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28 #ifndef _AK_REFLECT_GAMEDATA_H_
29 #define _AK_REFLECT_GAMEDATA_H_
33 #define AK_MAX_NUM_TEXTURE 4
116 ,
params(in_sourcePosition, in_fDistanceScalingFactor, in_fLevel)
152 #endif // _AK_REFLECT_GAMEDATA_H_
AkUInt32 uNumChar
Number of characters in image source name.
AkReflectImageSource(AkImageSourceID in_uID, AkVector in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
#define AK_MAX_NUM_TEXTURE
AkReflectImageSource arSources[1]
Variable array of image sources. You should allocate storage for the structure by calling AkReflectGa...
AkImageSourceTexture texture
Data used to describe one image source in Wwise Reflect.
AkUInt64 AkGameObjectID
Game object ID
AkUInt32 uNumTexture
Number of valid textures in the texture array.
AkReal32 fDiffraction
Diffraction amount, normalized to the range [0,1].
AkReal32 fLevel
Game-controlled level for this source, linear.
AkUInt32 AkImageSourceID
Image Source ID
AkReal32 fDistanceScalingFactor
Image source distance scaling. This number effectively scales the sourcePosition vector with respect ...
AkUInt32 uNumImageSources
Number of image sources passed in the variable array, below.
void SetName(const char *in_pName)
AkUInt32 AkUniqueID
Unique 32-bit ID
static AkUInt32 GetSize(AkUInt32 in_uNumSources)
Helper function for computing the size required to allocate the AkReflectGameData structure.
AkGameObjectID listenerID
ID of the listener used to compute spatialization and distance evaluation from within the targeted Re...
AkUInt8 uDiffractionListenerSide
If there is a shadow zone diffraction before reaching the listener in the reflection path,...
AkImageSourceID uID
Image source ID (for matching delay lines across frames)
Data structure sent by the game to an instance of the Wwise Reflect plug-in.
AkReflectGameData()
Default constructor.
static const AkUniqueID AK_INVALID_UNIQUE_ID
Invalid unique 32-bit ID
const char * pName
Optional image source name. Appears in Wwise Reflect's editor when profiling.
AkVector sourcePosition
Image source position, relative to the world.
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
void SetName(const char *in_pName)
AkImageSourceParams params
AkUniqueID arTextureID[AK_MAX_NUM_TEXTURE]
Unique IDs of the Acoustics Texture ShareSets used to filter this image source.
AkUInt8 uDiffractionEmitterSide
If there is a shadow zone diffraction just after the emitter in the reflection path,...
AkImageSourceParams(AkVector in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
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