ak.soundengine.executeActionOnEvent
Execute an action on all nodes that are referenced in the specified event in an action of type play. See AK::SoundEngine::ExecuteActionOnEvent
.
ak.soundengine.postEvent
Asynchronously post an Event to the sound engine (by event ID). See AK::SoundEngine::PostEvent
.
ak.soundengine.postMsgMonitor
Display a message in the profiler.
ak.soundengine.postTrigger
Post the specified Trigger. See AK::SoundEngine::PostTrigger
.
ak.soundengine.registerGameObj
Register a game object. Registering a game object twice does nothing. Unregistering it once unregisters it no matter how many times it has been registered. See AK::SoundEngine::RegisterGameObj
.
ak.soundengine.resetRTPCValue
Reset the value of a real-time parameter control to its default value, as specified in the Wwise project. See AK::SoundEngine::ResetRTPCValue
.
ak.soundengine.seekOnEvent
Seek inside all playing objects that are referenced in Play Actions of the specified Event. See AK::SoundEngine::SeekOnEvent
.
ak.soundengine.setDefaultListeners
Set a the default active listeners for all subsequent game objects that are registered. See AK::SoundEngine::SetDefaultListeners
.
ak.soundengine.setGameObjectAuxSendValues
Set the Auxiliary Busses to route the specified game object. See AK::SoundEngine::SetGameObjectAuxSendValues
.
ak.soundengine.setGameObjectOutputBusVolume
Set the output bus volume (direct) to be used for the specified game object. See AK::SoundEngine::SetGameObjectOutputBusVolume
.
ak.soundengine.setListeners
Set a single game object's active listeners. By default, all new game objects have no listeners active, but this behavior can be overridden with SetDefaultListeners()
. Inactive listeners are not computed. See AK::SoundEngine::SetListeners
.
ak.soundengine.setListenerSpatialization
Set a listener's spatialization parameters. This lets you define listener-specific volume offsets for each audio channel. See AK::SoundEngine::SetListenerSpatialization
.
ak.soundengine.setMultiplePositions
Set multiple positions for a single game object. Setting multiple positions for a single game object is a way to simulate multiple emission sources while using the resources of only one voice. This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area. See AK::SoundEngine::SetMultiplePositions
.
ak.soundengine.setObjectObstructionAndOcclusion
Set a game object's obstruction and occlusion levels. This function is used to affect how an object should be heard by a specific listener. See AK::SoundEngine::SetObjectObstructionAndOcclusion
.
ak.soundengine.setPosition
Set the position of a game object. See AK::SoundEngine::SetPosition
.
ak.soundengine.setRTPCValue
Set the value of a real-time parameter control. See AK::SoundEngine::SetRTPCValue
.
ak.soundengine.setScalingFactor
Set the scaling factor of a game object. Modify the attenuation computations on this game object to simulate sounds with a larger or smaller area of effect. See AK::SoundEngine::SetScalingFactor
.
ak.soundengine.setSwitch
Set the State of a Switch Group. See AK::SoundEngine::SetSwitch
.
ak.soundengine.stopAll
Stop playing the current content associated to the specified game object ID. If no game object is specified, all sounds will be stopped. See AK::SoundEngine::StopAll
.
ak.soundengine.stopPlayingID
Stop the current content, associated to the specified playing ID, from playing. See AK::SoundEngine::StopPlayingID
.
ak.soundengine.unregisterGameObj
Unregister a game object. Registering a game object twice does nothing. Unregistering it once unregisters it no matter how many times it has been registered. Unregistering a game object while it is in use is allowed, but the control over the parameters of this game object is lost. For example, say a sound associated with this game object is a 3D moving sound. It will stop moving when the game object is unregistered, and there will be no way to regain control over the game object. See AK::SoundEngine::UnregisterGameObj
.
ak.wwise.core.audio.import
Scripted object creation and audio file import. The contents of this command very closely mirror that of a tab-delimited import file. See ak.wwise.core.audio.importTabDelimited.
ak.wwise.core.audio.importTabDelimited
Scripted object creation and audio file import from a tab-delimited file.
ak.wwise.core.getInfo
Retrieve global Wwise information.
ak.wwise.core.object.copy
Copies an object to the given parent.
ak.wwise.core.object.create
Creates an object of type 'type', as a child of 'parent'.
ak.wwise.core.object.delete
Deletes the specified object.
ak.wwise.core.object.get
Performs a query, returns specified data for each object in query result. Refer to Querying the Wwise Project for more information.
ak.wwise.core.object.getAttenuationCurve
Gets the specified attenuation curve for a given attenuation object.
ak.wwise.core.object.isPropertyEnabled
Retrieves the status of a property.
ak.wwise.core.object.move
Moves an object to the given parent.
ak.wwise.core.object.setAttenuationCurve
Sets the specified attenuation curve for a given attenuation object.
ak.wwise.core.object.setName
Renames an object.
ak.wwise.core.object.setNotes
Sets the object's notes.
ak.wwise.core.object.setProperty
Sets a property value of an object for a specific platform. Refer to Wwise Objects Reference for more information on the properties available on each object type.
ak.wwise.core.object.setReference
Sets an object's reference value.
ak.wwise.core.plugin.getList
Retrieves the list of all plugins.
ak.wwise.core.plugin.getProperty
Retrieves information about a plugin property.
ak.wwise.core.project.save
Saves the current project.
ak.wwise.core.remote.connect
Connects the Wwise Authoring application to a Wwise Sound Engine running executable. The host must be running code with communication enabled.
ak.wwise.core.remote.disconnect
Disconnects the Wwise Authoring application from a connected Wwise Sound Engine running executable.
ak.wwise.core.remote.getAvailableConsoles
Retrieves all consoles available for connecting Wwise Authoring to a Sound Engine instance.
ak.wwise.core.remote.getConnectionStatus
Retrieves the connection status.
ak.wwise.core.soundbank.getInclusions
Retrieves a SoundBank's inclusion list.
ak.wwise.core.soundbank.setInclusions
Modifies a SoundBank's inclusion list. The 'operation' argument determines how the 'inclusions' argument modifies the SoundBank's inclusion list; 'inclusions' may be added to / removed from / replace the SoundBank's inclusion list.
ak.wwise.core.transport.create
Creates a transport object for the given Wwise object. The return transport object can be used to play, stop, pause and resume the Wwise object via the other transport functions.
ak.wwise.core.transport.destroy
Destroys the given transport object.
ak.wwise.core.transport.executeAction
Executes an action on the given transport object, or all transports if no transport is specified.
ak.wwise.core.transport.getList
Returns the list of transport objects.
ak.wwise.core.transport.getState
Gets the state of the given transport object.
ak.wwise.core.undo.beginGroup
Begins an undo group. Make sure to call ak.wwise.core.endUndoGroup exactly once for every ak.wwise.core.beginUndoGroup call you make. Calls to ak.wwise.core.beginUndoGroup can be nested.
ak.wwise.core.undo.cancelGroup
Cancels the last undo group. Please note that this does not revert the operations made since the last ak.wwise.core.beginUndoGroup call.
ak.wwise.core.undo.endGroup
Ends the last undo group.
ak.wwise.debug.enableAsserts
Enables debug assertions.
ak.wwise.debug.testAssert
Private use only.
ak.wwise.ui.commands.execute
Executes a command. Some commands can take a list of objects as parameter. Refer to Wwise Authoring Command Identifiers for the available commands.
ak.wwise.ui.getSelectedObjects
Retrieves the list of objects currently selected by the user in the active view.
ak.wwise.ui.project.close
Closes the current project.
ak.wwise.ui.project.open
Opens a project, specified by path.
ak.wwise.core.object.attenuationCurveChanged
Sent when an attenuation curve is changed.
ak.wwise.core.object.attenuationCurveLinkChanged
Sent when an attenuation curve's link/unlink is changed.
ak.wwise.core.object.childAdded
Sent when an object is added as a child to another object.
ak.wwise.core.object.childRemoved
Sent when an object is removed from the children of another object.
ak.wwise.core.object.created
Sent when an object is created.
ak.wwise.core.object.curveChanged
Sent when one or many curves are changed.
ak.wwise.core.object.nameChanged
Sent when an object is renamed.
ak.wwise.core.object.notesChanged
Sent when the object's notes are changed.
ak.wwise.core.object.postDeleted
Sent following an object's deletion.
ak.wwise.core.object.preDeleted
Sent prior to an object's deletion.
ak.wwise.core.object.propertyChanged
Sent when the watched property of an object changes.
ak.wwise.core.project.loaded
Sent when the project has been loaded.
ak.wwise.core.project.postClosed
Sent when the after the project is completly closed.
ak.wwise.core.project.preClosed
Sent when the project begins closing.
ak.wwise.debug.assertFailed
Sent when an assert has failed.
ak.wwise.ui.selectionChanged
Sent when the selection changes in the project.
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