groups. Files that are chosen based on a switch group have a different switch value per game object, and are all effectively considered active by the pin-to-cache system. 00758 /// \sa 00759 /// - AK::SoundEngine::GetBufferStatusForPinnedEvent 00760 /// - AK::SoundEngine::UnpinEventInStreamCache 00761 /// - AK::StreamMgr::IAkFileLocationResolver::Open 00762 /// - AkFileSystemFlags 00763 AK_EXTERNAPIFUNC( AKRESULT, PinEventInStreamCache )( 00764 const wchar_t* in_pszEventName, ///< Name of the event 00765 AkPriority in_uActivePriority, ///< Priority of active stream caching I/O 00766 AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O 00767 ); 00768 #endif //AK_SUPPORT_WCHAR 00769 00770 /// Start streaming the first part of all streamed files referenced by an event into a cache buffer. Caching streams are serviced when no other streams require the 00771 /// available bandwidth. The files will remain cached until UnpinEventInStreamCache is called, or a higher priority pinned file needs the space and the limit set by 00772 /// uMaxCachePinnedBytes is exceeded. 00773 /// \remarks The amount of data from the start of the file that will be pinned to cache is determined by the prefetch size. The prefetch size is set via the authoring tool and stored in the sound banks. 00774 /// \remarks It is possible to override the prefetch size stored in the sound bank via the low level IO. For more information see AK::StreamMgr::IAkFileLocationResolver::Open() and AkFileSystemFlags. 00775 /// \remarks If this function is called additional times with the same event, then the priority of the caching streams are updated. Note however that priority is passed down to the stream manager 00776 /// on a file-by-file basis, and if another event is pinned to cache that references the same file but with a different priority, then the first priority will be updated with the most recent value. 00777 /// \remarks If the event references files that are chosen based on a state group (via a switch container), all files in all states will be cached. Those in the current active state 00778 /// will get cached with active priority, while all other files will get cached with inactive priority. 00779 /// \remarks in_uInactivePriority is only relevant for events that reference switch containers that are assigned to state groups. This parameter is ignored for all other events, including events that only reference 00780 /// switch containers that are assigned to switch groups. Files that are chosen based on a switch group have a different switch value per game object, and are all effectively considered active by the pin-to-cache system. 00781 /// \sa 00782 /// - AK::SoundEngine::GetBufferStatusForPinnedEvent 00783 /// - AK::SoundEngine::UnpinEventInStreamCache 00784 /// - AK::StreamMgr::IAkFileLocationResolver::Open 00785 /// - AkFileSystemFlags 00786 AK_EXTERNAPIFUNC( AKRESULT, PinEventInStreamCache )( 00787 const char* in_pszEventName, ///< Name of the event 00788 AkPriority in_uActivePriority, ///< Priority of active stream caching I/O 00789 AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O 00790 ); 00791 00792 /// Release the set of files that were previously requested to be pinned into cache via AK::SoundEngine::PinEventInStreamCache(). The file may still remain in stream cache 00793 /// after AK::SoundEngine::UnpinEventInStreamCache() is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm. 00794 /// \sa 00795 /// - AK::SoundEngine::PinEventInStreamCache 00796 /// - AK::SoundEngine::GetBufferStatusForPinnedEvent 00797 AK_EXTERNAPIFUNC( AKRESULT, UnpinEventInStreamCache )( 00798 AkUniqueID in_eventID ///< Unique ID of the event 00799 ); 00800 00801 #ifdef AK_SUPPORT_WCHAR 00802 /// Release the set of files that were previously requested to be pinned into cache via AK::SoundEngine::PinEventInStreamCache(). The file may still remain in stream cache 00803 /// after AK::SoundEngine::UnpinEventInStreamCache() is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm. 00804 /// \sa 00805 /// - AK::SoundEngine::PinEventInStreamCache 00806 /// - AK::SoundEngine::GetBufferStatusForPinnedEvent 00807 AK_EXTERNAPIFUNC( AKRESULT, UnpinEventInStreamCache )( 00808 const wchar_t* in_pszEventName ///< Name of the event 00809 ); 00810 #endif //AK_SUPPORT_WCHAR 00811 00812 /// Release the set of files that were previously requested to be pinned into cache via AK::SoundEngine::PinEventInStreamCache(). The file may still remain in stream cache 00813 /// after AK::SoundEngine::UnpinEventInStreamCache() is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm. 00814 /// \sa 00815 /// - AK::SoundEngine::PinEventInStreamCache 00816 /// - AK::SoundEngine::GetBufferStatusForPinnedEvent 00817 AK_EXTERNAPIFUNC( AKRESULT, UnpinEventInStreamCache )( 00818 const char* in_pszEventName ///< Name of the event 00819 ); 00820 00821 /// Return information about an event that was requested to be pinned into cache via AK::SoundEngine::PinEventInStreamCache(). 00822 /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether 00823 /// the cache-pinned memory limit is preventing any of the files from filling up their buffer. 00824 /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings 00825 /// \sa 00826 /// - AK::SoundEngine::PinEventInStreamCache 00827 /// - AK::SoundEngine::UnpinEventInStreamCache 00828 /// - AkDeviceSettings 00829 AK_EXTERNAPIFUNC( AKRESULT, GetBufferStatusForPinnedEvent )( 00830 AkUniqueID in_eventID, ///< Unique ID of the event 00831 AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event. 00832 bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded. 00833 ); 00834 00835 /// Return information about an event that was requested to be pinned into cache via AK::SoundEngine::PinEventInStreamCache(). 00836 /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether 00837 /// the cache-pinned memory limit is preventing any of the files from filling up their buffer. 00838 /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings 00839 /// \sa 00840 /// - AK::SoundEngine::PinEventInStreamCache 00841 /// - AK::SoundEngine::UnpinEventInStreamCache 00842 /// - AkDeviceSettings 00843 AK_EXTERNAPIFUNC( AKRESULT, GetBufferStatusForPinnedEvent )( 00844 const char* in_pszEventName, ///< Name of the event 00845 AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event. 00846 bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded. 00847 ); 00848 00849 #ifdef AK_SUPPORT_WCHAR 00850 /// Return information about an event that was requested to be pinned into cache via AK::SoundEngine::PinEventInStreamCache(). 00851 /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether 00852 /// the cache-pinned memory limit is preventing any of the files from filling up their buffer. 00853 /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings 00854 /// \sa 00855 /// - AK::SoundEngine::PinEventInStreamCache 00856 /// - AK::SoundEngine::UnpinEventInStreamCache 00857 /// - AkDeviceSettings 00858 AK_EXTERNAPIFUNC( AKRESULT, GetBufferStatusForPinnedEvent )( 00859 const wchar_t* in_pszEventName, ///< Name of the event 00860 AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event. 00861 bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded. 00862 ); 00863 #endif 00864 00865 /// Seek inside all playing objects that are referenced in play actions of the specified event. 00866 /// 00867 /// Notes: 00868 /// - This works with all objects of the actor-mixer hierarchy, and also with music segments and music switch containers. 00869 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored 00870 /// if one of their ancestors is a continuous (random or sequence) container with crossfade or 00871 /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless 00872 /// the sound that is currently playing is the first sound of the sequence. 00873 /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior. 00874 /// - Sounds/segments are stopped if in_iPosition is greater than their duration. 00875 /// - in_iPosition is clamped internally to the beginning of the sound/segment. 00876 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker. 00877 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor. 00878 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the 00879 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking 00880 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored: 00881 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue. 00882 /// - This method posts a command in the sound engine queue, thus seeking will not occur before 00883 /// the audio thread consumes it (after a call to RenderAudio()). 00884 /// 00885 /// Notes specific to music segments: 00886 /// - With music segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative 00887 /// value to seek within the Pre-Entry. 00888 /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification 00889 /// in order to restart them if required. 00890 /// - In order to restart at the correct location, with all their tracks synchronized, music segments 00891 /// take the "look-ahead time" property of their streamed tracks into account for seeking. 00892 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the 00893 /// value that was passed to the method. Use AK::MusicEngine::GetPlayingSegmentInfo() to query 00894 /// the exact position of a segment. Also, the segment will be silent during that time 00895 /// (so that it restarts precisely at the position that you specified). AK::MusicEngine::GetPlayingSegmentInfo() 00896 /// also informs you about the remaining look-ahead time. 00897 /// 00898 /// Notes specific to music switch containers: 00899 /// - Seeking triggers a music transition towards the current (or target) segment. 00900 /// This transition is subject to the container's transition rule that matches the current and defined in the container, 00901 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position 00902 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property. 00903 /// - If the specified time is greater than the destination segment's length, the modulo is taken. 00904 /// 00905 /// \sa 00906 /// - AK::SoundEngine::RenderAudio() 00907 /// - AK::SoundEngine::PostEvent() 00908 /// - AK::SoundEngine::GetSourcePlayPosition() 00909 /// - AK::MusicEngine::GetPlayingSegmentInfo() 00910 AK_EXTERNAPIFUNC( AKRESULT, SeekOnEvent )( 00911 AkUniqueID in_eventID, ///< Unique ID of the event 00912 AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects 00913 AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds 00914 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above) 00915 AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID. 00916 ); 00917 00918 #ifdef AK_SUPPORT_WCHAR 00919 /// Seek inside all playing objects that are referenced in play actions of the specified event. 00920 /// 00921 /// Notes: 00922 /// - This works with all objects of the actor-mixer hierarchy, and also with music segments and music switch containers. 00923 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored 00924 /// if one of their ancestors is a continuous (random or sequence) container with crossfade or 00925 /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless 00926 /// the sound that is currently playing is the first sound of the sequence. 00927 /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior. 00928 /// - With music segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative 00929 /// value to seek within the Pre-Entry. 00930 /// - Sounds/segments are stopped if in_iPosition is greater than their duration. 00931 /// - in_iPosition is clamped internally to the beginning of the sound/segment. 00932 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker. 00933 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor. 00934 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the 00935 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking 00936 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored: 00937 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue. 00938 /// - This method posts a command in the sound engine queue, thus seeking will not occur before 00939 /// the audio thread consumes it (after a call to RenderAudio()). 00940 /// 00941 /// Notes specific to music segments: 00942 /// - With music segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative 00943 /// value to seek within the Pre-Entry. 00944 /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification 00945 /// in order to restart them if required. 00946 /// - In order to restart at the correct location, with all their tracks synchronized, music segments 00947 /// take the "look-ahead time" property of their streamed tracks into account for seeking. 00948 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the 00949 /// value that was passed to the method. Use AK::MusicEngine::GetPlayingSegmentInfo() to query 00950 /// the exact position of a segment. Also, the segment will be silent during that time 00951 /// (so that it restarts precisely at the position that you specified). AK::MusicEngine::GetPlayingSegmentInfo() 00952 /// also informs you about the remaining look-ahead time. 00953 /// 00954 /// Notes specific to music switch containers: 00955 /// - Seeking triggers a music transition towards the current (or target) segment. 00956 /// This transition is subject to the container's transition rule that matches the current and defined in the container, 00957 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position 00958 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property. 00959 /// - If the specified time is greater than the destination segment's length, the modulo is taken. 00960 /// 00961 /// \sa 00962 /// - AK::SoundEngine::RenderAudio() 00963 /// - AK::SoundEngine::PostEvent() 00964 /// - AK::SoundEngine::GetSourcePlayPosition() 00965 /// - AK::MusicEngine::GetPlayingSegmentInfo() 00966 AK_EXTERNAPIFUNC( AKRESULT, SeekOnEvent )( 00967 const wchar_t* in_pszEventName, ///< Name of the event 00968 AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects 00969 AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds 00970 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above) 00971 AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID. 00972 ); 00973 #endif //AK_SUPPORT_WCHAR 00974 00975 /// Seek inside all playing objects that are referenced in play actions of the specified event. 00976 /// 00977 /// Notes: 00978 /// - This works with all objects of the actor-mixer hierarchy, and also with music segments and music switch containers. 00979 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored 00980 /// if one of their ancestors is a continuous (random or sequence) container with crossfade or 00981 /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless 00982 /// the sound that is currently playing is the first sound of the sequence. 00983 /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior. 00984 /// - With music segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative 00985 /// value to seek within the Pre-Entry. 00986 /// - Sounds/segments are stopped if in_iPosition is greater than their duration. 00987 /// - in_iPosition is clamped internally to the beginning of the sound/segment. 00988 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker. 00989 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor. 00990 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the 00991 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking 00992 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored: 00993 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue. 00994 /// - This method posts a command in the sound engine queue, thus seeking will not occur before 00995 /// the audio thread consumes it (after a call to RenderAudio()). 00996 /// 00997 /// Notes specific to music segments: 00998 /// - With music segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative 00999 /// value to seek within the Pre-Entry. 01000 /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification 01001 /// in order to restart them if required. 01002 /// - In order to restart at the correct location, with all their tracks synchronized, music segments 01003 /// take the "look-ahead time" property of their streamed tracks into account for seeking. 01004 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the 01005 /// value that was passed to the method. Use AK::MusicEngine::GetPlayingSegmentInfo() to query 01006 /// the exact position of a segment. Also, the segment will be silent during that time 01007 /// (so that it restarts precisely at the position that you specified). AK::MusicEngine::GetPlayingSegmentInfo() 01008 /// also informs you about the remaining look-ahead time. 01009 /// 01010 /// Notes specific to music switch containers: 01011 /// - Seeking triggers a music transition towards the current (or target) segment. 01012 /// This transition is subject to the container's transition rule that matches the current and defined in the container, 01013 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position 01014 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property. 01015 /// - If the specified time is greater than the destination segment's length, the modulo is taken. 01016 /// 01017 /// \sa 01018 /// - AK::SoundEngine::RenderAudio() 01019 /// - AK::SoundEngine::PostEvent() 01020 /// - AK::SoundEngine::GetSourcePlayPosition() 01021 /// - AK::MusicEngine::GetPlayingSegmentInfo() 01022 AK_EXTERNAPIFUNC( AKRESULT, SeekOnEvent )( 01023 const char* in_pszEventName, ///< Name of the event 01024 AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects 01025 AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds 01026 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above) 01027 AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID. 01028 ); 01029 01030 /// Seek inside all playing objects that are referenced in play actions of the specified event. 01031 /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account. 01032 /// 01033 /// Notes: 01034 /// - This works with all objects of the actor-mixer hierarchy, and also with music segments and music switch containers. 01035 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored 01036 /// if one of their ancestors is a continuous (random or sequence) container with crossfade or 01037 /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless 01038 /// the sound that is currently playing is the first sound of the sequence. 01039 /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior. 01040 /// - in_iPosition is clamped internally to the beginning of the sound/segment. 01041 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker. 01042 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor. 01043 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the 01044 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking 01045 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored: 01046 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue. 01047 /// - This method posts a command in the sound engine queue, thus seeking will not occur before 01048 /// the audio thread consumes it (after a call to RenderAudio()). 01049 /// 01050 /// Notes specific to music segments: 01051 /// - With music segments, in_fPercent is relative to the Entry Cue, and the segment's duration is the 01052 /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or 01053 /// post-exit of a segment using this method. Use absolute values instead. 01054 /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification 01055 /// in order to restart them if required. 01056 /// - In order to restart at the correct location, with all their tracks synchronized, music segments 01057 /// take the "look-ahead time" property of their streamed tracks into account for seeking. 01058 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the 01059 /// value that was passed to the method. Use AK::MusicEngine::GetPlayingSegmentInfo() to query 01060 /// the exact position of a segment. Also, the segment will be silent during the time that period 01061 /// (so that it restarts precisely at the position that you specified). AK::MusicEngine::GetPlayingSegmentInfo() 01062 /// also informs you about the remaining look-ahead time. 01063 /// 01064 /// Notes specific to music switch containers: 01065 /// - Seeking triggers a music transition towards the current (or target) segment. 01066 /// This transition is subject to the container's transition rule that matches the current and defined in the container, 01067 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position 01068 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property. 01069 /// - If the specified time is greater than the destination segment's length, the modulo is taken. 01070 /// 01071 /// \sa 01072 /// - AK::SoundEngine::RenderAudio() 01073 /// - AK::SoundEngine::PostEvent() 01074 /// - AK::SoundEngine::GetSourcePlayPosition() 01075 /// - AK::MusicEngine::GetPlayingSegmentInfo() 01076 AK_EXTERNAPIFUNC( AKRESULT, SeekOnEvent )( 01077 AkUniqueID in_eventID, ///< Unique ID of the event 01078 AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects 01079 AkReal32 in_fPercent, ///< Desired position where playback should restart, expressed in a percentage of the file's total duration, between 0 and 1.f (see note above about infinite looping sounds) 01080 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above) 01081 AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID. 01082 ); 01083 01084 #ifdef AK_SUPPORT_WCHAR 01085 /// Seek inside all playing objects that are referenced in play actions of the specified event. 01086 /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account. 01087 /// 01088 /// Notes: 01089 /// - This works with all objects of the actor-mixer hierarchy, and also with music segments and music switch containers. 01090 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored 01091 /// if one of their ancestors is a continuous (random or sequence) container with crossfade or 01092 /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless 01093 /// the sound that is currently playing is the first sound of the sequence. 01094 /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior. 01095 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker. 01096 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor. 01097 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the 01098 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking 01099 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored: 01100 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue. 01101 /// - This method posts a command in the sound engine queue, thus seeking will not occur before 01102 /// the audio thread consumes it (after a call to RenderAudio()). 01103 /// 01104 /// Notes specific to music segments: 01105 /// - With music segments, in_fPercent is relative to the Entry Cue, and the segment's duration is the 01106 /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or 01107 /// post-exit of a segment using this method. Use absolute values instead. 01108 /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification 01109 /// in order to restart them if required. 01110 /// - In order to restart at the correct location, with all their tracks synchronized, music segments 01111 /// take the "look-ahead time" property of their streamed tracks into account for seeking. 01112 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the 01113 /// value that was passed to the method. Use AK::MusicEngine::GetPlayingSegmentInfo() to query 01114 /// the exact position of a segment. Also, the segment will be silent during the time that period 01115 /// (so that it restarts precisely at the position that you specified). AK::MusicEngine::GetPlayingSegmentInfo() 01116 /// also informs you about the remaining look-ahead time. 01117 /// 01118 /// Notes specific to music switch containers: 01119 /// - Seeking triggers a music transition towards the current (or target) segment. 01120 /// This transition is subject to the container's transition rule that matches the current and defined in the container, 01121 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position 01122 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property. 01123 /// - If the specified time is greater than the destination segment's length, the modulo is taken. 01124 /// 01125 /// \sa 01126 /// - AK::SoundEngine::RenderAudio() 01127 /// - AK::SoundEngine::PostEvent() 01128 /// - AK::SoundEngine::GetSourcePlayPosition() 01129 /// - AK::MusicEngine::GetPlayingSegmentInfo() 01130 AK_EXTERNAPIFUNC( AKRESULT, SeekOnEvent )( 01131 const wchar_t* in_pszEventName, ///< Name of the event 01132 AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects 01133 AkReal32 in_fPercent , ///< Desired position where playback should restart, expressed in a percentage of the file's total duration, between 0 and 1.f (see note above about infinite looping sounds) 01134 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above) 01135 AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID. 01136 ); 01137 #endif //AK_SUPPORT_WCHAR 01138 01139 /// Seek inside all playing objects that are referenced in play actions of the specified event. 01140 /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account. 01141 /// 01142 /// Notes: 01143 /// - This works with all objects of the actor-mixer hierarchy, and also with music segments and music switch containers. 01144 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored 01145 /// if one of their ancestors is a continuous (random or sequence) container with crossfade or 01146 /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless 01147 /// the sound that is currently playing is the first sound of the sequence. 01148 /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior. 01149 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker. 01150 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor. 01151 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the 01152 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking 01153 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored: 01154 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue. 01155 /// - This method posts a command in the sound engine queue, thus seeking will not occur before 01156 /// the audio thread consumes it (after a call to RenderAudio()). 01157 /// 01158 /// Notes specific to music segments: 01159 /// - With music segments, in_fPercent is relative to the Entry Cue, and the segment's duration is the 01160 /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or 01161 /// post-exit of a segment using this method. Use absolute values instead. 01162 /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification 01163 /// in order to restart them if required. 01164 /// - In order to restart at the correct location, with all their tracks synchronized, music segments 01165 /// take the "look-ahead time" property of their streamed tracks into account for seeking. 01166 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the 01167 /// value that was passed to the method. Use AK::MusicEngine::GetPlayingSegmentInfo() to query 01168 /// the exact position of a segment. Also, the segment will be silent during the time that period 01169 /// (so that it restarts precisely at the position that you specified). AK::MusicEngine::GetPlayingSegmentInfo() 01170 /// also informs you about the remaining look-ahead time. 01171 /// 01172 /// Notes specific to music switch containers: 01173 /// - Seeking triggers a music transition towards the current (or target) segment. 01174 /// This transition is subject to the container's transition rule that matches the current and defined in the container, 01175 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position 01176 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property. 01177 /// - If the specified time is greater than the destination segment's length, the modulo is taken. 01178 /// 01179 /// \sa 01180 /// - AK::SoundEngine::RenderAudio() 01181 /// - AK::SoundEngine::PostEvent() 01182 /// - AK::SoundEngine::GetSourcePlayPosition() 01183 /// - AK::MusicEngine::GetPlayingSegmentInfo() 01184 AK_EXTERNAPIFUNC( AKRESULT, SeekOnEvent )( 01185 const char* in_pszEventName, ///< Name of the event 01186 AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects 01187 AkReal32 in_fPercent, ///< Desired position where playback should restart, expressed in a percentage of the file's total duration, between 0 and 1.f (see note above about infinite looping sounds) 01188 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see notes above). 01189 AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID. 01190 ); 01191 01192 /// Cancel all event callbacks associated with a specific callback cookie.\n 01193 /// \sa 01194 /// - AK::SoundEngine::PostEvent() 01195 AK_EXTERNAPIFUNC( void, CancelEventCallbackCookie )( 01196 void * in_pCookie ///< Callback cookie to be cancelled 01197 ); 01198 01199 /// Cancel all event callbacks associated with a specific game object.\n 01200 /// \sa 01201 /// - AK::SoundEngine::PostEvent() 01202 AK_EXTERNAPIFUNC( void, CancelEventCallbackGameObject )( 01203 AkGameObjectID in_gameObjectID ///< ID of the game object to be cancelled 01204 ); 01205 01206 /// Cancel all event callbacks for a specific playing ID. 01207 /// \sa 01208 /// - AK::SoundEngine::PostEvent() 01209 AK_EXTERNAPIFUNC( void, CancelEventCallback )( 01210 AkPlayingID in_playingID ///< Playing ID of the event that must not use callbacks 01211 ); 01212 01213 /// Get the current position of the source associated with this playing ID, obtained from PostEvent(). If more than one source is playing, 01214 /// the first to play is returned. 01215 /// Notes: 01216 /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise 01217 /// it returns AK_Fail, even if the playing ID is valid. 01218 /// - The source's position is updated at every audio frame, and the time at which this occurs is stored. 01219 /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame. 01220 /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last 01221 /// sound engine update and the source's playback rate. 01222 /// \return AK_Success if successful. 01223 /// It returns AK_InvalidParameter if the provided pointer is not valid. 01224 /// It returns AK_Fail if the playing ID is invalid (not playing yet, or finished playing). 01225 /// \sa 01226 /// - \ref soundengine_query_pos 01227 /// - \ref concept_events 01228 AK_EXTERNAPIFUNC( AKRESULT, GetSourcePlayPosition )( 01229 AkPlayingID in_PlayingID, ///< Playing ID returned by AK::SoundEngine::PostEvent() 01230 AkTimeMs* out_puPosition, ///< Position of the source (in ms) associated with the specified playing ID 01231 bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update. 01232 ); 01233 01234 /// Get the current position of the sources associated with this playing ID, obtained from PostEvent(). 01235 /// Notes: 01236 /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise 01237 /// it returns AK_Fail, even if the playing ID is valid. 01238 /// - The source's position is updated at every audio frame, and the time at which this occurs is stored. 01239 /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame. 01240 /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last 01241 /// sound engine update and the source's playback rate. 01242 /// - If 0 is passed in for the number of entries (*in_pcPositions == 0) then only the number of positions will be returned and the 01243 /// position array (out_puPositions) will not be updated. 01244 /// - The io_pcPositions pointer must be non-NULL. 01245 /// out_puPositions may be NULL if *io_pcPositions == 0, otherwise it must be non-NULL. 01246 /// \return AK_Success if successful. 01247 /// It returns AK_InvalidParameter if the provided pointers are not valid. 01248 /// It returns AK_Fail if the playing ID is invalid (not playing yet, or finished playing). 01249 /// \sa 01250 /// - \ref soundengine_query_pos 01251 /// - \ref concept_events 01252 AK_EXTERNAPIFUNC(AKRESULT, GetSourcePlayPositions)( 01253 AkPlayingID in_PlayingID, ///< Playing ID returned by AK::SoundEngine::PostEvent() 01254 AkSourcePosition* out_puPositions, ///< Audio Node IDs and positions of sources associated with the specified playing ID 01255 AkUInt32 * io_pcPositions, ///< Number of entries in out_puPositions. Needs to be set to the size of the array: it is adjusted to the actual number of returned entries 01256 bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update 01257 ); 01258 01259 /// Get the stream buffering of the sources associated with this playing ID, obtained from PostEvent(). 01260 /// Notes: 01261 /// - You need to pass AK_EnableGetSourceStreamBuffering to PostEvent() in order to use this function, otherwise 01262 /// it returns AK_Fail, even if the playing ID is valid. 01263 /// - The sources stream buffering is updated at every audio frame. If there are multiple sources associated with this playing ID, 01264 /// the value returned corresponds to the least buffered source. 01265 /// - The returned buffering status out_bIsBuffering will be true If any of the sources associated with the playing ID are actively being buffered. 01266 /// It will be false if all of them have reached the end of file, or have reached a state where they are buffered enough and streaming is temporarily idle. 01267 /// - Purely in-memory sources are excluded from this database. If all sources are in-memory, GetSourceStreamBuffering() will return AK_Fail. 01268 /// - The returned buffering amount and state is not completely accurate with some hardware-accelerated codecs. In such cases, the amount of stream buffering is generally underestimated. 01269 /// On the other hand, it is not guaranteed that the source will be ready to produce data at the next audio frame even if out_bIsBuffering has turned to false. 01270 /// \return 01271 /// - AK_Success if successful. 01272 /// - AK_Fail if the source data associated with this playing ID is not found, for example if PostEvent() was not called with AK_EnableGetSourceStreamBuffering, or if the header was not parsed. 01273 /// \sa 01274 /// - \ref concept_events 01275 AK_EXTERNAPIFUNC( AKRESULT, GetSourceStreamBuffering )( 01276 AkPlayingID in_PlayingID, ///< Playing ID returned by AK::SoundEngine::PostEvent() 01277 AkTimeMs & out_buffering, ///< Returned amount of buffering (in ms) of the source (or one of the sources) associated with that playing ID 01278 bool & out_bIsBuffering ///< Returned buffering status of the source(s) associated with that playing ID 01279 ); 01280 01281 /// Stop the current content playing associated to the specified game object ID. 01282 /// If no game object is specified, all sounds will be stopped. 01283 AK_EXTERNAPIFUNC( void, StopAll )( 01284 AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< (Optional)Specify a game object to stop only playback associated to the provided game object ID. 01285 ); 01286 01287 /// Stop the current content playing associated to the specified playing ID. 01288 AK_EXTERNAPIFUNC( void, StopPlayingID )( 01289 AkPlayingID in_playingID, ///< Playing ID to be stopped. 01290 AkTimeMs in_uTransitionDuration = 0, ///< Fade duration 01291 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition 01292 ); 01293 01294 /// Set the random seed value. Can be used to synchronize randomness 01295 /// across instances of the Sound Engine. 01296 /// \remark This seeds the number generator used for all container randomizations; 01297 /// since it acts globally, this should be called right before any PostEvent 01298 /// call where randomness synchronization is required, and cannot guarantee 01299 /// similar results for continuous containers. 01300 AK_EXTERNAPIFUNC( void, SetRandomSeed )( 01301 AkUInt32 in_uSeed ///< Random seed. 01302 ); 01303 01304 /// Mute/Unmute the busses tagged as background music. 01305 /// This is automatically called for platforms that have user-music support. 01306 /// This function is provided to give the same behavior on platforms that don't have user-music support. 01307 AK_EXTERNAPIFUNC( void, MuteBackgroundMusic ) ( 01308 bool in_bMute ///< Set true to mute, false to unmute. 01309 ); 01310 //@} 01311 01312 /// Gets the state of the Background Music busses. This state is either set directly 01313 /// with AK::SoundEngine::MuteBackgroundMusic or by the OS, if it has User Music services. 01314 /// \return true if the background music busses are muted, false if not. 01315 AK_EXTERNAPIFUNC(bool, GetBackgroundMusicMute) (); 01316 //@} 01317 01318 01319 /// Send custom game data to a plugin that resides on a bus (insert effect or mixer plugin). 01320 /// Data will be copied and stored into a separate list. 01321 /// Previous entry is deleted when a new one is sent. 01322 /// Set the data pointer to NULL to clear item from the list. 01323 /// \aknote The plugin type and ID is passed and matched with plugins set on the desired bus. 01324 /// This means that you cannot send different data to various instances of the plugin on a same bus.\endaknote 01325 /// \return AK_Success if data was sent successfully. 01326 AK_EXTERNAPIFUNC( AKRESULT, SendPluginCustomGameData ) ( 01327 AkUniqueID in_busID, ///< Bus ID 01328 AkGameObjectID in_busObjectID, ///< Bus Object ID. Pass AK_INVALID_GAME_OBJECT to send custom data on global scope. Game object scope supersedes global scope, as with RTPCs. 01329 AkPluginType in_eType, ///< Plug-in type (for example, source or effect) 01330 AkUInt32 in_uCompanyID, ///< Company identifier (as declared in the plug-in description XML file) 01331 AkUInt32 in_uPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file) 01332 const void* in_pData, ///< The data blob 01333 AkUInt32 in_uSizeInBytes ///< Size of data 01334 ); 01335 //@} 01336 01337 //////////////////////////////////////////////////////////////////////// 01338 /// @name Game Objects 01339 //@{ 01340 01341 /// Register a game object. 01342 /// \return 01343 /// - AK_Success if successful 01344 /// - AK_Fail if the specified AkGameObjectID is invalid (0 and -1 are invalid) 01345 /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no 01346 /// matter how many times it has been registered. 01347 /// \sa 01348 /// - AK::SoundEngine::UnregisterGameObj() 01349 /// - AK::SoundEngine::UnregisterAllGameObj() 01350 /// - \ref concept_gameobjects 01351 AK_EXTERNAPIFUNC(AKRESULT, RegisterGameObj)( 01352 AkGameObjectID in_gameObjectID ///< ID of the game object to be registered 01353 ); 01354 01355 /// Register a game object. 01356 /// \return 01357 /// - AK_Success if successful 01358 /// - AK_Fail if the specified AkGameObjectID is invalid (0 and -1 are invalid) 01359 /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no 01360 /// matter how many times it has been registered. 01361 /// \sa 01362 /// - AK::SoundEngine::UnregisterGameObj() 01363 /// - AK::SoundEngine::UnregisterAllGameObj() 01364 /// - \ref concept_gameobjects 01365 AK_EXTERNAPIFUNC( AKRESULT, RegisterGameObj )( 01366 AkGameObjectID in_gameObjectID, ///< ID of the game object to be registered 01367 const char * in_pszObjName ///< Name of the game object (for monitoring purpose) 01368 ); 01369 01370 /// Unregister a game object. 01371 /// \return 01372 /// - AK_Success if successful 01373 /// - AK_Fail if the specified AkGameObjectID is invalid (0 is an invalid ID) 01374 /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no 01375 /// matter how many times it has been registered. Unregistering a game object while it is 01376 /// in use is allowed, but the control over the parameters of this game object is lost. 01377 /// For example, say a sound associated with this game object is a 3D moving sound. This sound will 01378 /// stop moving when the game object is unregistered, and there will be no way to regain control over the game object. 01379 /// \sa 01380 /// - AK::SoundEngine::RegisterGameObj() 01381 /// - AK::SoundEngine::UnregisterAllGameObj() 01382 /// - \ref concept_gameobjects 01383 AK_EXTERNAPIFUNC( AKRESULT, UnregisterGameObj )( 01384 AkGameObjectID in_gameObjectID ///< ID of the game object to be unregistered. Use 01385 /// AK_INVALID_GAME_OBJECT to unregister all game objects. 01386 ); 01387 01388 /// Unregister all game objects, or all game objects with a particular matching set of property flags. 01389 /// This function to can be used to unregister all game objects. 01390 /// \return 01391 /// - AK_Success if successful 01392 /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no 01393 /// matter how many times it has been registered. Unregistering a game object while it is 01394 /// in use is allowed, but the control over the parameters of this game object is lost. 01395 /// For example, if a sound associated with this game object is a 3D moving sound, it will 01396 /// stop moving once the game object is unregistered, and there will be no way to recover 01397 /// the control over this game object. 01398 /// \sa 01399 /// - AK::SoundEngine::RegisterGameObj() 01400 /// - AK::SoundEngine::UnregisterGameObj() 01401 /// - \ref concept_gameobjects 01402 AK_EXTERNAPIFUNC( AKRESULT, UnregisterAllGameObj )( 01403 ); 01404 01405 /// Set the position of a game object. 01406 /// \warning The object's orientation vector (in_Position.Orientation) must be normalized. 01407 /// \return 01408 /// - AK_Success when successful 01409 /// - AK_InvalidParameter if parameters are not valid. 01410 /// \sa 01411 /// - \ref soundengine_3dpositions 01412 AK_EXTERNAPIFUNC( AKRESULT, SetPosition )( 01413 AkGameObjectID in_GameObjectID, ///< Game Object identifier 01414 const AkSoundPosition & in_Position ///< Position to set; in_Position.Orientation must be normalized. 01415 ); 01416 01417 /// Set multiple positions to a single game object. 01418 /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice. 01419 /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area. 01420 /// \aknote Calling AK::SoundEngine::SetMultiplePositions() with only one position is the same as calling AK::SoundEngine::SetPosition() \endaknote 01421 /// \return 01422 /// - AK_Success when successful 01423 /// - AK_InvalidParameter if parameters are not valid. 01424 /// \sa 01425 /// - \ref soundengine_3dpositions 01426 /// - \ref soundengine_3dpositions_multiplepos 01427 /// - \ref AK::SoundEngine::MultiPositionType 01428 AK_EXTERNAPIFUNC( AKRESULT, SetMultiplePositions )( 01429 AkGameObjectID in_GameObjectID, ///< Game Object identifier. 01430 const AkSoundPosition * in_pPositions, ///< Array of positions to apply. 01431 AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array. 01432 MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections ///< \ref AK::SoundEngine::MultiPositionType 01433 ); 01434 01435 /// Set multiple positions to a single game object, with flexible assignment of input channels. 01436 /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice. 01437 /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area. 01438 /// \aknote Calling AK::SoundEngine::SetMultiplePositions() with only one position is the same as calling AK::SoundEngine::SetPosition() \endaknote 01439 /// \return 01440 /// - AK_Success when successful 01441 /// - AK_InvalidParameter if parameters are not valid. 01442 /// \sa 01443 /// - \ref soundengine_3dpositions 01444 /// - \ref soundengine_3dpositions_multiplepos 01445 /// - \ref AK::SoundEngine::MultiPositionType 01446 AK_EXTERNAPIFUNC( AKRESULT, SetMultiplePositions )( 01447 AkGameObjectID in_GameObjectID, ///< Game Object identifier. 01448 const AkChannelEmitter * in_pPositions, ///< Array of positions to apply. 01449 AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array. 01450 MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections ///< \ref AK::SoundEngine::MultiPositionType 01451 ); 01452 01453 /// Set the scaling factor of a Game Object. 01454 /// Modify the attenuation computations on this Game Object to simulate sounds with a larger or smaller area of effect. 01455 /// \return 01456 /// - AK_Success when successful 01457 /// - AK_InvalidParameter if the scaling factor specified was 0 or negative. 01458 AK_EXTERNAPIFUNC( AKRESULT, SetScalingFactor )( 01459 AkGameObjectID in_GameObjectID, ///< Game object identifier 01460 AkReal32 in_fAttenuationScalingFactor ///< Scaling Factor, 1 means 100%, 0.5 means 50%, 2 means 200%, and so on. 01461 ); 01462 01463 //@} 01464 01465 //////////////////////////////////////////////////////////////////////// 01466 /// @name Bank Management 01467 //@{ 01468 01469 /// Unload all currently loaded banks. 01470 /// It also internally calls ClearPreparedEvents() since at least one bank must have been loaded to allow preparing events. 01471 /// \return 01472 /// - AK_Success if successful 01473 /// - AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command 01474 /// \sa 01475 /// - AK::SoundEngine::UnloadBank() 01476 /// - AK::SoundEngine::LoadBank() 01477 /// - \ref soundengine_banks 01478 AK_EXTERNAPIFUNC( AKRESULT, ClearBanks )(); 01479 01480 /// Set the I/O settings of the bank load and prepare event processes. 01481 /// The sound engine uses default values unless explicitly set by calling this method. 01482 /// \warning This function must be called before loading banks. 01483 /// \return 01484 /// - AK_Success if successful 01485 /// - AK_Fail if the sound engine was not correctly initialized 01486 /// - AK_InvalidParameter if some parameters are invalid 01487 /// \sa 01488 /// - \ref soundengine_banks 01489 /// - \ref streamingdevicemanager 01490 AK_EXTERNAPIFUNC( AKRESULT, SetBankLoadIOSettings )( 01491 AkReal32 in_fThroughput, ///< Average throughput of bank data streaming (bytes/ms) (the default value is AK_DEFAULT_BANK_THROUGHPUT) 01492 AkPriority in_priority ///< Priority of bank streaming (the default value is AK_DEFAULT_PRIORITY) 01493 ); 01494 01495 #ifdef AK_SUPPORT_WCHAR 01496 /// Load a bank synchronously (by Unicode string).\n 01497 /// The bank name is passed to the Stream Manager. 01498 /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs. 01499 /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed. 01500 /// A bank load request will be posted, and consumed by the Bank Manager thread. 01501 /// The function returns when the request has been completely processed. 01502 /// \return 01503 /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()). 01504 /// You may use this ID with UnloadBank(). 01505 /// - AK_Success: Load or unload successful. 01506 /// - AK_InsufficientMemory: Insufficient memory to store bank data. 01507 /// - AK_BankReadError: I/O error. 01508 /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 01509 /// you used to generate the SoundBanks matches that of the SDK you are currently using. 01510 /// - AK_InvalidFile: File specified could not be opened. 01511 /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment. 01512 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure) 01513 /// \remarks 01514 /// - The initialization bank must be loaded first. 01515 /// - All SoundBanks subsequently loaded must come from the same Wwise project as the 01516 /// initialization bank. If you need to load SoundBanks from a different project, you 01517 /// must first unload ALL banks, including the initialization bank, then load the 01518 /// initialization bank from the other project, and finally load banks from that project. 01519 /// - Codecs and plug-ins must be registered before loading banks that use them. 01520 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success, 01521 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 01522 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 01523 /// posting the event will fail. 01524 /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID. 01525 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally), 01526 /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in 01527 /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation. 01528 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only 01529 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions 01530 /// of the UnloadBank() function. 01531 /// \sa 01532 /// - AK::SoundEngine::UnloadBank() 01533 /// - AK::SoundEngine::ClearBanks() 01534 /// - AK::SoundEngine::GetIDFromString 01535 /// - AK::MemoryMgr::CreatePool() 01536 /// - \ref soundengine_banks 01537 /// - \ref integrating_elements_plugins 01538 /// - \ref streamingdevicemanager 01539 /// - \ref streamingmanager_lowlevel 01540 /// - \ref sdk_bank_training 01541 AK_EXTERNAPIFUNC( AKRESULT, LoadBank )( 01542 const wchar_t* in_pszString, ///< Name of the bank to load 01543 AkMemPoolId in_memPoolId, ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed) 01544 AkBankID & out_bankID ///< Returned bank ID 01545 ); 01546 #endif //AK_SUPPORT_WCHAR 01547 01548 /// Load a bank synchronously.\n 01549 /// The bank name is passed to the Stream Manager. 01550 /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs. 01551 /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed. 01552 /// A bank load request will be posted, and consumed by the Bank Manager thread. 01553 /// The function returns when the request has been completely processed. 01554 /// \return 01555 /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()). 01556 /// You may use this ID with UnloadBank(). 01557 /// - AK_Success: Load or unload successful. 01558 /// - AK_InsufficientMemory: Insufficient memory to store bank data. 01559 /// - AK_BankReadError: I/O error. 01560 /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 01561 /// you used to generate the SoundBanks matches that of the SDK you are currently using. 01562 /// - AK_InvalidFile: File specified could not be opened. 01563 /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment. 01564 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure) 01565 /// \remarks 01566 /// - The initialization bank must be loaded first. 01567 /// - All SoundBanks subsequently loaded must come from the same Wwise project as the 01568 /// initialization bank. If you need to load SoundBanks from a different project, you 01569 /// must first unload ALL banks, including the initialization bank, then load the 01570 /// initialization bank from the other project, and finally load banks from that project. 01571 /// - Codecs and plug-ins must be registered before loading banks that use them. 01572 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success, 01573 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 01574 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 01575 /// posting the event will fail. 01576 /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID. 01577 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally), 01578 /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in 01579 /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation. 01580 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only 01581 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions 01582 /// of the UnloadBank() function. 01583 /// \sa 01584 /// - AK::SoundEngine::UnloadBank() 01585 /// - AK::SoundEngine::ClearBanks() 01586 /// - AK::SoundEngine::GetIDFromString 01587 /// - AK::MemoryMgr::CreatePool() 01588 /// - \ref soundengine_banks 01589 /// - \ref integrating_elements_plugins 01590 /// - \ref streamingdevicemanager 01591 /// - \ref streamingmanager_lowlevel 01592 /// - \ref sdk_bank_training 01593 AK_EXTERNAPIFUNC( AKRESULT, LoadBank )( 01594 const char* in_pszString, ///< Name of the bank to load 01595 AkMemPoolId in_memPoolId, ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed) 01596 AkBankID & out_bankID ///< Returned bank ID 01597 ); 01598 01599 /// Load a bank synchronously (by ID).\n 01600 /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote 01601 /// The bank ID is passed to the Stream Manager. 01602 /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs. 01603 /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed. 01604 /// A bank load request will be posted, and consumed by the Bank Manager thread. 01605 /// The function returns when the request has been completely processed. 01606 /// \return 01607 /// - AK_Success: Load or unload successful. 01608 /// - AK_InsufficientMemory: Insufficient memory to store bank data. 01609 /// - AK_BankReadError: I/O error. 01610 /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 01611 /// you used to generate the SoundBanks matches that of the SDK you are currently using. 01612 /// - AK_InvalidFile: File specified could not be opened. 01613 /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment. 01614 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure) 01615 /// \remarks 01616 /// - The initialization bank must be loaded first. 01617 /// - All SoundBanks subsequently loaded must come from the same Wwise project as the 01618 /// initialization bank. If you need to load SoundBanks from a different project, you 01619 /// must first unload ALL banks, including the initialization bank, then load the 01620 /// initialization bank from the other project, and finally load banks from that project. 01621 /// - Codecs and plug-ins must be registered before loading banks that use them. 01622 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success, 01623 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 01624 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 01625 /// posting the event will fail. 01626 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only 01627 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions 01628 /// of the UnloadBank function. 01629 /// \sa 01630 /// - AK::SoundEngine::UnloadBank() 01631 /// - AK::SoundEngine::ClearBanks() 01632 /// - AK::MemoryMgr::CreatePool() 01633 /// - \ref soundengine_banks 01634 /// - \ref integrating_elements_plugins 01635 /// - \ref sdk_bank_training 01636 AK_EXTERNAPIFUNC( AKRESULT, LoadBank )( 01637 AkBankID in_bankID, ///< Bank ID of the bank to load 01638 AkMemPoolId in_memPoolId ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed) 01639 ); 01640 01641 /// Load a bank synchronously (from in-memory data, in-place).\n 01642 /// 01643 /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function 01644 /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload 01645 /// 01646 /// Use this overload when you want to manage I/O on your side. Load the bank file 01647 /// in a buffer and pass its address to the sound engine. 01648 /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. *** 01649 /// A bank load request will be posted, and consumed by the Bank Manager thread. 01650 /// The function returns when the request has been completely processed. 01651 /// \return 01652 /// The bank ID, which is stored in the first few bytes of the bank file. You may use this 01653 /// ID with UnloadBank(). 01654 /// - AK_Success: Load or unload successful. 01655 /// - AK_InsufficientMemory: Insufficient memory to store bank data. 01656 /// - AK_BankReadError: I/O error. 01657 /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 01658 /// you used to generate the SoundBanks matches that of the SDK you are currently using. 01659 /// - AK_InvalidFile: File specified could not be opened. 01660 /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment. 01661 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure) 01662 /// \remarks 01663 /// - The initialization bank must be loaded first. 01664 /// - All SoundBanks subsequently loaded must come from the same Wwise project as the 01665 /// initialization bank. If you need to load SoundBanks from a different project, you 01666 /// must first unload ALL banks, including the initialization bank, then load the 01667 /// initialization bank from the other project, and finally load banks from that project. 01668 /// - Codecs and plug-ins must be registered before loading banks that use them. 01669 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success, 01670 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 01671 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 01672 /// posting the event will fail. 01673 /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h). 01674 /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Physical memory allocator. 01675 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only 01676 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions 01677 /// of the UnloadBank function. 01678 /// - Avoid using this function for banks containing a lot of events or structure data. 01679 /// This data will be loaded in the Default Pool anyway thus duplicating memory (one copy in the Default Pool 01680 /// and one in the block you provided). For event/structure-only banks, prefer the other versions of LoadBank(). 01681 /// \sa 01682 /// - AK::SoundEngine::UnloadBank() 01683 /// - AK::SoundEngine::ClearBanks() 01684 /// - \ref soundengine_banks 01685 /// - \ref integrating_elements_plugins 01686 /// - \ref sdk_bank_training 01687 AK_EXTERNAPIFUNC( AKRESULT, LoadBank )( 01688 const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid) 01689 AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load 01690 AkBankID & out_bankID ///< Returned bank ID 01691 ); 01692 01693 /// Load a bank synchronously (from in-memory data, out-of-place).\n 01694 /// 01695 /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function 01696 /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload 01697 /// 01698 /// Use this overload when you want to manage I/O on your side. Load the bank file 01699 /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into the 01700 /// specified memory pool. 01701 /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this 01702 /// over the in-place version is that there is no duplication of bank structures. 01703 /// A bank load request will be posted, and consumed by the Bank Manager thread. 01704 /// The function returns when the request has been completely processed. 01705 /// \return 01706 /// The bank ID, which is stored in the first few bytes of the bank file. You may use this 01707 /// ID with UnloadBank(). 01708 /// - AK_Success: Load or unload successful. 01709 /// - AK_InsufficientMemory: Insufficient memory to store bank data. 01710 /// - AK_BankReadError: I/O error. 01711 /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 01712 /// you used to generate the SoundBanks matches that of the SDK you are currently using. 01713 /// - AK_InvalidFile: File specified could not be opened. 01714 /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment. 01715 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure) 01716 /// \remarks 01717 /// - The initialization bank must be loaded first. 01718 /// - All SoundBanks subsequently loaded must come from the same Wwise project as the 01719 /// initialization bank. If you need to load SoundBanks from a different project, you 01720 /// must first unload ALL banks, including the initialization bank, then load the 01721 /// initialization bank from the other project, and finally load banks from that project. 01722 /// - Codecs and plug-ins must be registered before loading banks that use them. 01723 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success, 01724 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 01725 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 01726 /// posting the event will fail. 01727 /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h). 01728 /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Physical memory allocator. 01729 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only 01730 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions 01731 /// of the UnloadBank function. 01732 /// - Avoid using this function for banks containing a lot of events or structure data. 01733 /// This data will be loaded in the Default Pool anyway thus duplicating memory (one copy in the Default Pool 01734 /// and one in the block you provided). For event/structure-only banks, prefer the other versions of LoadBank(). 01735 /// \sa 01736 /// - AK::SoundEngine::UnloadBank() 01737 /// - AK::SoundEngine::ClearBanks() 01738 /// - \ref soundengine_banks 01739 /// - \ref integrating_elements_plugins 01740 /// - \ref sdk_bank_training 01741 AK_EXTERNAPIFUNC( AKRESULT, LoadBank )( 01742 const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is not stored in sound engine, memory can be released after return) 01743 AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load 01744 AkMemPoolId in_uPoolForBankMedia, ///< Memory pool to copy the media section of the bank to (the pool is created if AK_DEFAULT_POOL_ID is passed). 01745 AkBankID & out_bankID ///< Returned bank ID 01746 ); 01747 01748 /// Synchronously decode Vorbis-encoded media in a SoundBank. 01749 AK_EXTERNAPIFUNC( AKRESULT, DecodeBank )( 01750 const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to decode (pointer is not stored in sound engine, memory can be released after return) 01751 AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to decode 01752 AkMemPoolId in_uPoolForDecodedBank, ///< Memory pool to allocate decoded bank into. Specify AK_INVALID_POOL_ID and out_pDecodedBankPtr=NULL to obtain decoded bank size without performing the decode operation. Pass AK_INVALID_POOL_ID and out_pDecodedBankPtr!=NULL to decode bank into specified pointer. 01753 void * & out_pDecodedBankPtr, ///< Decoded bank memory location. 01754 AkUInt32 & out_uDecodedBankSize ///< Decoded bank memory size. 01755 ); 01756 01757 #ifdef AK_SUPPORT_WCHAR 01758 /// Load a bank asynchronously (by Unicode string).\n 01759 /// The bank name is passed to the Stream Manager. 01760 /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs. 01761 /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed. 01762 /// A bank load request will be posted to the Bank Manager consumer thread. 01763 /// The function returns immediately. 01764 /// \return 01765 /// AK_Success if the scheduling was successful, AK_Fail otherwise. 01766 /// Use a callback to be notified when completed, and get the status of the request. 01767 /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()). 01768 /// You may use this ID with UnloadBank(). 01769 /// \remarks 01770 /// - The initialization bank must be loaded first. 01771 /// - All SoundBanks subsequently loaded must come from the same Wwise project as the 01772 /// initialization bank. If you need to load SoundBanks from a different project, you 01773 /// must first unload ALL banks, including the initialization bank, then load the 01774 /// initialization bank from the other project, and finally load banks from that project. 01775 /// - Codecs and plug-ins must be registered before loading banks that use them. 01776 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success, 01777 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 01778 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 01779 /// posting the event will fail. 01780 /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID. 01781 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally), 01782 /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in 01783 /// your implementation of the Stream Manager (AK::IAkStreamMgr::CreateStd()), or in the Low-Level I/O module 01784 /// (AK::StreamMgr::IAkFileLocationResolver::Open()) if you use the default Stream Manager's implementation. 01785 /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in AK::StreamMgr::IAkFileLocationResolver::Open() 01786 // as AkFileSystemFlags::pCustomParam. 01787 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only 01788 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions 01789 /// of the UnloadBank function. 01790 /// \sa 01791 /// - AK::SoundEngine::UnloadBank() 01792 /// - AK::SoundEngine::ClearBanks() 01793 /// - AK::MemoryMgr::CreatePool() 01794 /// - AkBankCallbackFunc 01795 /// - \ref soundengine_banks 01796 /// - \ref integrating_elements_plugins 01797 /// - \ref streamingdevicemanager 01798 /// - \ref streamingmanager_lowlevel 01799 /// - \ref sdk_bank_training 01800 AK_EXTERNAPIFUNC( AKRESULT, LoadBank )( 01801 const wchar_t* in_pszString, ///< Name/path of the bank to load 01802 AkBankCallbackFunc in_pfnBankCallback, ///< Callback function 01803 void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to AK::StreamMgr::IAkFileLocationResolver::Open() as AkFileSystemFlags::pCustomParam) 01804 AkMemPoolId in_memPoolId, ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed) 01805 AkBankID & out_bankID ///< Returned bank ID 01806 ); 01807 #endif //AK_SUPPORT_WCHAR 01808 01809 /// Load a bank asynchronously.\n 01810 /// The bank name is passed to the Stream Manager. 01811 /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs. 01812 /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed. 01813 /// A bank load request will be posted to the Bank Manager consumer thread. 01814 /// The function returns immediately. 01815 /// \return 01816 /// AK_Success if the scheduling was successful, AK_Fail otherwise. 01817 /// Use a callback to be notified when completed, and get the status of the request. 01818 /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()). 01819 /// You may use this ID with UnloadBank(). 01820 /// \remarks 01821 /// - The initialization bank must be loaded first. 01822 /// - All SoundBanks subsequently loaded must come from the same Wwise project as the 01823 /// initialization bank. If you need to load SoundBanks from a different project, you 01824 /// must first unload ALL banks, including the initialization bank, then load the 01825 /// initialization bank from the other project, and finally load banks from that project. 01826 /// - Codecs and plug-ins must be registered before loading banks that use them. 01827 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success, 01828 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 01829 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 01830 /// posting the event will fail. 01831 /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID. 01832 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally), 01833 /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in 01834 /// your implementation of the Stream Manager (AK::IAkStreamMgr::CreateStd()), or in the Low-Level I/O module 01835 /// (AK::StreamMgr::IAkFileLocationResolver::Open()) if you use the default Stream Manager's implementation. 01836 /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in AK::StreamMgr::IAkFileLocationResolver::Open() 01837 // as AkFileSystemFlags::pCustomParam. 01838 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only 01839 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions 01840 /// of the UnloadBank function. 01841 /// \sa 01842 /// - AK::SoundEngine::UnloadBank() 01843 /// - AK::SoundEngine::ClearBanks() 01844 /// - AK::MemoryMgr::CreatePool() 01845 /// - AkBankCallbackFunc 01846 /// - \ref soundengine_banks 01847 /// - \ref integrating_elements_plugins 01848 /// - \ref streamingdevicemanager 01849 /// - \ref streamingmanager_lowlevel 01850 /// - \ref sdk_bank_training 01851 AK_EXTERNAPIFUNC( AKRESULT, LoadBank )( 01852 const char* in_pszString, ///< Name/path of the bank to load 01853 AkBankCallbackFunc in_pfnBankCallback, ///< Callback function 01854 void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to AK::StreamMgr::IAkFileLocationResolver::Open() as AkFileSystemFlags::pCustomParam) 01855 AkMemPoolId in_memPoolId, ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed) 01856 AkBankID & out_bankID ///< Returned bank ID 01857 ); 01858 01859 /// Load a bank asynchronously (by ID).\n 01860 /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote 01861 /// The bank ID is passed to the Stream Manager. 01862 /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs. 01863 /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed. 01864 /// A bank load request will be posted to the Bank Manager consumer thread. 01865 /// The function returns immediately. 01866 /// \return 01867 /// AK_Success if the scheduling was successful, AK_Fail otherwise. 01868 /// Use a callback to be notified when completed, and get the status of the request. 01869 /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()). 01870 /// You may use this ID with UnloadBank(). 01871 /// \remarks 01872 /// - The initialization bank must be loaded first. 01873 /// - All SoundBanks subsequently loaded must come from the same Wwise project as the 01874 /// initialization bank. If you need to load SoundBanks from a different project, you 01875 /// must first unload ALL banks, including the initialization bank, then load the 01876 /// initialization bank from the other project, and finally load banks from that project. 01877 /// - Codecs and plug-ins must be registered before loading banks that use them. 01878 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success, 01879 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 01880 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 01881 /// posting the event will fail. 01882 /// - The file path should be resolved in your implementation of the Stream Manager, or in the Low-Level I/O module if 01883 /// you use the default Stream Manager's implementation. The ID overload of AK::IAkStreamMgr::CreateStd() and AK::StreamMgr::IAkFileLocationResolver::Open() are called. 01884 /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in AK::StreamMgr::IAkFileLocationResolver::Open() 01885 // as AkFileSystemFlags::pCustomParam. 01886 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only 01887 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions 01888 /// of the UnloadBank function. 01889 /// \sa 01890 /// - AK::SoundEngine::UnloadBank() 01891 /// - AK::SoundEngine::ClearBanks() 01892 /// - AK::MemoryMgr::CreatePool() 01893 /// - AkBankCallbackFunc 01894 /// - \ref soundengine_banks 01895 /// - \ref integrating_elements_plugins 01896 /// - \ref sdk_bank_training 01897 AK_EXTERNAPIFUNC( AKRESULT, LoadBank )( 01898 AkBankID in_bankID, ///< Bank ID of the bank to load 01899 AkBankCallbackFunc in_pfnBankCallback, ///< Callback function 01900 void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to AK::StreamMgr::IAkFileLocationResolver::Open() as AkFileSystemFlags::pCustomParam) 01901 AkMemPoolId in_memPoolId ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed) 01902 ); 01903 01904 /// Load a bank asynchronously (from in-memory data, in-place).\n 01905 /// 01906 /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function 01907 /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload 01908 /// 01909 /// Use this overload when you want to manage I/O on your side. Load the bank file 01910 /// in a buffer and pass its address to the sound engine. 01911 /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. *** 01912 /// A bank load request will be posted to the Bank Manager consumer thread. 01913 /// The function returns immediately. 01914 /// \return 01915 /// AK_Success if the scheduling was successful, AK_Fail otherwise, or AK_InvalidParameter if memory alignment is not correct. 01916 /// Use a callback to be notified when completed, and get the status of the request. 01917 /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()). 01918 /// You may use this ID with UnloadBank(). 01919 /// \remarks 01920 /// - The initialization bank must be loaded first. 01921 /// - All SoundBanks subsequently loaded must come from the same Wwise project as the 01922 /// initialization bank. If you need to load SoundBanks from a different project, you 01923 /// must first unload ALL banks, including the initialization bank, then load the 01924 /// initialization bank from the other project, and finally load banks from that project. 01925 /// - Codecs and plug-ins must be registered before loading banks that use them. 01926 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success, 01927 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 01928 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 01929 /// posting the event will fail. 01930 /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h). 01931 /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Physical memory allocator. 01932 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only 01933 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions 01934 /// of the UnloadBank function. 01935 /// \sa 01936 /// - AK::SoundEngine::UnloadBank() 01937 /// - AK::SoundEngine::ClearBanks() 01938 /// - AkBankCallbackFunc 01939 /// - \ref soundengine_banks 01940 /// - \ref integrating_elements_plugins 01941 /// - \ref sdk_bank_training 01942 AK_EXTERNAPIFUNC( AKRESULT, LoadBank )( 01943 const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid) 01944 AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load 01945 AkBankCallbackFunc in_pfnBankCallback, ///< Callback function 01946 void * in_pCookie, ///< Callback cookie 01947 AkBankID & out_bankID ///< Returned bank ID 01948 ); 01949 01950 /// Load a bank asynchronously (from in-memory data, out-of-place).\n 01951 /// 01952 /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function 01953 /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload 01954 /// 01955 /// Use this overload when you want to manage I/O on your side. Load the bank file 01956 /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into the 01957 /// specified memory pool. 01958 /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this 01959 /// over the in-place version is that there is no duplication of bank structures. 01960 /// A bank load request will be posted to the Bank Manager consumer thread. 01961 /// The function returns immediately. 01962 /// \return 01963 /// AK_Success if the scheduling was successful, AK_Fail otherwise, or AK_InvalidParameter if memory alignment is not correct. 01964 /// Use a callback to be notified when completed, and get the status of the request. 01965 /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()). 01966 /// You may use this ID with UnloadBank(). 01967 /// \remarks 01968 /// - The initialization bank must be loaded first. 01969 /// - All SoundBanks subsequently loaded must come from the same Wwise project as the 01970 /// initialization bank. If you need to load SoundBanks from a different project, you 01971 /// must first unload ALL banks, including the initialization bank, then load the 01972 /// initialization bank from the other project, and finally load banks from that project. 01973 /// - Codecs and plug-ins must be registered before loading banks that use them. 01974 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success, 01975 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 01976 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 01977 /// posting the event will fail. 01978 /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h). 01979 /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Physical memory allocator. 01980 /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only 01981 /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions 01982 /// of the UnloadBank function. 01983 /// \sa 01984 /// - AK::SoundEngine::UnloadBank() 01985 /// - AK::SoundEngine::ClearBanks() 01986 /// - AkBankCallbackFunc 01987 /// - \ref soundengine_banks 01988 /// - \ref integrating_elements_plugins 01989 /// - \ref sdk_bank_training 01990 AK_EXTERNAPIFUNC( AKRESULT, LoadBank )( 01991 const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is not stored in sound engine, memory can be released after callback) 01992 AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load 01993 AkBankCallbackFunc in_pfnBankCallback, ///< Callback function 01994 void * in_pCookie, ///< Callback cookie 01995 AkMemPoolId in_uPoolForBankMedia, ///< Memory pool to copy the media section of the bank to (the pool is created if AK_DEFAULT_POOL_ID is passed). 01996 AkBankID & out_bankID ///< Returned bank ID 01997 ); 01998 01999 #ifdef AK_SUPPORT_WCHAR 02000 /// Unload a bank synchronously (by Unicode string).\n 02001 /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs. 02002 /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded. 02003 /// \remarks 02004 /// - If you provided a pool memory ID when loading this bank, it is returned as well. 02005 /// Otherwise, the function returns AK_DEFAULT_POOL_ID. 02006 /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID, 02007 /// then it calls the synchronous version of UnloadBank() by ID. 02008 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally), 02009 /// not the name of the file (if you changed it), nor the full path of the file. 02010 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped. 02011 /// This means that streamed sounds or generated sounds will not be stopped. 02012 /// \sa 02013 /// - AK::SoundEngine::LoadBank() 02014 /// - AK::SoundEngine::ClearBanks() 02015 /// - \ref soundengine_banks 02016 AK_EXTERNAPIFUNC( AKRESULT, UnloadBank )( 02017 const wchar_t* in_pszString, ///< Name of the bank to unload 02018 const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank. 02019 AkMemPoolId * out_pMemPoolId = NULL ///< Returned memory pool ID used with LoadBank() (can pass NULL) 02020 ); 02021 #endif //AK_SUPPORT_WCHAR 02022 02023 /// Unload a bank synchronously.\n 02024 /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs. 02025 /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded. 02026 /// \remarks 02027 /// - If you provided a pool memory ID when loading this bank, it is returned as well. 02028 /// Otherwise, the function returns AK_DEFAULT_POOL_ID. 02029 /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID, 02030 /// then it calls the synchronous version of UnloadBank() by ID. 02031 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally), 02032 /// not the name of the file (if you changed it), nor the full path of the file. 02033 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped. 02034 /// This means that streamed sounds or generated sounds will not be stopped. 02035 /// \sa 02036 /// - AK::SoundEngine::LoadBank() 02037 /// - AK::SoundEngine::ClearBanks() 02038 /// - \ref soundengine_banks 02039 AK_EXTERNAPIFUNC( AKRESULT, UnloadBank )( 02040 const char* in_pszString, ///< Name of the bank to unload 02041 const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank. 02042 AkMemPoolId * out_pMemPoolId = NULL ///< Returned memory pool ID used with LoadBank() (can pass NULL) 02043 ); 02044 02045 /// Unload a bank synchronously (by ID and memory pointer).\n 02046 /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded. 02047 /// \remarks 02048 /// If you provided a pool memory ID when loading this bank, it is returned as well. 02049 /// Otherwise, the function returns AK_DEFAULT_POOL_ID. 02050 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped. 02051 /// This means that streamed sounds or generated sounds will not be stopped. 02052 /// \sa 02053 /// - AK::SoundEngine::LoadBank() 02054 /// - AK::SoundEngine::ClearBanks() 02055 /// - \ref soundengine_banks 02056 AK_EXTERNAPIFUNC( AKRESULT, UnloadBank )( 02057 AkBankID in_bankID, ///< ID of the bank to unload 02058 const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank. 02059 AkMemPoolId * out_pMemPoolId = NULL ///< Returned memory pool ID used with LoadBank() (can pass NULL) 02060 ); 02061 02062 #ifdef AK_SUPPORT_WCHAR 02063 /// Unload a bank asynchronously (by Unicode string).\n 02064 /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs. 02065 /// \return AK_Success if scheduling successful (use a callback to be notified when completed) 02066 /// \remarks 02067 /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID, 02068 /// then it calls the synchronous version of UnloadBank() by ID. 02069 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally), 02070 /// not the name of the file (if you changed it), nor the full path of the file. 02071 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped. 02072 /// This means that streamed sounds or generated sounds will not be stopped. 02073 /// \sa 02074 /// - AK::SoundEngine::LoadBank() 02075 /// - AK::SoundEngine::ClearBanks() 02076 /// - AkBankCallbackFunc 02077 /// - \ref soundengine_banks 02078 AK_EXTERNAPIFUNC( AKRESULT, UnloadBank )( 02079 const wchar_t* in_pszString, ///< Name of the bank to unload 02080 const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank. 02081 AkBankCallbackFunc in_pfnBankCallback, ///< Callback function 02082 void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function) 02083 ); 02084 #endif //AK_SUPPORT_WCHAR 02085 02086 /// Unload a bank asynchronously.\n 02087 /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs. 02088 /// \return AK_Success if scheduling successful (use a callback to be notified when completed) 02089 /// \remarks 02090 /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID, 02091 /// then it calls the synchronous version of UnloadBank() by ID. 02092 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally), 02093 /// not the name of the file (if you changed it), nor the full path of the file. 02094 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped. 02095 /// This means that streamed sounds or generated sounds will not be stopped. 02096 /// \sa 02097 /// - AK::SoundEngine::LoadBank() 02098 /// - AK::SoundEngine::ClearBanks() 02099 /// - AkBankCallbackFunc 02100 /// - \ref soundengine_banks 02101 AK_EXTERNAPIFUNC( AKRESULT, UnloadBank )( 02102 const char* in_pszString, ///< Name of the bank to unload 02103 const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank. 02104 AkBankCallbackFunc in_pfnBankCallback, ///< Callback function 02105 void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function) 02106 ); 02107 02108 /// Unload a bank asynchronously (by ID and memory pointer).\n 02109 /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs. 02110 /// \return AK_Success if scheduling successful (use a callback to be notified when completed) 02111 /// \remarks 02112 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped. 02113 /// This means that streamed sounds or generated sounds will not be stopped. 02114 /// \sa 02115 /// - AK::SoundEngine::LoadBank() 02116 /// - AK::SoundEngine::ClearBanks() 02117 /// - AkBankCallbackFunc 02118 /// - \ref soundengine_banks 02119 AK_EXTERNAPIFUNC( AKRESULT, UnloadBank )( 02120 AkBankID in_bankID, ///< ID of the bank to unload 02121 const void * in_pInMemoryBankPtr, ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank. 02122 AkBankCallbackFunc in_pfnBankCallback, ///< Callback function 02123 void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function) 02124 ); 02125 02126 /// Cancel all event callbacks associated with a specific callback cookie specified while loading Banks of preparing events.\n 02127 /// \sa 02128 /// - AK::SoundEngine::LoadBank() 02129 /// - AK::SoundEngine::PrepareEvent() 02130 /// - AK::SoundEngine::UnloadBank() 02131 /// - AK::SoundEngine::ClearBanks() 02132 /// - AkBankCallbackFunc 02133 AK_EXTERNAPIFUNC( void, CancelBankCallbackCookie )( 02134 void * in_pCookie ///< Callback cookie to be canceled 02135 ); 02136 02137 /// Preparation type. 02138 /// \sa 02139 /// - AK::SoundEngine::PrepareEvent() 02140 /// - AK::SoundEngine::PrepareGameSyncs() 02141 /// - AK::SoundEngine::PrepareBank() 02142 enum PreparationType 02143 { 02144 Preparation_Load, ///< \c PrepareEvent() will load required information to play the specified event. 02145 Preparation_Unload, ///< \c PrepareEvent() will unload required information to play the specified event. 02146 Preparation_LoadAndDecode ///< Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback. 02147 }; 02148 02149 /// Parameter to be passed to AK::SoundEngine::PrepareBank(). 02150 /// Use AkBankContent_All to load both the media and structural content from the bank. 02151 /// Use AkBankContent_StructureOnly to load only the structural content, including events, from the bank and then later use the PrepareEvent() functions to load media on demand from loose files on the disk. 02152 /// \sa 02153 /// - AK::SoundEngine::PrepareBank() 02154 /// - \ref soundengine_banks_preparingbanks 02155 enum AkBankContent 02156 { 02157 AkBankContent_StructureOnly, ///< Use AkBankContent_StructureOnly to load only the structural content, including Events, and then later use the PrepareEvent() functions to load media on demand from loose files on the disk. 02158 AkBankContent_All ///< Use AkBankContent_All to load both the media and structural content. 02159 }; 02160 02161 #ifdef AK_SUPPORT_WCHAR 02162 /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from 02163 /// the bank; but, as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(), 02164 /// will prevent in-memory duplication of media at the cost of some memory fragmentation. 02165 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank, 02166 /// allowing using PrepareEvent() to load media on demand. 02167 /// \sa 02168 /// - \ref soundengine_banks_preparingbanks 02169 /// - AK::SoundEngine::LoadBank() 02170 /// - AK::SoundEngine::PreparationType 02171 /// \remarks 02172 /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to 02173 /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations; 02174 /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety. 02175 AK_EXTERNAPIFUNC( AKRESULT, PrepareBank )( 02176 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload ) 02177 const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare. 02178 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content. 02179 ); 02180 #endif //AK_SUPPORT_WCHAR 02181 02182 /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from 02183 /// the bank; but, as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(), 02184 /// will prevent in-memory duplication of media at the cost of some memory fragmentation. 02185 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank, 02186 /// allowing using PrepareEvent() to load media on demand. 02187 /// \sa 02188 /// - \ref soundengine_banks_preparingbanks 02189 /// - AK::SoundEngine::LoadBank() 02190 /// - AK::SoundEngine::PreparationType 02191 /// \remarks 02192 /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to 02193 /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations; 02194 /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety. 02195 AK_EXTERNAPIFUNC( AKRESULT, PrepareBank )( 02196 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload ) 02197 const char* in_pszString, ///< Name of the bank to Prepare/Unprepare. 02198 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content. 02199 ); 02200 02201 /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote 02202 /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from 02203 /// the bank, but as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(), 02204 /// will prevent in-memory duplication of media at the cost of some memory fragmentation. 02205 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank, 02206 /// allowing using PrepareEvent() to load media on demand. 02207 /// \sa 02208 /// - \ref soundengine_banks_preparingbanks 02209 /// - AK::SoundEngine::LoadBank() 02210 /// - AK::SoundEngine::PreparationType 02211 /// \remarks 02212 /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to 02213 /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations; 02214 /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety. 02215 AK_EXTERNAPIFUNC( AKRESULT, PrepareBank )( 02216 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload ) 02217 AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare. 02218 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content. 02219 ); 02220 02221 #ifdef AK_SUPPORT_WCHAR 02222 /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from 02223 /// the bank, but as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(), 02224 /// will prevent in-memory duplication of media at the cost of some memory fragmentation. 02225 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank, 02226 /// allowing using PrepareEvent() to load media on demand. 02227 /// \sa 02228 /// - \ref soundengine_banks_preparingbanks 02229 /// - AK::SoundEngine::LoadBank() 02230 /// - AK::SoundEngine::PreparationType 02231 /// \remarks 02232 /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to 02233 /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations; 02234 /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety. 02235 AK_EXTERNAPIFUNC( AKRESULT, PrepareBank )( 02236 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload ) 02237 const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare. 02238 AkBankCallbackFunc in_pfnBankCallback, ///< Callback function 02239 void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function) 02240 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content. 02241 ); 02242 #endif //AK_SUPPORT_WCHAR 02243 02244 /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from 02245 /// the bank, but as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(), 02246 /// will prevent in-memory duplication of media at the cost of some memory fragmentation. 02247 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank, 02248 /// allowing using PrepareEvent() to load media on demand. 02249 /// \sa 02250 /// - \ref soundengine_banks_preparingbanks 02251 /// - AK::SoundEngine::LoadBank() 02252 /// - AK::SoundEngine::PreparationType 02253 /// \remarks 02254 /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to 02255 /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations; 02256 /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety. 02257 AK_EXTERNAPIFUNC( AKRESULT, PrepareBank )( 02258 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload ) 02259 const char* in_pszString, ///< Name of the bank to Prepare/Unprepare. 02260 AkBankCallbackFunc in_pfnBankCallback, ///< Callback function 02261 void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function) 02262 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content. 02263 ); 02264 02265 /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote 02266 /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from 02267 /// the bank, but as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(), 02268 /// will prevent in-memory duplication of media at the cost of some memory fragmentation. 02269 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank, 02270 /// allowing using PrepareEvent() to load media on demand. 02271 /// \sa 02272 /// - \ref soundengine_banks_preparingbanks 02273 /// - AK::SoundEngine::LoadBank() 02274 /// - AK::SoundEngine::PreparationType 02275 /// \remarks 02276 /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to 02277 /// access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations; 02278 /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety. 02279 AK_EXTERNAPIFUNC( AKRESULT, PrepareBank )( 02280 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload ) 02281 AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare. 02282 AkBankCallbackFunc in_pfnBankCallback, ///< Callback function 02283 void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function) 02284 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All ///< Structures only (including events) or all content. 02285 ); 02286 02287 /// Clear all previously prepared events.\n 02288 /// \return 02289 /// - AK_Success if successful. 02290 /// - AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command. 02291 /// \remarks 02292 /// The function ClearBanks() also clears all prepared events. 02293 /// \sa 02294 /// - AK::SoundEngine::PrepareEvent() 02295 /// - AK::SoundEngine::ClearBanks() 02296 AK_EXTERNAPIFUNC( AKRESULT, ClearPreparedEvents )(); 02297 02298 #ifdef AK_SUPPORT_WCHAR 02299 /// Prepare or un-prepare events synchronously (by Unicode string).\n 02300 /// The Events are identified by strings, and converted to IDs internally 02301 /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs). 02302 /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s) 02303 /// that contain the Events and structures. When a request is posted to the 02304 /// Bank Manager consumer thread, it will resolve all dependencies needed to 02305 /// successfully post the specified Events and load the required loose media files. 02306 /// \aknote Before version 2015.1, the required media files could be included 02307 /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration, 02308 /// however, PrepareEvent() now only looks for loose media files. 02309 /// \endaknote 02310 /// The function returns when the request is completely processed. 02311 /// \return 02312 /// - AK_Success: Prepare/un-prepare successful. 02313 /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist. 02314 /// - AK_InsufficientMemory: Insufficient memory to store bank data. 02315 /// - AK_BankReadError: I/O error. 02316 /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 02317 /// you used to generate the SoundBanks matches that of the SDK you are currently using. 02318 /// - AK_InvalidFile: File specified could not be opened. 02319 /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment. 02320 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure) 02321 /// \remarks 02322 /// Whenever at least one event fails to be resolved, the actions performed for all 02323 /// other events are cancelled. 02324 /// \sa 02325 /// - AK::SoundEngine::PrepareEvent() 02326 /// - AK::SoundEngine::ClearPreparedEvents() 02327 /// - AK::SoundEngine::GetIDFromString() 02328 /// - AK::SoundEngine::LoadBank() 02329 /// - \ref soundengine_banks 02330 /// - \ref sdk_bank_training 02331 AK_EXTERNAPIFUNC( AKRESULT, PrepareEvent )( 02332 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload ) 02333 const wchar_t** in_ppszString, ///< Array of event names 02334 AkUInt32 in_uNumEvent ///< Number of events in the array 02335 ); 02336 #endif //AK_SUPPORT_WCHAR 02337 02338 /// Prepare or un-prepare events synchronously.\n 02339 /// The Events are identified by strings and converted to IDs internally 02340 /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs). 02341 /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s) 02342 /// that contain the Events and structures. When a request is posted to the 02343 /// Bank Manager consumer thread, it will resolve all dependencies needed to 02344 /// successfully post the specified Events and load the required loose media files. 02345 /// \aknote Before version 2015.1, the required media files could be included 02346 /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration, 02347 /// however, PrepareEvent() now only looks for loose media files. 02348 /// \endaknote 02349 /// The function returns when the request is completely processed. 02350 /// \return 02351 /// - AK_Success: Prepare/un-prepare successful. 02352 /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist. 02353 /// - AK_InsufficientMemory: Insufficient memory to store bank data. 02354 /// - AK_BankReadError: I/O error. 02355 /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 02356 /// you used to generate the SoundBanks matches that of the SDK you are currently using. 02357 /// - AK_InvalidFile: File specified could not be opened. 02358 /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment. 02359 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure) 02360 /// \remarks 02361 /// Whenever at least one event fails to be resolved, the actions performed for all 02362 /// other events are cancelled. 02363 /// \sa 02364 /// - AK::SoundEngine::PrepareEvent() 02365 /// - AK::SoundEngine::ClearPreparedEvents() 02366 /// - AK::SoundEngine::GetIDFromString() 02367 /// - AK::SoundEngine::LoadBank() 02368 /// - \ref soundengine_banks 02369 /// - \ref sdk_bank_training 02370 AK_EXTERNAPIFUNC( AKRESULT, PrepareEvent )( 02371 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload ) 02372 const char** in_ppszString, ///< Array of event names 02373 AkUInt32 in_uNumEvent ///< Number of events in the array 02374 ); 02375 02376 /// Prepare or un-prepare events synchronously (by ID). 02377 /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs). 02378 /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s) 02379 /// that contain the Events and structures. When a request is posted to the 02380 /// Bank Manager consumer thread, it will resolve all dependencies needed to 02381 /// successfully post the specified Events and load the required loose media files. 02382 /// \aknote Before version 2015.1, the required media files could be included 02383 /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration, 02384 /// however, PrepareEvent() now only looks for loose media files. 02385 /// \endaknote 02386 /// The function returns when the request is completely processed. 02387 /// \return 02388 /// - AK_Success: Prepare/un-prepare successful. 02389 /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist. 02390 /// - AK_InsufficientMemory: Insufficient memory to store bank data. 02391 /// - AK_BankReadError: I/O error. 02392 /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 02393 /// you used to generate the SoundBanks matches that of the SDK you are currently using. 02394 /// - AK_InvalidFile: File specified could not be opened. 02395 /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment. 02396 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure) 02397 /// \remarks 02398 /// Whenever at least one event fails to be resolved, the actions performed for all 02399 /// other events are cancelled. 02400 /// \sa 02401 /// - AK::SoundEngine::PrepareEvent() 02402 /// - AK::SoundEngine::ClearPreparedEvents() 02403 /// - AK::SoundEngine::GetIDFromString() 02404 /// - AK::SoundEngine::LoadBank() 02405 /// - \ref soundengine_banks 02406 /// - \ref sdk_bank_training 02407 AK_EXTERNAPIFUNC( AKRESULT, PrepareEvent )( 02408 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload ) 02409 AkUniqueID* in_pEventID, ///< Array of event IDs 02410 AkUInt32 in_uNumEvent ///< Number of event IDs in the array 02411 ); 02412 02413 #ifdef AK_SUPPORT_WCHAR 02414 /// Prepare or un-prepare an event asynchronously (by Unicode string). 02415 /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs). 02416 /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s) 02417 /// that contain the Events and structures. When a request is posted to the 02418 /// Bank Manager consumer thread, it will resolve all dependencies needed to 02419 /// successfully post the specified Events and load the required loose media files. 02420 /// \aknote Before version 2015.1, the required media files could be included 02421 /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration, 02422 /// however, PrepareEvent() now only looks for loose media files. 02423 /// \endaknote 02424 /// The function returns immediately. Use a callback to be notified when the request has finished being processed. 02425 /// \return AK_Success if scheduling is was successful, AK_Fail otherwise. 02426 /// \remarks 02427 /// Whenever at least one event fails to be resolved, the actions performed for all 02428 /// other events are cancelled. 02429 /// \sa 02430 /// - AK::SoundEngine::PrepareEvent() 02431 /// - AK::SoundEngine::ClearPreparedEvents() 02432 /// - AK::SoundEngine::GetIDFromString() 02433 /// - AK::SoundEngine::LoadBank() 02434 /// - AkBankCallbackFunc 02435 /// - \ref soundengine_banks 02436 /// - \ref sdk_bank_training 02437 AK_EXTERNAPIFUNC( AKRESULT, PrepareEvent )( 02438 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload ) 02439 const wchar_t** in_ppszString, ///< Array of event names 02440 AkUInt32 in_uNumEvent, ///< Number of events in the array 02441 AkBankCallbackFunc in_pfnBankCallback, ///< Callback function 02442 void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function) 02443 ); 02444 #endif //AK_SUPPORT_WCHAR 02445 02446 /// Prepare or un-prepare an event asynchronously. 02447 /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs). 02448 /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s) 02449 /// that contain the Events and structures. When a request is posted to the 02450 /// Bank Manager consumer thread, it will resolve all dependencies needed to 02451 /// successfully post the specified Events and load the required loose media files. 02452 /// \aknote Before version 2015.1, the required media files could be included 02453 /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration, 02454 /// however, PrepareEvent() now only looks for loose media files. 02455 /// \endaknote 02456 /// The function returns immediately. Use a callback to be notified when the request has finished being processed. 02457 /// \return AK_Success if scheduling is was successful, AK_Fail otherwise. 02458 /// \remarks 02459 /// Whenever at least one event fails to be resolved, the actions performed for all 02460 /// other events are cancelled. 02461 /// \sa 02462 /// - AK::SoundEngine::PrepareEvent() 02463 /// - AK::SoundEngine::ClearPreparedEvents() 02464 /// - AK::SoundEngine::GetIDFromString() 02465 /// - AK::SoundEngine::LoadBank() 02466 /// - AkBankCallbackFunc 02467 /// - \ref soundengine_banks 02468 /// - \ref sdk_bank_training 02469 AK_EXTERNAPIFUNC( AKRESULT, PrepareEvent )( 02470 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload ) 02471 const char** in_ppszString, ///< Array of event names 02472 AkUInt32 in_uNumEvent, ///< Number of events in the array 02473 AkBankCallbackFunc in_pfnBankCallback, ///< Callback function 02474 void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function) 02475 ); 02476 02477 /// Prepare or un-prepare events asynchronously (by ID).\n 02478 /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs). 02479 /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s) 02480 /// that contain the Events and structures. When a request is posted to the 02481 /// Bank Manager consumer thread, it will resolve all dependencies needed to 02482 /// successfully post the specified Events and load the required loose media files. 02483 /// \aknote Before version 2015.1, the required media files could be included 02484 /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration, 02485 /// however, PrepareEvent() now only looks for loose media files. 02486 /// \endaknote 02487 /// The function returns immediately. Use a callback to be notified when the request has finished being processed. 02488 /// \return AK_Success if scheduling is was successful, AK_Fail otherwise. 02489 /// \remarks 02490 /// Whenever at least one event fails to be resolved, the actions performed for all 02491 /// other events are cancelled. 02492 /// \sa 02493 /// - AK::SoundEngine::PrepareEvent() 02494 /// - AK::SoundEngine::ClearPreparedEvents() 02495 /// - AK::SoundEngine::GetIDFromString() 02496 /// - AK::SoundEngine::LoadBank() 02497 /// - AkBankCallbackFunc 02498 /// - \ref soundengine_banks 02499 /// - \ref sdk_bank_training 02500 AK_EXTERNAPIFUNC( AKRESULT, PrepareEvent )( 02501 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload ) 02502 AkUniqueID* in_pEventID, ///< Array of event IDs 02503 AkUInt32 in_uNumEvent, ///< Number of event IDs in the array 02504 AkBankCallbackFunc in_pfnBankCallback, ///< Callback function 02505 void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function) 02506 ); 02507 02508 /// Indicate the location of a specific Media ID in memory 02509 /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs). 02510 /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid, and AK_Fail otherwise. 02511 AK_EXTERNAPIFUNC( AKRESULT, SetMedia )( 02512 AkSourceSettings * in_pSourceSettings, ///< Array of Source Settings 02513 AkUInt32 in_uNumSourceSettings ///< Number of Source Settings in the array 02514 ); 02515 02516 /// Remove the specified source from the list of loaded media. 02517 /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs). 02518 /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid, and AK_Fail otherwise. 02519 AK_EXTERNAPIFUNC( AKRESULT, UnsetMedia )( 02520 AkSourceSettings * in_pSourceSettings, ///< Array of Source Settings 02521 AkUInt32 in_uNumSourceSettings ///< Number of Source Settings in the array 02522 ); 02523 02524 #ifdef AK_SUPPORT_WCHAR 02525 /// Prepare or un-prepare game syncs synchronously (by Unicode string).\n 02526 /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs). 02527 /// The game syncs definitions must already exist in the sound engine by having 02528 /// explicitly loaded the bank(s) that contain them (with LoadBank()). 02529 /// A request is posted to the Bank Manager consumer thread. It will resolve all 02530 /// dependencies needed to successfully set this game sync group to one of the 02531 /// game sync values specified, and load the required banks, if applicable. 02532 /// The function returns when the request has been completely processed. 02533 /// \return 02534 /// - AK_Success: Prepare/un-prepare successful. 02535 /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist. 02536 /// - AK_InsufficientMemory: Insufficient memory to store bank data. 02537 /// - AK_BankReadError: I/O error. 02538 /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 02539 /// you used to generate the SoundBanks matches that of the SDK you are currently using. 02540 /// - AK_InvalidFile: File specified could not be opened. 02541 /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment. 02542 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure) 02543 /// \remarks 02544 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation 02545 /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events, 02546 /// so you never need to call this function. 02547 /// \sa 02548 /// - AK::SoundEngine::GetIDFromString() 02549 /// - AK::SoundEngine::PrepareEvent() 02550 /// - AK::SoundEngine::LoadBank() 02551 /// - AkInitSettings 02552 /// - \ref soundengine_banks 02553 /// - \ref sdk_bank_training 02554 AK_EXTERNAPIFUNC( AKRESULT, PrepareGameSyncs )( 02555 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload ) 02556 AkGroupType in_eGameSyncType, ///< The type of game sync. 02557 const wchar_t* in_pszGroupName, ///< The state group Name or the Switch Group Name. 02558 const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support. 02559 AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array. 02560 ); 02561 #endif //AK_SUPPORT_WCHAR 02562 02563 /// Prepare or un-prepare game syncs synchronously.\n 02564 /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs). 02565 /// The game syncs definitions must already exist in the sound engine by having 02566 /// explicitly loaded the bank(s) that contain them (with LoadBank()). 02567 /// A request is posted to the Bank Manager consumer thread. It will resolve all 02568 /// dependencies needed to successfully set this game sync group to one of the 02569 /// game sync values specified, and load the required banks, if applicable. 02570 /// The function returns when the request has been completely processed. 02571 /// \return 02572 /// - AK_Success: Prepare/un-prepare successful. 02573 /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist. 02574 /// - AK_InsufficientMemory: Insufficient memory to store bank data. 02575 /// - AK_BankReadError: I/O error. 02576 /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 02577 /// you used to generate the SoundBanks matches that of the SDK you are currently using. 02578 /// - AK_InvalidFile: File specified could not be opened. 02579 /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment. 02580 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure) 02581 /// \remarks 02582 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation 02583 /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events, 02584 /// so you never need to call this function. 02585 /// \sa 02586 /// - AK::SoundEngine::GetIDFromString() 02587 /// - AK::SoundEngine::PrepareEvent() 02588 /// - AK::SoundEngine::LoadBank() 02589 /// - AkInitSettings 02590 /// - \ref soundengine_banks 02591 /// - \ref sdk_bank_training 02592 AK_EXTERNAPIFUNC( AKRESULT, PrepareGameSyncs )( 02593 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload ) 02594 AkGroupType in_eGameSyncType, ///< The type of game sync. 02595 const char* in_pszGroupName, ///< The state group Name or the Switch Group Name. 02596 const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support. 02597 AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array. 02598 ); 02599 02600 /// Prepare or un-prepare game syncs synchronously (by ID).\n 02601 /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs). 02602 /// The game syncs definitions must already exist in the sound engine by having 02603 /// explicitly loaded the bank(s) that contain them (with LoadBank()). 02604 /// A request is posted to the Bank Manager consumer thread. It will resolve all 02605 /// dependencies needed to successfully set this game sync group to one of the 02606 /// game sync values specified, and load the required banks, if applicable. 02607 /// The function returns when the request has been completely processed. 02608 /// \return 02609 /// - AK_Success: Prepare/un-prepare successful. 02610 /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist. 02611 /// - AK_InsufficientMemory: Insufficient memory to store bank data. 02612 /// - AK_BankReadError: I/O error. 02613 /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 02614 /// you used to generate the SoundBanks matches that of the SDK you are currently using. 02615 /// - AK_InvalidFile: File specified could not be opened. 02616 /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment. 02617 /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure) 02618 /// \remarks 02619 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation 02620 /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events, 02621 /// so you never need to call this function. 02622 /// \sa 02623 /// - AK::SoundEngine::GetIDFromString() 02624 /// - AK::SoundEngine::PrepareEvent() 02625 /// - AK::SoundEngine::LoadBank() 02626 /// - AkInitSettings 02627 /// - \ref soundengine_banks 02628 /// - \ref sdk_bank_training 02629 AK_EXTERNAPIFUNC( AKRESULT, PrepareGameSyncs )( 02630 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload ) 02631 AkGroupType in_eGameSyncType, ///< The type of game sync. 02632 AkUInt32 in_GroupID, ///< The state group ID or the Switch Group ID. 02633 AkUInt32* in_paGameSyncID, ///< Array of ID of the game syncs to either support or not support. 02634 AkUInt32 in_uNumGameSyncs ///< The number of game sync ID in the array. 02635 ); 02636 02637 #ifdef AK_SUPPORT_WCHAR 02638 /// Prepare or un-prepare game syncs asynchronously (by Unicode string).\n 02639 /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs). 02640 /// The game syncs definitions must already exist in the sound engine by having 02641 /// explicitly loaded the bank(s) that contain them (with LoadBank()). 02642 /// A request is posted to the Bank Manager consumer thread. It will resolve all 02643 /// dependencies needed to successfully set this game sync group to one of the 02644 /// game sync values specified, and load the required banks, if applicable. 02645 /// The function returns immediately. Use a callback to be notified when the request has finished being processed. 02646 /// \return AK_Success if scheduling is was successful, AK_Fail otherwise. 02647 /// \remarks 02648 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation 02649 /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events, 02650 /// so you never need to call this function. 02651 /// \sa 02652 /// - AK::SoundEngine::GetIDFromString() 02653 /// - AK::SoundEngine::PrepareEvent() 02654 /// - AK::SoundEngine::LoadBank() 02655 /// - AkInitSettings 02656 /// - AkBankCallbackFunc 02657 /// - \ref soundengine_banks 02658 /// - \ref sdk_bank_training 02659 AK_EXTERNAPIFUNC( AKRESULT, PrepareGameSyncs )( 02660 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload ) 02661 AkGroupType in_eGameSyncType, ///< The type of game sync. 02662 const wchar_t* in_pszGroupName, ///< The state group Name or the Switch Group Name. 02663 const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support. 02664 AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array. 02665 AkBankCallbackFunc in_pfnBankCallback, ///< Callback function 02666 void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function) 02667 ); 02668 #endif //AK_SUPPORT_WCHAR 02669 02670 /// Prepare or un-prepare game syncs asynchronously.\n 02671 /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs). 02672 /// The game syncs definitions must already exist in the sound engine by having 02673 /// explicitly loaded the bank(s) that contain them (with LoadBank()). 02674 /// A request is posted to the Bank Manager consumer thread. It will resolve all 02675 /// dependencies needed to successfully set this game sync group to one of the 02676 /// game sync values specified, and load the required banks, if applicable. 02677 /// The function returns immediately. Use a callback to be notified when the request has finished being processed. 02678 /// \return AK_Success if scheduling is was successful, AK_Fail otherwise. 02679 /// \remarks 02680 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation 02681 /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events, 02682 /// so you never need to call this function. 02683 /// \sa 02684 /// - AK::SoundEngine::GetIDFromString() 02685 /// - AK::SoundEngine::PrepareEvent() 02686 /// - AK::SoundEngine::LoadBank() 02687 /// - AkInitSettings 02688 /// - AkBankCallbackFunc 02689 /// - \ref soundengine_banks 02690 /// - \ref sdk_bank_training 02691 AK_EXTERNAPIFUNC( AKRESULT, PrepareGameSyncs )( 02692 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload ) 02693 AkGroupType in_eGameSyncType, ///< The type of game sync. 02694 const char* in_pszGroupName, ///< The state group Name or the Switch Group Name. 02695 const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support. 02696 AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array. 02697 AkBankCallbackFunc in_pfnBankCallback, ///< Callback function 02698 void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function) 02699 ); 02700 02701 /// Prepare or un-prepare game syncs asynchronously (by ID).\n 02702 /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs). 02703 /// The game syncs definitions must already exist in the sound engine by having 02704 /// explicitly loaded the bank(s) that contain them (with LoadBank()). 02705 /// A request is posted to the Bank Manager consumer thread. It will resolve all 02706 /// dependencies needed to successfully set this game sync group to one of the 02707 /// game sync values specified, and load the required banks, if applicable. 02708 /// The function returns immediately. Use a callback to be notified when the request has finished being processed. 02709 /// \return AK_Success if scheduling is was successful, AK_Fail otherwise. 02710 /// \remarks 02711 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation 02712 /// set to true. When set to false, the sound engine automatically prepares all Game Syncs when preparing Events, 02713 /// so you never need to call this function. 02714 /// \sa 02715 /// - AK::SoundEngine::GetIDFromString() 02716 /// - AK::SoundEngine::PrepareEvent() 02717 /// - AK::SoundEngine::LoadBank() 02718 /// - AkInitSettings 02719 /// - AkBankCallbackFunc 02720 /// - \ref soundengine_banks 02721 /// - \ref sdk_bank_training 02722 AK_EXTERNAPIFUNC( AKRESULT, PrepareGameSyncs )( 02723 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload ) 02724 AkGroupType in_eGameSyncType, ///< The type of game sync. 02725 AkUInt32 in_GroupID, ///< The state group ID or the Switch Group ID. 02726 AkUInt32* in_paGameSyncID, ///< Array of ID of the Game Syncs to either support or not support. 02727 AkUInt32 in_uNumGameSyncs, ///< The number of game sync ID in the array. 02728 AkBankCallbackFunc in_pfnBankCallback, ///< Callback function 02729 void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function) 02730 ); 02731 02732 //@} 02733 02734 02735 //////////////////////////////////////////////////////////////////////// 02736 /// @name Listeners 02737 //@{ 02738 02739 /// Set a single game object's active listeners. 02740 /// By default, all new game objects have no active listeners, but this behavior can be overridden with \c SetDefaultListeners(). Inactive listeners are not computed. 02741 /// \return Always returns AK_Success 02742 /// \sa 02743 /// - AK::SoundEngine::SetDefaultListeners 02744 /// - \ref soundengine_listeners 02745 AK_EXTERNAPIFUNC( AKRESULT, SetListeners )( 02746 AkGameObjectID in_emitterGameObj, ///< Emitter game object. 02747 const AkGameObjectID* in_pListenerGameObjs, ///< Array of listener game object IDs that will be activated for in_GameObj. Game objects must have been previously registered. 02748 AkUInt32 in_uNumListeners ///< Length of array 02749 ); 02750 02751 /// Set the default active listeners for all subsequent game objects that are registered. 02752 /// \return Always returns AK_Success 02753 /// \sa 02754 /// - \ref soundengine_listeners 02755 AK_EXTERNAPIFUNC(AKRESULT, SetDefaultListeners)( 02756 const AkGameObjectID* in_pListenerObjs, ///< Array of listener game object IDs that will be activated for subsequent registrations. Game objects must have been previously registered. 02757 AkUInt32 in_uNumListeners ///< Length of array 02758 ); 02759 02760 /// Reset the listener associations to the default listener(s), as set by <tt>SetDefaultListeners</tt>. This will also reset per-listener gains that have been set using <tt>SetGameObjectOutputBusVolume</tt>. 02761 /// \return Always returns AK_Success 02762 /// \sa 02763 /// - AK::SoundEngine::SetListeners 02764 /// - AK::SoundEngine::SetDefaultListeners 02765 /// - AK::SoundEngine::SetGameObjectOutputBusVolume 02766 /// - \ref soundengine_listeners 02767 AK_EXTERNAPIFUNC(AKRESULT, ResetListenersToDefault)( 02768 AkGameObjectID in_emitterGameObj ///< Emitter game object. 02769 ); 02770 02771 /// Set a listener's spatialization parameters. This let you define listener-specific 02772 /// volume offsets for each audio channel. 02773 /// If \c in_bSpatialized is false, only \c in_pVolumeOffsets is used for this listener (3D positions 02774 /// have no effect on the speaker distribution). Otherwise, \c in_pVolumeOffsets is added to the speaker 02775 /// distribution computed for this listener. 02776 /// Use helper functions of \c AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets. 02777 /// 02778 /// If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig, 02779 /// standard up/downmix rules apply. 02780 /// \return \c AK_Success if message was successfully posted to sound engine queue, \c AK_Fail otherwise. 02781 /// \sa 02782 /// - \ref soundengine_listeners_spatial 02783 AK_EXTERNAPIFUNC( AKRESULT, SetListenerSpatialization )( 02784 AkGameObjectID in_uListenerID, ///< Listener game object ID 02785 bool in_bSpatialized, ///< Spatialization toggle (True : enable spatialization, False : disable spatialization) 02786 AkChannelConfig in_channelConfig, ///< Channel configuration associated with volumes in_pVolumeOffsets. Ignored if in_pVolumeOffsets is NULL. 02787 AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets = NULL ///< Per-speaker volume offset, in dB. See AkSpeakerVolumes.h for how to manipulate this vector. 02788 ); 02789 02790 /// Set a listener's ability to listen to audio and motion events. 02791 /// By default, all listeners are enabled for audio and disabled for motion. 02792 /// \aknote If your game doesn't use Motion, you should NOT need to use this function. 02793 /// This function isn't a global "activate" switch on the listeners. Use SetListeners properly to 02794 /// control which listeners are used in your game. \endaknote 02795 /// \return Always returns AK_Success 02796 /// \sa 02797 /// - \ref motion_player_management 02798 /// - AK::SoundEngine::SetListeners 02799 AK_EXTERNAPIFUNC( AKRESULT, SetListenerPipeline )( 02800 AkGameObjectID in_uListenerID, ///< Listener game object ID 02801 bool in_bAudio, ///< True=Listens to audio events (by default it is true) 02802 bool in_bMotion ///< True=Listens to motion events (by default it is false) 02803 ); 02804 02805 02806 //@} 02807 02808 02809 //////////////////////////////////////////////////////////////////////// 02810 /// @name Game Syncs 02811 //@{ 02812 02813 /// Set the value of a real-time parameter control (by ID). 02814 /// With this function, you may set a game parameter value on global scope or on game object scope. 02815 /// Game object scope supersedes global scope. Game parameter values set on global scope are applied to all 02816 /// game objects that not yet registered, or already registered but not overridden with a value on game object scope. 02817 /// To set a game parameter value on global scope, pass AK_INVALID_GAME_OBJECT as the game object. 02818 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero 02819 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally 02820 /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the 02821 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this 02822 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient. 02823 /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and 02824 /// \ref soundengine_rtpc_effects for more details on RTPC scope. 02825 /// \return Always AK_Success 02826 /// \sa 02827 /// - \ref soundengine_rtpc 02828 /// - AK::SoundEngine::GetIDFromString() 02829 AK_EXTERNAPIFUNC( AKRESULT, SetRTPCValue )( 02830 AkRtpcID in_rtpcID, ///< ID of the game parameter 02831 AkRtpcValue in_value, ///< Value to set 02832 AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID 02833 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value 02834 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation 02835 bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate. 02836 ); 02837 02838 #ifdef AK_SUPPORT_WCHAR 02839 /// Set the value of a real-time parameter control (by Unicode string name). 02840 /// With this function, you may set a game parameter value on global scope or on game object scope. 02841 /// Game object scope supersedes global scope. Game parameter values set on global scope are applied to all 02842 /// game objects that not yet registered, or already registered but not overridden with a value on game object scope. 02843 /// To set a game parameter value on global scope, pass AK_INVALID_GAME_OBJECT as the game object. 02844 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero 02845 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally 02846 /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the 02847 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this 02848 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient. 02849 /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and 02850 /// \ref soundengine_rtpc_effects for more details on RTPC scope. 02851 /// \return 02852 /// - AK_Success if successful 02853 /// - AK_IDNotFound if in_pszRtpcName is NULL. 02854 /// \aknote Strings are case-insensitive. \endaknote 02855 /// \sa 02856 /// - \ref soundengine_rtpc 02857 AK_EXTERNAPIFUNC( AKRESULT, SetRTPCValue )( 02858 const wchar_t* in_pszRtpcName, ///< Name of the game parameter 02859 AkRtpcValue in_value, ///< Value to set 02860 AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID 02861 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value 02862 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation 02863 bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate. 02864 ); 02865 #endif //AK_SUPPORT_WCHAR 02866 02867 /// Set the value of a real-time parameter control. 02868 /// With this function, you may set a game parameter value on global scope or on game object scope. 02869 /// Game object scope supersedes global scope. Game parameter values set on global scope are applied to all 02870 /// game objects that not yet registered, or already registered but not overridden with a value on game object scope. 02871 /// To set a game parameter value on global scope, pass AK_INVALID_GAME_OBJECT as the game object. 02872 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero 02873 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally 02874 /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the 02875 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this 02876 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient. 02877 /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and 02878 /// \ref soundengine_rtpc_effects for more details on RTPC scope. 02879 /// \return 02880 /// - AK_Success if successful 02881 /// - AK_IDNotFound if in_pszRtpcName is NULL. 02882 /// \aknote Strings are case-insensitive. \endaknote 02883 /// \sa 02884 /// - \ref soundengine_rtpc 02885 AK_EXTERNAPIFUNC( AKRESULT, SetRTPCValue )( 02886 const char* in_pszRtpcName, ///< Name of the game parameter 02887 AkRtpcValue in_value, ///< Value to set 02888 AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID 02889 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value 02890 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation 02891 bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate. 02892 ); 02893 02894 /// Set the value of a real-time parameter control (by ID). 02895 /// With this function, you may set a game parameter value on playing id scope. 02896 /// Playing id scope supersedes both game object scope and global scope. 02897 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero 02898 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally 02899 /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the 02900 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this 02901 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient. 02902 /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and 02903 /// \ref soundengine_rtpc_effects for more details on RTPC scope. 02904 /// \return Always AK_Success 02905 /// \sa 02906 /// - \ref soundengine_rtpc 02907 /// - AK::SoundEngine::GetIDFromString() 02908 AK_EXTERNAPIFUNC( AKRESULT, SetRTPCValueByPlayingID )( 02909 AkRtpcID in_rtpcID, ///< ID of the game parameter 02910 AkRtpcValue in_value, ///< Value to set 02911 AkPlayingID in_playingID, ///< Associated playing ID 02912 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value 02913 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation 02914 bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate. 02915 ); 02916 02917 #ifdef AK_SUPPORT_WCHAR 02918 /// Set the value of a real-time parameter control (by Unicode string name). 02919 /// With this function, you may set a game parameter value on playing id scope. 02920 /// Playing id scope supersedes both game object scope and global scope. 02921 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero 02922 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally 02923 /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the 02924 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this 02925 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient. 02926 /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and 02927 /// \ref soundengine_rtpc_effects for more details on RTPC scope. 02928 /// \return Always AK_Success 02929 /// \sa 02930 /// - \ref soundengine_rtpc 02931 /// - AK::SoundEngine::GetIDFromString() 02932 AK_EXTERNAPIFUNC( AKRESULT, SetRTPCValueByPlayingID )( 02933 const wchar_t* in_pszRtpcName, ///< Name of the game parameter 02934 AkRtpcValue in_value, ///< Value to set 02935 AkPlayingID in_playingID, ///< Associated playing ID 02936 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value 02937 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation 02938 bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate. 02939 ); 02940 #endif //AK_SUPPORT_WCHAR 02941 02942 /// Set the value of a real-time parameter control (by string name). 02943 /// With this function, you may set a game parameter value on playing id scope. 02944 /// Playing id scope supersedes both game object scope and global scope. 02945 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero 02946 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally 02947 /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the 02948 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this 02949 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient. 02950 /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and 02951 /// \ref soundengine_rtpc_effects for more details on RTPC scope. 02952 /// \return Always AK_Success 02953 /// \sa 02954 /// - \ref soundengine_rtpc 02955 /// - AK::SoundEngine::GetIDFromString() 02956 AK_EXTERNAPIFUNC( AKRESULT, SetRTPCValueByPlayingID )( 02957 const char* in_pszRtpcName, ///< Name of the game parameter 02958 AkRtpcValue in_value, ///< Value to set 02959 AkPlayingID in_playingID, ///< Associated playing ID 02960 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value 02961 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation 02962 bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate. 02963 ); 02964 02965 /// Reset the value of the game parameter to its default value, as specified in the Wwise project. 02966 /// With this function, you may reset a game parameter to its default value on global scope or on game object scope. 02967 /// Game object scope supersedes global scope. Game parameter values reset on global scope are applied to all 02968 /// game objects that were not overridden with a value on game object scope. 02969 /// To reset a game parameter value on global scope, pass AK_INVALID_GAME_OBJECT as the game object. 02970 /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero 02971 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally 02972 /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the 02973 /// middle of an interpolation, the interpolation stops and the new value is set directly. 02974 /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and 02975 /// \ref soundengine_rtpc_effects for more details on RTPC scope. 02976 /// \return Always AK_Success 02977 /// \sa 02978 /// - \ref soundengine_rtpc 02979 /// - AK::SoundEngine::GetIDFromString() 02980 /// - AK::SoundEngine::SetRTPCValue() 02981 AK_EXTERNAPIFUNC( AKRESULT, ResetRTPCValue )( 02982 AkRtpcID in_rtpcID, ///< ID of the game parameter 02983 AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID 02984 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value 02985 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation 02986 bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate. 02987 ); 02988 02989 #ifdef AK_SUPPORT_WCHAR 02990 /// Reset the value of the game parameter to its default value, as specified in the Wwise project. 02991 /// With this function, you may reset a game parameter to its default value on global scope or on game object scope. 02992 /// Game object scope supersedes global scope. Game parameter values reset on global scope are applied to all 02993 /// game objects that were not overridden with a value on game object scope. 02994 /// To reset a game parameter value on global scope, pass AK_INVALID_GAME_OBJECT as the game object. 02995 /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero 02996 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally 02997 /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the 02998 /// middle of an interpolation, the interpolation stops and the new value is set directly. 02999 /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and 03000 /// \ref soundengine_rtpc_effects for more details on RTPC scope. 03001 /// \return 03002 /// - AK_Success if successful 03003 /// - AK_IDNotFound if in_pszParamName is NULL. 03004 /// \aknote Strings are case-insensitive. \endaknote 03005 /// \sa 03006 /// - \ref soundengine_rtpc 03007 /// - AK::SoundEngine::SetRTPCValue() 03008 AK_EXTERNAPIFUNC( AKRESULT, ResetRTPCValue )( 03009 const wchar_t* in_pszRtpcName, ///< Name of the game parameter 03010 AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID 03011 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value 03012 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation 03013 bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate. 03014 ); 03015 #endif //AK_SUPPORT_WCHAR 03016 03017 /// Reset the value of the game parameter to its default value, as specified in the Wwise project. 03018 /// With this function, you may reset a game parameter to its default value on global scope or on game object scope. 03019 /// Game object scope supersedes global scope. Game parameter values reset on global scope are applied to all 03020 /// game objects that were not overridden with a value on game object scope. 03021 /// To reset a game parameter value on global scope, pass AK_INVALID_GAME_OBJECT as the game object. 03022 /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero 03023 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally 03024 /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the 03025 /// middle of an interpolation, the interpolation stops and the new value is set directly. 03026 /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and 03027 /// \ref soundengine_rtpc_effects for more details on RTPC scope. 03028 /// \return 03029 /// - AK_Success if successful 03030 /// - AK_IDNotFound if in_pszParamName is NULL. 03031 /// \aknote Strings are case-insensitive. \endaknote 03032 /// \sa 03033 /// - \ref soundengine_rtpc 03034 /// - AK::SoundEngine::SetRTPCValue() 03035 AK_EXTERNAPIFUNC( AKRESULT, ResetRTPCValue )( 03036 const char* in_pszRtpcName, ///< Name of the game parameter 03037 AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID 03038 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value 03039 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation 03040 bool in_bBypassInternalValueInterpolation = false ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate. 03041 ); 03042 03043 /// Set the state of a switch group (by IDs). 03044 /// \return Always returns AK_Success 03045 /// \sa 03046 /// - \ref soundengine_switch 03047 /// - AK::SoundEngine::GetIDFromString() 03048 AK_EXTERNAPIFUNC( AKRESULT, SetSwitch )( 03049 AkSwitchGroupID in_switchGroup, ///< ID of the switch group 03050 AkSwitchStateID in_switchState, ///< ID of the switch 03051 AkGameObjectID in_gameObjectID ///< Associated game object ID 03052 ); 03053 03054 #ifdef AK_SUPPORT_WCHAR 03055 /// Set the state of a switch group (by Unicode string names). 03056 /// \return 03057 /// - AK_Success if successful 03058 /// - AK_IDNotFound if the switch or switch group name was not resolved to an existing ID\n 03059 /// Make sure that the banks were generated with the "include string" option. 03060 /// \aknote Strings are case-insensitive. \endaknote 03061 /// \sa 03062 /// - \ref soundengine_switch 03063 AK_EXTERNAPIFUNC( AKRESULT, SetSwitch )( 03064 const wchar_t* in_pszSwitchGroup, ///< Name of the switch group 03065 const wchar_t* in_pszSwitchState, ///< Name of the switch 03066 AkGameObjectID in_gameObjectID ///< Associated game object ID 03067 ); 03068 #endif //AK_SUPPORT_WCHAR 03069 03070 /// Set the state of a switch group. 03071 /// \return 03072 /// - AK_Success if successful 03073 /// - AK_IDNotFound if the switch or switch group name was not resolved to an existing ID\n 03074 /// Make sure that the banks were generated with the "include string" option. 03075 /// \aknote Strings are case-insensitive. \endaknote 03076 /// \sa 03077 /// - \ref soundengine_switch 03078 AK_EXTERNAPIFUNC( AKRESULT, SetSwitch )( 03079 const char* in_pszSwitchGroup, ///< Name of the switch group 03080 const char* in_pszSwitchState, ///< Name of the switch 03081 AkGameObjectID in_gameObjectID ///< Associated game object ID 03082 ); 03083 03084 /// Post the specified trigger (by IDs). 03085 /// \return Always returns AK_Success 03086 /// \sa 03087 /// - \ref soundengine_triggers 03088 /// - AK::SoundEngine::GetIDFromString() 03089 AK_EXTERNAPIFUNC( AKRESULT, PostTrigger )( 03090 AkTriggerID in_triggerID, ///< ID of the trigger 03091 AkGameObjectID in_gameObjectID ///< Associated game object ID 03092 ); 03093 03094 #ifdef AK_SUPPORT_WCHAR 03095 /// Post the specified trigger (by Unicode string name). 03096 /// \return 03097 /// - AK_Success if successful 03098 /// - AK_IDNotFound if the trigger name was not resolved to an existing ID\n 03099 /// Make sure that the banks were generated with the "include string" option. 03100 /// \aknote Strings are case-insensitive. \endaknote 03101 /// \sa 03102 /// - \ref soundengine_triggers 03103 AK_EXTERNAPIFUNC( AKRESULT, PostTrigger )( 03104 const wchar_t* in_pszTrigger, ///< Name of the trigger 03105 AkGameObjectID in_gameObjectID ///< Associated game object ID 03106 ); 03107 #endif //AK_SUPPORT_WCHAR 03108 03109 /// Post the specified trigger. 03110 /// \return 03111 /// - AK_Success if successful 03112 /// - AK_IDNotFound if the trigger name was not resolved to an existing ID\n 03113 /// Make sure that the banks were generated with the "include string" option. 03114 /// \aknote Strings are case-insensitive. \endaknote 03115 /// \sa 03116 /// - \ref soundengine_triggers 03117 AK_EXTERNAPIFUNC( AKRESULT, PostTrigger )( 03118 const char* in_pszTrigger, ///< Name of the trigger 03119 AkGameObjectID in_gameObjectID ///< Associated game object ID 03120 ); 03121 03122 /// Set the state of a state group (by IDs). 03123 /// \return Always returns AK_Success 03124 /// \sa 03125 /// - \ref soundengine_states 03126 /// - AK::SoundEngine::GetIDFromString() 03127 AK_EXTERNAPIFUNC( AKRESULT, SetState )( 03128 AkStateGroupID in_stateGroup, ///< ID of the state group 03129 AkStateID in_state ///< ID of the state 03130 ); 03131 03132 #ifdef AK_SUPPORT_WCHAR 03133 /// Set the state of a state group (by Unicode string names). 03134 /// \return 03135 /// - AK_Success if successful 03136 /// - AK_IDNotFound if the state or state group name was not resolved to an existing ID\n 03137 /// Make sure that the banks were generated with the "include string" option. 03138 /// \aknote Strings are case-insensitive. \endaknote 03139 /// \sa 03140 /// - \ref soundengine_states 03141 /// - AK::SoundEngine::GetIDFromString() 03142 AK_EXTERNAPIFUNC( AKRESULT, SetState )( 03143 const wchar_t* in_pszStateGroup, ///< Name of the state group 03144 const wchar_t* in_pszState ///< Name of the state 03145 ); 03146 #endif //AK_SUPPORT_WCHAR 03147 03148 /// Set the state of a state group. 03149 /// \return 03150 /// - AK_Success if successful 03151 /// - AK_IDNotFound if the state or state group name was not resolved to an existing ID\n 03152 /// Make sure that the banks were generated with the "include string" option. 03153 /// \aknote Strings are case-insensitive. \endaknote 03154 /// \sa 03155 /// - \ref soundengine_states 03156 /// - AK::SoundEngine::GetIDFromString() 03157 AK_EXTERNAPIFUNC( AKRESULT, SetState )( 03158 const char* in_pszStateGroup, ///< Name of the state group 03159 const char* in_pszState ///< Name of the state 03160 ); 03161 03162 //@} 03163 03164 //////////////////////////////////////////////////////////////////////// 03165 /// @name Environments 03166 //@{ 03167 03168 /// Set the auxiliary busses to route the specified game object 03169 /// The array size cannot exceed AK_MAX_AUX_PER_OBJ. 03170 /// To clear the game object's auxiliary sends, in_uNumSendValues must be 0. 03171 /// \aknote The actual maximum number of aux sends in which a game object can be is AK_MAX_AUX_PER_OBJ. \endaknote 03172 /// \aknote If an send control value is set to 0%, the effect won't be inserted at all, as if it wasn't part of the array. 03173 /// \sa 03174 /// - \ref soundengine_environments 03175 /// - \ref soundengine_environments_dynamic_aux_bus_routing 03176 /// - \ref soundengine_environments_id_vs_string 03177 /// - AK::SoundEngine::GetIDFromString() 03178 /// \return 03179 /// - AK_Success if successful 03180 /// - AK_InvalidParameter if the array size exceeds AK_MAX_AUX_PER_OBJ, or if a duplicated environment is found in the array 03181 AK_EXTERNAPIFUNC( AKRESULT, SetGameObjectAuxSendValues )( 03182 AkGameObjectID in_gameObjectID, ///< Associated game object ID 03183 AkAuxSendValue* in_aAuxSendValues, ///< Variable-size array of AkAuxSendValue structures 03184 ///< (it may be NULL if no environment must be set, and its size cannot exceed AK_MAX_AUX_PER_OBJ) 03185 AkUInt32 in_uNumSendValues ///< The number of auxiliary busses at the pointer's address 03186 ///< (it must be 0 if no environment is set, and can not exceed AK_MAX_AUX_PER_OBJ) 03187 ); 03188 03189 /// Register a callback to allow the game to modify or override the volume to be applied at the output of an audio bus. 03190 /// The callback must be registered once per bus ID. 03191 /// Call with in_pfnCallback = NULL to unregister. 03192 /// \aknote The bus in_busID needs to be a mixing bus.\endaknote 03193 /// \aknote Beware when using this callback on the Master Audio Bus: since the output of this bus is not a bus, but is instead a system end-point, AkSpeakerVolumeMatrixCallbackInfo::pMixerContext will be NULL. You cannot modify panning at the output of the Master Audio Bus.\endaknote 03194 /// \sa 03195 /// - \ref goingfurther_speakermatrixcallback 03196 /// - \ref soundengine_environments 03197 /// - AkSpeakerVolumeMatrixCallbackInfo 03198 /// - AK::IAkMixerInputContext 03199 /// - AK::IAkMixerPluginContext 03200 /// \return 03201 /// - AK_Success if successful 03202 AK_EXTERNAPIFUNC( AKRESULT, RegisterBusVolumeCallback )( 03203 AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ). 03204 AkBusCallbackFunc in_pfnCallback ///< Callback function. 03205 ); 03206 03207 /// Register a callback to be called to allow the game to access metering data from any mixing bus. You may use this to monitor loudness at any point of the mixing hierarchy 03208 /// by querying the peak, RMS, True Peak and K-weighted power (according to loudness standard ITU BS.1770). See \ref goingfurther_speakermatrixcallback for an example. 03209 /// The callback must be registered once per bus ID. 03210 /// Call with in_pfnCallback = NULL to unregister. 03211 /// \aknote The bus in_busID needs to be a mixing bus.\endaknote 03212 /// \sa 03213 /// - \ref goingfurther_speakermatrixcallback 03214 /// - AkBusMeteringCallbackFunc 03215 /// - AK::IAkMetering 03216 /// \return 03217 /// - AK_Success if successful 03218 AK_EXTERNAPIFUNC( AKRESULT, RegisterBusMeteringCallback )( 03219 AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ). 03220 AkBusMeteringCallbackFunc in_pfnCallback, ///< Callback function. 03221 AkMeteringFlags in_eMeteringFlags ///< Metering flags. 03222 ); 03223 03224 /// Set the output bus volume (direct) to be used for the specified game object. 03225 /// The control value is a number ranging from 0.0f to 1.0f. 03226 /// \sa 03227 /// - \ref soundengine_environments 03228 /// - \ref soundengine_environments_setting_dry_environment 03229 /// - \ref soundengine_environments_id_vs_string 03230 /// \return Always returns AK_Success 03231 AK_EXTERNAPIFUNC( AKRESULT, SetGameObjectOutputBusVolume )( 03232 AkGameObjectID in_emitterObjID, ///< Associated emitter game object ID 03233 AkGameObjectID in_listenerObjID, ///< Associated listener game object ID 03234 AkReal32 in_fControlValue ///< A multiplier where 0 means silence and 1 means no change. 03235 ///< (Therefore, values between 0 and 1 will attenuate the sound, and values greater than 1 will amplify it.) 03236 ); 03237 03238 /// Set an effect ShareSet at the specified audio node and effect slot index. 03239 /// The target node cannot be a Bus, to set effects on a bus, use SetBusEffect() instead. 03240 /// \aknote The option "Override Parent" in 03241 /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will 03242 /// still be the one in use and the call to SetActorMixerEffect will have no impact. 03243 /// \endaknote 03244 /// \return Always returns AK_Success 03245 AK_EXTERNAPIFUNC( AKRESULT, SetActorMixerEffect )( 03246 AkUniqueID in_audioNodeID, ///< Can be a member of the Actor-Mixer or Interactive Music Hierarchy (not a bus). 03247 AkUInt32 in_uFXIndex, ///< Effect slot index (0-3) 03248 AkUniqueID in_shareSetID ///< ShareSet ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot 03249 ); 03250 03251 /// Set an Effect ShareSet at the specified bus and Effect slot index. 03252 /// The Bus can either be an Audio Bus or an Auxiliary Bus. 03253 /// This adds a reference on the audio node to an existing ShareSet. 03254 /// \aknote This function has unspecified behavior when adding an Effect to a currently playing 03255 /// Bus which does not have any Effects, or removing the last Effect on a currently playing bus. 03256 /// \endaknote 03257 /// \aknote This function will replace existing Effects on the node. If the target node is not at 03258 /// the top of the hierarchy and is in the actor-mixer hierarchy, the option "Override Parent" in 03259 /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will 03260 /// still be the one in use and the call to SetBusEffect will have no impact. 03261 /// \endaknote 03262 /// \return Always returns AK_Success 03263 AK_EXTERNAPIFUNC( AKRESULT, SetBusEffect )( 03264 AkUniqueID in_audioNodeID, ///< Bus Short ID. 03265 AkUInt32 in_uFXIndex, ///< Effect slot index (0-3) 03266 AkUniqueID in_shareSetID ///< ShareSet ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot 03267 ); 03268 03269 #ifdef AK_SUPPORT_WCHAR 03270 /// Set an Effect ShareSet at the specified Bus and Effect slot index. 03271 /// The Bus can either be an Audio Bus or an Auxiliary Bus. 03272 /// This adds a reference on the audio node to an existing ShareSet. 03273 /// \aknote This function has unspecified behavior when adding an Effect to a currently playing 03274 /// bus which does not have any Effects, or removing the last Effect on a currently playing Bus. 03275 /// \endaknote 03276 /// \aknote This function will replace existing Effects on the node. If the target node is not at 03277 /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in 03278 /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will 03279 /// still be the one in use and the call to SetBusEffect will have no impact. 03280 /// \endaknote 03281 /// \returns AK_IDNotFound is name not resolved, returns AK_Success otherwise. 03282 AK_EXTERNAPIFUNC( AKRESULT, SetBusEffect )( 03283 const wchar_t* in_pszBusName, ///< Bus name 03284 AkUInt32 in_uFXIndex, ///< Effect slot index (0-3) 03285 AkUniqueID in_shareSetID ///< ShareSet ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot 03286 ); 03287 #endif //AK_SUPPORT_WCHAR 03288 03289 /// Set an Effect ShareSet at the specified Bus and Effect slot index. 03290 /// The Bus can either be an Audio Bus or an Auxiliary Bus. 03291 /// This adds a reference on the audio node to an existing ShareSet. 03292 /// \aknote This function has unspecified behavior when adding an Effect to a currently playing 03293 /// Bus which does not have any effects, or removing the last Effect on a currently playing bus. 03294 /// \endaknote 03295 /// \aknote This function will replace existing Effects on the node. If the target node is not at 03296 /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in 03297 /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will 03298 /// still be the one in use and the call to SetBusEffect will have no impact. 03299 /// \endaknote 03300 /// \returns AK_IDNotFound is name not resolved, returns AK_Success otherwise. 03301 AK_EXTERNAPIFUNC( AKRESULT, SetBusEffect )( 03302 const char* in_pszBusName, ///< Bus name 03303 AkUInt32 in_uFXIndex, ///< Effect slot index (0-3) 03304 AkUniqueID in_shareSetID ///< ShareSet ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot 03305 ); 03306 03307 /// Set a Mixer ShareSet at the specified bus. 03308 /// \aknote This function has unspecified behavior when adding a mixer to a currently playing 03309 /// Bus which does not have any Effects or mixer, or removing the last mixer on a currently playing Bus. 03310 /// \endaknote 03311 /// \aknote This function will replace existing mixers on the node. 03312 /// \endaknote 03313 /// \return Always returns AK_Success 03314 AK_EXTERNAPIFUNC( AKRESULT, SetMixer )( 03315 AkUniqueID in_audioNodeID, ///< Bus Short ID. 03316 AkUniqueID in_shareSetID ///< ShareSet ID; pass AK_INVALID_UNIQUE_ID to remove. 03317 ); 03318 03319 #ifdef AK_SUPPORT_WCHAR 03320 /// Set a Mixer ShareSet at the specified bus. 03321 /// \aknote This function has unspecified behavior when adding a mixer to a currently playing 03322 /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus. 03323 /// \endaknote 03324 /// \aknote This function will replace existing mixers on the node. 03325 /// \endaknote 03326 /// \returns AK_IDNotFound is name not resolved, returns AK_Success otherwise. 03327 AK_EXTERNAPIFUNC( AKRESULT, SetMixer )( 03328 const wchar_t* in_pszBusName, ///< Bus name 03329 AkUniqueID in_shareSetID ///< ShareSet ID; pass AK_INVALID_UNIQUE_ID to remove. 03330 ); 03331 #endif //AK_SUPPORT_WCHAR 03332 03333 /// Set a Mixer ShareSet at the specified bus. 03334 /// \aknote This function has unspecified behavior when adding a mixer to a currently playing 03335 /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus. 03336 /// \endaknote 03337 /// \aknote This function will replace existing mixers on the node. 03338 /// \endaknote 03339 /// \returns AK_IDNotFound is name not resolved, returns AK_Success otherwise. 03340 AK_EXTERNAPIFUNC( AKRESULT, SetMixer )( 03341 const char* in_pszBusName, ///< Bus name 03342 AkUniqueID in_shareSetID ///< ShareSet ID; pass AK_INVALID_UNIQUE_ID to remove. 03343 ); 03344 03345 /// Force channel configuration for the specified bus. 03346 /// \aknote You cannot change the configuration of the master bus.\endaknote 03347 /// 03348 /// \return Always returns AK_Success 03349 AK_EXTERNAPIFUNC(AKRESULT, SetBusConfig)( 03350 AkUniqueID in_audioNodeID, ///< Bus Short ID. 03351 AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent". 03352 ); 03353 03354 #ifdef AK_SUPPORT_WCHAR 03355 /// Force channel configuration for the specified bus. 03356 /// \aknote You cannot change the configuration of the master bus.\endaknote 03357 /// 03358 /// \returns AK_IDNotFound is name not resolved, returns AK_Success otherwise. 03359 AK_EXTERNAPIFUNC(AKRESULT, SetBusConfig)( 03360 const wchar_t* in_pszBusName, ///< Bus name 03361 AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent". 03362 ); 03363 #endif //AK_SUPPORT_WCHAR 03364 03365 /// Force channel configuration for the specified bus. 03366 /// \aknote You cannot change the configuration of the master bus.\endaknote 03367 /// 03368 /// \returns AK_IDNotFound is name not resolved, returns AK_Success otherwise. 03369 AK_EXTERNAPIFUNC(AKRESULT, SetBusConfig)( 03370 const char* in_pszBusName, ///< Bus name 03371 AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent". 03372 ); 03373 03374 /// Set a game object's obstruction and occlusion levels. If SetMultiplePositions were used, values are set for all positions. 03375 /// This function is used to affect how an object should be heard by a specific listener. 03376 /// \sa 03377 /// - \ref soundengine_obsocc 03378 /// - \ref soundengine_environments 03379 /// \return Always returns AK_Success 03380 AK_EXTERNAPIFUNC( AKRESULT, SetObjectObstructionAndOcclusion )( 03381 AkGameObjectID in_EmitterID, ///< Emitter game object ID 03382 AkGameObjectID in_ListenerID, ///< Listener game object ID 03383 AkReal32 in_fObstructionLevel, ///< ObstructionLevel: [0.0f..1.0f] 03384 AkReal32 in_fOcclusionLevel ///< OcclusionLevel: [0.0f..1.0f] 03385 ); 03386 03387 /// Set a game object's obstruction and occlusion level for each positions defined by SetMultiplePositions. 03388 /// This function differs from SetObjectObstructionAndOcclusion as a list of obstruction/occlusion pair is provided 03389 /// and each obstruction/occlusion pair will affect the corresponding position defined at the same index. 03390 /// \aknote In the case the number of obstruction/occlusion pairs is smaller than the number of positions, remaining positions' 03391 /// obstrucion/occlusion values are set to 0.0. \endaknote 03392 /// \sa 03393 /// - \ref soundengine_obsocc 03394 /// - \ref soundengine_environments 03395 /// \return AK_Success if occlusion/obstruction values are successfully stored for this emitter 03396 AK_EXTERNAPIFUNC( AKRESULT, SetMultipleObstructionAndOcclusion )( 03397 AkGameObjectID in_EmitterID, ///< Emitter game object ID 03398 AkGameObjectID in_uListenerID, ///< Listener game object ID 03399 AkObstructionOcclusionValues* in_fObstructionOcclusionValues, ///< Array of obstruction/occlusion pairs to apply 03400 ///< ObstructionLevel: [0.0f..1.0f] 03401 ///< OcclusionLevel: [0.0f..1.0f] 03402 AkUInt32 in_uNumOcclusionObstruction ///< Number of obstruction/occlusion pairs specified in the provided array 03403 ); 03404 03405 /// Save the playback history of container structures. 03406 /// This function will write history data for all currently loaded containers and instantiated game 03407 /// objects (for example, current position in Sequence containers and previously played elements in 03408 /// Random containers). 03409 /// \remarks 03410 /// This function acquires the main audio lock, and may block the caller for several milliseconds. 03411 /// \sa 03412 /// - AK::SoundEngine::SetContainerHistory() 03413 AK_EXTERNAPIFUNC( AKRESULT, GetContainerHistory)( 03414 AK::IWriteBytes * in_pBytes ///< Pointer to IWriteBytes interface used to save the history. 03415 ); 03416 03417 /// Restore the playback history of container structures. 03418 /// This function will read history data from the passed-in stream reader interface, and apply it to all 03419 /// currently loaded containers and instantiated game objects. Game objects are matched by 03420 /// ID. History for unloaded structures and unknown game objects will be skipped. 03421 /// \remarks 03422 /// This function acquires the main audio lock, and may block the caller for several milliseconds. 03423 /// \sa 03424 /// - AK::SoundEngine::GetContainerHistory() 03425 AK_EXTERNAPIFUNC(AKRESULT, SetContainerHistory)( 03426 AK::IReadBytes * in_pBytes ///< Pointer to IReadBytes interface used to load the history. 03427 ); 03428 03429 //@} 03430 03431 //////////////////////////////////////////////////////////////////////// 03432 /// @name Capture 03433 //@{ 03434 03435 /// Start recording the sound engine audio output. 03436 /// StartOutputCapture outputs a wav file in the 5.1 configuration with the channels in this order: 03437 /// <ol> 03438 /// <li>Front Left</li> 03439 /// <li>Front Right</li> 03440 /// <li>Center</li> 03441 /// <li>LFE</li> 03442 /// <li>Surround Left</li> 03443 /// <li>Surround Right</li> 03444 /// </ol> 03445 /// \return AK_Success if successful, AK_Fail if there was a problem starting the output capture. 03446 /// \remark 03447 /// - The sound engine opens a stream for writing using AK::IAkStreamMgr::CreateStd(). If you are using the 03448 /// default implementation of the Stream Manager, file opening is executed in your implementation of 03449 /// the Low-Level IO interface AK::StreamMgr::IAkFileLocationResolver::Open(). The following 03450 /// AkFileSystemFlags are passed: uCompanyID = AKCOMPANYID_AUDIOKINETIC and uCodecID = AKCODECID_PCM, 03451 /// and the AkOpenMode is AK_OpenModeWriteOvrwr. Refer to \ref streamingmanager_lowlevel_location for 03452 /// more details on managing the deployment of your Wwise generated data. 03453 /// \sa 03454 /// - AK::SoundEngine::StopOutputCapture() 03455 /// - AK::StreamMgr::SetFileLocationResolver() 03456 /// - \ref streamingdevicemanager 03457 /// - \ref streamingmanager_lowlevel_location 03458 AK_EXTERNAPIFUNC( AKRESULT, StartOutputCapture )( 03459 const AkOSChar* in_CaptureFileName ///< Name of the output capture file 03460 ); 03461 03462 /// Stop recording the sound engine audio output. 03463 /// \return AK_Success if successful, AK_Fail if there was a problem stopping the output capture. 03464 /// \sa 03465 /// - AK::SoundEngine::StartOutputCapture() 03466 AK_EXTERNAPIFUNC( AKRESULT, StopOutputCapture )(); 03467 03468 /// Add text marker in audio output file. 03469 /// \return AK_Success if successful, AK_Fail if there was a problem adding the output marker. 03470 /// \sa 03471 /// - AK::SoundEngine::StartOutputCapture() 03472 AK_EXTERNAPIFUNC( AKRESULT, AddOutputCaptureMarker )( 03473 const char* in_MarkerText ///< Text of the marker 03474 ); 03475 03476 /// Start recording the sound engine profiling information into a file. This file can be read 03477 /// by Wwise Authoring. 03478 /// \remark This function is provided as a utility tool only. It does nothing if it is 03479 /// called in the release configuration and returns AK_NotCompatible. 03480 AK_EXTERNAPIFUNC( AKRESULT, StartProfilerCapture )( 03481 const AkOSChar* in_CaptureFileName ///< Name of the output profiler file (.prof extension recommended) 03482 ); 03483 03484 /// Stop recording the sound engine profiling information. 03485 /// \remark This function is provided as a utility tool only. It does nothing if it is 03486 /// called in the release configuration and returns AK_NotCompatible. 03487 AK_EXTERNAPIFUNC( AKRESULT, StopProfilerCapture )(); 03488 03489 //@} 03490 03491 //////////////////////////////////////////////////////////////////////// 03492 /// @name Secondary Outputs 03493 //@{ 03494 03495 /// Adds a secondary output to the system. Use this to add controller-attached headphones or speakers. You can attach multiple devices to the same "player" if needed. 03496 /// Secondary output feature is supported only on PS4 (Controller-speaker & BGM), XboxOne (Controller-headphone & BGM). Other platforms will return Ak_NotImplemented. 03497 /// \sa integrating_secondary_outputs 03498 /// \return 03499 /// - AK_NotImplemented: Feature not supported on this platforms (all platforms except PS4 and XBoxOne) 03500 /// - AK_InvalidParameter: Out of range parameters or unsupported parameter combinations (see parameter list below). 03501 /// - AK_Success: Parameters are valid. 03502 AK_EXTERNAPIFUNC( AKRESULT, AddSecondaryOutput )( 03503 AkUInt32 in_iOutputID, ///< Device identifier, when multiple devices of the same type are possible. 03504 ///< - PS4 Controller-Speakers: UserID as returned from sceUserServiceGetLoginUserIdList 03505 ///< - XBoxOne Controller-Headphones: Use the AK::GetDeviceID function to get the ID from an IMMDevice. Find the player's device with the WASAPI API (IMMDeviceEnumerator, see Microsoft documentation) or use AK::GetDeviceIDFromName. 03506 ///< - XBoxOne & PS4 BGM outputs: use 0. 03507 ///< - Audio device plugins: use 0 to X 03508 AkAudioOutputType in_iDeviceType, ///< Device Type, must be one of the currently supported devices types. See AkAudioOutputType. 03509 ///< - PS4: Use AkOutput_PAD, AkOutput_Personal, AkOutput_BGM, AkOutput_BGM_NonRecordable 03510 ///< - XboxOne Use AkOutput_BGM, AkOutput_BGM_NonRecordable, AkOutput_Personal 03511 ///< - If you are using an Audio Device plug-in, you must specify AkOutput_Plugin. 03512 const AkGameObjectID* in_pListenerIDs,///< - Listener(s) to attach to this device. Everything heard by these listeners will be sent to this output. Avoid using listenerID 0, usually reserved for the main TV output. 03513 AkUInt32 in_uNumListeners, ///< - The number of elements in the in_pListenerIDs array. 03514 AkUInt32 in_uOutputFlags = 0, ///< Optional Flags that will be passed to the secondary output creation, OR-it to pass many flags. 03515 ///< \sa AkAudioOutputFlags 03516 AkUniqueID in_audioDeviceShareset = AK_INVALID_UNIQUE_ID ///< Unique ID of a custom audio device to be used. 03517 ///< Leave this field to its default value (AK_INVALID_UNIQUE_ID) unless you are using an Audio device plug-in. 03518 ///< Typical usage: audioDeviceShareset = AK::SoundEngine::GetIDFromString("InsertYourAudioDeviceSharesetNameHere"); 03519 ///< \ref AK::SoundEngine::GetIDFromString() 03520 ); 03521 03522 AK_EXTERNAPIFUNC( AKRESULT, RemoveSecondaryOutput )( 03523 AkUInt32 in_iOutputID, ///< Player number (almost all platforms) or device-unique identifier (UserID on PS4). 03524 AkAudioOutputType in_iDeviceType ///< Device Type, must be one of the currently supported devices types. 03525 ); 03526 03527 /// Set the volume of a secondary output device. 03528 AK_EXTERNAPIFUNC( AKRESULT, SetSecondaryOutputVolume )( 03529 AkUInt32 in_iOutputID, ///< Player number (almost all platforms) or device-unique identifier (UserID on PS4). 03530 AkAudioOutputType in_iDeviceType, ///< Device Type, must be one of the currently supported devices types. See AkAudioOutputType 03531 AkReal32 in_fVolume ///< Volume (0.0 = Muted, 1.0 = Volume max) 03532 ); 03533 //@} 03534 03535 /// This function should be called to put the sound engine in background mode, where audio isn't processed anymore. This needs to be called if the console has a background mode or some suspended state. 03536 /// Call WakeupFromSuspend when your application receives the message from the OS that the process is back in foreground. 03537 /// When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when \ref RenderAudio() is called. 03538 /// It is recommended to match the <b>in_bRenderAnyway</b> parameter with the behavior of the rest of your game: 03539 /// if your game still runs in background and you must keep some kind of coherent state between the audio engine and game, then allow rendering. 03540 /// If you want to minimize CPU when in background, then don't allow rendering and never call RenderAudio from the game. 03541 /// 03542 /// - Android: Call for APP_CMD_PAUSE 03543 /// - iOS: Don't call. All audio interrupts are handled internally. 03544 /// - XBoxOne: Use when entering constrained mode or suspended mode (see ResourceAvailability in XboxOne documentation). 03545 /// \sa \ref WakeupFromSuspend 03546 AK_EXTERNAPIFUNC( AKRESULT, Suspend )( 03547 bool in_bRenderAnyway = false /// If set to true, audio processing will still occur, but not outputted. When set to false, no audio will be processed at all, even upon reception of RenderAudio(). 03548 ); 03549 03550 /// This function should be called to wakeup the sound engine and start processing audio again. This needs to be called if the console has a background mode or some suspended state. 03551 /// - Android: Call for APP_CMD_RESUME 03552 /// - iOS: Don't call. All audio interrupts are handled internally. 03553 /// - XBoxOne: Use when the game is back to Full resources (see ResourceAvailability in XboxOne documentation). 03554 AK_EXTERNAPIFUNC( AKRESULT, WakeupFromSuspend )(); 03555 03556 /// Obtain the current audio output buffer tick. This corresponds to the number of buffers produced by 03557 /// the sound engine since initialization. 03558 /// \return Tick count. 03559 AK_EXTERNAPIFUNC(AkUInt32, GetBufferTick)(); 03560 } 03561 } 03562 03563 #endif // _AK_SOUNDENGINE_H_
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