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알림: 고객님의 주요 출시 버전( 2023.1.8.8601 )에 해당하는 최신 설명서로 이동했습니다. 특정 버전의 설명서를 보시려면 Audiokinetic 런처에서 오프라인 설명서를 다운로드하고 Wwise Authoring의 Offline Documentation을 확인하세요.
Wwise SDK 2023.1.8
AkQueryParameters.h
AkUInt32 AkStateGroupID
State group ID
Definition: AkTypes.h:54
AKSOUNDENGINE_API AKRESULT GetSwitch(AkSwitchGroupID in_switchGroup, AkGameObjectID in_gameObjectID, AkSwitchStateID &out_rSwitchState)
bool bEnableAttenuation
Attenuation parameter set is active.
AkUniqueID parentID
Object ID of the parent
GameObjDst(AkGameObjectID in_gameObjID, AkReal32 in_dst)
Easy constructor
Audiokinetic namespace
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkTypes.h:865
@ RTPCValue_GameObject
The value is the game object specific RTPC.
AKSOUNDENGINE_API AKRESULT GetObjectObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfObstructionLevel, AkReal32 &out_rfOcclusionLevel)
AKSOUNDENGINE_API AKRESULT GetListenerPosition(AkGameObjectID in_uListenerID, AkListenerPosition &out_rPosition)
@ RTPCValue_Global
The value is the Global RTPC.
AkUInt32 AkRtpcID
Real time parameter control ID
Definition: AkTypes.h:73
AkUInt64 AkGameObjectID
Game object ID
Definition: AkTypes.h:60
#define AK_EXTERNAPIFUNC(_type, _name)
AkReal32 fVolAuxGameDefAtMaxDist
Volume wet at maximum distance (if any) (based on the Game defined distance attenuation)
AKSOUNDENGINE_API AKRESULT GetListenerSpatialization(AkGameObjectID in_uListenerID, bool &out_rbSpatialized, AK::SpeakerVolumes::VectorPtr &out_pVolumeOffsets, AkChannelConfig &out_channelConfig)
AKRESULT
Standard function call result.
Definition: AkTypes.h:131
AkReal32 fConeMaxAttenuation
Cone max attenuation
AkLPFType HPFValueAtMaxDist
High pass filter value at max distance (if any)
AKSOUNDENGINE_API AKRESULT GetPositioningInfo(AkUniqueID in_ObjectID, AkPositioningInfo &out_rPositioningInfo)
AKSOUNDENGINE_API AKRESULT GetPlayingIDsFromGameObject(AkGameObjectID in_GameObjId, AkUInt32 &io_ruNumIDs, AkPlayingID *out_aPlayingIDs)
AKSOUNDENGINE_API AKRESULT GetCustomPropertyValue(AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkInt32 &out_iValue)
AkReal32 AkLPFType
Low-pass filter type
Definition: AkTypes.h:61
AkReal32 fInnerAngle
Inner angle
Specific implementation of array
Definition: AkArray.h:258
AkReal32 fCenterPct
Center % [0..1]
float AkReal32
32-bit floating point
int32_t AkInt32
Signed 32-bit integer
Position and orientation of game objects in the world (i.e. supports 64-bit-precision position)
Definition: AkTypes.h:411
@ RTPCValue_Default
The value is the Default RTPC.
AkLPFType LPFCone
Cone low pass filter value
AkReal32 fVolAuxUserDefAtMaxDist
Volume wet at maximum distance (if any) (based on the User defined distance attenuation)
AKSOUNDENGINE_API AKRESULT GetMaxRadius(AkRadiusList &io_RadiusList)
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
AkUInt32 AkUniqueID
Unique 32-bit ID
Definition: AkTypes.h:52
bool bHoldEmitterPosAndOrient
Hold emitter position and orientation values when starting playback.
Ak3DSpatializationMode
3D spatialization mode.
Definition: AkTypes.h:1135
AKSOUNDENGINE_API AKRESULT GetListeners(AkGameObjectID in_GameObjectID, AkGameObjectID *out_ListenerObjectIDs, AkUInt32 &oi_uNumListeners)
AKSOUNDENGINE_API AkGameObjectID GetGameObjectFromPlayingID(AkPlayingID in_playingID)
bool bUseConeAttenuation
Use the cone attenuation
AkInt32 iDepth
Depth in tree
Ak3DPositionType e3dPositioningType
3D position type: defines what acts as the emitter position for computing spatialization against the ...
AKSOUNDENGINE_API bool GetIsGameObjectActive(AkGameObjectID in_GameObjId)
AKSOUNDENGINE_API AKRESULT GetState(AkStateGroupID in_stateGroup, AkStateID &out_rState)
AKSOUNDENGINE_API AKRESULT GetActiveGameObjects(AkGameObjectsList &io_GameObjectList)
AkSpeakerPanningType pannerType
Speaker panning type: type of panning logic when object is not 3D spatialized.
Positioning information obtained from an object
AkUInt32 AkStateID
State ID
Definition: AkTypes.h:53
AkGameObjectID m_gameObjID
Game object ID
Object information structure for QueryAudioObjectsIDs
AkUInt32 AkSwitchStateID
Switch ID
Definition: AkTypes.h:72
AKSOUNDENGINE_API AkUniqueID GetEventIDFromPlayingID(AkPlayingID in_playingID)
Ak3DSpatializationMode e3DSpatializationMode
Spatialization mode
AkReal32 fMaxDistance
Maximum distance
@ RTPCValue_PlayingID
The value is the playing ID specific RTPC.
AKSOUNDENGINE_API AKRESULT QueryAudioObjectIDs(AkUniqueID in_eventID, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos)
AkArray< AkGameObjectID, AkGameObjectID > AkGameObjectsList
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
Definition: AkTypes.h:94
uint32_t AkUInt32
Unsigned 32-bit integer
AkLPFType HPFCone
Cone low pass filter value
AkSpeakerPanningType
Speaker panning type: type of panning logic when object is not 3D spatialized (i.e....
Definition: AkTypes.h:1101
AkLPFType LPFValueAtMaxDist
Low pass filter value at max distance (if any)
AkReal32 AkRtpcValue
Real time parameter control value
Definition: AkTypes.h:74
AKSOUNDENGINE_API AKRESULT GetRTPCValue(AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID, AkPlayingID in_playingID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType)
AkReal32 fVolDryAtMaxDist
Volume dry at maximum distance
AkUInt32 AkSwitchGroupID
Switch group ID
Definition: AkTypes.h:71
Ak3DPositionType
3D position type: defines what acts as the emitter position for computing spatialization against the ...
Definition: AkTypes.h:1110
AkUniqueID objID
Object ID
AkUInt32 AkPlayingID
Playing ID
Definition: AkTypes.h:55
@ RTPCValue_Unavailable
The value is not available for the RTPC specified.
AkReal32 fOuterAngle
Outer angle
AKSOUNDENGINE_API AKRESULT GetGameObjectAuxSendValues(AkGameObjectID in_gameObjectID, AkAuxSendValue *out_paAuxSendValues, AkUInt32 &io_ruNumSendValues)
AkArray< GameObjDst, const GameObjDst & > AkRadiusList
AKSOUNDENGINE_API AKRESULT GetPosition(AkGameObjectID in_GameObjectID, AkSoundPosition &out_rPosition)
AKSOUNDENGINE_API AKRESULT GetGameObjectDryLevelValue(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfControlValue)

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