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Wwise SDK 2021.1.14
AkSpatialAudio.h 파일 참조

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클래스

struct   AkGrowByPolicy_Legacy_SpatialAudio< TSize >
 
struct   AkSpatialAudioInitSettings
  Initialization settings of the spatial audio module. 더 자세히 ...
 
struct   AkImageSourceSettings
 
struct   AkVertex
  Vertex for a spatial audio mesh. 더 자세히 ...
 
struct   AkExtent
 
struct   AkTriangle
  Triangle for a spatial audio mesh. 더 자세히 ...
 
struct   AkAcousticSurface
 
struct   AkReflectionPathInfo
  Structure for retrieving information about the indirect paths of a sound that have been calculated via the geometric reflections API. Useful for debug draw applications. 더 자세히 ...
 
struct   AkDiffractionPathInfo
 
struct   AkPortalParams
  Parameters passed to SetPortal 더 자세히 ...
 
struct   AkRoomParams
  Parameters passed to SetRoom 더 자세히 ...
 
struct   AkGeometryParams
  Parameters passed to SetGeometry 더 자세히 ...
 

네임스페이스

namespace   AK
  Audiokinetic namespace
 
  AK::SpatialAudio
  Audiokinetic spatial audio namespace
 

함수

Basic functions.

In order to use SpatialAudio, you need to initalize it using Init, and register the listeners that you plan on using with any of the services offered by SpatialAudio, using RegisterListener respectively, after having registered their corresponding game object to the sound engine.

주의: At the moment, there can be only one Spatial Audio listener registered at any given time.
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::Init (const AkSpatialAudioInitSettings &in_initSettings)
  Initialize the SpatialAudio API.
더 자세히 ...
 
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::RegisterListener (AkGameObjectID in_gameObjectID)
 
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::UnregisterListener (AkGameObjectID in_gameObjectID)
 
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::SetGameObjectRadius (AkGameObjectID in_gameObjectID, AkReal32 in_outerRadius, AkReal32 in_innerRadius)
 
Helper functions for passing game data to the Wwise Reflect plug-in.

Use this API for detailed placement of reflection image sources.

참고: These functions are low-level and useful when your game engine already implements a geometrical approach to sound propagation such as an image-source or a ray tracing algorithm. Functions of Geometry are preferred and easier to use with the Wwise Reflect plug-in.
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::SetImageSource (AkImageSourceID in_srcID, const AkImageSourceSettings &in_info, AkUniqueID in_AuxBusID, AkRoomID in_roomID, AkGameObjectID in_gameObjectID)
 
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::RemoveImageSource (AkImageSourceID in_srcID, AkUniqueID in_AuxBusID, AkGameObjectID in_gameObjectID)
 
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::ClearImageSources (AkUniqueID in_AuxBusID=AK_INVALID_AUX_ID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
 
Geometry

Geometry API for early reflection processing using Wwise Reflect.

AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::SetGeometry (AkGeometrySetID in_GeomSetID, const AkGeometryParams &in_params)
 
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::RemoveGeometry (AkGeometrySetID in_SetID)
 
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::QueryReflectionPaths (AkGameObjectID in_gameObjectID, AkUInt32 in_positionIndex, AkVector &out_listenerPos, AkVector &out_emitterPos, AkReflectionPathInfo *out_aPaths, AkUInt32 &io_uArraySize)
 
Rooms and Portals

Sound Propagation API using rooms and portals.

AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::SetRoom (AkRoomID in_RoomID, const AkRoomParams &in_Params)
 
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::RemoveRoom (AkRoomID in_RoomID)
 
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::SetPortal (AkPortalID in_PortalID, const AkPortalParams &in_Params)
 
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::RemovePortal (AkPortalID in_PortalID)
 
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::SetGameObjectInRoom (AkGameObjectID in_gameObjectID, AkRoomID in_CurrentRoomID)
 
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::SetReflectionsOrder (AkUInt32 in_uReflectionsOrder, bool in_bUpdatePaths)
 
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::SetNumberOfPrimaryRays (AkUInt32 in_uNbPrimaryRays)
 
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::SetEarlyReflectionsAuxSend (AkGameObjectID in_gameObjectID, AkAuxBusID in_auxBusID)
 
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::SetEarlyReflectionsVolume (AkGameObjectID in_gameObjectID, AkReal32 in_fSendVolume)
 
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::SetPortalObstructionAndOcclusion (AkPortalID in_PortalID, AkReal32 in_fObstruction, AkReal32 in_fOcclusion)
 
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::SetGameObjectToPortalObstruction (AkGameObjectID in_gameObjectID, AkPortalID in_PortalID, AkReal32 in_fObstruction)
 
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::SetPortalToPortalObstruction (AkPortalID in_PortalID0, AkPortalID in_PortalID1, AkReal32 in_fObstruction)
 
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::QueryWetDiffraction (AkPortalID in_portal, AkReal32 &out_wetDiffraction)
 
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::QueryDiffractionPaths (AkGameObjectID in_gameObjectID, AkUInt32 in_positionIndex, AkVector &out_listenerPos, AkVector &out_emitterPos, AkDiffractionPathInfo *out_aPaths, AkUInt32 &io_uArraySize)
 
AKSOUNDENGINE_API AKRESULT  AK::SpatialAudio::ResetStochasticEngine ()
 

상세한 설명

Spatial Audio interface.

AkSpatialAudio.h 파일에서 정의되었습니다.


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