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Wwise SDK 2023.1.9
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AkSoundEngine.h
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117 bool in_bBackgroundMusicMuted, ///< Flag indicating whether the busses tagged as "background music" in the project are muted or not.
130 AkOutputSettings(const char* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
133 AkOutputSettings(const wchar_t* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
136 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.
137 ///< If you want to output normally through the output device defined on the Master Bus in your project, leave this field to its default value (AK_INVALID_UNIQUE_ID, or value 0).
138 ///< Typical usage: AkInitSettings.eOutputSettings.audioDeviceShareset = AK::SoundEngine::GetIDFromString("InsertYourAudioDeviceSharesetNameHere");
144 AkUInt32 idDevice; ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
147 AkPanningRule ePanningRule; ///< Rule for 3D panning of signals routed to a stereo bus. In AkPanningRule_Speakers mode, the angle of the front loudspeakers
148 ///< (uSpeakerAngles[0]) is used. In AkPanningRule_Headphones mode, the speaker angles are superseded by constant power panning
151 AkChannelConfig channelConfig; ///< Channel configuration for this output. Call AkChannelConfig::Clear() to let the engine use the default output configuration.
155 /// Define the orientation of the the floor plane with respect to the X,Y,Z axes, and which axes represent the side, front and up vectors as a basis for rotations in Wwise.
156 /// AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
159 AkFloorPlane_XZ = 0, ///< The floor is oriented along the ZX-plane. The front vector points towards +Z, the up vector towards +Y, and the side vector towards +X.
160 AkFloorPlane_XY, ///< The floor is oriented along the XY-plane. The front vector points towards +X, the up vector towards +Z, and the side vector towards +Y.
161 AkFloorPlane_YZ, ///< The floor is oriented along the YZ-plane. The front vector points towards +Y, the up vector towards +X, and the side vector towards +Z.
163 };
167 // in_uExecutionTimeUsec is the number of microseconds that the function should execute for before terminating.
168 // Note that the deadline is only checked after each individual job completes execution, so the function may run slightly
169 // longer than intended. The "in_uExecutionTimeUsec" should be considered a suggestion or guideline, not a strict rule.
170 // A value of 0 means that the function will run until there are no more jobs ready to be immediately executed.
179 /// Callback function prototype definition used for handling requests from JobMgr for new workers to perform work.
181 AkJobWorkerFunc in_fnJobWorker, ///< Function passed to host runtime that should be executed. Note that the function provided will exist for as long as the soundengine code is loaded, and will always be the same.
182 AkJobType in_jobType, ///< The type of job worker that has been requested. This should be passed forward to in_fnJobWorker
187 FuncRequestJobWorker fnRequestJobWorker; ///< Function called by the job manager when a new worker needs to be requested. When null, all jobs will be executed on the same thread that calls RenderAudio().
189 AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]; ///< The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
191 AkUInt32 uNumMemorySlabs; ///< Number of memory slabs to pre-allocate for job manager memory. At least one slab per worker thread should be pre-allocated. Default is 1.
192 AkUInt32 uMemorySlabSize; ///< Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
194 void* pClientData; ///< Arbitrary data that will be passed back to the client when calling FuncRequestJobWorker
197 /// External (optional) callback for tracking performance of the sound engine that is called when a timer starts. (only called in Debug and Profile binaries; this is not called in Release)
198 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Timer was started in.
199 /// in_pszZoneName will point to a static string, so the pointer can be stored for later use, not just the contents of the string itself.
205 /// External (optional) function for tracking performance of the sound engine that is called when a timer stops. (only called in Debug and Profile binaries; this is not called in Release)
208 ///< External (optional) function for tracking notable events in the sound engine, to act as a marker or bookmark. (only called in Debug and Profile binaries; this is not called in Release)
209 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Marker was posted in.
210 /// in_pszMarkerName will point to a static string, so the pointer can be stored for later use, not just the contents of the string itself.
227 bool bEnableGameSyncPreparation; ///< Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
228 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.
229 ///< 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.
233 AkUInt32 uMonitorQueuePoolSize; ///< Size of the monitoring queue, in bytes. This parameter is not used in Release build.
234 AkUInt32 uCpuMonitorQueueMaxSize; ///< Maximum size of the CPU monitoring queue, per thread, in bytes. This parameter is not used in Release build.
237 AkJobMgrSettings settingsJobManager; ///< Settings to configure the behavior of the Sound Engine's internal job manager
239 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)
241 bool bUseSoundBankMgrThread; ///< Use a separate thread for loading sound banks. Allows asynchronous operations.
242 bool bUseLEngineThread; ///< Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAudio(). \ref goingfurther_eventmgrthread
244 AkBackgroundMusicChangeCallbackFunc BGMCallback; ///< Application-defined audio source change event callback function.
245 void* BGMCallbackCookie; ///< Application-defined user data for the audio source change event callback function.
246 const AkOSChar * szPluginDLLPath; ///< When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the game executable.
248 AkFloorPlane eFloorPlane; ///< Define the orientation of the the floor plane with respect to the X,Y,Z axes, and which axes represent the side, front and up vectors as a basis for rotations in Wwise.
249 ///< AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
252 ///< This setting is used to adapt the size of elements in the Authoring's Game Object 3D Viewer and Audio Object 3D Viewer to meters.
253 ///< This setting is also used to simulate real-world positioning of System Audio Objects, to improve the HRTF in some cases.
254 ///< Note that for legacy reasons, this setting's name is misleading. Its value should represent the number of game units *per* meter.
255 ///< For example, if your game engine sends positions in centimeters, the value of fGameUnitsToMeters should be 100.
257 AkUInt32 uBankReadBufferSize; ///< The number of bytes read by the BankReader when new data needs to be loaded from disk during serialization. Increasing this trades memory usage for larger, but fewer, file-read events during bank loading.
259 AkReal32 fDebugOutOfRangeLimit; ///< Debug setting: Only used when bDebugOutOfRangeCheckEnabled is true. This defines the maximum values samples can have. Normal audio must be contained within +1/-1. This limit should be set higher to allow temporary or short excursions out of range. Default is 16.
261 bool bDebugOutOfRangeCheckEnabled; ///< Debug setting: Enable checks for out-of-range (and NAN) floats in the processing code. This incurs a small performance hit, but can be enabled in most scenarios. Will print error messages in the log if invalid values are found at various point in the pipeline. Contact AK Support with the new error messages for more information.
263 AkProfilerPushTimerFunc fnProfilerPushTimer; ///< External (optional) function for tracking performance of the sound engine that is called when a timer starts. (only called in Debug and Profile binaries; this is not called in Release)
264 AkProfilerPopTimerFunc fnProfilerPopTimer; ///< External (optional) function for tracking performance of the sound engine that is called when a timer stops. (only called in Debug and Profile binaries; this is not called in Release)
265 AkProfilerPostMarkerFunc fnProfilerPostMarker; ///< External (optional) function for tracking significant events in the sound engine, to act as a marker or bookmark. (only called in Debug and Profile binaries; this is not called in Release)
280 AkUniqueID mediaID; ///< Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file)
282 AkUInt32 samplePosition; ///< Position of the source (in samples) associated with that playing item
301 /// \warning This function is not thread-safe. It should not be called at the same time as \c SoundEngine::Init() or \c SoundEngine::Term().
311 /// \remark The initial settings should be initialized using <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
312 /// and <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt> to fill the structures with their
313 /// default settings. This is not mandatory, but it helps avoid backward compatibility problems.
317 /// - \c AK_MemManagerNotInitialized if the memory manager is not available or not properly initialized
318 /// - \c AK_StreamMgrNotInitialized if the stream manager is not available or not properly initialized
319 /// - \c AK_SSEInstructionsNotSupported if the machine does not support SSE instruction (only on the PC)
320 /// - \c AK_InsufficientMemory if there is not enough memory available to initialize the sound engine properly
322 /// - \c AK_AlreadyInitialized if the sound engine is already initialized, or if the provided settings result in insufficient
332 AkInitSettings * in_pSettings, ///< Initialization settings (can be NULL, to use the default values)
333 AkPlatformInitSettings * in_pPlatformSettings ///< Platform-specific settings (can be NULL, to use the default values)
352 /// the moment of the initialization of the sound engine and might not be the correct one for your game.
361 AkPlatformInitSettings & out_platformSettings ///< Returned default platform-specific sound engine settings
368 /// \warning Before calling Term, you must ensure that no other thread is accessing the sound engine.
388 /// to the physical output format of the platform, in the case of downmixing provided by the platform itself).
392 /// If the speaker configuration of the output is object-based, the speaker configuration of the
393 /// main mix is returned. To query more information on object-based output devices, see AK::SoundEngine::GetOutputDeviceConfiguration.
395 /// It is recommended to call GetSpeakerConfiguration anytime after receiving a callback from RegisterAudioDeviceStatusCallback to know if the channel configuration has changed.
398 /// 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.
400 /// \return The output configuration. An empty AkChannelConfig not AkChannelConfig::IsValid() if device does not exist or if the Init.bnk was not loaded yet.
406 AkOutputDeviceID in_idOutput = 0 ///< Output ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
410 /// Call this function to get the channel configuration of the output device as well as its 3D audio capabilities.
411 /// If the configuration of the output device is object-based (io_channelConfig.eConfigType == AK_ChannelConfigType_Objects),
412 /// io_capabilities can be inspected to determine the channel configuration of the main mix (Ak3DAudioSinkCapabilities::channelConfig),
413 /// whether or not the output device uses a passthrough mix (Ak3DAudioSinkCapabilities::bPassthrough) and the maximum number of objects
414 /// that can play simultaneously on this output device (Ak3DAudioSinkCapabilities::uMax3DAudioObjects). Note that if
415 /// Ak3DAudioSinkCapabilities::bMultiChannelObjects is false, multi-channel objects will be split into multiple mono objects
418 /// \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.
445 AkPanningRule & out_ePanningRule, ///< Returned panning rule (AkPanningRule_Speakers or AkPanningRule_Headphone) for given output.
446 AkOutputDeviceID in_idOutput = 0 ///< Output ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
451 /// \warning This function posts a message through the sound engine's internal message queue, whereas GetPanningRule() queries the current panning rule directly.
453 /// The specified panning rule will only impact the sound if the processing format is downmixing to Stereo in the mixing process. It
458 AkOutputDeviceID in_idOutput = 0 ///< Output ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
461 /// Gets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
463 /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
464 /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
466 /// You may call this function with io_pfSpeakerAngles set to NULL to get the expected number of angle values in io_uNumAngles,
477 /// - When panning to stereo (speaker mode, see <tt>AK::SoundEngine::SetPanningRule()</tt>), only angle[0] is used, and 3D sounds in the back of the listener are mirrored to the front.
478 /// - When panning to 5.1, the front speakers use angle[0], and the surround speakers use (angle[2] + angle[1]) / 2.
484 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.
485 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.
486 AkReal32 & out_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
487 AkOutputDeviceID in_idOutput = 0 ///< Output ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
490 /// Sets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
492 /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180], for a 7.1 speaker configuration.
493 /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
496 /// - This function requires the minimum speaker angle between any pair of speakers to be at least 5 degrees.
497 /// - When setting angles for a 5.1 speaker layout, we recommend that you select an angle for the SL and SR channels, then subtract 15 degrees for in_pfSpeakerAngles[1] and add 15 degrees for in_pfSpeakerAngles[2] to set the arc appropriately.
503 /// 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().
504 /// \warning This function only applies to configurations (or subset of these configurations) that are standard and whose speakers are on the plane (2D).
512 const AkReal32 * in_pfSpeakerAngles, ///< Array of loudspeaker pair angles, in degrees relative to azimuth [0,180].
513 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()).
514 AkReal32 in_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
515 AkOutputDeviceID in_idOutput = 0 ///< Output ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
518 /// Allows the game to set the volume threshold to be used by the sound engine to determine if a voice must go virtual.
520 /// If this function is not called, the used value will be the value specified in the platform specific project settings.
529 /// Allows the game to set the maximum number of non virtual voices to be played simultaneously.
531 /// If this function is not called, the used value will be the value specified in the platform specific project settings.
543 /// - \c AK_InvalidParameter in_jobType is not a valid jobtype, or in_uNewMaxActiveWorkers is not greater than 0
544 /// - \c AK_NotInitialized JobMgr system was not already initialized with a function to request for workers
565 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.
581 /// This function is deprecated. Registration is now automatic if you link plug-ins statically. If plug-ins are dynamic libraries (such as DLLs or SOs), use \c RegisterPluginDLL.
592 /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
593 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
594 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
598 AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
599 AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
601 AkCreateParamCallback in_pCreateParamFunc, ///< Pointer to the plug-in's parameter node creation function
602 AkGetDeviceListCallback in_pGetDeviceList = NULL ///< Optional pointer to the plug-in's device enumeration function. Specify for a sink plug-in to support \ref AK::SoundEngine::GetDeviceList.
607 /// The plug-in DLL must be in the OS-specific library path or in the same location as the executable. If not, set AkInitSettings.szPluginDLLPath.
610 /// - \c AK_FileNotFound if the DLL is not found in the OS path or if it has extraneous dependencies not found.
611 /// - \c AK_InsufficientMemory if the system ran out of resources while loading the dynamic library
612 /// - \c AK_NotCompatible if the file was found but is not binary-compatible with the system's expected executable format
617 const AkOSChar* in_DllPath = NULL ///< Optional path to the DLL. Will override szPLuginDLLPath that was set in AkInitSettings.
624 AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
625 AkUInt32 in_ulPluginID ///< Plug-in identifier (as declared in the plug-in description XML file)
631 /// 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.
641 /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
642 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
643 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
646 AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
648 AkCreateFileSourceCallback in_pFileCreateFunc, ///< Pointer to the codec's file source node creation function
649 AkCreateBankSourceCallback in_pBankCreateFunc ///< Pointer to the codec's bank source node creation function
652 /// Registers a global callback function. This function will be called from the audio rendering thread, at the
653 /// location specified by in_eLocation. This function will also be called from the thread calling
655 /// For example, in order to be called at every audio rendering pass, and once during teardown for releasing resources, you would call
656 /// RegisterGlobalCallback(myCallback, AkGlobalCallbackLocation_BeginRender | AkGlobalCallbackLocation_Term, myCookie, AkPluginTypeNone, 0, 0);
658 /// A Plugin Type, Company ID and Plugin ID can be provided to this function to enable timing in the performance monitor.
659 /// If the callback is being timed, it will contribute to the Total Plug-in CPU measurement, and also appear in the Plug-ins tab of the Advanced Profiler by plug-in type and ID.
664 /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
671 AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender, ///< Callback location defined in AkGlobalCallbackLocation. Bitwise OR multiple locations if needed.
673 AkPluginType in_eType = AkPluginTypeNone, ///< Plug-in type (for example, source or effect). AkPluginTypeNone for no timing.
674 AkUInt32 in_ulCompanyID = 0, ///< Company identifier (as declared in the plug-in description XML file). 0 for no timing.
675 AkUInt32 in_ulPluginID = 0 ///< Plug-in identifier (as declared in the plug-in description XML file). 0 for no timing.
680 /// It is legal to call this function while already inside of a global callback, If it is unregistering itself and not
685 /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
692 AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender ///< Must match in_eLocation as passed to RegisterGlobalCallback for this callback.
695 /// Registers a resource monitor callback function that gets all of the resource usage data contained in the
696 /// AkResourceMonitorDataSummary structure. This includes general information about the system, such as CPU usage,
697 /// active Voices, and Events. This function will be called from the audio rendering thread at the end of each frame.
699 /// If the callback is being timed, it will contribute to the Total Plug-in CPU measurement, and also appear in the Plug-ins tab of the Advanced Profiler by plug-in type and ID.
707 AkResourceMonitorCallbackFunc in_pCallback ///< Function to register as a resource monitor callback.
710 /// Unregisters a resource monitor callback function, previously registered using RegisterResourceMonitorCallback.
712 /// It is legal to call this function while already inside of a resource monitor callback, If it is unregistering itself and not
719 AkResourceMonitorCallbackFunc in_pCallback ///< Function to unregister as a resource monitor callback.
730 /// Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatusCallback
740 /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
743 /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
759 /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
762 /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
783 /// The callback function can be used to be noticed when markers are reached or when the event is finished.
784 /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
785 /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
787 /// If used, the array of external sources should contain the information for each external source triggered by the
788 /// event. When triggering an event with multiple external sources, you need to differentiate each source
789 /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
790 /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
791 /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
804 void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
806 AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
807 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.
812 /// The callback function can be used to be noticed when markers are reached or when the event is finished.
813 /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
814 /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
816 /// If used, the array of external sources should contain the information for each external source triggered by the
817 /// event. When triggering an event with multiple external sources, you need to differentiate each source
818 /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
819 /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
820 /// (therefore have a unique cookie) in order to tell them appart when filling the AkExternalSourceInfo structures.
833 void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
835 AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
836 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.
841 /// The callback function can be used to be noticed when markers are reached or when the event is finished.
842 /// An array of Wave file sources can be provided to resolve External Sources triggered by the event. P
843 /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
845 /// If used, the array of external sources should contain the information for each external source triggered by the
846 /// event. When triggering an Event with multiple external sources, you need to differentiate each source
847 /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
848 /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
849 /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
862 void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
864 AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
865 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.
868 // If you modify AkActionOnEventType, don't forget to modify the WAAPI validation schema accordingly.
880 };
882 /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
890 AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
893 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
898 /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
906 AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
909 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
914 /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type Play.
922 AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
925 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
930 /// Executes a number of MIDI Events on all nodes that are referenced in the specified Event in an Action of type Play.
931 /// The time at which a MIDI Event is posted is determined by in_bAbsoluteOffsets. If false, each MIDI event will be
932 /// posted in AkMIDIPost::uOffset samples from the start of the current frame. If true, each MIDI event will be posted
935 /// The duration of a sample can be determined from the sound engine's audio settings, via a call to AK::SoundEngine::GetAudioSettings.
936 /// If a playing ID is specified then that playing ID must be active. Otherwise a new playing ID will be assigned.
937 /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
948 bool in_bAbsoluteOffsets = false, ///< Set to true when AkMIDIPost::uOffset are absolute, false when relative to current frame
951 void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
955 /// Stops MIDI notes on all nodes that are referenced in the specified event in an action of type play,
956 /// with the specified Game Object. Invalid parameters are interpreted as wildcards. For example, calling
957 /// this function with in_eventID set to AK_INVALID_UNIQUE_ID will stop all MIDI notes for Game Object
972 /// Starts 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
973 /// 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
975 /// \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.
976 /// \remarks It is possible to override the prefetch size stored in the sound bank via the low level IO. For more information see <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt> and AkFileSystemFlags.
977 /// \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
978 /// 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.
979 /// \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
980 /// will get cached with active priority, while all other files will get cached with inactive priority.
981 /// \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
982 /// 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.
998 /// Starts 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
999 /// 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
1001 /// \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.
1002 /// \remarks It is possible to override the prefetch size stored in the sound bank via the low level IO. For more information see <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt> and AkFileSystemFlags.
1003 /// \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
1004 /// 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.
1005 /// \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
1006 /// will get cached with active priority, while all other files will get cached with inactive priority.
1007 /// \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
1008 /// 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.
1024 /// Starts 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
1025 /// 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
1027 /// \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.
1028 /// \remarks It is possible to override the prefetch size stored in the sound bank via the low level IO. For more information see <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt> and AkFileSystemFlags.
1029 /// \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
1030 /// 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.
1031 /// \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
1032 /// will get cached with active priority, while all other files will get cached with inactive priority.
1033 /// \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
1034 /// 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.
1049 /// Releases the set of files that were previously requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>. The file may still remain in stream cache
1050 /// after <tt>AK::SoundEngine::UnpinEventInStreamCache()</tt> is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
1062 /// Releases the set of files that were previously requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>. The file may still remain in stream cache
1063 /// after <tt>AK::SoundEngine::UnpinEventInStreamCache()</tt> is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
1075 /// Releases the set of files that were previously requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>. The file may still remain in stream cache
1076 /// after <tt>AK::SoundEngine::UnpinEventInStreamCache()</tt> is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
1087 /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1088 /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1090 /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see \c AkDeviceSettings
1100 AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1101 bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1104 /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1105 /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1107 /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1117 AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1118 bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1122 /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1123 /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1125 /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1135 AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1136 bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1140 /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1143 /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1144 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1151 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1152 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1153 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1154 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1155 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1156 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1157 /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1161 /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1163 /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1165 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1167 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1168 /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1170 /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1175 /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1176 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1177 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1178 /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1190 AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1192 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1193 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.
1197 /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1200 /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1201 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1206 /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1210 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1211 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1212 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1213 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1214 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1215 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1216 /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1220 /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1222 /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1224 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1226 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1227 /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1229 /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1234 /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1235 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1236 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1237 /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1248 AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1250 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1251 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.
1255 /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1258 /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1259 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1264 /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1268 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1269 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1270 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1271 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1272 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1273 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1274 /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1278 /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1280 /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1282 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1284 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1285 /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1287 /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1292 /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1293 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1294 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1295 /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1307 AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1309 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1310 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.
1313 /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1314 /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1317 /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1318 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1324 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1325 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1326 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1327 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1328 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1329 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1330 /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1334 /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1335 /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1337 /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1339 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1341 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1342 /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1343 /// the exact position of a segment. Also, the segment will be silent during the time that period
1344 /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1349 /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1350 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1351 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1352 /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1361 AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1362 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)
1363 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1364 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.
1368 /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1369 /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1372 /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1373 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1378 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1379 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1380 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1381 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1382 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1383 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1384 /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1388 /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1389 /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1391 /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1393 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1395 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1396 /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1397 /// the exact position of a segment. Also, the segment will be silent during the time that period
1398 /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1403 /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1404 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1405 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1406 /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1415 AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1416 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)
1417 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1418 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.
1422 /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1423 /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1426 /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1427 /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1432 /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1433 /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1434 /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1435 /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1436 /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1437 /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1438 /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1442 /// - With Music Segments, in_fPercent is relative to the Entry Cue, and the segment's duration is the
1443 /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1445 /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1447 /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1449 /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1450 /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1451 /// the exact position of a segment. Also, the segment will be silent during the time that period
1452 /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1457 /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1458 /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1459 /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1460 /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1469 AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1470 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)
1471 bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see notes above).
1472 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.
1496 /// Gets the current position of the source associated with this playing ID, obtained from PostEvent(). If more than one source is playing,
1499 /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1501 /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1502 /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1503 /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1508 /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1514 AkTimeMs* out_puPosition, ///< Position of the source (in ms) associated with the specified playing ID
1515 bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update.
1518 /// Gets the current position of the sources associated with this playing ID, obtained from PostEvent().
1520 /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1522 /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1523 /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1524 /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1526 /// - If 0 is passed in for the number of entries (*in_pcPositions == 0) then only the number of positions will be returned and the
1533 /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1539 AkSourcePosition* out_puPositions, ///< Audio Node IDs and positions of sources associated with the specified playing ID
1540 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
1541 bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update
1544 /// Gets the stream buffering of the sources associated with this playing ID, obtained from PostEvent().
1546 /// - You need to pass AK_EnableGetSourceStreamBuffering to PostEvent() in order to use this function, otherwise
1548 /// - The sources stream buffering is updated at every audio frame. If there are multiple sources associated with this playing ID,
1550 /// - The returned buffering status out_bIsBuffering will be true If any of the sources associated with the playing ID are actively being buffered.
1551 /// 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.
1552 /// - Purely in-memory sources are excluded from this database. If all sources are in-memory, GetSourceStreamBuffering() will return AK_PlayingIDNotFound.
1553 /// - 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.
1554 /// 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.
1557 /// - \c AK_PlayingIDNotFound 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.
1562 AkTimeMs & out_buffering, ///< Returned amount of buffering (in ms) of the source (or one of the sources) associated with that playing ID
1563 bool & out_bIsBuffering ///< Returned buffering status of the source(s) associated with that playing ID
1569 AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< (Optional)Specify a game object to stop only playback associated to the provided game object ID.
1581 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1591 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1608 /// This function is provided to give the same behavior on platforms that don't have user-music support.
1621 /// Sends custom game data to a plug-in that resides on a bus (insert Effect or mixer plug-in).
1625 /// \aknote The plug-in type and ID are passed and matched with plugins set on the desired bus.
1626 /// This means that you cannot send different data to various instances of a plug-in on the same bus.\endaknote
1630 AkGameObjectID in_busObjectID, ///< Bus Object ID. Pass AK_INVALID_GAME_OBJECT to send custom data with global scope. Game object scope supersedes global scope, as with RTPCs.
1632 AkUInt32 in_uCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
1633 AkUInt32 in_uPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
1646 /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1647 /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1654 AkGameObjectID in_gameObjectID ///< ID of the game object to be registered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF].
1660 /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1661 /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1668 AkGameObjectID in_gameObjectID, ///< ID of the game object to be registered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF].
1675 /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1676 /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1679 /// For example, say a sound associated with this game object is a 3D moving sound. This sound will
1680 /// stop moving when the game object is unregistered, and there will be no way to regain control over the game object.
1686 AkGameObjectID in_gameObjectID ///< ID of the game object to be unregistered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF]. Use
1690 /// Unregister all game objects, or all game objects with a particular matching set of property flags.
1694 /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1719 const AkSoundPosition & in_Position,///< Position to set; in_Position.Orientation must be normalized.
1720 AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1724 /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1725 /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1727 /// - Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt>
1728 /// - If a sound has diffraction enabled, it is treated as <tt>MultiPositionType_MultiDirections</tt>. <tt>MultiPositionType_MultiSources</tt> is not supported in this case.
1732 /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1745 MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///< \ref AK::SoundEngine::MultiPositionType
1746 AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1749 /// Sets multiple positions to a single game object, with flexible assignment of input channels.
1750 /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1751 /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1752 /// \aknote Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
1755 /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1763 const AkChannelEmitter * in_pPositions, ///< Array of positions to apply, each using its own channel mask.
1765 MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///< \ref AK::SoundEngine::MultiPositionType
1766 AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1770 /// Modify the attenuation computations on this Game Object to simulate sounds with a larger or smaller area of effect.
1777 AkReal32 in_fAttenuationScalingFactor ///< Scaling Factor, 1 means 100%, 0.5 means 50%, 2 means 200%, and so on.
1780 /// Use the position of a separate game object for distance calculations for a specified listener.
1781 /// When <tt>AK::SoundEngine::SetDistanceProbe()</tt> is called, Wwise calculates distance attenuation and filtering
1782 /// based on the distance between the distance probe Game Object (\c in_distanceProbeGameObjectID) and the emitter Game Object's position.
1783 /// In third-person perspective applications, the distance probe Game Object may be set to the player character's position,
1784 /// and the listener Game Object's position to that of the camera. In this scenario, attenuation is based on
1785 /// the distance between the character and the sound, whereas panning, spatialization, and spread and focus calculations are base on the camera.
1786 /// Both Game Objects, \c in_listenerGameObjectID and \c in_distanceProbeGameObjectID must have been previously registered using <tt>AK::SoundEngine::RegisterGameObj</tt>.
1787 /// This funciton is optional. if <tt>AK::SoundEngine::SetDistanceProbe()</tt> is never called, distance calculations are based on the listener Game Object position.
1788 /// To clear the distance probe, and revert to using the listener position for distance calculations, pass \c AK_INVALID_GAME_OBJECT to \c in_distanceProbeGameObjectID.
1789 /// \aknote If the distance probe Game Object is assigned multiple positions, then the first position is used for distance calculations by the listener. \endaknote
1795 AkGameObjectID in_listenerGameObjectID, ///< Game object identifier for the listener. Must have been previously registered via RegisterGameObj.
1796 AkGameObjectID in_distanceProbeGameObjectID ///< Game object identifier for the distance probe, or \c AK_INVALID_GAME_OBJECT to reset distance probe. If valid, must have been previously registered via RegisterGameObj.
1806 /// It also internally calls ClearPreparedEvents() since at least one bank must have been loaded to allow preparing events.
1809 /// - \c AK_NotInitialized if the sound engine was not correctly initialized or if there is not enough memory to handle the command
1827 AkReal32 in_fThroughput, ///< Average throughput of bank data streaming (bytes/ms) (the default value is AK_DEFAULT_BANK_THROUGHPUT)
1828 AkPriority in_priority ///< Priority of bank streaming (the default value is AK_DEFAULT_PRIORITY)
1844 /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that you used to generate the SoundBanks matches that of the SDK you are currently using.
1850 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure, check the debug console)
1858 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1859 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1860 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1862 /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1863 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1864 /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1865 /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1900 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1908 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1909 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1910 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1912 /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1913 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1914 /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1915 /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1932 /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
1941 /// - \c AK_BankReadError: I/O error. The bank is either shorter than expected or its data corrupted.
1946 /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console or Wwise Profiler
1950 /// - \c AK_Fail: Load or unload failed for any other reason. , check the debug console or Wwise Profiler
1958 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1959 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1960 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1975 /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
1976 /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
1980 /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
1997 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2005 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2006 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2007 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2009 /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2010 /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2011 /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2012 /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2020 const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2027 /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2028 /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2032 /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2048 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2056 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2057 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2058 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2060 /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2061 /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2062 /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2063 /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2071 const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2079 /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2083 /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2085 /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2103 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2111 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2112 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2113 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2122 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)
2129 /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2133 /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2135 /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2152 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2160 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2161 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2162 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2171 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)
2177 /// Synchronously decodes Vorbis-encoded and Opus-encoded (Software version) media in a SoundBank. The file should already be read in memory before the decode operation. The out_pDecodedBankPtr can then be used with variants of LoadBank that load from in-memory data.
2179 /// CPU usage, RAM size, storage size and Internet bandwidth must be accounted for when developing a game, especially when it is aimed at mobile platforms. The DecodeBank function makes it possible to decode media at load time instead of decoding them every time they are played.
2181 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)
2183 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.
2206 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2207 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2208 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2210 /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2211 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2212 /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2213 /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2214 /// (<tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>) if you use the default Stream Manager's implementation.
2215 /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2229 void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt> as AkFileSystemFlags::pCustomParam)
2253 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2254 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2255 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2257 /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2258 /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2259 /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2260 /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2261 /// (<tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>) if you use the default Stream Manager's implementation.
2262 /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2276 void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt> as AkFileSystemFlags::pCustomParam)
2282 /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2300 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2301 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2302 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2304 /// - The file path should be resolved in your implementation of the Stream Manager, or in the Low-Level I/O module if
2305 /// you use the default Stream Manager's implementation. The ID overload of <tt>AK::IAkStreamMgr::CreateStd()</tt> and <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt> are called.
2306 /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2318 void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt> as AkFileSystemFlags::pCustomParam)
2324 /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2325 /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2329 /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2346 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2347 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2348 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2350 /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2351 /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2352 /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2353 /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2362 const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2371 /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2372 /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2376 /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2392 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2393 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2394 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2396 /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2397 /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2398 /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2399 /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2408 const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2418 /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2422 /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2424 /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2442 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2443 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2444 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2454 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)
2463 /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2467 /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2469 /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2487 /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2488 /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2489 /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2499 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)
2510 /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2514 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2516 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2524 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 if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2531 /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2535 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2537 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2545 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 if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2550 /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2552 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2560 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 if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2571 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2573 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2582 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 if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2595 /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2597 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2606 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 if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2616 /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2625 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 if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2631 /// Cancels all Event callbacks associated with a specific callback cookie specified while loading Banks of preparing Events.\n
2649 Preparation_Load, ///< \c PrepareEvent() will load required information to play the specified event.
2650 Preparation_Unload, ///< \c PrepareEvent() will unload required information to play the specified event.
2651 Preparation_LoadAndDecode ///< Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
2652 };
2656 /// 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.
2662 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.
2664 };
2667 /// 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
2668 /// 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(),
2670 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2677 /// 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
2678 /// 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;
2679 /// 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.
2681 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2683 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2688 /// 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
2689 /// 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(),
2691 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2698 /// \c PrepareBank(), when called with the flag \c AkBankContent_StructureOnly, requires additional calls to \c PrepareEvent() to load the media for each event. \c PrepareEvent(), however, is unable to
2699 /// 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;
2700 /// 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 \c LoadBank() to load the bank in entirety.
2702 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2704 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2708 /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2709 /// 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
2710 /// 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(),
2712 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2719 /// \c 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
2720 /// 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;
2721 /// 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.
2723 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2725 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2730 /// 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
2731 /// 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(),
2733 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2740 /// 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
2741 /// 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;
2742 /// 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.
2744 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2748 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2753 /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag \c AkBankContent_All is specified, \c PrepareBank() will load the media content from
2754 /// the bank, but as opposed to \c LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using \c PrepareBank(), alone or in combination with PrepareEvent(),
2756 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2763 /// 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
2764 /// 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;
2765 /// 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.
2767 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2771 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2775 /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2776 /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, \c PrepareBank() will load the media content from
2777 /// the bank, but as opposed to \c LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using \c PrepareBank(), alone or in combination with \c PrepareEvent(),
2779 /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2786 /// \c PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. \c PrepareEvent(), however, is unable to
2787 /// 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;
2788 /// for example, a game may have a tool mode that uses \c PrepareEvent() to load loose files on-demand and, also, a game mode that uses \c LoadBank() to load the bank in entirety.
2790 AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2794 AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2801 /// - \c AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command.
2824 /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2831 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2843 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2863 /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2870 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2884 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2890 /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2902 /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2909 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2921 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2928 /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2937 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2951 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2960 /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2969 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2983 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2991 /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3000 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3014 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3022 /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3023 /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid or media sizes are 0.
3029 /// Removes the specified source from the list of loaded media, even if this media is already in use.
3030 /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3033 /// If the media is still in use, this function will attempt to forcibly kill all sounds and effects referencing this media,
3034 /// and then return AK_ResourceInUse. The client should NOT presume that the memory can be safely released at this point.
3035 /// The moment at which the memory can be safely released is unknown, and the only safe course of action is to keep the memory
3039 /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3040 /// - \c AK_ResourceInUse: Specified media is still in use by the sound engine, the client should not release the memory.
3047 /// Removes the specified source from the list of loaded media, only if this media is not already in use.
3048 /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3049 /// \aknote Media that is still in use by the sound engine should not be unset. It is marked for removal to prevent additional use.
3050 /// If this function returns AK_ResourceInUse, then the client must not release memory for this media.
3051 /// Instead, the client should retry the TryUnsetMedia operation later with the same parameters and check for AK_Success.
3053 /// If out_pUnsetResults is not null, then it is assumed to point to an array of result codes of the same length as in_pSourceSettings.
3054 /// out_pUnsetResults will be filled with either AK_Success or AK_ResourceInUse, indicating which media was still in use and not unset.
3056 /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3057 /// - \c AK_ResourceInUse: Specified media is still in use by the sound engine, and the media was not unset. Do not release memory, and try again later.
3067 /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3076 /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3083 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3085 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3086 /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3096 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3099 const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3105 /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3114 /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3121 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3123 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3124 /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3134 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3137 const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3142 /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3151 /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3158 /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3160 /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3161 /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3171 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3174 AkUInt32* in_paGameSyncID, ///< Array of ID of the game syncs to either support or not support.
3180 /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3186 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3189 /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3190 /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3201 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3204 const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3212 /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3218 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3221 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3222 /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3233 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3236 const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3243 /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3249 /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3252 /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3253 /// set to true. When set to false, the sound engine automatically prepares all Game Syncs when preparing Events,
3264 PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3267 AkUInt32* in_paGameSyncID, ///< Array of ID of the Game Syncs to either support or not support.
3281 /// All listeners that have previously been added via AddListener or set via SetListeners will be removed and replaced with the listeners in the array in_pListenerGameObjs.
3282 /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3285 /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
3292 AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3293 const AkGameObjectID* in_pListenerGameObjs, ///< Array of listener game object IDs that will be activated for in_emitterGameObj.
3298 /// Any listeners that have previously been added or set via AddListener or SetListeners will remain as listeners and in_listenerGameObj will be added as an additional listener.
3299 /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3306 AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3307 AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be activated for in_emitterGameObj.
3311 /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3319 AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be deactivated for in_emitterGameObj. Game objects must have been previously registered.
3322 /// Sets the default set of associated listeners for game objects that have not explicitly overridden their listener sets. Upon registration, all game objects reference the default listener set, until
3323 /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3324 /// All default listeners that have previously been added via AddDefaultListener or set via SetDefaultListeners will be removed and replaced with the listeners in the array in_pListenerGameObjs.
3329 const AkGameObjectID* in_pListenerObjs, ///< Array of listener game object IDs that will be activated for subsequent registrations. Game objects must have been previously registered.
3333 /// Add a single listener to the default set of listeners. Upon registration, all game objects reference the default listener set, until
3334 /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3340 AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be added to the default set of listeners.
3343 /// Remove a single listener from the default set of listeners. Upon registration, all game objects reference the default listener set, until
3344 /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3350 AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be removed from the default set of listeners.
3353 /// Resets 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>.
3366 /// If \c in_bSpatialized is false, only \c in_pVolumeOffsets is used for this listener (3D positions
3367 /// have no effect on the speaker distribution). Otherwise, \c in_pVolumeOffsets is added to the speaker
3369 /// Use helper functions of \c AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets.
3372 /// - If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig,
3383 bool in_bSpatialized, ///< Spatialization toggle (True : enable spatialization, False : disable spatialization)
3384 AkChannelConfig in_channelConfig, ///< Channel configuration associated with volumes in_pVolumeOffsets. Ignored if in_pVolumeOffsets is NULL.
3385 AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets = NULL ///< Per-speaker volume offset, in dB. See AkSpeakerVolumes.h for how to manipulate this vector.
3396 /// With this function, you may set a game parameter value with global scope or with game object scope.
3397 /// Game object scope supersedes global scope. (Once a value is set for the game object scope, it will not be affected by changes to the global scope value.) Game parameter values set with a global scope are applied to all
3398 /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3399 /// To set a game parameter value with global scope, pass \c AK_INVALID_GAME_OBJECT as the game object.
3400 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3401 /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3402 /// according to the interpolation curve. If you call \c <tt><tt>SetRTPCValue()</tt></tt> with <tt>in_uValueChangeDuration = 0</tt> in the
3403 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3404 /// function at every game frame, you should not use \c in_uValueChangeDuration, as it would have no effect and it is less efficient.
3418 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3419 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3420 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.
3425 /// With this function, you may set a game parameter value to global scope or to game object scope.
3426 /// Game object scope supersedes global scope. (Once a value is set for the game object scope, it will not be affected by changes to the global scope value.) Game parameter values set with global scope are applied to all
3427 /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3428 /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3429 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3430 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3431 /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3432 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3433 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3447 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3448 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3449 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.
3454 /// With this function, you may set a game parameter value with global scope or with game object scope.
3455 /// Game object scope supersedes global scope. (Once a value is set for the game object scope, it will not be affected by changes to the global scope value.) Game parameter values set with global scope are applied to all
3456 /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3457 /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3458 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3459 /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3460 /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3461 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3462 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3476 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3477 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3478 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.
3484 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3485 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3486 /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3487 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3488 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3502 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3503 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3504 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 don't want the values to interpolate.
3511 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3512 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3513 /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3514 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3515 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3529 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3530 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3531 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 don't want the values to interpolate.
3538 /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3539 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3540 /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3541 /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3542 /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3556 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3557 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3558 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.
3561 /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3562 /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3563 /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3565 /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3566 /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3567 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3568 /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3582 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3583 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3584 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.
3588 /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3589 /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3590 /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3592 /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3593 /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3594 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3595 /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3609 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3610 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3611 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.
3615 /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3616 /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3617 /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3619 /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3620 /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3621 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3622 /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3636 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3637 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3638 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.
3641 /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3642 /// With this function, you may reset a game parameter to its default value on playing id scope.
3644 /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3645 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3647 /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3660 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3661 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3662 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.
3666 /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3667 /// With this function, you may reset a game parameter to its default value on playing id scope.
3669 /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3670 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3672 /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3678 /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
3687 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3688 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3689 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.
3693 /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3694 /// With this function, you may reset a game parameter to its default value on playing id scope.
3696 /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3697 /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3699 /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3705 /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
3714 AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3715 AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3716 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.
3863 /// Registers a callback to allow the game to modify or override the volume to be applied at the output of an audio bus.
3867 /// \aknote The callback function will not be called for the Master Audio Bus, since the output of this bus is not a bus, but is instead an Audio Device.\endaknote
3885 /// Registers 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
3886 /// by accessing the peak, RMS, True Peak and K-weighted power (according to loudness standard ITU BS.1770). See \ref goingfurther_speakermatrixcallback for an example.
3906 /// Registers a callback to be called to allow the game to access metering data from any output device. You may use this to monitor loudness as sound leaves the Wwise sound engine
3907 /// by accessing the peak, RMS, True Peak and K-weighted power (according to loudness standard ITU BS.1770). See \ref goingfurther_speakermatrixcallback for an example.
3920 AkOutputDeviceID in_idOutput, ///< Output ID, as returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
3928 /// Output Bus Volumes are stored per listener association, so calling this function will override the default set of listeners. The game object in_emitterObjID will now reference its own set of listeners which will
3929 /// be the same as the old set of listeners, but with the new associated gain. Future changes to the default listener set will not be picked up by this game object unless ResetListenersToDefault() is called.
3940 AkGameObjectID in_listenerObjID, ///< Associated listener game object ID. Pass AK_INVALID_GAME_OBJECT to set the Output Bus Volume for all connected listeners.
3951 /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will
3956 AkUniqueID in_audioNodeID, ///< Can be a member of the Actor-Mixer or Interactive Music Hierarchy (not a bus).
3967 /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3968 /// Bus which does not have any Effects, or removing the last Effect on a currently playing bus.
3970 /// \aknote This function will replace existing Effects on the node. If the target node is not at
3971 /// the top of the hierarchy and is in the actor-mixer hierarchy, the option "Override Parent" in
3972 /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3992 /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3993 /// bus which does not have any Effects, or removing the last Effect on a currently playing Bus.
3995 /// \aknote This function will replace existing Effects on the node. If the target node is not at
3996 /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
3997 /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4018 /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4019 /// Bus which does not have any effects, or removing the last Effect on a currently playing bus.
4021 /// \aknote Make sure the new effect shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
4022 /// \aknote This function will replace existing Effects on the node. If the target node is not at
4023 /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
4024 /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4042 /// \aknote Make sure the new effect shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
4043 /// \aknote This function will replace existing effects of the audio device shareset. \endaknote
4044 /// \aknote Audio device effects support is limited to one shareset per plug-in type at any time. \endaknote
4045 /// \aknote Errors are reported in the Wwise Capture Log if the effect cannot be set on the output device. \endaknote
4049 AkOutputDeviceID in_outputDeviceID, ///< Output ID, as returned from AddOutput or GetOutputID. Most of the time this should be 0 to designate the main (default) output
4056 /// Bus which does not have any Effects or mixer, or removing the last mixer on a currently playing Bus.
4058 /// \aknote Make sure the new mixer shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
4070 /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
4072 /// \aknote Make sure the new mixer shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
4086 /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
4088 /// \aknote Make sure the new mixer shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
4105 AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4117 AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4129 AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4132 /// Sets a game object's obstruction and occlusion levels. If SetMultiplePositions were used, values are set for all positions.
4133 /// To assign a unique obstruction and occlusion value to each sound position, instead use AK::SoundEngine::SetMultipleObstructionAndOcclusion.
4146 /// Sets a game object's obstruction and occlusion value for each position defined by AK::SoundEngine::SetMultiplePositions.
4147 /// This function differs from AK::SoundEngine::SetObjectObstructionAndOcclusion as a list of obstruction/occlusion pair is provided
4148 /// and each obstruction/occlusion pair will affect the corresponding position defined at the same index.
4149 /// \aknote In the case the number of obstruction/occlusion pairs is smaller than the number of positions, remaining positions'
4153 /// - \c AK_CommandTooLarge if the number of obstruction values is too large for the command queue.
4159 /// \return AK_Success if occlusion/obstruction values are successfully stored for this emitter
4163 AkObstructionOcclusionValues* in_fObstructionOcclusionValues, ///< Array of obstruction/occlusion pairs to apply
4166 AkUInt32 in_uNumOcclusionObstruction ///< Number of obstruction/occlusion pairs specified in the provided array
4170 /// This function will write history data for all currently loaded containers and instantiated game
4171 /// objects (for example, current position in Sequence Containers and previously played elements in
4174 /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4185 /// This function will read history data from the passed-in stream reader interface, and apply it to all
4189 /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4207 /// If more than one device is active, the system will create multiple files in the same output
4210 /// If no device is running yet, the system will return success AK_Success despite doing nothing.
4213 /// \return AK_Success if successful, AK_Fail if there was a problem starting the output capture.
4215 /// - The sound engine opens a stream for writing using <tt>AK::IAkStreamMgr::CreateStd()</tt>. If you are using the
4216 /// default implementation of the Stream Manager, file opening is executed in your implementation of
4217 /// the Low-Level IO interface <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>. The following
4218 /// AkFileSystemFlags are passed: uCompanyID = AKCOMPANYID_AUDIOKINETIC and uCodecID = AKCODECID_PCM,
4219 /// and the AkOpenMode is AK_OpenModeWriteOvrwr. Refer to \ref streamingmanager_lowlevel_location for
4236 /// \return AK_Success if successful, AK_Fail if there was a problem stopping the output capture.
4269 /// The callback will be called from the audio thread during real-time rendering and from the main thread during offline rendering.
4281 AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4282 void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4297 AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4298 void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4302 /// by Wwise Authoring. The file is created at the base path. If you have integrated Wwise I/O,
4303 /// you can use <tt>CAkDefaultIOHookDeferred::SetBasePath()</tt> (or <tt>CAkDefaultIOHookDeferred::AddBasePath()</tt>)
4304 /// to change the location where the file is saved. The profiling session records all data types possible.
4310 const AkOSChar* in_CaptureFileName ///< Name of the output profiler file (.prof extension recommended)
4325 /// When offline rendering is enabled, every call to \ref RenderAudio() will generate sample data as if this much time has elapsed. If the frame time argument is less than or equal to zero, every call to RenderAudio() will generate one audio buffer.
4343 /// Adds an output to the sound engine. Use this to add controller-attached headphones, controller speakers, DVR output, etc.
4344 /// The in_Settings parameter contains an Audio Device shareset to specify the output plugin to use and a device ID to specify the instance, if necessary (e.g. which game controller).
4346 /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4347 /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4356 /// The following codes are returned directly from the function, as opposed to the AkDeviceStatusCallback
4358 /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations (see parameter list below).
4359 /// - \c AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
4360 /// - \c AK_DeviceNotReady: The idDevice on in_settings doesn't match with a valid hardware device. Either the device doesn't exist or is disabled. Disconnected devices (headphones) are not considered "not ready" therefore won't cause this error.
4361 /// - \c AK_NotInitialized: If AK::SoundEngine::Init was not called or if the Init.bnk was not loaded before the call.
4366 /// - \c AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
4367 /// - \c AK_PluginNotRegistered: The audioDeviceShareset exists but the plug-in it refers to is not installed or statically linked with the game.
4368 /// - \c AK_NotCompatible: The hardware does not support this type of output. Wwise will try to use the System output instead, and a separate callback will fire when that completes.
4369 /// - \c AK_DeviceNotCompatible: The hardware does not support this type of output. Wwise will NOT fallback to any other type of output.
4370 /// - \c AK_Fail: Generic code for any non-permanent conditions (e.g. disconnection) that prevent the use of the output. Wwise has created the output and sounds will be routed to it, but this output is currently silent until the temporary condition resolves.
4371 /// - \c AK_NoDistinctListener: Outputs of the same type (same ShareSet, like controller speakers) must have distinct Listeners to make a proper routing. This doesn't happen if there is only one output of that type.
4373 const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4374 AkOutputDeviceID *out_pDeviceID = NULL, ///< (Optional) Output ID to use with all other Output management functions. Leave to NULL if not required. \ref AK::SoundEngine::GetOutputID
4375 const AkGameObjectID* in_pListenerIDs = NULL, ///< Specific listener(s) to attach to this device.
4376 ///< If specified, only the sounds routed to game objects linked to those listeners will play in this device.
4377 ///< It is necessary to have separate listeners if multiple devices of the same type can coexist (e.g. controller speakers)
4378 ///< If not specified, sound routing simply obey the associations between Master Busses and Audio Devices setup in the Wwise Project.
4383 /// If a listener was associated with the device, you should consider unregistering the listener prior to call RemoveOutput
4389 AkOutputDeviceID in_idOutput ///< ID of the output to remove. Use the returned ID from AddOutput, GetOutputID, or ReplaceOutput
4392 /// Replaces an output device previously created during engine initialization or from AddOutput, with a new output device.
4393 /// In addition to simply removing one output device and adding a new one, the new output device will also be used on all of the master buses
4394 /// that the old output device was associated with, and preserve all listeners that were attached to the old output device.
4396 /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4397 /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4405 /// - \c AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
4406 /// - \c AK_DeviceNotReady: The idDevice on in_settings doesn't match with a valid hardware device. Either the device doesn't exist or is disabled. Disconnected devices (headphones) are not considered "not ready" therefore won't cause this error.
4407 /// - \c AK_DeviceNotFound: The in_outputDeviceId provided does not match with any of the output devices that the sound engine is currently using.
4408 /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations on in_settings
4411 const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4412 AkOutputDeviceID in_outputDeviceId, ///< AkOutputDeviceID of the output to replace. Use 0 to target the current main output, regardless of its id. Otherwise, use the AkOuptutDeviceID returned from AddOutput() or ReplaceOutput(), or generated by GetOutputID()
4413 AkOutputDeviceID *out_pOutputDeviceId = NULL ///< (Optional) Pointer into which the method writes the AkOutputDeviceID of the new output device. If the call fails, the value pointed to will not be modified.
4417 /// Outputs are defined by their type (Audio Device shareset) and their specific system ID. A system ID could be reused for other device types on some OS or platforms, hence the compounded ID.
4418 /// Use 0 for in_idShareset & in_idDevice to get the Main Output ID (the one usually initialized during AK::SoundEngine::Init)
4421 AkUniqueID in_idShareset, ///< Audio Device ShareSet ID, as defined in the Wwise Project. If needed, use AK::SoundEngine::GetIDFromString() to convert from a string. Set to AK_INVALID_UNIQUE_ID to use the default.
4422 AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4427 const char* in_szShareSet, ///< Audio Device ShareSet Name, as defined in the Wwise Project. If Null, will select the Default Output shareset (always available)
4428 AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4434 const wchar_t* in_szShareSet, ///< Audio Device ShareSet Name, as defined in the Wwise Project. If Null, will select the Default Output shareset (always available)
4435 AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4440 /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4441 /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4442 /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4443 /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4445 /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4446 /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4452 /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4453 /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4454 /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4455 /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4457 /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4458 /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4465 /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4466 /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4467 /// SetBusDevice must be preceded by a call to AddOutput for the new device shareset to be registered as an output.
4469 /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4470 /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4477 /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4481 /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4484 /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4485 /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4489 /// - \c AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4494 AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
4495 AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
4496 AkUInt32& io_maxNumDevices, ///< In: The length of the out_deviceDescriptions array. Out: If out_deviceDescriptions is not-null, this will be set to the number of entries in out_deviceDescriptions that was populated. If out_deviceDescriptions is null, this will be set to the number of devices that may be available.
4500 /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4504 /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4505 /// * The audio device shareset must have been loaded from a soundbank, and a physical device recognized by this plug-in must exist in the system.
4507 /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4508 /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4512 /// AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4514 AkUniqueID in_audioDeviceShareSetID, ///< In: The audio device shareset ID for which to list the sink plug-in devices.
4515 AkUInt32& io_maxNumDevices, ///< In: The length of the out_deviceDescriptions array. Out: If out_deviceDescriptions is not-null, this will be set to the number of entries in out_deviceDescriptions that was populated. If out_deviceDescriptions is null, this will be set to the number of devices that may be available.
4524 AkOutputDeviceID in_idOutput, ///< Output ID to set the volume on. As returned from AddOutput or GetOutputID
4528 /// Returns whether or not the audio device matching the device ID provided supports spatial audio (i.e. the functionality is enabled, and more than 0 dynamic objects are supported).
4529 /// If Spatial Audio is supported, then you can call Init, AddOutput, or ReplaceOutput with an Audio Device Shareset corresponding to the respective platform-specific plug-in that
4530 /// provides spatial audio, such as the Microsoft Spatial Sound Platform for Windows. Note that on Xbox One, you need to call EnableSpatialAudio() before the sound engine is
4531 /// initialized, or initialize the sound engine with AkPlatformInitSettings::bEnableSpatialAudio set to true if you want spatial audio support; otherwise this will always return AK_NotCompatible.
4533 /// AK_NotCompatible when the device ID provided does not support spatial audio, or the platform does not support spatial audio
4534 /// AK_Fail when there is some other miscellaneous failure, or the device ID provided does not match a device that the system knows about
4537 AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4544 /// 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.
4545 /// Call \c WakeupFromSuspend when your application receives the message from the OS that the process is back in foreground.
4546 /// When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when \ref RenderAudio() is called.
4547 /// It is recommended to match the <b>in_bRenderAnyway</b> parameter with the behavior of the rest of your game:
4548 /// 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.
4549 /// If you want to minimize CPU when in background, then don't allow rendering and never call RenderAudio from the game.
4551 /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4555 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().
4556 bool in_bFadeOut = true ///< Delay the suspend by one audio frame in order to fade-out. When false, the suspend takes effect immediately but audio may glitch.
4559 /// This function should be called to wake up the sound engine and start processing audio again. This needs to be called if the console has a background mode or some suspended state.
4561 /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4565 AkUInt32 in_uDelayMs = 0 /// Delay (in milliseconds) before the wake up occurs. Rounded up to audio frame granularity. Adding a delay is useful if there is a possibility that another OS event may override the wake-up in the near future.
4568 /// Obtains the current audio output buffer tick. This corresponds to the number of buffers produced by
AKSOUNDENGINE_API AKRESULT RegisterPluginDLL(const AkOSChar *in_DllName, const AkOSChar *in_DllPath=NULL)
AkUInt32 uMonitorQueuePoolSize
Size of the monitoring queue, in bytes. This parameter is not used in Release build.
Definition: AkSoundEngine.h:233
AKSOUNDENGINE_API AKRESULT RemoveDefaultListener(AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT PrepareEvent(PreparationType in_PreparationType, const char **in_ppszString, AkUInt32 in_uNumEvent)
AKSOUNDENGINE_API AkUInt32 GetSampleRate()
void(* AkProfilerPostMarkerFunc)(AkPluginID in_uPluginID, const char *in_pszMarkerName)
Definition: AkSoundEngine.h:211
AKSOUNDENGINE_API AKRESULT SetRTPCValue(AkRtpcID in_rtpcID, AkRtpcValue in_value, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AKSOUNDENGINE_API AKRESULT SetOutputDeviceEffect(AkOutputDeviceID in_outputDeviceID, AkUInt32 in_uFXIndex, AkUniqueID in_FXShareSetID)
AKSOUNDENGINE_API AKRESULT SetSpeakerAngles(const AkReal32 *in_pfSpeakerAngles, AkUInt32 in_uNumAngles, AkReal32 in_fHeightAngle, AkOutputDeviceID in_idOutput=0)
AkBackgroundMusicChangeCallbackFunc BGMCallback
Application-defined audio source change event callback function.
Definition: AkSoundEngine.h:244
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkTypes.h:876
Definition: AkCommonDefs.h:430
AKSOUNDENGINE_API void ExecuteActionOnPlayingID(AkActionOnEventType in_ActionType, AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
AKSOUNDENGINE_API AKRESULT LoadBankMemoryView(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkBankID &out_bankID)
AKSOUNDENGINE_API AKRESULT PrepareGameSyncs(PreparationType in_PreparationType, AkGroupType in_eGameSyncType, const char *in_pszGroupName, const char **in_ppszGameSyncName, AkUInt32 in_uNumGameSyncs)
AKSOUNDENGINE_API AKRESULT GetSourcePlayPositions(AkPlayingID in_PlayingID, AkSourcePosition *out_puPositions, AkUInt32 *io_pcPositions, bool in_bExtrapolate=true)
AKSOUNDENGINE_API AKRESULT Init(AkInitSettings *in_pSettings, AkPlatformInitSettings *in_pPlatformSettings)
AKSOUNDENGINE_API AKRESULT SetSwitch(AkSwitchGroupID in_switchGroup, AkSwitchStateID in_switchState, AkGameObjectID in_gameObjectID)
AKSOUNDENGINE_API bool IsPluginRegistered(AkPluginType in_eType, AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID)
void(* AkResourceMonitorCallbackFunc)(const AkResourceMonitorDataSummary *in_pdataSummary)
Definition: AkCallback.h:376
void(* AkJobWorkerFunc)(AkJobType in_jobType, AkUInt32 in_uExecutionTimeUsec)
Definition: AkSoundEngine.h:171
AKSOUNDENGINE_API AKRESULT StopMIDIOnEvent(AkUniqueID in_eventID=AK_INVALID_UNIQUE_ID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkPlayingID in_playingID=AK_INVALID_PLAYING_ID)
AKSOUNDENGINE_API AKRESULT GetSourceStreamBuffering(AkPlayingID in_PlayingID, AkTimeMs &out_buffering, bool &out_bIsBuffering)
@ AkBankContent_StructureOnly
Use AkBankContent_StructureOnly to load only the structural content, including Events,...
Definition: AkSoundEngine.h:2662
IAkSoftwareCodec *(* AkCreateFileSourceCallback)(void *in_pCtx)
Registered file source creation function prototype.
Definition: AkTypes.h:1055
AKSOUNDENGINE_API AKRESULT StartOutputCapture(const AkOSChar *in_CaptureFileName)
AkProfilerPopTimerFunc fnProfilerPopTimer
External (optional) function for tracking performance of the sound engine that is called when a timer...
Definition: AkSoundEngine.h:264
AKSOUNDENGINE_API AKRESULT SetMaxNumVoicesLimit(AkUInt16 in_maxNumberVoices)
AKSOUNDENGINE_API AKRESULT RegisterOutputDeviceMeteringCallback(AkOutputDeviceID in_idOutput, AkOutputDeviceMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
AkUInt32 uNumSamplesPerFrame
Number of samples per audio frame (256, 512, 1024, or 2048).
Definition: AkSoundEngine.h:231
Definition: AkAndroidSoundEngine.h:55
AKSOUNDENGINE_API AKRESULT SetDefaultListeners(const AkGameObjectID *in_pListenerObjs, AkUInt32 in_uNumListeners)
AKSOUNDENGINE_API AKRESULT RegisterBusVolumeCallback(AkUniqueID in_busID, AkBusCallbackFunc in_pfnCallback, void *in_pCookie=NULL)
AKSOUNDENGINE_API AKRESULT UnregisterAllGameObj()
AKSOUNDENGINE_API AKRESULT ResetRTPCValue(AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
@ AkFloorPlane_XY
The floor is oriented along the XY-plane. The front vector points towards +X, the up vector towards +...
Definition: AkSoundEngine.h:160
AkReal32 fDebugOutOfRangeLimit
Debug setting: Only used when bDebugOutOfRangeCheckEnabled is true. This defines the maximum values s...
Definition: AkSoundEngine.h:259
Definition: AkSpeakerConfig.h:497
AKSOUNDENGINE_API AKRESULT RegisterGlobalCallback(AkGlobalCallbackFunc in_pCallback, AkUInt32 in_eLocation=AkGlobalCallbackLocation_BeginRender, void *in_pCookie=NULL, AkPluginType in_eType=AkPluginTypeNone, AkUInt32 in_ulCompanyID=0, AkUInt32 in_ulPluginID=0)
AKSOUNDENGINE_API void CancelEventCallbackCookie(void *in_pCookie)
AkUInt32 updateBufferTick
Value of GetBufferTick() at the time the position was updated
Definition: AkSoundEngine.h:283
AKRESULT(* AkGetDeviceListCallback)(AkUInt32 &io_maxNumDevices, AkDeviceDescription *out_deviceDescriptions)
Registered plugin device enumeration function prototype, used for providing lists of devices by plug-...
Definition: IAkPlugin.h:1309
AKSOUNDENGINE_API AKRESULT RegisterGameObj(AkGameObjectID in_gameObjectID)
void(* AkGlobalCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkGlobalCallbackLocation in_eLocation, void *in_pCookie)
Definition: AkCallback.h:369
@ Preparation_LoadAndDecode
Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
Definition: AkSoundEngine.h:2651
AkMeteringFlags
Metering flags. Used for specifying bus metering, through AK::SoundEngine::RegisterBusVolumeCallback(...
Definition: AkTypes.h:1164
AKSOUNDENGINE_API AKRESULT GetContainerHistory(AK::IWriteBytes *in_pBytes)
AKSOUNDENGINE_API AKRESULT LoadBank(const char *in_pszString, AkBankID &out_bankID, AkBankType in_bankType=AkBankType_User)
AKSOUNDENGINE_API AKRESULT SetState(AkStateGroupID in_stateGroup, AkStateID in_state)
Platform-independent initialization settings of output devices.
Definition: AkSoundEngine.h:123
AKSOUNDENGINE_API bool IsInitialized()
@ Preparation_Unload
PrepareEvent() will unload required information to play the specified event.
Definition: AkSoundEngine.h:2650
@ AkBankContent_All
Use AkBankContent_All to load both the media and structural content.
Definition: AkSoundEngine.h:2663
void(* AkBusMeteringCallbackFunc)(AkBusMeteringCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:287
AKSOUNDENGINE_API AKRESULT SetOfflineRenderingFrameTime(AkReal32 in_fFrameTimeInSeconds)
AKSOUNDENGINE_API AKRESULT ClearBanks()
AKSOUNDENGINE_API AKRESULT UnregisterAudioDeviceStatusCallback()
Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatus...
Definition: IBytes.h:43
AKSOUNDENGINE_API AKRESULT WakeupFromSuspend(AkUInt32 in_uDelayMs=0)
AKSOUNDENGINE_API AKRESULT SetMultipleObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_uListenerID, AkObstructionOcclusionValues *in_fObstructionOcclusionValues, AkUInt32 in_uNumOcclusionObstruction)
AkUInt32 samplePosition
Position of the source (in samples) associated with that playing item
Definition: AkSoundEngine.h:282
AKSOUNDENGINE_API AKRESULT SetOutputVolume(AkOutputDeviceID in_idOutput, AkReal32 in_fVolume)
AKSOUNDENGINE_API AKRESULT GetPanningRule(AkPanningRule &out_ePanningRule, AkOutputDeviceID in_idOutput=0)
void(* AkOutputDeviceMeteringCallbackFunc)(AkOutputDeviceMeteringCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:297
AKSOUNDENGINE_API AKRESULT ResetRTPCValueByPlayingID(AkRtpcID in_rtpcID, AkPlayingID in_playingID, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AKSOUNDENGINE_API AKRESULT SetBankLoadIOSettings(AkReal32 in_fThroughput, AkPriority in_priority)
AKSOUNDENGINE_API AKRESULT AddOutputCaptureMarker(const char *in_MarkerText)
AKSOUNDENGINE_API AKRESULT RegisterAudioDeviceStatusCallback(AK::AkDeviceStatusCallbackFunc in_pCallback)
AKSOUNDENGINE_API AKRESULT PostTrigger(AkTriggerID in_triggerID, AkGameObjectID in_gameObjectID)
AKSOUNDENGINE_API AKRESULT PinEventInStreamCache(AkUniqueID in_eventID, AkPriority in_uActivePriority, AkPriority in_uInactivePriority)
AKSOUNDENGINE_API void CancelEventCallbackGameObject(AkGameObjectID in_gameObjectID)
Position and orientation of game objects in the world (i.e. supports 64-bit-precision position)
Definition: AkTypes.h:422
AKSOUNDENGINE_API AKRESULT ReplaceOutput(const AkOutputSettings &in_Settings, AkOutputDeviceID in_outputDeviceId, AkOutputDeviceID *out_pOutputDeviceId=NULL)
AKSOUNDENGINE_API void GetDefaultInitSettings(AkInitSettings &out_settings)
AKSOUNDENGINE_API AKRESULT RegisterPlugin(AkPluginType in_eType, AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID, AkCreatePluginCallback in_pCreateFunc, AkCreateParamCallback in_pCreateParamFunc, AkGetDeviceListCallback in_pGetDeviceList=NULL)
FuncRequestJobWorker fnRequestJobWorker
Function called by the job manager when a new worker needs to be requested. When null,...
Definition: AkSoundEngine.h:187
AKSOUNDENGINE_API AKRESULT SetActorMixerEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
AkSetPositionFlags
Flags to independently set the position of the emitter or listener component on a game object.
Definition: AkTypes.h:1129
AKSOUNDENGINE_API AKRESULT RegisterCodec(AkUInt32 in_ulCompanyID, AkUInt32 in_ulCodecID, AkCreateFileSourceCallback in_pFileCreateFunc, AkCreateBankSourceCallback in_pBankCreateFunc)
@ MultiPositionType_MultiDirections
Simulate one sound coming from multiple directions. Useful for repositionning sounds based on wall op...
Definition: AkTypes.h:1104
bool bUseLEngineThread
Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAud...
Definition: AkSoundEngine.h:242
AKSOUNDENGINE_API AKRESULT StopProfilerCapture()
AKSOUNDENGINE_API AKRESULT SetObjectObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 in_fObstructionLevel, AkReal32 in_fOcclusionLevel)
AKSOUNDENGINE_API AkOutputDeviceID GetOutputID(AkUniqueID in_idShareset, AkUInt32 in_idDevice)
AkOutputSettings(const char *in_szDeviceShareSet, AkUniqueID in_idDevice=AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig=AkChannelConfig(), AkPanningRule in_ePanning=AkPanningRule_Speakers)
AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]
The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
Definition: AkSoundEngine.h:189
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
Definition: AkSpeakerVolumes.h:49
AKSOUNDENGINE_API AKRESULT DecodeBank(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkMemPoolId in_uPoolForDecodedBank, void *&out_pDecodedBankPtr, AkUInt32 &out_uDecodedBankSize)
Definition: AkTypes.h:258
AKSOUNDENGINE_API AKRESULT StartProfilerCapture(const AkOSChar *in_CaptureFileName)
void(* AkProfilerPopTimerFunc)()
External (optional) function for tracking performance of the sound engine that is called when a timer...
Definition: AkSoundEngine.h:206
@ AkFloorPlane_XZ
The floor is oriented along the ZX-plane. The front vector points towards +Z, the up vector towards +...
Definition: AkSoundEngine.h:159
AkUInt32 uContinuousPlaybackLookAhead
Default is 1 audio quantum, also known as an audio frame. Its size is equal to AkInitSettings::uNumSa...
Definition: AkSoundEngine.h:228
AKSOUNDENGINE_API AKRESULT RemoveOutput(AkOutputDeviceID in_idOutput)
bool bEnableGameSyncPreparation
Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
Definition: AkSoundEngine.h:227
AKSOUNDENGINE_API AkUInt32 GetBufferTick()
AKSOUNDENGINE_API AKRESULT RegisterResourceMonitorCallback(AkResourceMonitorCallbackFunc in_pCallback)
void * pClientData
Arbitrary data that will be passed back to the client when calling FuncRequestJobWorker
Definition: AkSoundEngine.h:194
AKSOUNDENGINE_API AKRESULT GetOutputDeviceConfiguration(AkOutputDeviceID in_idOutput, AkChannelConfig &io_channelConfig, Ak3DAudioSinkCapabilities &io_capabilities)
AKSOUNDENGINE_API AKRESULT GetDeviceSpatialAudioSupport(AkUInt32 in_idDevice)
AKSOUNDENGINE_API AKRESULT AddListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
AkAssertHook pfnAssertHook
External assertion handling function (optional)
Definition: AkSoundEngine.h:223
Necessary settings for setting externally-loaded sources
Definition: AkSoundEngine.h:270
AkUInt32 uMemorySlabSize
Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
Definition: AkSoundEngine.h:192
AKSOUNDENGINE_API AKRESULT SeekOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkTimeMs in_iPosition, bool in_bSeekToNearestMarker=false, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AkUInt32 uMaxHardwareTimeoutMs
Amount of time to wait for HW devices to trigger an audio interrupt. If there is no interrupt after t...
Definition: AkSoundEngine.h:239
AKSOUNDENGINE_API AKRESULT SetScalingFactor(AkGameObjectID in_GameObjectID, AkReal32 in_fAttenuationScalingFactor)
AKSOUNDENGINE_API AKRESULT RegisterCaptureCallback(AkCaptureCallbackFunc in_pfnCallback, AkOutputDeviceID in_idOutput=AK_INVALID_OUTPUT_DEVICE_ID, void *in_pCookie=NULL)
@ Preparation_Load
PrepareEvent() will load required information to play the specified event.
Definition: AkSoundEngine.h:2649
AKSOUNDENGINE_API AKRESULT UnregisterGameObj(AkGameObjectID in_gameObjectID)
AKSOUNDENGINE_API AKRESULT SetJobMgrMaxActiveWorkers(AkJobType in_jobType, AkUInt32 in_uNewMaxActiveWorkers)
AKSOUNDENGINE_API AKRESULT RenderAudio(bool in_bAllowSyncRender=true)
AkJobMgrSettings settingsJobManager
Settings to configure the behavior of the Sound Engine's internal job manager
Definition: AkSoundEngine.h:237
void(* AkCaptureCallbackFunc)(AkAudioBuffer &in_CaptureBuffer, AkOutputDeviceID in_idOutput, void *in_pCookie)
Definition: AkCallback.h:409
Positioning information for a sound, with specified subset of its channels.
Definition: AkTypes.h:724
AKSOUNDENGINE_API AKRESULT SetListenerSpatialization(AkGameObjectID in_uListenerID, bool in_bSpatialized, AkChannelConfig in_channelConfig, AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets=NULL)
AKSOUNDENGINE_API AKRESULT SetGameObjectAuxSendValues(AkGameObjectID in_gameObjectID, AkAuxSendValue *in_aAuxSendValues, AkUInt32 in_uNumSendValues)
AKSOUNDENGINE_API AkPlayingID PostMIDIOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkMIDIPost *in_pPosts, AkUInt16 in_uNumPosts, bool in_bAbsoluteOffsets=false, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, AkPlayingID in_playingID=AK_INVALID_PLAYING_ID)
static const AkUInt32 AK_NUM_JOB_TYPES
Number of possible job types recognized by the Sound Engine
Definition: AkTypes.h:127
void(* AkCallbackFunc)(AkCallbackType in_eType, AkCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:267
AKRESULT(* AkBackgroundMusicChangeCallbackFunc)(bool in_bBackgroundMusicMuted, void *in_pCookie)
Definition: AkSoundEngine.h:116
AKSOUNDENGINE_API AKRESULT UnregisterCaptureCallback(AkCaptureCallbackFunc in_pfnCallback, AkOutputDeviceID in_idOutput=AK_INVALID_OUTPUT_DEVICE_ID, void *in_pCookie=NULL)
AKSOUNDENGINE_API AKRESULT AddOutputCaptureBinaryMarker(void *in_pMarkerData, AkUInt32 in_uMarkerDataSize)
AKSOUNDENGINE_API AkChannelConfig GetSpeakerConfiguration(AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API AKRESULT GetAudioSettings(AkAudioSettings &out_audioSettings)
AkUInt32 uMediaSize
Size, in bytes, of the data to be set for the source
Definition: AkSoundEngine.h:273
AKSOUNDENGINE_API AKRESULT UnloadBank(const char *in_pszString, const void *in_pInMemoryBankPtr, AkBankType in_bankType=AkBankType_User)
AKSOUNDENGINE_API AKRESULT RegisterBusMeteringCallback(AkUniqueID in_busID, AkBusMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
AKSOUNDENGINE_API void SetRandomSeed(AkUInt32 in_uSeed)
const AkOSChar * szPluginDLLPath
When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the gam...
Definition: AkSoundEngine.h:246
Definition: IAkPlugin.h:1340
void(* AkBusCallbackFunc)(AkSpeakerVolumeMatrixCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:277
AkUInt32 uNumMemorySlabs
Number of memory slabs to pre-allocate for job manager memory. At least one slab per worker thread sh...
Definition: AkSoundEngine.h:191
AKSOUNDENGINE_API void GetDefaultPlatformInitSettings(AkPlatformInitSettings &out_platformSettings)
AKSOUNDENGINE_API AKRESULT TryUnsetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings, AKRESULT *out_pUnsetResults)
AKSOUNDENGINE_API AKRESULT SetMultiplePositions(AkGameObjectID in_GameObjectID, const AkSoundPosition *in_pPositions, AkUInt16 in_NumPositions, MultiPositionType in_eMultiPositionType=MultiPositionType_MultiDirections, AkSetPositionFlags in_eFlags=AkSetPositionFlags_Default)
AKSOUNDENGINE_API AKRESULT GetSourcePlayPosition(AkPlayingID in_PlayingID, AkTimeMs *out_puPosition, bool in_bExtrapolate=true)
Definition: IBytes.h:152
AKSOUNDENGINE_API AKRESULT SetDistanceProbe(AkGameObjectID in_listenerGameObjectID, AkGameObjectID in_distanceProbeGameObjectID)
AKSOUNDENGINE_API AKRESULT SetListeners(AkGameObjectID in_emitterGameObj, const AkGameObjectID *in_pListenerGameObjs, AkUInt32 in_uNumListeners)
AKSOUNDENGINE_API AKRESULT SetPosition(AkGameObjectID in_GameObjectID, const AkSoundPosition &in_Position, AkSetPositionFlags in_eFlags=AkSetPositionFlags_Default)
AKSOUNDENGINE_API AKRESULT SendPluginCustomGameData(AkUniqueID in_busID, AkGameObjectID in_busObjectID, AkPluginType in_eType, AkUInt32 in_uCompanyID, AkUInt32 in_uPluginID, const void *in_pData, AkUInt32 in_uSizeInBytes)
@ AkPanningRule_Speakers
Left and right positioned 60 degrees apart (by default - see AK::SoundEngine::GetSpeakerAngles()).
Definition: AkTypes.h:1139
AKSOUNDENGINE_API AKRESULT SetBusEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
void(* AkBankCallbackFunc)(AkUInt32 in_bankID, const void *in_pInMemoryBankPtr, AKRESULT in_eLoadResult, void *in_pCookie)
Definition: AkCallback.h:327
AKSOUNDENGINE_API void MuteBackgroundMusic(bool in_bMute)
AKSOUNDENGINE_API AKRESULT SetContainerHistory(AK::IReadBytes *in_pBytes)
void(* AkAssertHook)(const char *in_pszExpression, const char *in_pszFileName, int in_lineNumber)
Definition: AkSoundEngine.h:100
AKSOUNDENGINE_API AKRESULT SetMixer(AkUniqueID in_audioNodeID, AkUniqueID in_shareSetID)
AKSOUNDENGINE_API AkUInt32 GetIDFromString(const char *in_pszString)
AKSOUNDENGINE_API AKRESULT PrepareBank(AK::SoundEngine::PreparationType in_PreparationType, const char *in_pszString, AK::SoundEngine::AkBankContent in_uFlags=AkBankContent_All, AkBankType in_bankType=AkBankType_User)
AKSOUNDENGINE_API AKRESULT SetOfflineRendering(bool in_bEnableOfflineRendering)
AKSOUNDENGINE_API AKRESULT LoadBankMemoryCopy(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkBankID &out_bankID)
AKSOUNDENGINE_API AKRESULT SetPanningRule(AkPanningRule in_ePanningRule, AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API AKRESULT AddDefaultListener(AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT SetGameObjectOutputBusVolume(AkGameObjectID in_emitterObjID, AkGameObjectID in_listenerObjID, AkReal32 in_fControlValue)
AKSOUNDENGINE_API AKRESULT AddOutput(const AkOutputSettings &in_Settings, AkOutputDeviceID *out_pDeviceID=NULL, const AkGameObjectID *in_pListenerIDs=NULL, AkUInt32 in_uNumListeners=0)
AKSOUNDENGINE_API AKRESULT Suspend(bool in_bRenderAnyway=false, bool in_bFadeOut=true)
Definition: AkTypes.h:238
AKSOUNDENGINE_API AKRESULT StopOutputCapture()
AkUInt32 uCpuMonitorQueueMaxSize
Maximum size of the CPU monitoring queue, per thread, in bytes. This parameter is not used in Release...
Definition: AkSoundEngine.h:234
AK::IAkPluginParam *(* AkCreateParamCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin parameter node creation function prototype.
Definition: IAkPlugin.h:1307
AKSOUNDENGINE_API AKRESULT ResetListenersToDefault(AkGameObjectID in_emitterGameObj)
AKSOUNDENGINE_API AKRESULT SetBusDevice(AkUniqueID in_idBus, AkUniqueID in_idNewDevice)
AKSOUNDENGINE_API AKRESULT ExecuteActionOnEvent(AkUniqueID in_eventID, AkActionOnEventType in_ActionType, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AKSOUNDENGINE_API AKRESULT SetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings)
AKSOUNDENGINE_API void CancelBankCallbackCookie(void *in_pCookie)
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
Definition: AkTypes.h:94
@ AkFloorPlane_YZ
The floor is oriented along the YZ-plane. The front vector points towards +Y, the up vector towards +...
Definition: AkSoundEngine.h:161
AkTimeMs msTime
Position of the source (in ms) associated with that playing item
Definition: AkSoundEngine.h:281
void * BGMCallbackCookie
Application-defined user data for the audio source change event callback function.
Definition: AkSoundEngine.h:245
AkUniqueID sourceID
Source ID (available in the SoundBank content files)
Definition: AkSoundEngine.h:271
bool bUseSoundBankMgrThread
Use a separate thread for loading sound banks. Allows asynchronous operations.
Definition: AkSoundEngine.h:241
void(* AkDeviceStatusCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkUniqueID in_idAudioDeviceShareset, AkUInt32 in_idDeviceID, AkAudioDeviceEvent in_idEvent, AKRESULT in_AkResult)
Definition: AkCallback.h:391
AkUniqueID mediaID
Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file...
Definition: AkSoundEngine.h:280
Definition: AkMidiTypes.h:237
bool bDebugOutOfRangeCheckEnabled
Debug setting: Enable checks for out-of-range (and NAN) floats in the processing code....
Definition: AkSoundEngine.h:261
Definition: AkSoundEngine.h:222
AKSOUNDENGINE_API AKRESULT UnpinEventInStreamCache(AkUniqueID in_eventID)
AKSOUNDENGINE_API AKRESULT SetRTPCValueByPlayingID(AkRtpcID in_rtpcID, AkRtpcValue in_value, AkPlayingID in_playingID, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AKSOUNDENGINE_API AKRESULT UnregisterResourceMonitorCallback(AkResourceMonitorCallbackFunc in_pCallback)
AKSOUNDENGINE_API AKRESULT UnregisterGlobalCallback(AkGlobalCallbackFunc in_pCallback, AkUInt32 in_eLocation=AkGlobalCallbackLocation_BeginRender)
AkProfilerPostMarkerFunc fnProfilerPostMarker
External (optional) function for tracking significant events in the sound engine, to act as a marker ...
Definition: AkSoundEngine.h:265
AKSOUNDENGINE_API AKRESULT ClearPreparedEvents()
AKSOUNDENGINE_API AKRESULT SetVolumeThreshold(AkReal32 in_fVolumeThresholdDB)
AKSOUNDENGINE_API AkPlayingID PostEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, AkUInt32 in_cExternals=0, AkExternalSourceInfo *in_pExternalSources=NULL, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AKSOUNDENGINE_API void Term()
AKSOUNDENGINE_API AKRESULT GetDeviceList(AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID, AkUInt32 &io_maxNumDevices, AkDeviceDescription *out_deviceDescriptions)
AKSOUNDENGINE_API void StopAll(AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
AK::IAkPlugin *(* AkCreatePluginCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin creation function prototype.
Definition: IAkPlugin.h:1305
IAkSoftwareCodec *(* AkCreateBankSourceCallback)(void *in_pCtx)
Registered bank source node creation function prototype.
Definition: AkTypes.h:1057
AKSOUNDENGINE_API AkUInt64 GetSampleTick()
AKSOUNDENGINE_API AK::IAkGlobalPluginContext * GetGlobalPluginContext()
AKSOUNDENGINE_API AKRESULT UnsetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings)
AKSOUNDENGINE_API AKRESULT SetBusConfig(AkUniqueID in_audioNodeID, AkChannelConfig in_channelConfig)
AKSOUNDENGINE_API bool GetBackgroundMusicMute()
void(* AkProfilerPushTimerFunc)(AkPluginID in_uPluginID, const char *in_pszZoneName)
Definition: AkSoundEngine.h:200
AkProfilerPushTimerFunc fnProfilerPushTimer
External (optional) function for tracking performance of the sound engine that is called when a timer...
Definition: AkSoundEngine.h:263
AKSOUNDENGINE_API void StopPlayingID(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
@ AkGlobalCallbackLocation_BeginRender
Start of frame rendering, after having processed game messages.
Definition: AkCallback.h:343
void(* FuncRequestJobWorker)(AkJobWorkerFunc in_fnJobWorker, AkJobType in_jobType, AkUInt32 in_uNumWorkers, void *in_pClientData)
Callback function prototype definition used for handling requests from JobMgr for new workers to perf...
Definition: AkSoundEngine.h:180
AkUInt32 uBankReadBufferSize
The number of bytes read by the BankReader when new data needs to be loaded from disk during serializ...
Definition: AkSoundEngine.h:257
AKSOUNDENGINE_API AKRESULT RemoveListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT GetBufferStatusForPinnedEvent(AkUniqueID in_eventID, AkReal32 &out_fPercentBuffered, bool &out_bCachePinnedMemoryFull)
AKSOUNDENGINE_API AKRESULT GetSpeakerAngles(AkReal32 *io_pfSpeakerAngles, AkUInt32 &io_uNumAngles, AkReal32 &out_fHeightAngle, AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API void CancelEventCallback(AkPlayingID in_playingID)
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