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Wwise SDK 2024.1.0
AkSoundEngine.h
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2 The content of this file includes portions of the AUDIOKINETIC Wwise Technology
3 released in source code form as part of the SDK installer package.
4 
5 Commercial License Usage
6 
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14 Alternatively, this file may be used under the Apache License, Version 2.0 (the
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26 
27 // AkSoundEngine.h
28 
29 /// \file
30 /// The main sound engine interface.
31 
32 
33 #ifndef _AK_SOUNDENGINE_H_
34 #define _AK_SOUNDENGINE_H_
35 
40 
41 #if defined(AK_NULL_PLATFORM)
42 // null platform has no platform-specific soundengine
43 struct AkPlatformInitSettings { };
44 #elif defined(AK_WIN)
47 
48 #elif defined (AK_MAC_OS_X)
51 
52 #elif defined (AK_IOS)
55 
56 #elif defined(AK_XBOXGC) // Gaming.Xbox platform
59 
60 #elif defined( AK_ANDROID )
63 
64 #elif defined( AK_HARMONY )
67 
68 #elif defined (AK_PS4)
71 
72 #elif defined (AK_PS5)
75 
76 #elif defined( AK_LINUX_DESKTOP )
79 
80 #elif defined( AK_EMSCRIPTEN )
83 
84 #elif defined( AK_QNX )
85 #include <AK/SoundEngine/Platforms/QNX/AkQNXSoundEngine.h>
86 #include <AK/SoundEngine/Platforms/QNX/AkPlatformContext.h>
87 
88 #elif defined( AK_NX )
91 
92 #else
93 #error AkSoundEngine.h: Undefined platform
94 #endif
95 
96 #ifndef AK_ASSERT_HOOK
97  /// Function called on assert handling, optional
98  /// \sa
99  /// - AkInitSettings
101  const char * in_pszExpression, ///< Expression
102  const char * in_pszFileName, ///< File Name
103  int in_lineNumber ///< Line Number
104  );
105  #define AK_ASSERT_HOOK
106 #endif
107 
108 /// Callback function prototype for User Music notifications
109 /// It is useful for reacting to user music playback.
110 ///
111 /// \sa
112 /// - \ref AkGlobalCallbackFunc
113 /// - \ref AkPlatformInitSettings
114 /// - \ref background_music_and_dvr
115 ///
117  bool in_bBackgroundMusicMuted, ///< Flag indicating whether the busses tagged as "background music" in the project are muted or not.
118  void* in_pCookie ///< User-provided data, e.g. a user structure.
119  );
120 
121 /// Platform-independent initialization settings of output devices.
123 {
126  idDevice(0),
128  channelConfig(){};
129 
130  AkOutputSettings(const char* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
131 
132 #ifdef AK_SUPPORT_WCHAR
133  AkOutputSettings(const wchar_t* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
134 #endif
135 
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");
139  /// \sa <tt>\ref AK::SoundEngine::GetIDFromString()</tt>
140  /// \sa \ref soundengine_plugins_audiodevices
141  /// \sa \ref integrating_secondary_outputs
142  /// \sa \ref default_audio_devices
143 
144  AkUInt32 idDevice; ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
145  /// \sa \ref obtaining_device_id
146 
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
149  ///< between two virtual microphones spaced 180 degrees apart.
150 
151  AkChannelConfig channelConfig; ///< Channel configuration for this output. Call AkChannelConfig::Clear() to let the engine use the default output configuration.
152  ///< Hardware might not support the selected configuration.
153 };
154 
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.
158 {
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.
162  AkFloorPlane_Last, ///< End of enum, invalid value.
163  AkFloorPlane_Default = AkFloorPlane_XZ ///< The Wwise default floor plane is ZX.
164 };
165 
166 // Function that the host runtime must call to allow for jobs to execute.
167 // in_jobType is the type originally provided by AkJobMgrSettings::FuncRequestJobWorker.
168 // in_uExecutionTimeUsec is the number of microseconds that the function should execute for before terminating.
169 // Note that the deadline is only checked after each individual job completes execution, so the function may run slightly
170 // longer than intended. The "in_uExecutionTimeUsec" should be considered a suggestion or guideline, not a strict rule.
171 // A value of 0 means that the function will run until there are no more jobs ready to be immediately executed.
173  AkJobType in_jobType,
174  AkUInt32 in_uExecutionTimeUsec
175  );
176 
177 /// Settings for the Sound Engine's internal job manager
179 {
180  /// Callback function prototype definition used for handling requests from JobMgr for new workers to perform work.
182  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.
183  AkJobType in_jobType, ///< The type of job worker that has been requested. This should be passed forward to in_fnJobWorker
184  AkUInt32 in_uNumWorkers, ///< Number of workers requested
185  void * in_pClientData ///< Data provided by client in AkJobMgrSettings
186  );
187 
188  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 
190  AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]; ///< The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
191 
192  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.
193  AkUInt32 uMemorySlabSize; ///< Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
194 
195  void* pClientData; ///< Arbitrary data that will be passed back to the client when calling FuncRequestJobWorker
196 };
197 
198 /// 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)
199 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Timer was started in.
200 /// 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.
202  AkPluginID in_uPluginID,
203  const char* in_pszZoneName
204  );
205 
206 /// 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 
209 ///< 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)
210 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Marker was posted in.
211 /// 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.
213  AkPluginID in_uPluginID,
214  const char* in_pszMarkerName
215  );
216 
217 /// Platform-independent initialization settings of the sound engine
218 /// \sa
219 /// - <tt>AK::SoundEngine::Init()</tt>
220 /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
221 /// - \ref soundengine_integration_init_advanced
223 {
224  AkAssertHook pfnAssertHook; ///< External assertion handling function (optional)
225 
226  AkUInt32 uMaxNumPaths; ///< Maximum number of paths for positioning
227  AkUInt32 uCommandQueueSize; ///< Size of the command queue, in bytes
228  bool bEnableGameSyncPreparation; ///< Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
229  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.
230  ///< 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.
231 
232  AkUInt32 uNumSamplesPerFrame; ///< Number of samples per audio frame (256, 512, 1024, or 2048).
233 
234  AkUInt32 uMonitorQueuePoolSize; ///< Size of the monitoring queue, in bytes. This parameter is not used in Release build.
235  AkUInt32 uCpuMonitorQueueMaxSize; ///< Maximum size of the CPU monitoring queue, per thread, in bytes. This parameter is not used in Release build.
236 
237  AkOutputSettings settingsMainOutput; ///< Main output device settings.
238  AkJobMgrSettings settingsJobManager; ///< Settings to configure the behavior of the Sound Engine's internal job manager
239 
240  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 
242  bool bUseSoundBankMgrThread; ///< Use a separate thread for loading sound banks. Allows asynchronous operations.
243  bool bUseLEngineThread; ///< Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAudio(). \ref goingfurther_eventmgrthread
244 
245  AkBackgroundMusicChangeCallbackFunc BGMCallback; ///< Application-defined audio source change event callback function.
246  void* BGMCallbackCookie; ///< Application-defined user data for the audio source change event callback function.
247  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 
249  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.
250  ///< AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
251 
252  AkReal32 fGameUnitsToMeters; ///< The number of game units in a meter.
253  ///< 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.
254  ///< This setting is also used to simulate real-world positioning of System Audio Objects, to improve the HRTF in some cases.
255  ///< Note that for legacy reasons, this setting's name is misleading. Its value should represent the number of game units *per* meter.
256  ///< For example, if your game engine sends positions in centimeters, the value of fGameUnitsToMeters should be 100.
257 
258  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 
260  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 
262  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 
264  bool bOfflineRendering; ///< Enables/disables offline rendering. \ref goingfurther_offlinerendering
265 
266  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)
267  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)
268  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)
269 };
270 
271 /// Necessary settings for setting externally-loaded sources
273 {
274  AkUniqueID sourceID; ///< Source ID (available in the SoundBank content files)
275  AkUInt8* pMediaMemory; ///< Pointer to the data to be set for the source
276  AkUInt32 uMediaSize; ///< Size, in bytes, of the data to be set for the source
277 };
278 
279 /// Return values for GetSourcePlayPositions.
281 {
282  AkUniqueID audioNodeID; ///< Audio Node ID of playing item
283  AkUniqueID mediaID; ///< Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file)
284  AkTimeMs msTime; ///< Position of the source (in ms) associated with that playing item
285  AkUInt32 samplePosition; ///< Position of the source (in samples) associated with that playing item
286  AkUInt32 updateBufferTick; ///< Value of GetBufferTick() at the time the position was updated
287 };
288 
289 /// Audiokinetic namespace
290 namespace AK
291 {
292  class IReadBytes;
293  class IWriteBytes;
294 
295  /// Audiokinetic sound engine namespace
296  /// \remarks The functions in this namespace are thread-safe, unless stated otherwise.
297  namespace SoundEngine
298  {
299  ///////////////////////////////////////////////////////////////////////
300  /// @name Initialization
301  //@{
302 
303  /// Query whether or not the sound engine has been successfully initialized.
304  /// \warning This function is not thread-safe. It should not be called at the same time as \c SoundEngine::Init() or \c SoundEngine::Term().
305  /// \return \c True if the sound engine has been initialized, \c False otherwise.
306  /// \sa
307  /// - \ref soundengine_integration_init_advanced
308  /// - <tt>AK::SoundEngine::Init()</tt>
309  /// - <tt>AK::SoundEngine::Term()</tt>
311 
312  /// Initialize the sound engine.
313  /// \warning This function is not thread-safe.
314  /// \remark The initial settings should be initialized using <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
315  /// and <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt> to fill the structures with their
316  /// default settings. This is not mandatory, but it helps avoid backward compatibility problems.
317  ///
318  /// \return
319  /// - \c AK_Success if the initialization was successful
320  /// - \c AK_MemManagerNotInitialized if the memory manager is not available or not properly initialized
321  /// - \c AK_StreamMgrNotInitialized if the stream manager is not available or not properly initialized
322  /// - \c AK_SSEInstructionsNotSupported if the machine does not support SSE instruction (only on the PC)
323  /// - \c AK_InsufficientMemory if there is not enough memory available to initialize the sound engine properly
324  /// - \c AK_InvalidParameter if some parameters are invalid
325  /// - \c AK_AlreadyInitialized if the sound engine is already initialized, or if the provided settings result in insufficient
326  /// - \c AK_Fail for unknown errors, check with AK Support.
327  /// resources for the initialization.
328  /// \sa
329  /// - \ref soundengine_integration_init_advanced
330  /// - \ref workingwithsdks_initialization
331  /// - <tt>AK::SoundEngine::Term()</tt>
332  /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
333  /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
335  AkInitSettings * in_pSettings, ///< Initialization settings (can be NULL, to use the default values)
336  AkPlatformInitSettings * in_pPlatformSettings ///< Platform-specific settings (can be NULL, to use the default values)
337  );
338 
339  /// Gets the default values of the platform-independent initialization settings.
340  /// \warning This function is not thread-safe.
341  /// \sa
342  /// - \ref soundengine_integration_init_advanced
343  /// - <tt>AK::SoundEngine::Init()</tt>
344  /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
346  AkInitSettings & out_settings ///< Returned default platform-independent sound engine settings
347  );
348 
349  /// Gets the default values of the platform-specific initialization settings.
350  ///
351  /// \warning This function is not thread-safe.
352  /// \sa
353  /// - \ref soundengine_integration_init_advanced
354  /// - <tt>AK::SoundEngine::Init()</tt>
355  /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
357  AkPlatformInitSettings & out_platformSettings ///< Returned default platform-specific sound engine settings
358  );
359 
360  /// Terminates the sound engine.
361  /// If some sounds are still playing or events are still being processed when this function is
362  /// called, they will be stopped.
363  /// \warning This function is not thread-safe.
364  /// \warning Before calling Term, you must ensure that no other thread is accessing the sound engine.
365  /// \sa
366  /// - \ref soundengine_integration_init_advanced
367  /// - <tt>AK::SoundEngine::Init()</tt>
368  AK_EXTERNAPIFUNC( void, Term )();
369 
370  /// Gets the configured audio settings.
371  /// Call this function to get the configured audio settings.
372  ///
373  /// \warning This function is not thread-safe.
374  /// \warning Call this function only after the sound engine has been properly initialized.
375  /// \return
376  /// - \c AK_NotInitialized if <tt>AK::SoundEngine::Init()</tt> was not called
377  /// - \c AK_Success otherwise.
379  AkAudioSettings & out_audioSettings ///< Returned audio settings
380  );
381 
382  /// Gets the output speaker configuration of the specified output.
383  /// Call this function to get the speaker configuration of the output (which may not correspond
384  /// to the physical output format of the platform, in the case of downmixing provided by the platform itself).
385  /// You may initialize the sound engine with a user-specified configuration, but the resulting
386  /// configuration is determined by the sound engine, based on the platform, output type and
387  /// platform settings (for e.g. system menu or control panel option).
388  /// If the speaker configuration of the output is object-based, the speaker configuration of the
389  /// main mix is returned. To query more information on object-based output devices, see AK::SoundEngine::GetOutputDeviceConfiguration.
390  ///
391  /// It is recommended to call GetSpeakerConfiguration anytime after receiving a callback from RegisterAudioDeviceStatusCallback to know if the channel configuration has changed.
392  ///
393  /// \warning Call this function only after the sound engine has been properly initialized.
394  /// 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.
395  /// The Init.bnk must be loaded prior to this call.
396  /// \return The output configuration. An empty AkChannelConfig not AkChannelConfig::IsValid() if device does not exist or if the Init.bnk was not loaded yet.
397  /// \sa
398  /// - AkSpeakerConfig.h
399  /// - AkOutputSettings
400  /// - <tt>AK::SoundEngine::GetOutputDeviceConfiguration()</tt>
402  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
403  );
404 
405  /// Gets the configuration of the specified output device.
406  /// Call this function to get the channel configuration of the output device as well as its 3D audio capabilities.
407  /// If the configuration of the output device is object-based (io_channelConfig.eConfigType == AK_ChannelConfigType_Objects),
408  /// io_capabilities can be inspected to determine the channel configuration of the main mix (Ak3DAudioSinkCapabilities::channelConfig),
409  /// whether or not the output device uses a passthrough mix (Ak3DAudioSinkCapabilities::bPassthrough) and the maximum number of objects
410  /// that can play simultaneously on this output device (Ak3DAudioSinkCapabilities::uMax3DAudioObjects). Note that if
411  /// Ak3DAudioSinkCapabilities::bMultiChannelObjects is false, multi-channel objects will be split into multiple mono objects
412  /// before being sent to the output device.
413  ///
414  /// \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.
415  /// \return
416  /// - \c AK_Success if successful
417  /// - \c AK_IDNotFound is the output was not found in the system.
418  /// - \c AK_NotInitialized if the sound engine is not initialized
419  /// \sa
420  /// - AkSpeakerConfig.h
421  /// - AkOutputSettings
422  /// - <tt>AK::SoundEngine::GetSpeakerConfiguration()</tt>
424  AkOutputDeviceID in_idOutput,
425  AkChannelConfig& io_channelConfig,
426  Ak3DAudioSinkCapabilities& io_capabilities
427  );
428 
429  /// Gets the panning rule of the specified output.
430  /// \warning Call this function only after the sound engine has been properly initialized.
431  /// Returns the supported configuration in out_ePanningRule:
432  /// - AkPanningRule_Speakers
433  /// - AkPanningRule_Headphone
434  /// \return
435  /// - \c AK_Success if successful
436  /// - \c AK_IDNotFound is the output was not found in the system.
437  /// - \c AK_NotInitialized if the sound engine is not initialized
438  /// \sa
439  /// - AkSpeakerConfig.h
441  AkPanningRule & out_ePanningRule, ///< Returned panning rule (AkPanningRule_Speakers or AkPanningRule_Headphone) for given output.
442  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
443  );
444 
445  /// Sets the panning rule of the specified output.
446  /// This may be changed anytime once the sound engine is initialized.
447  /// \warning This function posts a message through the sound engine's internal message queue, whereas GetPanningRule() queries the current panning rule directly.
448  /// \aknote
449  /// The specified panning rule will only impact the sound if the processing format is downmixing to Stereo in the mixing process. It
450  /// will not impact the output if the audio stays in 5.1 until the end, for example.
451  /// \endaknote
453  AkPanningRule in_ePanningRule, ///< Panning rule.
454  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
455  );
456 
457  /// Gets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
458  /// Note that the current version of Wwise only supports positioning on the plane.
459  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
460  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
461  /// Angles must be set in ascending order.
462  /// You may call this function with io_pfSpeakerAngles set to NULL to get the expected number of angle values in io_uNumAngles,
463  /// in order to allocate your array correctly. You may also obtain this number by calling
464  /// AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ).
465  /// If io_pfSpeakerAngles is not NULL, the array is filled with up to io_uNumAngles.
466  /// Typical usage:
467  /// - AkUInt32 uNumAngles;
468  /// - GetSpeakerAngles( NULL, uNumAngles, AkOutput_Main );
469  /// - AkReal32 * pfSpeakerAngles = AkAlloca( uNumAngles * sizeof(AkReal32) );
470  /// - GetSpeakerAngles( pfSpeakerAngles, uNumAngles, AkOutput_Main );
471  /// \aknote
472  /// On most platforms, the angle set on the plane consists of 3 angles, to account for 7.1.
473  /// - 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.
474  /// - When panning to 5.1, the front speakers use angle[0], and the surround speakers use (angle[2] + angle[1]) / 2.
475  /// \endaknote
476  /// \warning Call this function only after the sound engine has been properly initialized.
477  /// \return AK_Success if device exists.
478  /// \sa SetSpeakerAngles()
480  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.
481  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.
482  AkReal32 & out_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
483  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
484  );
485 
486  /// Sets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
487  /// Note that the current version of Wwise only supports positioning on the plane.
488  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180], for a 7.1 speaker configuration.
489  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
490  /// Angles must be set in ascending order.
491  /// Note:
492  /// - This function requires the minimum speaker angle between any pair of speakers to be at least 5 degrees.
493  /// - 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.
494  ///
495  /// Typical usage:
496  /// - Initialize the sound engine and/or add secondary output(s).
497  /// - Get number of speaker angles and their value into an array using GetSpeakerAngles().
498  /// - Modify the angles and call SetSpeakerAngles().
499  /// 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().
500  /// \warning This function only applies to configurations (or subset of these configurations) that are standard and whose speakers are on the plane (2D).
501  /// \return
502  /// - \c AK_Success if successful.
503  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
504  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
505  /// - \c AK_InvalidParameter one of the parameter is invalid, check the debug log. Speaker angles must be [0, 180] and height angle must be [-90, 90]. Height angle must not be 0, regardless if height channels are used.
506  /// \sa GetSpeakerAngles()
508  const AkReal32 * in_pfSpeakerAngles, ///< Array of loudspeaker pair angles, in degrees relative to azimuth ]0,180].
509  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()).
510  AkReal32 in_fHeightAngle = AK_DEFAULT_HEIGHT_ANGLE, ///< Elevation of the height layer, in degrees relative to the plane [-90,90], but it cannot be 0.
511  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
512  );
513 
514  /// Allows the game to set the volume threshold to be used by the sound engine to determine if a voice must go virtual.
515  /// This may be changed anytime once the sound engine was initialized.
516  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
517  /// \return
518  /// - \c AK_Success if successful
519  /// - \c AK_InvalidParameter if the threshold was not between 0 and -96.3 dB.
520  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
522  AkReal32 in_fVolumeThresholdDB ///< Volume Threshold, must be a value between 0 and -96.3 dB
523  );
524 
525  /// Allows the game to set the maximum number of non virtual voices to be played simultaneously.
526  /// This may be changed anytime once the sound engine was initialized.
527  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
528  /// \return
529  /// - \c AK_InvalidParameter if the threshold was not between 1 and MaxUInt16.
530  /// - \c AK_Success if successful
532  AkUInt16 in_maxNumberVoices ///< Maximum number of non-virtual voices.
533  );
534 
535  /// Allows the game to set new values for the maximum active workers for the job manager
536  /// This may be changed anytime once the sound engine was initialized.
537  /// This function may only be used if a worker function has been set via \ref AkJobMgrSettings.
538  /// \return
539  /// - \c AK_InvalidParameter in_jobType is not a valid jobtype, or in_uNewMaxActiveWorkers is not greater than 0
540  /// - \c AK_NotInitialized JobMgr system was not already initialized with a function to request for workers
541  /// - \c AK_Success if successful
543  AkJobType in_jobType, ///< JobType to set new uMaxActiveWorkers for
544  AkUInt32 in_uNewMaxActiveWorkers ///< New maximum number of active workers will request
545  );
546 
547  //@}
548 
549  ////////////////////////////////////////////////////////////////////////
550  /// @name Rendering Audio
551  //@{
552 
553  /// Processes all commands in the sound engine's command queue.
554  /// This method has to be called periodically (usually once per game frame).
555  /// \sa
556  /// - \ref concept_events
557  /// - \ref soundengine_events
558  /// - <tt>AK::SoundEngine::PostEvent()</tt>
559  /// \return Always returns AK_Success
561  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.
562  );
563 
564  //@}
565 
566  ////////////////////////////////////////////////////////////////////////
567  /// @name Component Registration
568  //@{
569 
570  /// Query interface to global plug-in context used for plug-in registration/initialization.
571  /// \return Global plug-in context.
573 
574  /// Registers a plug-in with the sound engine and sets the callback functions to create the
575  /// plug-in and its parameter node.
576  /// \aknote
577  /// 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.
578  /// \endaknote
579  /// \sa
580  /// - \ref register_effects
581  /// - \ref plugin_xml
582  /// \return
583  /// - \c AK_Success if successful
584  /// - \c AK_InvalidParameter if invalid parameters were provided
585  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
586  /// \remarks
587  /// Codecs and plug-ins must be registered before loading banks that use them.\n
588  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
589  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
590  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
591  /// posting the event will fail.
593  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
594  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
595  AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
596  AkCreatePluginCallback in_pCreateFunc, ///< Pointer to the plug-in's creation function
597  AkCreateParamCallback in_pCreateParamFunc, ///< Pointer to the plug-in's parameter node creation function
598  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.
599  );
600 
601  /// Loads a plug-in dynamic library and registers it with the sound engine.
602  /// With dynamic linking, all plugins are automatically registered.
603  /// 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.
604  /// \return
605  /// - \c AK_Success if successful.
606  /// - \c AK_FileNotFound if the DLL is not found in the OS path or if it has extraneous dependencies not found.
607  /// - \c AK_InsufficientMemory if the system ran out of resources while loading the dynamic library
608  /// - \c AK_NotCompatible if the file was found but is not binary-compatible with the system's expected executable format
609  /// - \c AK_InvalidFile if the symbol g_pAKPluginList is not exported by the dynamic library
610  /// - \c AK_Fail if an unexpected system error was encountered
612  const AkOSChar* in_DllName, ///< Name of the DLL to load, without "lib" prefix or extension.
613  const AkOSChar* in_DllPath = NULL ///< Optional path to the DLL. Will override szPluginDLLPath that was set in AkInitSettings.
614  );
615 
616  /// Query whether plug-in is registered with the sound engine.
617  /// \return true when plug-in is registered, false otherwise.
619  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
620  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
621  AkUInt32 in_ulPluginID ///< Plug-in identifier (as declared in the plug-in description XML file)
622  );
623 
624  /// Registers a codec type with the sound engine and set the callback functions to create the
625  /// codec's file source and bank source nodes.
626  /// \aknote
627  /// 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.
628  /// \endaknote
629  /// \sa
630  /// - \ref register_effects
631  /// \return
632  /// - \c AK_Success if successful
633  /// - \c AK_InvalidParameter if invalid parameters were provided
634  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
635  /// \remarks
636  /// Codecs and plug-ins must be registered before loading banks that use them.\n
637  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
638  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
639  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
640  /// posting the Event will fail.
642  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
643  AkUInt32 in_ulCodecID, ///< Codec identifier (as declared in the plug-in description XML file)
644  AkCreateFileSourceCallback in_pFileCreateFunc, ///< Pointer to the codec's file source node creation function
645  AkCreateBankSourceCallback in_pBankCreateFunc ///< Pointer to the codec's bank source node creation function
646  );
647 
648  /// Registers a global callback function. This function will be called from the audio rendering thread, at the
649  /// location specified by in_eLocation. This function will also be called from the thread calling
650  /// AK::SoundEngine::Term with in_eLocation set to AkGlobalCallbackLocation_Term.
651  /// For example, in order to be called at every audio rendering pass, and once during teardown for releasing resources, you would call
652  /// RegisterGlobalCallback(myCallback, AkGlobalCallbackLocation_BeginRender | AkGlobalCallbackLocation_Term, myCookie, AkPluginTypeNone, 0, 0);
653  /// \remarks
654  /// A Plugin Type, Company ID and Plugin ID can be provided to this function to enable timing in the performance monitor.
655  /// 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.
656  /// It is illegal to call this function while already inside of a global callback.
657  /// This function might stall for several milliseconds before returning.
658  /// \return
659  /// - \c AK_Success if successful
660  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
661  /// \sa
662  /// - <tt>AK::SoundEngine::UnregisterGlobalCallback()</tt>
663  /// - AkGlobalCallbackFunc
664  /// - AkGlobalCallbackLocation
666  AkGlobalCallbackFunc in_pCallback, ///< Function to register as a global callback.
667  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender, ///< Callback location defined in AkGlobalCallbackLocation. Bitwise OR multiple locations if needed.
668  void * in_pCookie = NULL, ///< User cookie.
669  AkPluginType in_eType = AkPluginTypeNone, ///< Plug-in type (for example, source or effect). AkPluginTypeNone for no timing.
670  AkUInt32 in_ulCompanyID = 0, ///< Company identifier (as declared in the plug-in description XML file). 0 for no timing.
671  AkUInt32 in_ulPluginID = 0 ///< Plug-in identifier (as declared in the plug-in description XML file). 0 for no timing.
672  );
673 
674  /// Unregisters a global callback function, previously registered using RegisterGlobalCallback.
675  /// \remarks
676  /// It is legal to call this function while already inside of a global callback, If it is unregistering itself and not
677  /// another callback.
678  /// This function might stall for several milliseconds before returning.
679  /// \return
680  /// - \c AK_Success if successful
681  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
682  /// \sa
683  /// - <tt>AK::SoundEngine::RegisterGlobalCallback()</tt>
684  /// - AkGlobalCallbackFunc
685  /// - AkGlobalCallbackLocation
687  AkGlobalCallbackFunc in_pCallback, ///< Function to unregister as a global callback.
688  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender ///< Must match in_eLocation as passed to RegisterGlobalCallback for this callback.
689  );
690 
691  /// Registers a resource monitor callback function that gets all of the resource usage data contained in the
692  /// AkResourceMonitorDataSummary structure. This includes general information about the system, such as CPU usage,
693  /// active Voices, and Events. This function will be called from the audio rendering thread at the end of each frame.
694  /// \remarks
695  /// 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.
696  /// It is illegal to call this function while already inside of a resource callback.
697  /// This function might stall for several milliseconds before returning.
698  /// This function will return AK_Fail in Release
699  /// \sa
700  /// - <tt>AK::SoundEngine::UnregisterResourceMonitorCallback()</tt>
701  /// - AkResourceMonitorCallbackFunc
703  AkResourceMonitorCallbackFunc in_pCallback ///< Function to register as a resource monitor callback.
704  );
705 
706  /// Unregisters a resource monitor callback function, previously registered using RegisterResourceMonitorCallback.
707  /// \remarks
708  /// It is legal to call this function while already inside of a resource monitor callback, If it is unregistering itself and not
709  /// another callback.
710  /// This function might stall for several milliseconds before returning.
711  /// \sa
712  /// - <tt>AK::SoundEngine::RegisterResourceMonitorCallback()</tt>
713  /// - AkResourceMonitorCallbackFunc
715  AkResourceMonitorCallbackFunc in_pCallback ///< Function to unregister as a resource monitor callback.
716  );
717 
718  /// Registers a callback for the Audio Device status changes.
719  /// The callback will be called from the audio thread
720  /// Can be called prior to AK::SoundEngine::Init
721  /// \sa AK::SoundEngine::AddOutput
723  AK::AkDeviceStatusCallbackFunc in_pCallback ///< Function to register as a status callback.
724  );
725 
726  /// Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatusCallback
728  //@}
729 
730 #ifdef AK_SUPPORT_WCHAR
731  ////////////////////////////////////////////////////////////////////////
732  /// @name Getting ID from strings
733  //@{
734 
735  /// Universal converter from Unicode string to ID for the sound engine.
736  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
737  /// Note:
738  /// This function does return a AkUInt32, which is totally compatible with:
739  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
740  /// \sa
741  /// - <tt>AK::SoundEngine::PostEvent</tt>
742  /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
743  /// - <tt>AK::SoundEngine::SetSwitch</tt>
744  /// - <tt>AK::SoundEngine::SetState</tt>
745  /// - <tt>AK::SoundEngine::PostTrigger</tt>
746  /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
747  /// - <tt>AK::SoundEngine::LoadBank</tt>
748  /// - <tt>AK::SoundEngine::UnloadBank</tt>
749  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
750  /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
751  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const wchar_t* in_pszString );
752 #endif //AK_SUPPORT_WCHAR
753 
754  /// Universal converter from string to ID for the sound engine.
755  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
756  /// Note:
757  /// This function does return a AkUInt32, which is totally compatible with:
758  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
759  /// \sa
760  /// - <tt>AK::SoundEngine::PostEvent</tt>
761  /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
762  /// - <tt>AK::SoundEngine::SetSwitch</tt>
763  /// - <tt>AK::SoundEngine::SetState</tt>
764  /// - <tt>AK::SoundEngine::PostTrigger</tt>
765  /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
766  /// - <tt>AK::SoundEngine::LoadBank</tt>
767  /// - <tt>AK::SoundEngine::UnloadBank</tt>
768  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
769  /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
770  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const char* in_pszString );
771 
772  //@}
773 
774  ////////////////////////////////////////////////////////////////////////
775  /// @name Event Management
776  //@{
777 
778  /// Asynchronously posts an Event to the sound engine (by event ID).\n
779  /// The Event must be loaded through a SoundBank before the call to PostEvent.
780  /// The callback function can be used to be notified when markers are reached or when the event is finished (see \ref AkCallbackType).
781  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
782  /// \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.
783  /// \remarks
784  /// If used, the array of external sources should contain the information for each external source triggered by the
785  /// event. When triggering an event with multiple external sources, you need to differentiate each source
786  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
787  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
788  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
789  /// \endaknote
790  /// \aknote
791  /// If Wwise Authoring is connected to the game and "Profile And Edit (Sync All)" is used, the required Event doesn't have to be loaded before this function is called.
792  /// If the Event is missing, it will be requested from Wwise Authoring directly, which might cause additional latency.
793  /// \endaknote
794  /// \sa
795  /// - \ref concept_events
796  /// - \ref integrating_external_sources
797  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
798  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
799  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
801  AkUniqueID in_eventID, ///< Unique ID of the event
802  AkGameObjectID in_gameObjectID, ///< Associated game object ID
803  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
804  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
805  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
806  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
807  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
808  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.
809  );
810 
811 #ifdef AK_SUPPORT_WCHAR
812  /// Posts an Event to the sound engine (by Event name)\n
813  /// The Event must be loaded through a SoundBank before the call to PostEvent.
814  /// The callback function can be used to be notified when markers are reached or when the event is finished (see \ref AkCallbackType).
815  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
816  /// \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.
817  /// \remarks
818  /// If used, the array of external sources should contain the information for each external source triggered by the
819  /// event. When triggering an event with multiple external sources, you need to differentiate each source
820  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
821  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
822  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
823  /// \endaknote
824  /// \aknote
825  /// If Wwise Authoring is connected to the game and "Profile And Edit (Sync All)" is used, the required Event doesn't have to be loaded before this function is called.
826  /// If the Event is missing, it will be requested from Wwise Authoring directly, which might cause additional latency.
827  /// \endaknote
828  /// \sa
829  /// - \ref concept_events
830  /// - \ref integrating_external_sources
831  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
832  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
833  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
835  const wchar_t* in_pszEventName, ///< Name of the event
836  AkGameObjectID in_gameObjectID, ///< Associated game object ID
837  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
838  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
839  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
840  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
841  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
842  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.
843  );
844 #endif //AK_SUPPORT_WCHAR
845 
846  /// Posts an Event to the sound engine (by Event name)\n
847  /// The Event must be loaded through a SoundBank before the call to PostEvent.
848  /// The callback function can be used to be notified when markers are reached or when the event is finished (see \ref AkCallbackType).
849  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
850  /// \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.
851  /// \remarks
852  /// If used, the array of external sources should contain the information for each external source triggered by the
853  /// event. When triggering an event with multiple external sources, you need to differentiate each source
854  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
855  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
856  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
857  /// \endaknote
858  /// \aknote
859  /// If Wwise Authoring is connected to the game and "Profile And Edit (Sync All)" is used, the required Event doesn't have to be loaded before this function is called.
860  /// If the Event is missing, it will be requested from Wwise Authoring directly, which might cause additional latency.
861  /// \endaknote
862  /// \sa
863  /// - \ref concept_events
864  /// - \ref integrating_external_sources
865  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
866  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
867  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
869  const char* in_pszEventName, ///< Name of the event
870  AkGameObjectID in_gameObjectID, ///< Associated game object ID
871  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
872  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
873  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
874  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
875  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
876  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.
877  );
878 
879  // If you modify AkActionOnEventType, don't forget to modify the WAAPI validation schema accordingly.
880 
881  /// AkActionOnEventType
882  /// \sa
883  /// - <tt>AK::SoundEngine::ExecuteActionOnEvent()</tt>
885  {
888  AkActionOnEventType_Resume = 2, ///< Resume
890  AkActionOnEventType_ReleaseEnvelope = 4, ///< Release envelope
891  AkActionOnEventType_Last ///< End of enum, invalid value.
892  };
893 
894  /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
895  /// \return
896  /// - \c AK_Success if the action was successfully queued.
897  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
898  /// \sa
899  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
901  AkUniqueID in_eventID, ///< Unique ID of the event
902  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
903  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
904  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
905  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
906  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
907  );
908 
909 #ifdef AK_SUPPORT_WCHAR
910  /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
911  /// \return
912  /// - \c AK_Success if the action was successfully queued.
913  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
914  /// \sa
915  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
917  const wchar_t* in_pszEventName, ///< Name of the event
918  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
919  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
920  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
921  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
922  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
923  );
924 #endif //AK_SUPPORT_WCHAR
925 
926  /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type Play.
927  /// \return
928  /// - \c AK_Success if the action was successfully queued.
929  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
930  /// \sa
931  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
933  const char* in_pszEventName, ///< Name of the event
934  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
935  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
936  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
937  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
938  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
939  );
940 
941 
942  /// Executes a number of MIDI Events on all nodes that are referenced in the specified Event in an Action of type Play.
943  /// The time at which a MIDI Event is posted is determined by in_bAbsoluteOffsets. If false, each MIDI event will be
944  /// posted in AkMIDIPost::uOffset samples from the start of the current frame. If true, each MIDI event will be posted
945  /// at the absolute time AkMIDIPost::uOffset samples.
946  /// To obtain the current absolute time, see AK::SoundEngine::GetSampleTick.
947  /// The duration of a sample can be determined from the sound engine's audio settings, via a call to AK::SoundEngine::GetAudioSettings.
948  /// If a playing ID is specified then that playing ID must be active. Otherwise a new playing ID will be assigned.
949  /// \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.
950  /// \sa
951  /// - <tt>AK::SoundEngine::GetAudioSettings</tt>
952  /// - <tt>AK::SoundEngine::GetSampleTick</tt>
953  /// - <tt>AK::SoundEngine::StopMIDIOnEvent</tt>
954  /// - \ref soundengine_midi_event_playing_id
956  AkUniqueID in_eventID, ///< Unique ID of the Event
957  AkGameObjectID in_gameObjectID, ///< Associated game object ID
958  AkMIDIPost* in_pPosts, ///< MIDI Events to post
959  AkUInt16 in_uNumPosts, ///< Number of MIDI Events to post
960  bool in_bAbsoluteOffsets = false, ///< Set to true when AkMIDIPost::uOffset are absolute, false when relative to current frame
961  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
962  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
963  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
964  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///< Target playing ID
965  );
966 
967  /// Stops MIDI notes on all nodes that are referenced in the specified event in an action of type play,
968  /// with the specified Game Object. Invalid parameters are interpreted as wildcards. For example, calling
969  /// this function with in_eventID set to AK_INVALID_UNIQUE_ID will stop all MIDI notes for Game Object
970  /// in_gameObjectID.
971  /// \return
972  /// - \c AK_Success if the stop command was queued
973  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
974  /// \sa
975  /// - <tt>AK::SoundEngine::PostMIDIOnEvent</tt>
976  /// - \ref soundengine_midi_event_playing_id
978  AkUniqueID in_eventID = AK_INVALID_UNIQUE_ID, ///< Unique ID of the Event
979  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
980  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///< Target playing ID
981  );
982 
983 
984  /// 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
985  /// 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
986  /// uMaxCachePinnedBytes is exceeded.
987  /// \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.
988  /// \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.
989  /// \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
990  /// 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.
991  /// \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
992  /// will get cached with active priority, while all other files will get cached with inactive priority.
993  /// \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
994  /// 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.
995  /// \return
996  /// - \c AK_Success if command was queued
997  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
998  /// \sa
999  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1000  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1001  /// - <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen</tt>
1002  /// - AkFileSystemFlags
1004  AkUniqueID in_eventID, ///< Unique ID of the event
1005  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
1006  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
1007  );
1008 
1009 #ifdef AK_SUPPORT_WCHAR
1010  /// 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
1011  /// 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
1012  /// uMaxCachePinnedBytes is exceeded.
1013  /// \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.
1014  /// \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.
1015  /// \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
1016  /// 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.
1017  /// \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
1018  /// will get cached with active priority, while all other files will get cached with inactive priority.
1019  /// \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
1020  /// 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.
1021  /// \return
1022  /// - \c AK_Success if command was queued
1023  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1024  /// \sa
1025  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1026  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1027  /// - <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen</tt>
1028  /// - AkFileSystemFlags
1030  const wchar_t* in_pszEventName, ///< Name of the event
1031  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
1032  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
1033  );
1034 #endif //AK_SUPPORT_WCHAR
1035 
1036  /// 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
1037  /// 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
1038  /// uMaxCachePinnedBytes is exceeded.
1039  /// \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.
1040  /// \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.
1041  /// \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
1042  /// 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.
1043  /// \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
1044  /// will get cached with active priority, while all other files will get cached with inactive priority.
1045  /// \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
1046  /// 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.
1047  /// \return
1048  /// - \c AK_Success if command was queued
1049  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1050  /// \sa
1051  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1052  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1053  /// - <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen</tt>
1054  /// - AkFileSystemFlags
1056  const char* in_pszEventName, ///< Name of the event
1057  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
1058  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
1059  );
1060 
1061  /// 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
1062  /// 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.
1063  /// \return
1064  /// - \c AK_Success if command was queued
1065  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1066  /// \sa
1067  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1068  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1070  AkUniqueID in_eventID ///< Unique ID of the event
1071  );
1072 
1073 #ifdef AK_SUPPORT_WCHAR
1074  /// 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
1075  /// 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.
1076  /// \return
1077  /// - \c AK_Success if command was queued
1078  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1079  /// \sa
1080  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1081  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1083  const wchar_t* in_pszEventName ///< Name of the event
1084  );
1085 #endif //AK_SUPPORT_WCHAR
1086 
1087  /// 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
1088  /// 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.
1089  /// \return
1090  /// - \c AK_Success if command was queued
1091  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1092  /// \sa
1093  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1094  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1096  const char* in_pszEventName ///< Name of the event
1097  );
1098 
1099  /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1100  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1101  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1102  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see \c AkDeviceSettings
1103  /// \return
1104  /// - \c AK_Success if command was queued
1105  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1106  /// \sa
1107  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1108  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1109  /// - AkDeviceSettings
1111  AkUniqueID in_eventID, ///< Unique ID of the event
1112  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1113  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1114  );
1115 
1116  /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1117  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1118  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1119  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1120  /// \return
1121  /// - \c AK_Success if command was queued
1122  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1123  /// \sa
1124  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1125  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1126  /// - AkDeviceSettings
1128  const char* in_pszEventName, ///< Name of the event
1129  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1130  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1131  );
1132 
1133 #ifdef AK_SUPPORT_WCHAR
1134  /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1135  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1136  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1137  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1138  /// \return
1139  /// - \c AK_Success if command was queued
1140  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1141  /// \sa
1142  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1143  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1144  /// - AkDeviceSettings
1146  const wchar_t* in_pszEventName, ///< Name of the event
1147  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1148  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1149  );
1150 #endif
1151 
1152  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1153  ///
1154  /// Notes:
1155  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1156  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1157  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1158  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1159  /// the sound that is currently playing is the first sound of the sequence.
1160  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1161  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1162  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1163  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1164  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1165  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1166  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1167  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1168  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1169  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1170  /// the audio thread consumes it (after a call to RenderAudio()).
1171  ///
1172  /// Notes specific to Music Segments:
1173  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1174  /// value to seek within the Pre-Entry.
1175  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1176  /// in order to restart them if required.
1177  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1178  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1179  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1180  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1181  /// the exact position of a segment. Also, the segment will be silent during that time
1182  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1183  /// also informs you about the remaining look-ahead time.
1184  ///
1185  /// Notes specific to Music Switch Containers:
1186  /// - Seeking triggers a music transition towards the current (or target) segment.
1187  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1188  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1189  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1190  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1191  ///
1192  /// \return
1193  /// - \c AK_Success if command was queued
1194  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1195  /// \sa
1196  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1197  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1198  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1199  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1201  AkUniqueID in_eventID, ///< Unique ID of the event
1202  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1203  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1204  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1205  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.
1206  );
1207 
1208 #ifdef AK_SUPPORT_WCHAR
1209  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1210  ///
1211  /// Notes:
1212  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1213  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1214  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1215  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1216  /// the sound that is currently playing is the first sound of the sequence.
1217  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1218  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1219  /// value to seek within the Pre-Entry.
1220  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1221  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1222  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1223  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1224  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1225  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1226  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1227  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1228  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1229  /// the audio thread consumes it (after a call to RenderAudio()).
1230  ///
1231  /// Notes specific to Music Segments:
1232  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1233  /// value to seek within the Pre-Entry.
1234  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1235  /// in order to restart them if required.
1236  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1237  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1238  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1239  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1240  /// the exact position of a segment. Also, the segment will be silent during that time
1241  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1242  /// also informs you about the remaining look-ahead time.
1243  ///
1244  /// Notes specific to Music Switch Containers:
1245  /// - Seeking triggers a music transition towards the current (or target) segment.
1246  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1247  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1248  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1249  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1250  /// \return
1251  /// - \c AK_Success if command was queued
1252  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1253  /// \sa
1254  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1255  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1256  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1257  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1259  const wchar_t* in_pszEventName, ///< Name of the event
1260  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1261  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1262  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1263  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.
1264  );
1265 #endif //AK_SUPPORT_WCHAR
1266 
1267  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1268  ///
1269  /// Notes:
1270  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1271  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1272  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1273  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1274  /// the sound that is currently playing is the first sound of the sequence.
1275  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1276  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1277  /// value to seek within the Pre-Entry.
1278  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1279  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1280  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1281  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1282  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1283  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1284  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1285  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1286  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1287  /// the audio thread consumes it (after a call to RenderAudio()).
1288  ///
1289  /// Notes specific to Music Segments:
1290  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1291  /// value to seek within the Pre-Entry.
1292  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1293  /// in order to restart them if required.
1294  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1295  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1296  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1297  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1298  /// the exact position of a segment. Also, the segment will be silent during that time
1299  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1300  /// also informs you about the remaining look-ahead time.
1301  ///
1302  /// Notes specific to Music Switch Containers:
1303  /// - Seeking triggers a music transition towards the current (or target) segment.
1304  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1305  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1306  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1307  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1308  ///
1309  /// \return
1310  /// - \c AK_Success if command was queued
1311  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1312  /// \sa
1313  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1314  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1315  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1316  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1318  const char* in_pszEventName, ///< Name of the event
1319  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1320  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1321  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1322  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.
1323  );
1324 
1325  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1326  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1327  ///
1328  /// Notes:
1329  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1330  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1331  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1332  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1333  /// the sound that is currently playing is the first sound of the sequence.
1334  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1335  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1336  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1337  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1338  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1339  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1340  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1341  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1342  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1343  /// the audio thread consumes it (after a call to RenderAudio()).
1344  ///
1345  /// Notes specific to Music Segments:
1346  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1347  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1348  /// post-exit of a segment using this method. Use absolute values instead.
1349  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1350  /// in order to restart them if required.
1351  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1352  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1353  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1354  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1355  /// the exact position of a segment. Also, the segment will be silent during the time that period
1356  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1357  /// also informs you about the remaining look-ahead time.
1358  ///
1359  /// Notes specific to Music Switch Containers:
1360  /// - Seeking triggers a music transition towards the current (or target) segment.
1361  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1362  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1363  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1364  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1365  ///
1366  /// \sa
1367  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1368  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1369  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1370  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1372  AkUniqueID in_eventID, ///< Unique ID of the event
1373  AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1374  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)
1375  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1376  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.
1377  );
1378 
1379 #ifdef AK_SUPPORT_WCHAR
1380  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1381  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1382  ///
1383  /// Notes:
1384  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1385  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1386  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1387  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1388  /// the sound that is currently playing is the first sound of the sequence.
1389  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1390  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1391  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1392  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1393  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1394  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1395  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1396  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1397  /// the audio thread consumes it (after a call to RenderAudio()).
1398  ///
1399  /// Notes specific to Music Segments:
1400  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1401  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1402  /// post-exit of a segment using this method. Use absolute values instead.
1403  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1404  /// in order to restart them if required.
1405  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1406  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1407  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1408  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1409  /// the exact position of a segment. Also, the segment will be silent during the time that period
1410  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1411  /// also informs you about the remaining look-ahead time.
1412  ///
1413  /// Notes specific to Music Switch Containers:
1414  /// - Seeking triggers a music transition towards the current (or target) segment.
1415  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1416  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1417  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1418  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1419  ///
1420  /// \sa
1421  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1422  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1423  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1424  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1426  const wchar_t* in_pszEventName, ///< Name of the event
1427  AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1428  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)
1429  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1430  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.
1431  );
1432 #endif //AK_SUPPORT_WCHAR
1433 
1434  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1435  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1436  ///
1437  /// Notes:
1438  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1439  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1440  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1441  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1442  /// the sound that is currently playing is the first sound of the sequence.
1443  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1444  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1445  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1446  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1447  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1448  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1449  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1450  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1451  /// the audio thread consumes it (after a call to RenderAudio()).
1452  ///
1453  /// Notes specific to Music Segments:
1454  /// - With Music Segments, in_fPercent is relative to the Entry Cue, and the segment's duration is the
1455  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1456  /// post-exit of a segment using this method. Use absolute values instead.
1457  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1458  /// in order to restart them if required.
1459  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1460  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1461  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1462  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1463  /// the exact position of a segment. Also, the segment will be silent during the time that period
1464  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1465  /// also informs you about the remaining look-ahead time.
1466  ///
1467  /// Notes specific to Music Switch Containers:
1468  /// - Seeking triggers a music transition towards the current (or target) segment.
1469  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1470  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1471  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1472  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1473  ///
1474  /// \sa
1475  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1476  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1477  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1478  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1480  const char* in_pszEventName, ///< Name of the event
1481  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1482  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)
1483  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see notes above).
1484  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.
1485  );
1486 
1487  /// Cancels all Event callbacks associated with a specific callback cookie.\n
1488  /// \sa
1489  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1491  void * in_pCookie ///< Callback cookie to be cancelled
1492  );
1493 
1494  /// Cancels all Event callbacks associated with a specific game object.\n
1495  /// \sa
1496  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1498  AkGameObjectID in_gameObjectID ///< ID of the game object to be cancelled
1499  );
1500 
1501  /// Cancels all Event callbacks for a specific playing ID.
1502  /// \sa
1503  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1505  AkPlayingID in_playingID ///< Playing ID of the event that must not use callbacks
1506  );
1507 
1508  /// Gets the current position of the source associated with this playing ID, obtained from PostEvent(). If more than one source is playing,
1509  /// the first to play is returned.
1510  /// Notes:
1511  /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1512  /// it returns AK_Fail, even if the playing ID is valid.
1513  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1514  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1515  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1516  /// sound engine update and the source's playback rate.
1517  /// \return
1518  /// - \c AK_Success if successful.
1519  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1520  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1521  /// \sa
1522  /// - \ref soundengine_query_pos
1523  /// - \ref concept_events
1525  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1526  AkTimeMs* out_puPosition, ///< Position of the source (in ms) associated with the specified playing ID
1527  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update.
1528  );
1529 
1530  /// Gets the current position of the sources associated with this playing ID, obtained from PostEvent().
1531  /// Notes:
1532  /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1533  /// it returns AK_Fail, even if the playing ID is valid.
1534  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1535  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1536  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1537  /// sound engine update and the source's playback rate.
1538  /// - If 0 is passed in for the number of entries (*in_pcPositions == 0) then only the number of positions will be returned and the
1539  /// position array (out_puPositions) will not be updated.
1540  /// - The io_pcPositions pointer must be non-NULL.
1541  /// out_puPositions may be NULL if *io_pcPositions == 0, otherwise it must be non-NULL.
1542  /// \return
1543  /// - \c AK_Success if successful.
1544  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1545  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1546  /// \sa
1547  /// - \ref soundengine_query_pos
1548  /// - \ref concept_events
1550  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1551  AkSourcePosition* out_puPositions, ///< Audio Node IDs and positions of sources associated with the specified playing ID
1552  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
1553  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update
1554  );
1555 
1556  /// Gets the stream buffering of the sources associated with this playing ID, obtained from PostEvent().
1557  /// Notes:
1558  /// - You need to pass AK_EnableGetSourceStreamBuffering to PostEvent() in order to use this function, otherwise
1559  /// it returns AK_Fail, even if the playing ID is valid.
1560  /// - The sources stream buffering is updated at every audio frame. If there are multiple sources associated with this playing ID,
1561  /// the value returned corresponds to the least buffered source.
1562  /// - The returned buffering status out_bIsBuffering will be true If any of the sources associated with the playing ID are actively being buffered.
1563  /// 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.
1564  /// - Purely in-memory sources are excluded from this database. If all sources are in-memory, GetSourceStreamBuffering() will return AK_PlayingIDNotFound.
1565  /// - 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.
1566  /// 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.
1567  /// \return
1568  /// - \c AK_Success if successful.
1569  /// - \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.
1570  /// \sa
1571  /// - \ref concept_events
1573  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1574  AkTimeMs & out_buffering, ///< Returned amount of buffering (in ms) of the source (or one of the sources) associated with that playing ID
1575  bool & out_bIsBuffering ///< Returned buffering status of the source(s) associated with that playing ID
1576  );
1577 
1578  /// Stops the current content playing associated to the specified game object ID.
1579  /// If no game object is specified, all sounds will be stopped.
1581  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< (Optional)Specify a game object to stop only playback associated to the provided game object ID.
1582  );
1583 
1584  /// Stop the current content playing associated to the specified playing ID.
1585  /// \aknote
1586  /// This function is deprecated. Please use ExecuteActionOnPlayingID() in its place.
1587  /// \endaknote
1588  /// \sa
1589  /// - <tt>AK::SoundEngine::ExecuteActionOnPlayingID()</tt>
1591  AkPlayingID in_playingID, ///< Playing ID to be stopped.
1592  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
1593  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1594  );
1595 
1596  /// Executes an Action on the content associated to the specified playing ID.
1597  /// \sa
1598  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
1600  AkActionOnEventType in_ActionType, ///< Action to execute on the specified playing ID.
1601  AkPlayingID in_playingID, ///< Playing ID on which to execute the action.
1602  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
1603  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1604  );
1605 
1606  /// Sets the random seed value. Can be used to synchronize randomness
1607  /// across instances of the Sound Engine.
1608  /// \remark This seeds the number generator used for all container randomization
1609  /// and the plug-in RNG; since it acts globally, this should be called right
1610  /// before any PostEvent call where randomness synchronization is required,
1611  /// and cannot guarantee similar results for continuous containers.
1612  /// \sa
1613  /// - <tt>AK::IAkPluginServiceRNG</tt>
1615  AkUInt32 in_uSeed ///< Random seed.
1616  );
1617 
1618  /// Mutes/Unmutes the busses tagged as background music.
1619  /// This is automatically called for platforms that have user-music support.
1620  /// This function is provided to give the same behavior on platforms that don't have user-music support.
1622  bool in_bMute ///< Sets true to mute, false to unmute.
1623  );
1624  //@}
1625 
1626  /// Gets the state of the Background Music busses. This state is either set directly
1627  /// with \c AK::SoundEngine::MuteBackgroundMusic or by the OS, if it has User Music services.
1628  /// \return true if the background music busses are muted, false if not.
1630  //@}
1631 
1632 
1633  /// Sends custom game data to a plug-in that resides on a bus (insert Effect or mixer plug-in).
1634  /// Data will be copied and stored into a separate list.
1635  /// Previous entry is deleted when a new one is sent.
1636  /// Sets the data pointer to NULL to clear item from the list.
1637  /// \aknote The plug-in type and ID are passed and matched with plugins set on the desired bus.
1638  /// This means that you cannot send different data to various instances of a plug-in on the same bus.\endaknote
1639  /// \return AK_Success if data was sent successfully.
1641  AkUniqueID in_busID, ///< Bus ID
1642  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.
1643  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
1644  AkUInt32 in_uCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
1645  AkUInt32 in_uPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
1646  const void* in_pData, ///< The data blob
1647  AkUInt32 in_uSizeInBytes ///< Size of data
1648  );
1649  //@}
1650 
1651  ////////////////////////////////////////////////////////////////////////
1652  /// @name Game Objects
1653  //@{
1654 
1655  /// Registers a game object.
1656  /// \return
1657  /// - \c AK_Success if successful
1658  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1659  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1660  /// matter how many times it has been registered.
1661  /// \sa
1662  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1663  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1664  /// - \ref concept_gameobjects
1666  AkGameObjectID in_gameObjectID ///< ID of the game object to be registered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF].
1667  );
1668 
1669  /// Registers a game object.
1670  /// \return
1671  /// - \c AK_Success if successful
1672  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1673  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1674  /// matter how many times it has been registered.
1675  /// \sa
1676  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1677  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1678  /// - \ref concept_gameobjects
1680  AkGameObjectID in_gameObjectID, ///< ID of the game object to be registered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF].
1681  const char * in_pszObjName ///< Name of the game object (for monitoring purpose)
1682  );
1683 
1684  /// Unregisters a game object.
1685  /// \return
1686  /// - \c AK_Success if successful
1687  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1688  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1689  /// matter how many times it has been registered. Unregistering a game object while it is
1690  /// in use is allowed, but the control over the parameters of this game object is lost.
1691  /// For example, say a sound associated with this game object is a 3D moving sound. This sound will
1692  /// stop moving when the game object is unregistered, and there will be no way to regain control over the game object.
1693  /// \sa
1694  /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
1695  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1696  /// - \ref concept_gameobjects
1698  AkGameObjectID in_gameObjectID ///< ID of the game object to be unregistered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF]. Use
1699  /// AK_INVALID_GAME_OBJECT to unregister all game objects.
1700  );
1701 
1702  /// Unregister all game objects, or all game objects with a particular matching set of property flags.
1703  /// This function to can be used to unregister all game objects.
1704  /// \return
1705  /// - \c AK_Success if successful
1706  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1707  /// matter how many times it has been registered. Unregistering a game object while it is
1708  /// in use is allowed, but the control over the parameters of this game object is lost.
1709  /// For example, if a sound associated with this game object is a 3D moving sound, it will
1710  /// stop moving once the game object is unregistered, and there will be no way to recover
1711  /// the control over this game object.
1712  /// \sa
1713  /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
1714  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1715  /// - \ref concept_gameobjects
1717  );
1718 
1719  /// Sets the position of a game object.
1720  /// \warning The object's orientation vector (in_Position.Orientation) must be normalized.
1721  /// \return
1722  /// - \c AK_Success when successful
1723  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1724  /// + in_Position makes an invalid transform
1725  /// + in_eFlags is not one of the valid enum values
1726  /// + the game object ID is in the reserved ID range.
1727  /// \sa
1728  /// - \ref soundengine_3dpositions
1730  AkGameObjectID in_GameObjectID, ///< Game Object identifier
1731  const AkSoundPosition & in_Position,///< Position to set; in_Position.Orientation must be normalized.
1732  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1733  );
1734 
1735  /// Sets multiple positions to a single game object.
1736  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1737  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1738  /// \aknote
1739  /// - Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt>
1740  /// - If a sound has diffraction enabled, it is treated as <tt>MultiPositionType_MultiDirections</tt>. <tt>MultiPositionType_MultiSources</tt> is not supported in this case.
1741  /// \endaknote
1742  /// \return
1743  /// - \c AK_Success when successful
1744  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1745  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1746  /// + in_Position makes an invalid transform
1747  /// + in_eFlags is not one of the valid enum values
1748  /// + the game object ID is in the reserved ID range.
1749  /// \sa
1750  /// - \ref soundengine_3dpositions
1751  /// - \ref soundengine_3dpositions_multiplepos
1752  /// - \ref AK::SoundEngine::MultiPositionType
1754  AkGameObjectID in_GameObjectID, ///< Game Object identifier.
1755  const AkSoundPosition * in_pPositions, ///< Array of positions to apply.
1756  AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array.
1757  MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///< \ref AK::SoundEngine::MultiPositionType
1758  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1759  );
1760 
1761  /// Sets multiple positions to a single game object, with flexible assignment of input channels.
1762  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1763  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1764  /// \aknote Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
1765  /// \return
1766  /// - \c AK_Success when successful
1767  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1768  /// - \c AK_InvalidParameter if parameters are not valid.
1769  /// \sa
1770  /// - \ref soundengine_3dpositions
1771  /// - \ref soundengine_3dpositions_multiplepos
1772  /// - \ref AK::SoundEngine::MultiPositionType
1774  AkGameObjectID in_GameObjectID, ///< Game Object identifier.
1775  const AkChannelEmitter * in_pPositions, ///< Array of positions to apply, each using its own channel mask.
1776  AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array.
1777  MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///< \ref AK::SoundEngine::MultiPositionType
1778  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1779  );
1780 
1781  /// Sets the scaling factor of a Game Object.
1782  /// Modify the attenuation computations on this Game Object to simulate sounds with a larger or smaller area of effect.
1783  /// \return
1784  /// - \c AK_Success when successful
1785  /// - \c AK_InvalidParameter if the scaling factor specified was 0 or negative.
1786  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
1788  AkGameObjectID in_GameObjectID, ///< Game object identifier
1789  AkReal32 in_fAttenuationScalingFactor ///< Scaling Factor, 1 means 100%, 0.5 means 50%, 2 means 200%, and so on.
1790  );
1791 
1792  /// Use the position of a separate game object for distance calculations for a specified listener.
1793  /// When <tt>AK::SoundEngine::SetDistanceProbe()</tt> is called, Wwise calculates distance attenuation and filtering
1794  /// based on the distance between the distance probe Game Object (\c in_distanceProbeGameObjectID) and the emitter Game Object's position.
1795  /// In third-person perspective applications, the distance probe Game Object may be set to the player character's position,
1796  /// and the listener Game Object's position to that of the camera. In this scenario, attenuation is based on
1797  /// the distance between the character and the sound, whereas panning, spatialization, and spread and focus calculations are base on the camera.
1798  /// Both Game Objects, \c in_listenerGameObjectID and \c in_distanceProbeGameObjectID must have been previously registered using <tt>AK::SoundEngine::RegisterGameObj</tt>.
1799  /// This function is optional. if <tt>AK::SoundEngine::SetDistanceProbe()</tt> is never called, distance calculations are based on the listener Game Object position.
1800  /// 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.
1801  /// \aknote If the distance probe Game Object is assigned multiple positions, then the first position is used for distance calculations by the listener. \endaknote
1802  /// \return
1803  /// - \c AK_Success when successful
1804  /// \sa
1805  /// - <tt>AK::SoundEngine::SetPosition()</tt>
1807  AkGameObjectID in_listenerGameObjectID, ///< Game object identifier for the listener. Must have been previously registered via RegisterGameObj.
1808  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.
1809  );
1810 
1811  //@}
1812 
1813  ////////////////////////////////////////////////////////////////////////
1814  /// @name Bank Management
1815  //@{
1816 
1817  /// Unload all currently loaded banks.
1818  /// It also internally calls ClearPreparedEvents() since at least one bank must have been loaded to allow preparing events.
1819  /// \return
1820  /// - \c AK_Success if successful
1821  /// - \c AK_NotInitialized if the sound engine was not correctly initialized or if there is not enough memory to handle the command
1822  /// \sa
1823  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1824  /// - <tt>AK::SoundEngine::LoadBank()</tt>
1825  /// - \ref soundengine_banks
1827 
1828  /// Sets the I/O settings of the bank load and prepare event processes.
1829  /// The sound engine uses default values unless explicitly set by calling this method.
1830  /// \warning This function must be called before loading banks.
1831  /// \return
1832  /// - \c AK_Success if successful
1833  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1834  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1835  /// \sa
1836  /// - \ref soundengine_banks
1837  /// - \ref streamingdevicemanager
1839  AkReal32 in_fThroughput, ///< Average throughput of bank data streaming (bytes/ms) (the default value is AK_DEFAULT_BANK_THROUGHPUT)
1840  AkPriority in_priority ///< Priority of bank streaming (the default value is AK_DEFAULT_PRIORITY)
1841  );
1842 
1843 #ifdef AK_SUPPORT_WCHAR
1844  /// Load a bank synchronously (by Unicode string).\n
1845  /// The bank name and type are passed to the Stream Manager.
1846  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1847  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1848  /// The function returns when the request has been completely processed.
1849  /// \return
1850  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1851  /// You may use this ID with UnloadBank().
1852  /// - \c AK_Success: Load or unload successful.
1853  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1854  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1855  /// - \c AK_BankReadError: I/O error.
1856  /// - \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.
1857  /// - \c AK_InvalidFile: File specified could not be opened.
1858  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
1859  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1860  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1861  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1862  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure, check the debug console)
1863  /// \remarks
1864  /// - The initialization bank (Init.bnk) must be loaded first.
1865  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1866  /// initialization bank. If you need to load SoundBanks from a different project, you
1867  /// must first unload ALL banks, including the initialization bank, then load the
1868  /// initialization bank from the other project, and finally load banks from that project.
1869  /// - Codecs and plug-ins must be registered before loading banks that use them.
1870  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1871  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1872  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1873  /// posting the event will fail.
1874  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1875  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1876  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1877  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1878  /// \aknote
1879  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will return AK_Success even if the file is not found.
1880  /// The Capture Log will still report the missing file. For example, this will be the case when SoundBanks were not generated.
1881  /// If this option is selected, you can work without SoundBanks as long as Wwise Authoring is connected.
1882  /// The Init.bnk is still required to initialize the sound engine properly.
1883  /// \endaknote
1884  /// \sa
1885  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1886  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1887  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
1888  /// - \ref soundengine_banks
1889  /// - \ref integrating_elements_plugins
1890  /// - \ref streamingdevicemanager
1891  /// - \ref streamingmanager_lowlevel
1892  /// - \ref sdk_bank_training
1894  const wchar_t* in_pszString, ///< Name of the bank to load
1895  AkBankID & out_bankID, ///< Returned bank ID
1896  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1897  );
1898 #endif //AK_SUPPORT_WCHAR
1899 
1900  /// Loads a bank synchronously.\n
1901  /// The bank name and type are passed to the Stream Manager.
1902  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1903  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1904  /// The function returns when the request has been completely processed.
1905  /// \return
1906  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1907  /// You may use this ID with UnloadBank().
1908  /// - \c AK_Success: Load or unload successful.
1909  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1910  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1911  /// - \c AK_BankReadError: I/O error.
1912  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1913  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1914  /// - \c AK_InvalidFile: File specified could not be opened.
1915  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1916  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1917  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1918  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1919  /// \remarks
1920  /// - The initialization bank (Init.bnk) must be loaded first.
1921  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1922  /// initialization bank. If you need to load SoundBanks from a different project, you
1923  /// must first unload ALL banks, including the initialization bank, then load the
1924  /// initialization bank from the other project, and finally load banks from that project.
1925  /// - Codecs and plug-ins must be registered before loading banks that use them.
1926  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1927  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1928  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1929  /// posting the event will fail.
1930  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1931  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1932  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1933  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1934  /// \aknote
1935  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will return AK_Success even if the file is not found.
1936  /// The Capture Log will still report the missing file. For example, this will be the case when SoundBanks were not generated.
1937  /// If this option is selected, you can work without SoundBanks as long as Wwise Authoring is connected.
1938  /// The Init.bnk is still required to initialize the sound engine properly.
1939  /// \endaknote
1940  /// \sa
1941  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1942  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1943  /// - <tt>AK::SoundEngine::GetIDFromString</tt>
1944  /// - \ref soundengine_banks
1945  /// - \ref integrating_elements_plugins
1946  /// - \ref streamingdevicemanager
1947  /// - \ref streamingmanager_lowlevel
1948  /// - \ref sdk_bank_training
1950  const char* in_pszString, ///< Name of the bank to load
1951  AkBankID & out_bankID, ///< Returned bank ID
1952  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1953  );
1954 
1955  /// Loads a bank synchronously (by ID).\n
1956  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
1957  /// The bank ID is passed to the Stream Manager.
1958  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1959  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1960  /// The function returns when the request has been completely processed.
1961  /// \return
1962  /// - \c AK_Success: Load or unload successful.
1963  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1964  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1965  /// - \c AK_BankReadError: I/O error. The bank is either shorter than expected or its data corrupted.
1966  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1967  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1968  /// - \c AK_InvalidFile: File specified could not be opened.
1969  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1970  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console or Wwise Profiler
1971  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1972  /// - \c AK_FileNotFound if the bank file was not found on disk.
1973  /// - \c AK_FilePermissionError if the file permissions are wrong for the file
1974  /// - \c AK_Fail: Load or unload failed for any other reason. , check the debug console or Wwise Profiler
1975  /// \remarks
1976  /// - The initialization bank (Init.bnk) must be loaded first.
1977  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1978  /// initialization bank. If you need to load SoundBanks from a different project, you
1979  /// must first unload ALL banks, including the initialization bank, then load the
1980  /// initialization bank from the other project, and finally load banks from that project.
1981  /// - Codecs and plug-ins must be registered before loading banks that use them.
1982  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1983  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1984  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1985  /// posting the event will fail.
1986  /// \aknote
1987  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will return AK_Success even if the file is not found.
1988  /// The Capture Log will still report the missing file. For example, this will be the case when SoundBanks were not generated.
1989  /// If this option is selected, you can work without SoundBanks as long as Wwise Authoring is connected.
1990  /// The Init.bnk is still required to initialize the sound engine properly.
1991  /// \endaknote
1992  /// \sa
1993  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1994  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1995  /// - \ref soundengine_banks
1996  /// - \ref integrating_elements_plugins
1997  /// - \ref sdk_bank_training
1999  AkBankID in_bankID, ///< Bank ID of the bank to load
2000  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2001  );
2002 
2003  /// Loads a bank synchronously (from in-memory data, in-place, user bank only).\n
2004  ///
2005  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2006  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2007  ///
2008  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2009  /// in a buffer and pass its address to the sound engine.
2010  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2011  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2012  /// The function returns when the request has been completely processed.
2013  /// \return
2014  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2015  /// ID with UnloadBank().
2016  /// - \c AK_Success: Load or unload successful.
2017  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2018  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2019  /// - \c AK_BankReadError: I/O error.
2020  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2021  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2022  /// - \c AK_InvalidFile: File specified could not be opened.
2023  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2024  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2025  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2026  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2027  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2028  /// \remarks
2029  /// - The initialization bank (Init.bnk) must be loaded first.
2030  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2031  /// initialization bank. If you need to load SoundBanks from a different project, you
2032  /// must first unload ALL banks, including the initialization bank, then load the
2033  /// initialization bank from the other project, and finally load banks from that project.
2034  /// - Codecs and plug-ins must be registered before loading banks that use them.
2035  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2036  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2037  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2038  /// posting the event will fail.
2039  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2040  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2041  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2042  /// \sa
2043  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2044  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2045  /// - \ref soundengine_banks
2046  /// - \ref integrating_elements_plugins
2047  /// - \ref sdk_bank_training
2049  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2050  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2051  AkBankID & out_bankID ///< Returned bank ID
2052  );
2053 
2054  /// Loads a bank synchronously (from in-memory data, in-place, any bank type).\n
2055  ///
2056  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2057  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2058  ///
2059  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2060  /// in a buffer and pass its address to the sound engine.
2061  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2062  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2063  /// The function returns when the request has been completely processed.
2064  /// \return
2065  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2066  /// ID with UnloadBank().
2067  /// - \c AK_Success: Load or unload successful.
2068  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2069  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2070  /// - \c AK_BankReadError: I/O error.
2071  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2072  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2073  /// - \c AK_InvalidFile: File specified could not be opened.
2074  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2075  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2076  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2077  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2078  /// \remarks
2079  /// - The initialization bank (Init.bnk) must be loaded first.
2080  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2081  /// initialization bank. If you need to load SoundBanks from a different project, you
2082  /// must first unload ALL banks, including the initialization bank, then load the
2083  /// initialization bank from the other project, and finally load banks from that project.
2084  /// - Codecs and plug-ins must be registered before loading banks that use them.
2085  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2086  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2087  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2088  /// posting the event will fail.
2089  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2090  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2091  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2092  /// \sa
2093  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2094  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2095  /// - \ref soundengine_banks
2096  /// - \ref integrating_elements_plugins
2097  /// - \ref sdk_bank_training
2099  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2100  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2101  AkBankID & out_bankID, ///< Returned bank ID
2102  AkBankType & out_bankType ///< Returned bank type
2103  );
2104 
2105  /// Loads a bank synchronously (from in-memory data, out-of-place, user bank only).\n
2106  ///
2107  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2108  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2109  ///
2110  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2111  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2112  /// allocated memory.
2113  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2114  /// over the in-place version is that there is no duplication of bank structures.
2115  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2116  /// The function returns when the request has been completely processed.
2117  /// \return
2118  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2119  /// ID with UnloadBank().
2120  /// - \c AK_Success: Load or unload successful.
2121  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2122  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2123  /// - \c AK_BankReadError: I/O error.
2124  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2125  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2126  /// - \c AK_InvalidFile: File specified could not be opened.
2127  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2128  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2129  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2130  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2131  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2132  /// \remarks
2133  /// - The initialization bank (Init.bnk) must be loaded first.
2134  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2135  /// initialization bank. If you need to load SoundBanks from a different project, you
2136  /// must first unload ALL banks, including the initialization bank, then load the
2137  /// initialization bank from the other project, and finally load banks from that project.
2138  /// - Codecs and plug-ins must be registered before loading banks that use them.
2139  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2140  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2141  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2142  /// posting the event will fail.
2143  /// \sa
2144  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2145  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2146  /// - \ref soundengine_banks
2147  /// - \ref integrating_elements_plugins
2148  /// - \ref sdk_bank_training
2150  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)
2151  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2152  AkBankID & out_bankID ///< Returned bank ID
2153  );
2154 
2155  /// Loads a bank synchronously (from in-memory data, out-of-place, any bank type).\n
2156  ///
2157  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2158  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2159  ///
2160  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2161  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2162  /// allocated memory.
2163  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2164  /// over the in-place version is that there is no duplication of bank structures.
2165  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2166  /// The function returns when the request has been completely processed.
2167  /// \return
2168  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2169  /// ID with UnloadBank().
2170  /// - \c AK_Success: Load or unload successful.
2171  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2172  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2173  /// - \c AK_BankReadError: I/O error.
2174  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2175  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2176  /// - \c AK_InvalidFile: File specified could not be opened.
2177  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2178  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2179  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2180  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2181  /// \remarks
2182  /// - The initialization bank (Init.bnk) must be loaded first.
2183  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2184  /// initialization bank. If you need to load SoundBanks from a different project, you
2185  /// must first unload ALL banks, including the initialization bank, then load the
2186  /// initialization bank from the other project, and finally load banks from that project.
2187  /// - Codecs and plug-ins must be registered before loading banks that use them.
2188  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2189  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2190  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2191  /// posting the event will fail.
2192  /// \sa
2193  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2194  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2195  /// - \ref soundengine_banks
2196  /// - \ref integrating_elements_plugins
2197  /// - \ref sdk_bank_training
2199  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)
2200  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2201  AkBankID & out_bankID, ///< Returned bank ID
2202  AkBankType & out_bankType ///< Returned bank type
2203  );
2204 
2205  /// 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.
2206  /// \n
2207  /// 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.
2209  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)
2210  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to decode
2211  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.
2212  void * & out_pDecodedBankPtr, ///< Decoded bank memory location.
2213  AkUInt32 & out_uDecodedBankSize ///< Decoded bank memory size.
2214  );
2215 
2216 #ifdef AK_SUPPORT_WCHAR
2217  /// Loads a bank asynchronously (by Unicode string).\n
2218  /// The bank name is passed to the Stream Manager.
2219  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2220  /// A bank load request will be posted to the Bank Manager consumer thread.
2221  /// The function returns immediately.
2222  /// \return
2223  /// AK_Success if the scheduling was successful, AK_Fail otherwise.
2224  /// Use a callback to be notified when completed, and get the status of the request.
2225  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2226  /// You may use this ID with UnloadBank().
2227  /// \remarks
2228  /// - The initialization bank (Init.bnk) must be loaded first.
2229  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2230  /// initialization bank. If you need to load SoundBanks from a different project, you
2231  /// must first unload ALL banks, including the initialization bank, then load the
2232  /// initialization bank from the other project, and finally load banks from that project.
2233  /// - Codecs and plug-ins must be registered before loading banks that use them.
2234  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2235  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2236  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2237  /// posting the event will fail.
2238  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2239  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2240  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2241  /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2242  /// (<tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>) if you use the default Stream Manager's implementation.
2243  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2244  /// as AkFileSystemFlags::pCustomParam.
2245  /// \aknote
2246  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will succeed even if the file is not found.
2247  /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2248  /// This allows working without sound banks, as long as the Wwise Authoring is connected.
2249  /// The Init.bnk is still required to initialize the sound engine properly though.
2250  /// \endaknote
2251  /// \sa
2252  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2253  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2254  /// - AkBankCallbackFunc
2255  /// - \ref soundengine_banks
2256  /// - \ref integrating_elements_plugins
2257  /// - \ref streamingdevicemanager
2258  /// - \ref streamingmanager_lowlevel
2259  /// - \ref sdk_bank_training
2261  const wchar_t* in_pszString, ///< Name/path of the bank to load
2262  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2263  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)
2264  AkBankID & out_bankID, ///< Returned bank ID
2265  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2266  );
2267 #endif //AK_SUPPORT_WCHAR
2268 
2269  /// Loads a bank asynchronously.\n
2270  /// The bank name is passed to the Stream Manager.
2271  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2272  /// A bank load request will be posted to the Bank Manager consumer thread.
2273  /// The function returns immediately.
2274  /// \return
2275  /// - \c AK_Success if the scheduling was successful,
2276  /// - \c AK_InvalidBankType if in_bankType was invalid
2277  /// Use a callback to be notified when completed, and get the status of the request.
2278  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2279  /// You may use this ID with UnloadBank().
2280  /// \remarks
2281  /// - The initialization bank (Init.bnk) must be loaded first.
2282  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2283  /// initialization bank. If you need to load SoundBanks from a different project, you
2284  /// must first unload ALL banks, including the initialization bank, then load the
2285  /// initialization bank from the other project, and finally load banks from that project.
2286  /// - Codecs and plug-ins must be registered before loading banks that use them.
2287  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2288  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2289  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2290  /// posting the Event will fail.
2291  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2292  /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2293  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2294  /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2295  /// (<tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>) if you use the default Stream Manager's implementation.
2296  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2297  /// as <tt>AkFileSystemFlags::pCustomParam</tt>.
2298  /// \aknote
2299  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will succeed even if the file is not found.
2300  /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2301  /// This allows working without sound banks, as long as Wwise Authoring is connected.
2302  /// The Init.bnk is still required to initialize the sound engine properly though.
2303  /// \endaknote
2304  /// \sa
2305  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2306  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2307  /// - AkBankCallbackFunc
2308  /// - \ref soundengine_banks
2309  /// - \ref integrating_elements_plugins
2310  /// - \ref streamingdevicemanager
2311  /// - \ref streamingmanager_lowlevel
2312  /// - \ref sdk_bank_training
2314  const char* in_pszString, ///< Name/path of the bank to load
2315  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2316  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)
2317  AkBankID & out_bankID, ///< Returned bank ID
2318  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2319  );
2320 
2321  /// Loads a bank asynchronously (by ID).\n
2322  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2323  /// The bank ID is passed to the Stream Manager.
2324  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2325  /// A bank load request will be posted to the Bank Manager consumer thread.
2326  /// The function returns immediately.
2327  /// \return
2328  /// - \c AK_Success if the scheduling was successful,
2329  /// - \c AK_InvalidBankType if in_bankType was invalid
2330  /// Use a callback to be notified when completed, and get the status of the request.
2331  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2332  /// You may use this ID with \c UnloadBank().
2333  /// \remarks
2334  /// - The initialization bank (Init.bnk) must be loaded first.
2335  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2336  /// initialization bank. If you need to load SoundBanks from a different project, you
2337  /// must first unload ALL banks, including the initialization bank, then load the
2338  /// initialization bank from the other project, and finally load banks from that project.
2339  /// - Codecs and plug-ins must be registered before loading banks that use them.
2340  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2341  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2342  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2343  /// posting the event will fail.
2344  /// - The file path should be resolved in your implementation of the Stream Manager, or in the Low-Level I/O module if
2345  /// 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.
2346  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2347  /// as AkFileSystemFlags::pCustomParam.
2348  /// \aknote
2349  /// When Wwise Authoring is connected to the game in "Profile And Edit (Sync All)" mode, LoadBank will succeed even if the file is not found.
2350  /// This might be the case when sound banks were not generated, for example. The Capture Log will still report the missing file.
2351  /// This allows working without sound banks, as long as Wwise Authoring is connected.
2352  /// The Init.bnk is still required to initialize the sound engine properly though.
2353  /// \endaknote
2354  /// \sa
2355  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2356  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2357  /// - AkBankCallbackFunc
2358  /// - \ref soundengine_banks
2359  /// - \ref integrating_elements_plugins
2360  /// - \ref sdk_bank_training
2362  AkBankID in_bankID, ///< Bank ID of the bank to load
2363  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2364  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)
2365  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2366  );
2367 
2368  /// Loads a bank asynchronously (from in-memory data, in-place, user bank only).\n
2369  ///
2370  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2371  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2372  ///
2373  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2374  /// in a buffer and pass its address to the sound engine.
2375  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2376  /// A bank load request will be posted to the Bank Manager consumer thread.
2377  /// The function returns immediately.
2378  /// \return
2379  /// - \c AK_Success if the scheduling was successful,
2380  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2381  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2382  /// Use a callback to be notified when completed, and get the status of the request.
2383  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2384  /// You may use this ID with UnloadBank().
2385  /// \remarks
2386  /// - The initialization bank (Init.bnk) must be loaded first.
2387  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2388  /// initialization bank. If you need to load SoundBanks from a different project, you
2389  /// must first unload ALL banks, including the initialization bank, then load the
2390  /// initialization bank from the other project, and finally load banks from that project.
2391  /// - Codecs and plug-ins must be registered before loading banks that use them.
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,
2395  /// posting the event will fail.
2396  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2397  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2398  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2399  /// \sa
2400  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2401  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2402  /// - AkBankCallbackFunc
2403  /// - \ref soundengine_banks
2404  /// - \ref integrating_elements_plugins
2405  /// - \ref sdk_bank_training
2407  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2408  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2409  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2410  void * in_pCookie, ///< Callback cookie
2411  AkBankID & out_bankID ///< Returned bank ID
2412  );
2413 
2414  /// Loads a bank asynchronously (from in-memory data, in-place, any bank type).\n
2415  ///
2416  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2417  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2418  ///
2419  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2420  /// in a buffer and pass its address to the sound engine.
2421  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2422  /// A bank load request will be posted to the Bank Manager consumer thread.
2423  /// The function returns immediately.
2424  /// \return
2425  /// - \c AK_Success if the scheduling was successful,
2426  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2427  /// Use a callback to be notified when completed, and get the status of the request.
2428  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2429  /// You may use this ID with UnloadBank().
2430  /// \remarks
2431  /// - The initialization bank (Init.bnk) must be loaded first.
2432  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2433  /// initialization bank. If you need to load SoundBanks from a different project, you
2434  /// must first unload ALL banks, including the initialization bank, then load the
2435  /// initialization bank from the other project, and finally load banks from that project.
2436  /// - Codecs and plug-ins must be registered before loading banks that use them.
2437  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2438  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2439  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2440  /// posting the event will fail.
2441  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2442  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2443  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2444  /// \sa
2445  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2446  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2447  /// - AkBankCallbackFunc
2448  /// - \ref soundengine_banks
2449  /// - \ref integrating_elements_plugins
2450  /// - \ref sdk_bank_training
2452  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2453  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2454  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2455  void * in_pCookie, ///< Callback cookie
2456  AkBankID & out_bankID, ///< Returned bank ID
2457  AkBankType & out_bankType ///< Returned bank type
2458  );
2459 
2460  /// Loads a bank asynchronously (from in-memory data, out-of-place, user bank only).\n
2461  ///
2462  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2463  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2464  ///
2465  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2466  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2467  /// memory.
2468  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2469  /// over the in-place version is that there is no duplication of bank structures.
2470  /// A bank load request will be posted to the Bank Manager consumer thread.
2471  /// The function returns immediately.
2472  /// \return
2473  /// - \c AK_Success if the scheduling was successful,
2474  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2475  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2476  /// Use a callback to be notified when completed, and get the status of the request.
2477  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2478  /// You may use this ID with UnloadBank().
2479  /// \remarks
2480  /// - The initialization bank (Init.bnk) must be loaded first.
2481  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2482  /// initialization bank. If you need to load SoundBanks from a different project, you
2483  /// must first unload ALL banks, including the initialization bank, then load the
2484  /// initialization bank from the other project, and finally load banks from that project.
2485  /// - Codecs and plug-ins must be registered before loading banks that use them.
2486  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2487  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2488  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2489  /// posting the event will fail.
2490  /// \sa
2491  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2492  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2493  /// - AkBankCallbackFunc
2494  /// - \ref soundengine_banks
2495  /// - \ref integrating_elements_plugins
2496  /// - \ref sdk_bank_training
2498  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)
2499  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2500  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2501  void* in_pCookie, ///< Callback cookie
2502  AkBankID& out_bankID ///< Returned bank ID
2503  );
2504 
2505  /// Loads a bank asynchronously (from in-memory data, out-of-place, any bank type).\n
2506  ///
2507  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2508  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2509  ///
2510  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2511  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2512  /// memory.
2513  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2514  /// over the in-place version is that there is no duplication of bank structures.
2515  /// A bank load request will be posted to the Bank Manager consumer thread.
2516  /// The function returns immediately.
2517  /// \return
2518  /// - \c AK_Success if the scheduling was successful,
2519  /// - \c AK_InvalidBankType if in_bankType was invalid
2520  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2521  /// Use a callback to be notified when completed, and get the status of the request.
2522  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2523  /// You may use this ID with UnloadBank().
2524  /// \remarks
2525  /// - The initialization bank (Init.bnk) must be loaded first.
2526  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2527  /// initialization bank. If you need to load SoundBanks from a different project, you
2528  /// must first unload ALL banks, including the initialization bank, then load the
2529  /// initialization bank from the other project, and finally load banks from that project.
2530  /// - Codecs and plug-ins must be registered before loading banks that use them.
2531  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2532  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2533  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2534  /// posting the event will fail.
2535  /// \sa
2536  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2537  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2538  /// - AkBankCallbackFunc
2539  /// - \ref soundengine_banks
2540  /// - \ref integrating_elements_plugins
2541  /// - \ref sdk_bank_training
2543  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)
2544  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2545  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2546  void * in_pCookie, ///< Callback cookie
2547  AkBankID & out_bankID, ///< Returned bank ID
2548  AkBankType & out_bankType ///< Returned bank type
2549  );
2550 
2551 #ifdef AK_SUPPORT_WCHAR
2552  /// Unloads a bank synchronously (by Unicode string).\n
2553  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2554  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2555  /// \remarks
2556  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2557  /// then it calls the synchronous version of UnloadBank() by ID.
2558  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2559  /// not the name of the file (if you changed it), nor the full path of the file.
2560  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2561  /// This means that streamed sounds or generated sounds will not be stopped.
2562  /// \sa
2563  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2564  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2565  /// - \ref soundengine_banks
2567  const wchar_t* in_pszString, ///< Name of the bank to unload
2568  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.
2569  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2570  );
2571 #endif //AK_SUPPORT_WCHAR
2572 
2573  /// Unloads a bank synchronously.\n
2574  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2575  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2576  /// \remarks
2577  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2578  /// then it calls the synchronous version of UnloadBank() by ID.
2579  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2580  /// not the name of the file (if you changed it), nor the full path of the file.
2581  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2582  /// This means that streamed sounds or generated sounds will not be stopped.
2583  /// \sa
2584  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2585  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2586  /// - \ref soundengine_banks
2588  const char* in_pszString, ///< Name of the bank to unload
2589  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.
2590  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2591  );
2592 
2593  /// Unloads a bank synchronously (by ID and memory pointer).\n
2594  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2595  /// \remarks
2596  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2597  /// This means that streamed sounds or generated sounds will not be stopped.
2598  /// \sa
2599  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2600  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2601  /// - \ref soundengine_banks
2603  AkBankID in_bankID, ///< ID of the bank to unload
2604  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.
2605  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2606  );
2607 
2608 #ifdef AK_SUPPORT_WCHAR
2609  /// Unloads a bank asynchronously (by Unicode string).\n
2610  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2611  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2612  /// \remarks
2613  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2614  /// then it calls the synchronous version of UnloadBank() by ID.
2615  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2616  /// not the name of the file (if you changed it), nor the full path of the file.
2617  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2618  /// This means that streamed sounds or generated sounds will not be stopped.
2619  /// \sa
2620  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2621  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2622  /// - AkBankCallbackFunc
2623  /// - \ref soundengine_banks
2625  const wchar_t* in_pszString, ///< Name of the bank to unload
2626  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.
2627  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2628  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2629  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2630  );
2631 #endif //AK_SUPPORT_WCHAR
2632 
2633  /// Unloads a bank asynchronously.\n
2634  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2635  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2636  /// \remarks
2637  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2638  /// then it calls the synchronous version of UnloadBank() by ID.
2639  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2640  /// not the name of the file (if you changed it), nor the full path of the file.
2641  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2642  /// This means that streamed sounds or generated sounds will not be stopped.
2643  /// \sa
2644  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2645  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2646  /// - AkBankCallbackFunc
2647  /// - \ref soundengine_banks
2649  const char* in_pszString, ///< Name of the bank to unload
2650  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.
2651  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2652  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2653  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2654  );
2655 
2656  /// Unloads a bank asynchronously (by ID and memory pointer).\n
2657  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2658  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2659  /// \remarks
2660  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2661  /// This means that streamed sounds or generated sounds will not be stopped.
2662  /// \sa
2663  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2664  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2665  /// - AkBankCallbackFunc
2666  /// - \ref soundengine_banks
2668  AkBankID in_bankID, ///< ID of the bank to unload
2669  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.
2670  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2671  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2672  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2673  );
2674 
2675  /// Cancels all Event callbacks associated with a specific callback cookie specified while loading Banks of preparing Events.\n
2676  /// \sa
2677  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2678  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2679  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2680  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2681  /// - AkBankCallbackFunc
2683  void * in_pCookie ///< Callback cookie to be canceled
2684  );
2685 
2686  /// Preparation type.
2687  /// \sa
2688  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2689  /// - <tt>AK::SoundEngine::PrepareGameSyncs()</tt>
2690  /// - <tt>AK::SoundEngine::PrepareBank()</tt>
2692  {
2693  Preparation_Load, ///< \c PrepareEvent() will load required information to play the specified event.
2694  Preparation_Unload, ///< \c PrepareEvent() will unload required information to play the specified event.
2695  Preparation_LoadAndDecode, ///< Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
2696  Preparation_Last, ///< End of enum, invalid value.
2697  };
2698 
2699  /// Parameter to be passed to <tt>AK::SoundEngine::PrepareBank()</tt>.
2700  /// Use AkBankContent_All to load both the media and structural content from the bank.
2701  /// 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.
2702  /// \sa
2703  /// - <tt>AK::SoundEngine::PrepareBank()</tt>
2704  /// - \ref soundengine_banks_preparingbanks
2706  {
2707  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.
2708  AkBankContent_All, ///< Use AkBankContent_All to load both the media and structural content.
2709  AkBankContent_Last ///< End of enum, invalid value.
2710  };
2711 
2712 #ifdef AK_SUPPORT_WCHAR
2713  /// 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
2714  /// 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(),
2715  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2716  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2717  /// allowing using PrepareEvent() to load media on demand.
2718  /// \sa
2719  /// - \ref soundengine_banks_preparingbanks
2720  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2721  /// - <tt>AK::SoundEngine::PreparationType</tt>
2722  /// \remarks
2723  /// 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
2724  /// 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;
2725  /// 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.
2727  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2728  const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2729  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2730  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2731  );
2732 #endif //AK_SUPPORT_WCHAR
2733 
2734  /// 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
2735  /// 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(),
2736  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2737  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2738  /// allowing using PrepareEvent() to load media on demand.
2739  /// \sa
2740  /// - \ref soundengine_banks_preparingbanks
2741  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2742  /// - <tt>AK::SoundEngine::PreparationType</tt>
2743  /// \remarks
2744  /// \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
2745  /// 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;
2746  /// 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.
2748  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2749  const char* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2750  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2751  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2752  );
2753 
2754  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2755  /// 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
2756  /// 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(),
2757  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2758  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2759  /// allowing using PrepareEvent() to load media on demand.
2760  /// \sa
2761  /// - \ref soundengine_banks_preparingbanks
2762  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2763  /// - <tt>AK::SoundEngine::PreparationType</tt>
2764  /// \remarks
2765  /// \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
2766  /// 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;
2767  /// 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.
2769  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2770  AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare.
2771  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2772  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2773  );
2774 
2775 #ifdef AK_SUPPORT_WCHAR
2776  /// 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
2777  /// 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(),
2778  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2779  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2780  /// allowing using PrepareEvent() to load media on demand.
2781  /// \sa
2782  /// - \ref soundengine_banks_preparingbanks
2783  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2784  /// - <tt>AK::SoundEngine::PreparationType</tt>
2785  /// \remarks
2786  /// 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
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 PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
2790  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2791  const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2792  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2793  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2794  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2795  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2796  );
2797 #endif //AK_SUPPORT_WCHAR
2798 
2799  /// 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
2800  /// 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(),
2801  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2802  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2803  /// allowing using PrepareEvent() to load media on demand.
2804  /// \sa
2805  /// - \ref soundengine_banks_preparingbanks
2806  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2807  /// - <tt>AK::SoundEngine::PreparationType()</tt>
2808  /// \remarks
2809  /// 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
2810  /// 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;
2811  /// 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.
2813  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2814  const char* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2815  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2816  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2817  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2818  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2819  );
2820 
2821  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2822  /// 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
2823  /// 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(),
2824  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2825  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2826  /// allowing using PrepareEvent() to load media on demand.
2827  /// \sa
2828  /// - \ref soundengine_banks_preparingbanks
2829  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2830  /// - <tt>AK::SoundEngine::PreparationType()</tt>
2831  /// \remarks
2832  /// \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
2833  /// 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;
2834  /// 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.
2836  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2837  AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare.
2838  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2839  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2840  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2841  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2842  );
2843 
2844  /// Clear all previously prepared events.\n
2845  /// \return
2846  /// - \c AK_Success if successful.
2847  /// - \c AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command.
2848  /// \remarks
2849  /// The function \c ClearBanks() also clears all prepared events.
2850  /// \sa
2851  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
2852  /// - \c <tt>AK::SoundEngine::ClearBanks()</tt>
2854 
2855 #ifdef AK_SUPPORT_WCHAR
2856  /// Prepares or unprepares Events synchronously (by Unicode string).\n
2857  /// The Events are identified by strings, and converted to IDs internally
2858  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2859  /// Before invoking \c PrepareEvent(), use \c LoadBank() to explicitly load the SoundBank(s)
2860  /// that contain the Events and structures. When a request is posted to the
2861  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2862  /// successfully post the specified Events and load the required loose media files.
2863  /// \aknote Before version 2015.1, the required media files could be included
2864  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2865  /// however,\c PrepareEvent() now only looks for loose media files.
2866  /// \endaknote
2867  /// The function returns when the request is completely processed.
2868  /// \return
2869  /// - \c AK_Success: Prepare/un-prepare successful.
2870  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2871  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2872  /// - \c AK_BankReadError: I/O error.
2873  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2874  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2875  /// - \c AK_InvalidFile: File specified could not be opened.
2876  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2877  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2878  /// \remarks
2879  /// Whenever at least one event fails to be resolved, the actions performed for all
2880  /// other events are cancelled.
2881  /// \sa
2882  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2883  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2884  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2885  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2886  /// - \ref soundengine_banks
2887  /// - \ref sdk_bank_training
2889  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2890  const wchar_t** in_ppszString, ///< Array of event names
2891  AkUInt32 in_uNumEvent ///< Number of events in the array
2892  );
2893 #endif //AK_SUPPORT_WCHAR
2894 
2895  /// Prepares or unprepares events synchronously.\n
2896  /// The Events are identified by strings and converted to IDs internally
2897  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2898  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2899  /// that contain the Events and structures. When a request is posted to the
2900  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2901  /// successfully post the specified Events and load the required loose media files.
2902  /// \aknote Before version 2015.1, the required media files could be included
2903  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2904  /// however, PrepareEvent() now only looks for loose media files.
2905  /// \endaknote
2906  /// The function returns when the request is completely processed.
2907  /// \return
2908  /// - \c AK_Success: Prepare/un-prepare successful.
2909  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2910  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2911  /// - \c AK_BankReadError: I/O error.
2912  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2913  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2914  /// - \c AK_InvalidFile: File specified could not be opened.
2915  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2916  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2917  /// \remarks
2918  /// Whenever at least one event fails to be resolved, the actions performed for all
2919  /// other events are cancelled.
2920  /// \aknote The use of PrepareEvent is incompatible with LoadBank, using in-memory data.
2921  /// \endaknote
2922  /// \sa
2923  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2924  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2925  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2926  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2927  /// - \ref soundengine_banks
2928  /// - \ref sdk_bank_training
2930  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2931  const char** in_ppszString, ///< Array of event names
2932  AkUInt32 in_uNumEvent ///< Number of events in the array
2933  );
2934 
2935  /// Prepares or unprepares events synchronously (by ID).
2936  /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2937  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2938  /// that contain the Events and structures. When a request is posted to the
2939  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2940  /// successfully post the specified Events and load the required loose media files.
2941  /// \aknote Before version 2015.1, the required media files could be included
2942  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2943  /// however, PrepareEvent() now only looks for loose media files.
2944  /// \endaknote
2945  /// The function returns when the request is completely processed.
2946  /// \return
2947  /// - \c AK_Success: Prepare/un-prepare successful.
2948  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2949  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2950  /// - \c AK_BankReadError: I/O error.
2951  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2952  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2953  /// - \c AK_InvalidFile: File specified could not be opened.
2954  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2955  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2956  /// \remarks
2957  /// Whenever at least one event fails to be resolved, the actions performed for all
2958  /// other events are cancelled.
2959  /// \sa
2960  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2961  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2962  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2963  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2964  /// - \ref soundengine_banks
2965  /// - \ref sdk_bank_training
2967  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2968  AkUniqueID* in_pEventID, ///< Array of event IDs
2969  AkUInt32 in_uNumEvent ///< Number of event IDs in the array
2970  );
2971 
2972 #ifdef AK_SUPPORT_WCHAR
2973  /// Prepares or unprepares an event asynchronously (by Unicode string).
2974  /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2975  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2976  /// that contain the Events and structures. When a request is posted to the
2977  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2978  /// successfully post the specified Events and load the required loose media files.
2979  /// \aknote Before version 2015.1, the required media files could be included
2980  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2981  /// however, \c PrepareEvent() now only looks for loose media files.
2982  /// \endaknote
2983  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2984  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
2985  /// \remarks
2986  /// Whenever at least one Event fails to be resolved, the actions performed for all
2987  /// other Events are cancelled.
2988  /// \sa
2989  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2990  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2991  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2992  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2993  /// - AkBankCallbackFunc
2994  /// - \ref soundengine_banks
2995  /// - \ref sdk_bank_training
2997  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2998  const wchar_t** in_ppszString, ///< Array of event names
2999  AkUInt32 in_uNumEvent, ///< Number of events in the array
3000  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3001  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3002  );
3003 #endif //AK_SUPPORT_WCHAR
3004 
3005  /// Prepares or unprepares an event asynchronously.
3006  /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3007  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
3008  /// that contain the Events and structures. When a request is posted to the
3009  /// Bank Manager consumer thread, it will resolve all dependencies needed to
3010  /// successfully post the specified Events and load the required loose media files.
3011  /// \aknote Before version 2015.1, the required media files could be included
3012  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
3013  /// however, PrepareEvent() now only looks for loose media files.
3014  /// \endaknote
3015  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3016  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3017  /// \remarks
3018  /// Whenever at least one event fails to be resolved, the actions performed for all
3019  /// other events are cancelled.
3020  /// \sa
3021  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3022  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
3023  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3024  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3025  /// - AkBankCallbackFunc
3026  /// - \ref soundengine_banks
3027  /// - \ref sdk_bank_training
3029  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3030  const char** in_ppszString, ///< Array of event names
3031  AkUInt32 in_uNumEvent, ///< Number of events in the array
3032  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3033  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3034  );
3035 
3036  /// Prepares or unprepares events asynchronously (by ID).\n
3037  /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3038  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
3039  /// that contain the Events and structures. When a request is posted to the
3040  /// Bank Manager consumer thread, it will resolve all dependencies needed to
3041  /// successfully post the specified Events and load the required loose media files.
3042  /// \aknote Before version 2015.1, the required media files could be included
3043  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
3044  /// however, PrepareEvent() now only looks for loose media files.
3045  /// \endaknote
3046  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3047  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3048  /// \remarks
3049  /// Whenever at least one event fails to be resolved, the actions performed for all
3050  /// other events are cancelled.
3051  /// \sa
3052  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3053  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
3054  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3055  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3056  /// - AkBankCallbackFunc
3057  /// - \ref soundengine_banks
3058  /// - \ref sdk_bank_training
3060  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3061  AkUniqueID* in_pEventID, ///< Array of event IDs
3062  AkUInt32 in_uNumEvent, ///< Number of event IDs in the array
3063  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3064  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3065  );
3066 
3067 #ifdef AK_SUPPORT_WCHAR
3068  /// Prepares or unprepares busses synchronously (by Unicode string).\n
3069  /// The Busses are identified by strings and converted to IDs internally
3070  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3071  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3072  /// that contain the Bus structures. When a request is posted to the
3073  /// Bank Manager consumer thread, it will load the required loose media files for effects
3074  /// placed on the specified busses.
3075  /// The function returns when the request is completely processed.
3076  /// \return
3077  /// - \c AK_Success: Prepare/un-prepare successful.
3078  /// - \c AK_IDNotFound: At least one of the bus IDs does not exist.
3079  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3080  /// - \c AK_BankReadError: I/O error.
3081  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3082  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3083  /// - \c AK_InvalidFile: File specified could not be opened.
3084  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3085  /// - \c AK_Fail: Load or unload failed for any other reason.
3086  /// \remarks
3087  /// Whenever at least one bus fails to be resolved, the actions performed for all
3088  /// other busses are cancelled.
3089  /// \sa
3090  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3091  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3092  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3093  /// - AkBankCallbackFunc
3094  /// - \ref soundengine_banks
3095  /// - \ref sdk_bank_training
3097  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3098  const wchar_t** in_ppszString, ///< Array of bus names
3099  AkUInt32 in_uBusses ///< Number of bus names in the array
3100  );
3101 #endif //AK_SUPPORT_WCHAR
3102 
3103  /// Prepares or unprepares busses synchronously.\n
3104  /// The Busses are identified by strings and converted to IDs internally
3105  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3106  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3107  /// that contain the Bus structures. When a request is posted to the
3108  /// Bank Manager consumer thread, it will load the required loose media files for effects
3109  /// placed on the specified busses.
3110  /// The function returns when the request is completely processed.
3111  /// \return
3112  /// - \c AK_Success: Prepare/un-prepare successful.
3113  /// - \c AK_IDNotFound: At least one of the bus IDs does not exist.
3114  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3115  /// - \c AK_BankReadError: I/O error.
3116  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3117  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3118  /// - \c AK_InvalidFile: File specified could not be opened.
3119  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3120  /// - \c AK_Fail: Load or unload failed for any other reason.
3121  /// \remarks
3122  /// Whenever at least one bus fails to be resolved, the actions performed for all
3123  /// other busses are cancelled.
3124  /// \sa
3125  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3126  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3127  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3128  /// - AkBankCallbackFunc
3129  /// - \ref soundengine_banks
3130  /// - \ref sdk_bank_training
3132  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3133  const char** in_ppszString, ///< Array of bus names
3134  AkUInt32 in_uBusses ///< Number of bus names in the array
3135  );
3136 
3137  /// Prepares or unprepares busses synchronously (by ID).\n
3138  /// The Busses are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3139  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3140  /// that contain the Bus structures. When a request is posted to the
3141  /// Bank Manager consumer thread, it will load the required loose media files for effects
3142  /// placed on the specified busses.
3143  /// The function returns when the request is completely processed.
3144  /// \return
3145  /// - \c AK_Success: Prepare/un-prepare successful.
3146  /// - \c AK_IDNotFound: At least one of the bus IDs does not exist.
3147  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3148  /// - \c AK_BankReadError: I/O error.
3149  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3150  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3151  /// - \c AK_InvalidFile: File specified could not be opened.
3152  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3153  /// - \c AK_Fail: Load or unload failed for any other reason.
3154  /// \remarks
3155  /// Whenever at least one bus fails to be resolved, the actions performed for all
3156  /// other busses are cancelled.
3157  /// \sa
3158  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3159  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3160  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3161  /// - AkBankCallbackFunc
3162  /// - \ref soundengine_banks
3163  /// - \ref sdk_bank_training
3165  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3166  AkUniqueID* in_pBusID, ///< Array of bus IDs
3167  AkUInt32 in_uBusses ///< Number of bus IDs in the array
3168  );
3169 
3170 #ifdef AK_SUPPORT_WCHAR
3171  /// Prepares or unprepares busses asynchronously (by Unicode string).\n
3172  /// The Busses are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3173  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3174  /// that contain the Bus structures. When a request is posted to the
3175  /// Bank Manager consumer thread, it will load the required loose media files for effects
3176  /// placed on the specified busses.
3177  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3178  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3179  /// \remarks
3180  /// Whenever at least one bus fails to be resolved, the actions performed for all
3181  /// other busses are cancelled.
3182  /// \sa
3183  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3184  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3185  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3186  /// - AkBankCallbackFunc
3187  /// - \ref soundengine_banks
3188  /// - \ref sdk_bank_training
3190  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3191  const wchar_t** in_ppszString, ///< Array of bus names
3192  AkUInt32 in_uBusses, ///< Number of bus names in the array
3193  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3194  void* in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3195  );
3196 #endif //AK_SUPPORT_WCHAR
3197 
3198  /// Prepares or unprepares busses asynchronously.\n
3199  /// The Busses are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3200  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3201  /// that contain the Bus structures. When a request is posted to the
3202  /// Bank Manager consumer thread, it will load the required loose media files for effects
3203  /// placed on the specified busses.
3204  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3205  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3206  /// \remarks
3207  /// Whenever at least one bus fails to be resolved, the actions performed for all
3208  /// other busses are cancelled.
3209  /// \sa
3210  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3211  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3212  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3213  /// - AkBankCallbackFunc
3214  /// - \ref soundengine_banks
3215  /// - \ref sdk_bank_training
3217  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3218  const char** in_ppszString, ///< Array of bus names
3219  AkUInt32 in_uBusses, ///< Number of bus names in the array
3220  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3221  void* in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3222  );
3223 
3224  /// Prepares or unprepares busses asynchronously (by ID).\n
3225  /// The Busses are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3226  /// Before invoking PrepareBus(), use LoadBank() to explicitly load the SoundBank(s)
3227  /// that contain the Bus structures. When a request is posted to the
3228  /// Bank Manager consumer thread, it will load the required loose media files for effects
3229  /// placed on the specified busses.
3230  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3231  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3232  /// \remarks
3233  /// Whenever at least one bus fails to be resolved, the actions performed for all
3234  /// other busses are cancelled.
3235  /// \sa
3236  /// - <tt>AK::SoundEngine::PrepareBus()</tt>
3237  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3238  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3239  /// - AkBankCallbackFunc
3240  /// - \ref soundengine_banks
3241  /// - \ref sdk_bank_training
3243  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3244  AkUniqueID* in_pBusID, ///< Array of bus IDs
3245  AkUInt32 in_uBusses, ///< Number of bus IDs in the array
3246  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3247  void* in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3248  );
3249 
3250  /// Indicates the location of a specific Media ID in memory
3251  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3252  /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid or media sizes are 0.
3254  AkSourceSettings * in_pSourceSettings, ///< Array of Source Settings
3255  AkUInt32 in_uNumSourceSettings ///< Number of Source Settings in the array
3256  );
3257 
3258  /// Removes the specified source from the list of loaded media, only if this media is not already in use.
3259  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3260  /// \aknote Media that is still in use by the sound engine should not be unset. It is marked for removal to prevent additional use.
3261  /// If this function returns AK_ResourceInUse, then the client must not release memory for this media.
3262  /// Instead, the client should retry the TryUnsetMedia operation later with the same parameters and check for AK_Success.
3263  /// \endaknote
3264  /// 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.
3265  /// out_pUnsetResults will be filled with either AK_Success or AK_ResourceInUse, indicating which media was still in use and not unset.
3266  /// \return
3267  /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3268  /// - \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.
3269  /// - \c AK_InvalidParameter: in_pSourceSettings is invalid
3271  AkSourceSettings* in_pSourceSettings, ///< Array of Source Settings
3272  AkUInt32 in_uNumSourceSettings, ///< Number of Source Settings in the array
3273  AKRESULT* out_pUnsetResults ///< (optional, can be null) Array of result codes
3274  );
3275 
3276 #ifdef AK_SUPPORT_WCHAR
3277  /// Prepares or unprepares game syncs synchronously (by Unicode string).\n
3278  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3279  /// The game syncs definitions must already exist in the sound engine by having
3280  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3281  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3282  /// dependencies needed to successfully set this game sync group to one of the
3283  /// game sync values specified, and load the required banks, if applicable.
3284  /// The function returns when the request has been completely processed.
3285  /// \return
3286  /// - \c AK_Success: Prepare/un-prepare successful.
3287  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3288  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3289  /// - \c AK_BankReadError: I/O error.
3290  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3291  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3292  /// - \c AK_InvalidFile: File specified could not be opened.
3293  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3294  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3295  /// \remarks
3296  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3297  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3298  /// so you never need to call this function.
3299  /// \sa
3300  /// - \c <tt>AK::SoundEngine::GetIDFromString()</tt>
3301  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
3302  /// - \c <tt>AK::SoundEngine::LoadBank()</tt>
3303  /// - \c AkInitSettings
3304  /// - \ref soundengine_banks
3305  /// - \ref sdk_bank_training
3307  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3308  AkGroupType in_eGameSyncType, ///< The type of game sync.
3309  const wchar_t* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3310  const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3311  AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array.
3312  );
3313 #endif //AK_SUPPORT_WCHAR
3314 
3315  /// Prepares or unprepares game syncs synchronously.\n
3316  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3317  /// The game syncs definitions must already exist in the sound engine by having
3318  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3319  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3320  /// dependencies needed to successfully set this game sync group to one of the
3321  /// game sync values specified, and load the required banks, if applicable.
3322  /// The function returns when the request has been completely processed.
3323  /// \return
3324  /// - \c AK_Success: Prepare/un-prepare successful.
3325  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3326  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3327  /// - \c AK_BankReadError: I/O error.
3328  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3329  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3330  /// - \c AK_InvalidFile: File specified could not be opened.
3331  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3332  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3333  /// \remarks
3334  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3335  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3336  /// so you never need to call this function.
3337  /// \sa
3338  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3339  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3340  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3341  /// - AkInitSettings
3342  /// - \ref soundengine_banks
3343  /// - \ref sdk_bank_training
3345  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3346  AkGroupType in_eGameSyncType, ///< The type of game sync.
3347  const char* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3348  const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3349  AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array.
3350  );
3351 
3352  /// Prepares or unprepares game syncs synchronously (by ID).\n
3353  /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3354  /// The game syncs definitions must already exist in the sound engine by having
3355  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3356  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3357  /// dependencies needed to successfully set this game sync group to one of the
3358  /// game sync values specified, and load the required banks, if applicable.
3359  /// The function returns when the request has been completely processed.
3360  /// \return
3361  /// - \c AK_Success: Prepare/un-prepare successful.
3362  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3363  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3364  /// - \c AK_BankReadError: I/O error.
3365  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3366  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3367  /// - \c AK_InvalidFile: File specified could not be opened.
3368  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3369  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3370  /// \remarks
3371  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3372  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3373  /// so you never need to call this function.
3374  /// \sa
3375  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3376  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3377  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3378  /// - AkInitSettings
3379  /// - \ref soundengine_banks
3380  /// - \ref sdk_bank_training
3382  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3383  AkGroupType in_eGameSyncType, ///< The type of game sync.
3384  AkUInt32 in_GroupID, ///< The State Group ID or the Switch Group ID.
3385  AkUInt32* in_paGameSyncID, ///< Array of ID of the game syncs to either support or not support.
3386  AkUInt32 in_uNumGameSyncs ///< The number of game sync ID in the array.
3387  );
3388 
3389 #ifdef AK_SUPPORT_WCHAR
3390  /// Prepares or unprepares game syncs asynchronously (by Unicode string).\n
3391  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3392  /// The game syncs definitions must already exist in the sound engine by having
3393  /// explicitly loaded the bank(s) that contain them (with <tt>LoadBank()</tt>).
3394  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3395  /// dependencies needed to successfully set this game sync group to one of the
3396  /// game sync values specified, and load the required banks, if applicable.
3397  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3398  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3399  /// \remarks
3400  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3401  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3402  /// so you never need to call this function.
3403  /// \sa
3404  /// - \c <tt>AK::SoundEngine::GetIDFromString()</tt>
3405  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
3406  /// - \c <tt>AK::SoundEngine::LoadBank()</tt>
3407  /// - \c AkInitSettings
3408  /// - \c AkBankCallbackFunc
3409  /// - \ref soundengine_banks
3410  /// - \ref sdk_bank_training
3412  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3413  AkGroupType in_eGameSyncType, ///< The type of game sync.
3414  const wchar_t* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3415  const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3416  AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array.
3417  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3418  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3419  );
3420 #endif //AK_SUPPORT_WCHAR
3421 
3422  /// Prepares or unprepares game syncs asynchronously.\n
3423  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3424  /// The game syncs definitions must already exist in the sound engine by having
3425  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3426  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3427  /// dependencies needed to successfully set this game sync group to one of the
3428  /// game sync values specified, and load the required banks, if applicable.
3429  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3430  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3431  /// \remarks
3432  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3433  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3434  /// so you never need to call this function.
3435  /// \sa
3436  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3437  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3438  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3439  /// - AkInitSettings
3440  /// - AkBankCallbackFunc
3441  /// - \ref soundengine_banks
3442  /// - \ref sdk_bank_training
3444  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3445  AkGroupType in_eGameSyncType, ///< The type of game sync.
3446  const char* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3447  const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3448  AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array.
3449  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3450  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3451  );
3452 
3453  /// Prepares or un-prepare game syncs asynchronously (by ID).\n
3454  /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3455  /// The game syncs definitions must already exist in the sound engine by having
3456  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3457  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3458  /// dependencies needed to successfully set this game sync group to one of the
3459  /// game sync values specified, and load the required banks, if applicable.
3460  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3461  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3462  /// \remarks
3463  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3464  /// set to true. When set to false, the sound engine automatically prepares all Game Syncs when preparing Events,
3465  /// so you never need to call this function.
3466  /// \sa
3467  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3468  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3469  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3470  /// - AkInitSettings
3471  /// - AkBankCallbackFunc
3472  /// - \ref soundengine_banks
3473  /// - \ref sdk_bank_training
3475  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3476  AkGroupType in_eGameSyncType, ///< The type of game sync.
3477  AkUInt32 in_GroupID, ///< The State Group ID or the Switch Group ID.
3478  AkUInt32* in_paGameSyncID, ///< Array of ID of the Game Syncs to either support or not support.
3479  AkUInt32 in_uNumGameSyncs, ///< The number of game sync ID in the array.
3480  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3481  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3482  );
3483 
3484  //@}
3485 
3486 
3487  ////////////////////////////////////////////////////////////////////////
3488  /// @name Listeners
3489  //@{
3490 
3491  /// Sets a game object's associated listeners.
3492  /// 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.
3493  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3494  /// \return
3495  /// - \c AK_Success if successful
3496  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
3497  /// \sa
3498  /// - <tt>AK::SoundEngine::AddListener</tt>
3499  /// - <tt>AK::SoundEngine::RemoveListener</tt>
3500  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3501  /// - \ref soundengine_listeners
3503  AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3504  const AkGameObjectID* in_pListenerGameObjs, ///< Array of listener game object IDs that will be activated for in_emitterGameObj.
3505  AkUInt32 in_uNumListeners ///< Length of array
3506  );
3507 
3508  /// Add a single listener to a game object's set of associated listeners.
3509  /// 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.
3510  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3511  /// \sa
3512  /// - <tt>AK::SoundEngine::SetListeners</tt>
3513  /// - <tt>AK::SoundEngine::RemoveListener</tt>
3514  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3515  /// - \ref soundengine_listeners
3517  AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3518  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be activated for in_emitterGameObj.
3519  );
3520 
3521  /// Remove a single listener from a game object's set of active listeners.
3522  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3523  /// \sa
3524  /// - <tt>AK::SoundEngine::SetListeners</tt>
3525  /// - <tt>AK::SoundEngine::AddListener</tt>
3526  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3527  /// - \ref soundengine_listeners
3529  AkGameObjectID in_emitterGameObj, ///< Emitter game object.
3530  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be deactivated for in_emitterGameObj. Game objects must have been previously registered.
3531  );
3532 
3533  /// 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
3534  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3535  /// 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.
3536  /// \return Always returns AK_Success
3537  /// \sa
3538  /// - \ref soundengine_listeners
3540  const AkGameObjectID* in_pListenerObjs, ///< Array of listener game object IDs that will be activated for subsequent registrations. Game objects must have been previously registered.
3541  AkUInt32 in_uNumListeners ///< Length of array
3542  );
3543 
3544  /// Add a single listener to the default set of listeners. Upon registration, all game objects reference the default listener set, until
3545  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3546  /// \sa
3547  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3548  /// - <tt>AK::SoundEngine::RemoveDefaultListener</tt>
3549  /// - \ref soundengine_listeners
3551  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be added to the default set of listeners.
3552  );
3553 
3554  /// Remove a single listener from the default set of listeners. Upon registration, all game objects reference the default listener set, until
3555  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3556  /// \sa
3557  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3558  /// - <tt>AK::SoundEngine::AddDefaultListener</tt>
3559  /// - \ref soundengine_listeners
3561  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be removed from the default set of listeners.
3562  );
3563 
3564  /// 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>.
3565  /// \return Always returns AK_Success
3566  /// \sa
3567  /// - <tt>AK::SoundEngine::SetListeners</tt>
3568  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3569  /// - <tt>AK::SoundEngine::SetGameObjectOutputBusVolume</tt>
3570  /// - \ref soundengine_listeners
3572  AkGameObjectID in_emitterGameObj ///< Emitter game object.
3573  );
3574 
3575  /// Sets a listener's spatialization parameters. This lets you define listener-specific
3576  /// volume offsets for each audio channel.
3577  /// If \c in_bSpatialized is false, only \c in_pVolumeOffsets is used for this listener (3D positions
3578  /// have no effect on the speaker distribution). Otherwise, \c in_pVolumeOffsets is added to the speaker
3579  /// distribution computed for this listener.
3580  /// Use helper functions of \c AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets.
3581  ///
3582  /// \remarks
3583  /// - If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig,
3584  /// standard up/downmix rules apply.
3585  /// - Sounds with 3D Spatialization set to None will not be affected by these parameters.
3586  /// \return
3587  /// - \c AK_Success if message was successfully posted to sound engine queue
3588  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3589  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
3590  /// \sa
3591  /// - \ref soundengine_listeners_spatial
3593  AkGameObjectID in_uListenerID, ///< Listener game object ID
3594  bool in_bSpatialized, ///< Spatialization toggle (True : enable spatialization, False : disable spatialization)
3595  AkChannelConfig in_channelConfig, ///< Channel configuration associated with volumes in_pVolumeOffsets. Ignored if in_pVolumeOffsets is NULL.
3596  AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets = NULL ///< Per-speaker volume offset, in dB. See AkSpeakerVolumes.h for how to manipulate this vector.
3597  );
3598 
3599  //@}
3600 
3601 
3602  ////////////////////////////////////////////////////////////////////////
3603  /// @name Game Syncs
3604  //@{
3605 
3606  /// Sets the value of a real-time parameter control (by ID).
3607  /// With this function, you may set a game parameter value with global scope or with game object scope.
3608  /// 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
3609  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3610  /// To set a game parameter value with global scope, pass \c AK_INVALID_GAME_OBJECT as the game object.
3611  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3612  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3613  /// according to the interpolation curve. If you call \c <tt><tt>SetRTPCValue()</tt></tt> with <tt>in_uValueChangeDuration = 0</tt> in the
3614  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3615  /// function at every game frame, you should not use \c in_uValueChangeDuration, as it would have no effect and it is less efficient.
3616  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3617  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3618  /// \return
3619  /// - \c AK_Success if the value was successfully set
3620  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3621  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3622  /// \sa
3623  /// - \ref soundengine_rtpc
3624  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3626  AkRtpcID in_rtpcID, ///< ID of the game parameter
3627  AkRtpcValue in_value, ///< Value to set
3628  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3629  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3630  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3631  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.
3632  );
3633 
3634 #ifdef AK_SUPPORT_WCHAR
3635  /// Sets the value of a real-time parameter control (by Unicode string name).
3636  /// With this function, you may set a game parameter value to global scope or to game object scope.
3637  /// 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
3638  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3639  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3640  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3641  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3642  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3643  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3644  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3645  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3646  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3647  /// \return
3648  /// - \c AK_Success if the value was successfully set
3649  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3650  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3651  /// \aknote Strings are case-insensitive. \endaknote
3652  /// \sa
3653  /// - \ref soundengine_rtpc
3655  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3656  AkRtpcValue in_value, ///< Value to set
3657  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3658  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3659  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3660  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.
3661  );
3662 #endif //AK_SUPPORT_WCHAR
3663 
3664  /// Sets the value of a real-time parameter control.
3665  /// With this function, you may set a game parameter value with global scope or with game object scope.
3666  /// 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
3667  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3668  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3669  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3670  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3671  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3672  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3673  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3674  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3675  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3676  /// \return
3677  /// - \c AK_Success if the value was successfully set
3678  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3679  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3680  /// \aknote Strings are case-insensitive. \endaknote
3681  /// \sa
3682  /// - \ref soundengine_rtpc
3684  const char* in_pszRtpcName, ///< Name of the game parameter
3685  AkRtpcValue in_value, ///< Value to set
3686  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
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.
3690  );
3691 
3692  /// Sets the value of a real-time parameter control (by ID).
3693  /// With this function, you may set a game parameter value on playing id scope.
3694  /// Playing id scope supersedes both game object scope and global scope.
3695  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3696  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3697  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3698  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3699  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3700  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3701  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3702  /// - \c AK_Success if successful
3703  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3704  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3705  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3706  /// \sa
3707  /// - \ref soundengine_rtpc
3708  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3710  AkRtpcID in_rtpcID, ///< ID of the game parameter
3711  AkRtpcValue in_value, ///< Value to set
3712  AkPlayingID in_playingID, ///< Associated playing ID
3713  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3714  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3715  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.
3716  );
3717 
3718 #ifdef AK_SUPPORT_WCHAR
3719  /// Sets the value of a real-time parameter control (by Unicode string name).
3720  /// With this function, you may set a game parameter value on playing ID scope.
3721  /// Playing id scope supersedes both game object scope and global scope.
3722  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3723  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3724  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3725  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3726  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3727  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3728  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3729  /// - \c AK_Success if successful
3730  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3731  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3732  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3733  /// \sa
3734  /// - \ref soundengine_rtpc
3735  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3737  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3738  AkRtpcValue in_value, ///< Value to set
3739  AkPlayingID in_playingID, ///< Associated playing ID
3740  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3741  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3742  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.
3743  );
3744 #endif //AK_SUPPORT_WCHAR
3745 
3746  /// Sets the value of a real-time parameter control (by string name).
3747  /// With this function, you may set a game parameter value on playing id scope.
3748  /// Playing id scope supersedes both game object scope and global scope.
3749  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3750  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3751  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3752  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3753  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3754  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3755  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3756  /// - \c AK_Success if successful
3757  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3758  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3759  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3760  /// \sa
3761  /// - \ref soundengine_rtpc
3762  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3764  const char* in_pszRtpcName, ///< Name of the game parameter
3765  AkRtpcValue in_value, ///< Value to set
3766  AkPlayingID in_playingID, ///< Associated playing ID
3767  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3768  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3769  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.
3770  );
3771 
3772  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3773  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3774  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3775  /// game objects that were not overridden with a value with game object scope.
3776  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3777  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3778  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3779  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3780  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3781  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3782  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3783  /// \return
3784  /// - \c AK_Success when successful
3785  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3786  /// \sa
3787  /// - \ref soundengine_rtpc
3788  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3789  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3791  AkRtpcID in_rtpcID, ///< ID of the game parameter
3792  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3793  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3794  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3795  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.
3796  );
3797 
3798 #ifdef AK_SUPPORT_WCHAR
3799  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3800  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3801  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3802  /// game objects that were not overridden with a value with game object scope.
3803  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3804  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3805  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3806  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3807  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3808  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3809  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3810  /// \return
3811  /// - \c AK_Success if successful
3812  /// - \c AK_InvalidID if in_pszParamName is NULL.
3813  /// \aknote Strings are case-insensitive. \endaknote
3814  /// \sa
3815  /// - \ref soundengine_rtpc
3816  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3818  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3819  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3820  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3821  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3822  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.
3823  );
3824 #endif //AK_SUPPORT_WCHAR
3825 
3826  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3827  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3828  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3829  /// game objects that were not overridden with a value with game object scope.
3830  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3831  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3832  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3833  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3834  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3835  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3836  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3837  /// \return
3838  /// - \c AK_Success if successful
3839  /// - \c AK_InvalidID if in_pszParamName is NULL.
3840  /// \aknote Strings are case-insensitive. \endaknote
3841  /// \sa
3842  /// - \ref soundengine_rtpc
3843  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3845  const char* in_pszRtpcName, ///< Name of the game parameter
3846  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3847  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3848  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3849  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.
3850  );
3851 
3852  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3853  /// With this function, you may reset a game parameter to its default value on playing id scope.
3854  /// Playing id scope supersedes both game object scope and global scope.
3855  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3856  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3857  /// according to the interpolation curve.
3858  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3859  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3860  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3861  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3862  /// \return
3863  /// - \c AK_Success when successful
3864  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0)
3865  /// \sa
3866  /// - \ref soundengine_rtpc
3867  /// - <tt>AK::SoundEngine::SetRTPCValueByPlayingID()</tt>
3869  AkRtpcID in_rtpcID, ///< ID of the game parameter
3870  AkPlayingID in_playingID, ///< Associated playing ID
3871  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3872  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3873  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.
3874  );
3875 
3876 #ifdef AK_SUPPORT_WCHAR
3877  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3878  /// With this function, you may reset a game parameter to its default value on playing id scope.
3879  /// Playing id scope supersedes both game object scope and global scope.
3880  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3881  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3882  /// according to the interpolation curve.
3883  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3884  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3885  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3886  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3887  /// \return
3888  /// - \c AK_Success when successful
3889  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
3890  /// \aknote Strings are case-insensitive. \endaknote
3891  /// \sa
3892  /// - \ref soundengine_rtpc
3893  /// - <tt>AK::SoundEngine::SetRTPCValueByPlayingID()</tt>
3894  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3896  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3897  AkPlayingID in_playingID, ///< Associated playing ID
3898  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3899  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3900  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.
3901  );
3902 #endif //AK_SUPPORT_WCHAR
3903 
3904  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3905  /// With this function, you may reset a game parameter to its default value on playing id scope.
3906  /// Playing id scope supersedes both game object scope and global scope.
3907  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3908  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3909  /// according to the interpolation curve.
3910  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3911  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3912  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3913  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3914  /// \return
3915  /// - \c AK_Success when successful
3916  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
3917  /// \aknote Strings are case-insensitive. \endaknote
3918  /// \sa
3919  /// - \ref soundengine_rtpc
3920  /// - <tt>AK::SoundEngine::SetRTPCValueByPlayingID()</tt>
3921  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3923  const char* in_pszRtpcName, ///< Name of the game parameter
3924  AkPlayingID in_playingID, ///< Associated playing ID
3925  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3926  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3927  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.
3928  );
3929 
3930  /// Sets the State of a Switch Group (by IDs).
3931  /// \return Always returns AK_Success
3932  /// \sa
3933  /// - \ref soundengine_switch
3934  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3936  AkSwitchGroupID in_switchGroup, ///< ID of the Switch Group
3937  AkSwitchStateID in_switchState, ///< ID of the Switch
3938  AkGameObjectID in_gameObjectID ///< Associated game object ID
3939  );
3940 
3941 #ifdef AK_SUPPORT_WCHAR
3942  /// Sets the State of a Switch Group (by Unicode string names).
3943  /// \return
3944  /// - \c AK_Success if successful
3945  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3946  /// Make sure that the banks were generated with the "include string" option.
3947  /// \aknote Strings are case-insensitive. \endaknote
3948  /// \sa
3949  /// - \ref soundengine_switch
3951  const wchar_t* in_pszSwitchGroup, ///< Name of the Switch Group
3952  const wchar_t* in_pszSwitchState, ///< Name of the Switch
3953  AkGameObjectID in_gameObjectID ///< Associated game object ID
3954  );
3955 #endif //AK_SUPPORT_WCHAR
3956 
3957  /// Sets the state of a Switch Group.
3958  /// \return
3959  /// - \c AK_Success if successful
3960  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3961  /// Make sure that the banks were generated with the "include string" option.
3962  /// \aknote Strings are case-insensitive. \endaknote
3963  /// \sa
3964  /// - \ref soundengine_switch
3966  const char* in_pszSwitchGroup, ///< Name of the Switch Group
3967  const char* in_pszSwitchState, ///< Name of the Switch
3968  AkGameObjectID in_gameObjectID ///< Associated game object ID
3969  );
3970 
3971  /// Post the specified trigger (by IDs).
3972  /// \return Always returns AK_Success
3973  /// \sa
3974  /// - \ref soundengine_triggers
3975  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3977  AkTriggerID in_triggerID, ///< ID of the trigger
3978  AkGameObjectID in_gameObjectID ///< Associated game object ID
3979  );
3980 
3981 #ifdef AK_SUPPORT_WCHAR
3982  /// Posts the specified trigger (by Unicode string name).
3983  /// \return
3984  /// - \c AK_Success if successful
3985  /// - \c AK_InvalidID if the trigger name was null
3986  /// Make sure that the banks were generated with the "include string" option.
3987  /// \aknote Strings are case-insensitive. \endaknote
3988  /// \sa
3989  /// - \ref soundengine_triggers
3991  const wchar_t* in_pszTrigger, ///< Name of the trigger
3992  AkGameObjectID in_gameObjectID ///< Associated game object ID
3993  );
3994 #endif //AK_SUPPORT_WCHAR
3995 
3996  /// Posts the specified trigger.
3997  /// \return
3998  /// - \c AK_Success if successful
3999  /// - \c AK_InvalidID if the trigger name was null
4000  /// Make sure that the banks were generated with the "include string" option.
4001  /// \aknote Strings are case-insensitive. \endaknote
4002  /// \sa
4003  /// - \ref soundengine_triggers
4005  const char* in_pszTrigger, ///< Name of the trigger
4006  AkGameObjectID in_gameObjectID ///< Associated game object ID
4007  );
4008 
4009  /// Sets the state of a State Group (by IDs).
4010  /// \return Always returns AK_Success
4011  /// \sa
4012  /// - \ref soundengine_states
4013  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
4015  AkStateGroupID in_stateGroup, ///< ID of the State Group
4016  AkStateID in_state ///< ID of the state
4017  );
4018 
4019 #ifdef AK_SUPPORT_WCHAR
4020  /// Sets the state of a State Group (by Unicode string names).
4021  /// \return
4022  /// - \c AK_Success if successful
4023  /// - \c AK_InvalidID if the state or State Group name was null
4024  /// Make sure that the banks were generated with the "include string" option.
4025  /// \aknote Strings are case-insensitive. \endaknote
4026  /// \sa
4027  /// - \ref soundengine_states
4028  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
4030  const wchar_t* in_pszStateGroup, ///< Name of the State Group
4031  const wchar_t* in_pszState ///< Name of the state
4032  );
4033 #endif //AK_SUPPORT_WCHAR
4034 
4035  /// Sets the state of a State Group.
4036  /// \return
4037  /// - \c AK_Success if successful
4038  /// - \c AK_InvalidID if the state or State Group name was null
4039  /// Make sure that the banks were generated with the "include string" option.
4040  /// \aknote Strings are case-insensitive. \endaknote
4041  /// \sa
4042  /// - \ref soundengine_states
4043  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
4045  const char* in_pszStateGroup, ///< Name of the State Group
4046  const char* in_pszState ///< Name of the state
4047  );
4048 
4049  //@}
4050 
4051  ////////////////////////////////////////////////////////////////////////
4052  /// @name Environments
4053  //@{
4054 
4055  /// Sets the Auxiliary Busses to route the specified game object
4056  /// To clear the game object's auxiliary sends, \c in_uNumSendValues must be 0.
4057  /// \sa
4058  /// - \ref soundengine_environments
4059  /// - \ref soundengine_environments_dynamic_aux_bus_routing
4060  /// - \ref soundengine_environments_id_vs_string
4061  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
4062  /// \return
4063  /// - \c AK_Success if successful
4064  /// - \c AK_InvalidParameter if a duplicated environment is found in the array
4065  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4067  AkGameObjectID in_gameObjectID, ///< Associated game object ID
4068  AkAuxSendValue* in_aAuxSendValues, ///< Variable-size array of AkAuxSendValue structures
4069  ///< (it may be NULL if no environment must be set)
4070  AkUInt32 in_uNumSendValues ///< The number of auxiliary busses at the pointer's address
4071  ///< (it must be 0 if no environment is set)
4072  );
4073 
4074  /// Registers a callback to allow the game to modify or override the volume to be applied at the output of an audio bus.
4075  /// The callback must be registered once per bus ID.
4076  /// Call with <tt>in_pfnCallback = NULL</tt> to unregister.
4077  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
4078  /// \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
4079  /// \sa
4080  /// - \ref goingfurther_speakermatrixcallback
4081  /// - \ref soundengine_environments
4082  /// - AkSpeakerVolumeMatrixCallbackInfo
4083  /// - <tt>AK::IAkMixerInputContext</tt>
4084  /// - <tt>AK::IAkMixerPluginContext</tt>
4085  /// \return
4086  /// - \c AK_Success if successful
4087  /// - \c AK_IDNotFound if the bus is not found
4088  /// - \c AK_NotInitialized if the sound engine is not initialized
4089  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
4091  AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ).
4092  AkBusCallbackFunc in_pfnCallback, ///< Callback function.
4093  void* in_pCookie = NULL ///< User cookie.
4094  );
4095 
4096  /// 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
4097  /// 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.
4098  /// The callback must be registered once per bus ID.
4099  /// Call with in_pfnCallback = NULL to unregister.
4100  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
4101  /// \sa
4102  /// - \ref goingfurther_speakermatrixcallback
4103  /// - AkBusMeteringCallbackFunc
4104  /// - <tt>AK::AkMetering</tt>
4105  /// \return
4106  /// - \c AK_Success if successful
4107  /// - \c AK_IDNotFound if the bus is not found
4108  /// - \c AK_NotInitialized if the sound engine is not initialized
4109  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
4111  AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ).
4112  AkBusMeteringCallbackFunc in_pfnCallback, ///< Callback function.
4113  AkMeteringFlags in_eMeteringFlags, ///< Metering flags.
4114  void* in_pCookie = NULL ///< User cookie.
4115  );
4116 
4117  /// 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
4118  /// 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.
4119  /// The callback must be registered once per device shareset ID.
4120  /// Call with in_pfnCallback = NULL to unregister.
4121  /// \sa
4122  /// - \ref goingfurther_speakermatrixcallback
4123  /// - AkOutputDeviceMeteringCallbackFunc
4124  /// - <tt>AK::AkMetering</tt>
4125  /// \return
4126  /// - \c AK_Success if successful
4127  /// - \c AK_DeviceNotFound if the device is not found
4128  /// - \c AK_NotInitialized if the sound engine is not initialized
4129  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
4131  AkOutputDeviceID in_idOutput, ///< Output ID, as returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
4132  AkOutputDeviceMeteringCallbackFunc in_pfnCallback, ///< Callback function.
4133  AkMeteringFlags in_eMeteringFlags, ///< Metering flags.
4134  void* in_pCookie = NULL ///< User cookie.
4135  );
4136 
4137  /// Sets the Output Bus Volume (direct) to be used for the specified game object.
4138  /// The control value is a number ranging from 0.0f to 1.0f.
4139  /// 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
4140  /// 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.
4141  /// \sa
4142  /// - \ref AK::SoundEngine::ResetListenersToDefault
4143  /// - \ref soundengine_environments
4144  /// - \ref soundengine_environments_setting_dry_environment
4145  /// - \ref soundengine_environments_id_vs_string
4146  /// \return
4147  /// - \c AK_Success when successful
4148  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4150  AkGameObjectID in_emitterObjID, ///< Associated emitter game object ID
4151  AkGameObjectID in_listenerObjID, ///< Associated listener game object ID. Pass AK_INVALID_GAME_OBJECT to set the Output Bus Volume for all connected listeners.
4152  AkReal32 in_fControlValue ///< A multiplier in the range [0.0f:16.0f] ( -∞ dB to +24 dB).
4153  ///< A value greater than 1.0f will amplify the sound.
4154  );
4155 
4156  /// Sets an Effect ShareSet at the specified audio node and Effect slot index.
4157  /// \aknote
4158  /// Replacing effects is preferably done through a Set Effect Event Action.
4159  /// \endaknote
4160  /// The target node cannot be a Bus, to set effects on a bus, use SetBusEffect() instead.
4161  /// \aknote The option "Override Parent" in
4162  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will
4163  /// still be the one in use and the call to SetActorMixerEffect will have no impact.
4164  /// \endaknote
4165  /// \return Always returns AK_Success
4167  AkUniqueID in_audioNodeID, ///< Can be a member of the Actor-Mixer or Interactive Music Hierarchy (not a bus).
4168  AkUInt32 in_uFXIndex, ///< Effect slot index (0-254)
4169  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
4170  );
4171 
4172  /// Sets an Effect ShareSet at the specified bus and Effect slot index.
4173  /// \aknote
4174  /// Replacing effects is preferably done through a Set Effect Event Action.
4175  /// \endaknote
4176  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
4177  /// This adds a reference on the audio node to an existing ShareSet.
4178  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4179  /// Bus which does not have any Effects, or removing the last Effect on a currently playing bus.
4180  /// \endaknote
4181  /// \aknote This function will replace existing Effects on the node. If the target node is not at
4182  /// the top of the hierarchy and is in the actor-mixer hierarchy, the option "Override Parent" in
4183  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4184  /// still be the one in use and the call to SetBusEffect will have no impact.
4185  /// \endaknote
4186  /// \return
4187  /// - \c AK_Success when successfully posted.
4188  /// - \c AK_IDNotFound if the Bus isn't found by in_audioNodeID
4189  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
4191  AkUniqueID in_audioNodeID, ///< Bus Short ID.
4192  AkUInt32 in_uFXIndex, ///< Effect slot index (0-254)
4193  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the Effect slot
4194  );
4195 
4196 #ifdef AK_SUPPORT_WCHAR
4197  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
4198  /// \aknote
4199  /// Replacing effects is preferably done through a Set Effect Event Action.
4200  /// \endaknote
4201  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
4202  /// This adds a reference on the audio node to an existing ShareSet.
4203  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4204  /// bus which does not have any Effects, or removing the last Effect on a currently playing Bus.
4205  /// \endaknote
4206  /// \aknote This function will replace existing Effects on the node. If the target node is not at
4207  /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
4208  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4209  /// still be the one in use and the call to \c SetBusEffect will have no impact.
4210  /// \endaknote
4211  /// \returns
4212  /// - \c AK_Success when successfully posted.
4213  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
4214  /// - \c AK_InvalidID if in_pszBusName is null
4215  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range or in_pszBusName is null
4217  const wchar_t* in_pszBusName, ///< Bus name
4218  AkUInt32 in_uFXIndex, ///< Effect slot index (0-254)
4219  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
4220  );
4221 #endif //AK_SUPPORT_WCHAR
4222 
4223  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
4224  /// \aknote
4225  /// Replacing effects is preferably done through a Set Effect Event Action.
4226  /// \endaknote
4227  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
4228  /// This adds a reference on the audio node to an existing ShareSet.
4229  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4230  /// Bus which does not have any effects, or removing the last Effect on a currently playing bus.
4231  /// \endaknote
4232  /// \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
4233  /// \aknote This function will replace existing Effects on the node. If the target node is not at
4234  /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
4235  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4236  /// still be the one in use and the call to SetBusEffect will have no impact.
4237  /// \endaknote
4238  /// \returns
4239  /// - \c AK_Success when successfully posted.
4240  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
4241  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
4242  /// - \c AK_InvalidID if in_pszBusName is null
4244  const char* in_pszBusName, ///< Bus name
4245  AkUInt32 in_uFXIndex, ///< Effect slot index (0-254)
4246  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
4247  );
4248 
4249  /// Sets an audio device effect shareset on the specified output device and effect slot index.
4250  /// \aknote
4251  /// Replacing effects is preferably done through a Set Effect Event Action.
4252  /// \endaknote
4253  /// \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
4254  /// \aknote This function will replace existing effects of the audio device shareset. \endaknote
4255  /// \aknote Audio device effects support is limited to one shareset per plug-in type at any time. \endaknote
4256  /// \aknote Errors are reported in the Wwise Capture Log if the effect cannot be set on the output device. \endaknote
4257 
4258  /// \returns Always returns AK_Success
4260  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
4261  AkUInt32 in_uFXIndex, ///< Effect slot index (0-254)
4262  AkUniqueID in_FXShareSetID ///< Effect ShareSet ID
4263  );
4264 
4265  /// Forces channel configuration for the specified bus.
4266  /// \aknote You cannot change the configuration of the master bus.\endaknote
4267  ///
4268  /// \return Always returns AK_Success
4270  AkUniqueID in_audioNodeID, ///< Bus Short ID.
4271  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4272  );
4273 
4274 #ifdef AK_SUPPORT_WCHAR
4275  /// Forces channel configuration for the specified bus.
4276  /// \aknote You cannot change the configuration of the master bus.\endaknote
4277  ///
4278  /// \returns
4279  /// - \c AK_Success when successful
4280  /// - \c AK_InvalidID if in_pszBusName is null
4282  const wchar_t* in_pszBusName, ///< Bus name
4283  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4284  );
4285 #endif //AK_SUPPORT_WCHAR
4286 
4287  /// Forces channel configuration for the specified bus.
4288  /// \aknote You cannot change the configuration of the master bus.\endaknote
4289  ///
4290  /// \returns
4291  /// - \c AK_Success when successful
4292  /// - \c AK_InvalidID if in_pszBusName is null
4294  const char* in_pszBusName, ///< Bus name
4295  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4296  );
4297 
4298  /// Sets a game object's obstruction and occlusion levels. If SetMultiplePositions were used, values are set for all positions.
4299  /// To assign a unique obstruction and occlusion value to each sound position, instead use AK::SoundEngine::SetMultipleObstructionAndOcclusion.
4300  /// This function is used to affect how an object should be heard by a specific listener.
4301  /// \sa
4302  /// - \ref soundengine_obsocc
4303  /// - \ref soundengine_environments
4304  /// \return Always returns AK_Success
4306  AkGameObjectID in_EmitterID, ///< Emitter game object ID
4307  AkGameObjectID in_ListenerID, ///< Listener game object ID
4308  AkReal32 in_fObstructionLevel, ///< ObstructionLevel: [0.0f..1.0f]
4309  AkReal32 in_fOcclusionLevel ///< OcclusionLevel: [0.0f..1.0f]
4310  );
4311 
4312  /// Sets a game object's obstruction and occlusion value for each position defined by AK::SoundEngine::SetMultiplePositions.
4313  /// This function differs from AK::SoundEngine::SetObjectObstructionAndOcclusion as a list of obstruction/occlusion pair is provided
4314  /// and each obstruction/occlusion pair will affect the corresponding position defined at the same index.
4315  /// \aknote In the case the number of obstruction/occlusion pairs is smaller than the number of positions, remaining positions'
4316  /// obstruction/occlusion values are set to 0.0. \endaknote
4317  /// \return
4318  /// - \c AK_Success if successful
4319  /// - \c AK_CommandTooLarge if the number of obstruction values is too large for the command queue.
4320  /// - \c AK_InvalidParameter if one of the parameter is out of range (check the debug console)
4321  /// - \c AK_InvalidFloatValue if one of the occlusion/obstruction values is NaN or Inf.
4322  /// \sa
4323  /// - \ref soundengine_obsocc
4324  /// - \ref soundengine_environments
4325  /// \return AK_Success if occlusion/obstruction values are successfully stored for this emitter
4327  AkGameObjectID in_EmitterID, ///< Emitter game object ID
4328  AkGameObjectID in_uListenerID, ///< Listener game object ID
4329  AkObstructionOcclusionValues* in_fObstructionOcclusionValues, ///< Array of obstruction/occlusion pairs to apply
4330  ///< ObstructionLevel: [0.0f..1.0f]
4331  ///< OcclusionLevel: [0.0f..1.0f]
4332  AkUInt32 in_uNumOcclusionObstruction ///< Number of obstruction/occlusion pairs specified in the provided array
4333  );
4334 
4335  /// Saves the playback history of container structures.
4336  /// This function will write history data for all currently loaded containers and instantiated game
4337  /// objects (for example, current position in Sequence Containers and previously played elements in
4338  /// Random Containers).
4339  /// \remarks
4340  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4341  /// \return
4342  /// - \c AK_Success when successful
4343  /// - \c AK_Fail is in_pBytes could not be parsed (corruption or data is truncated)
4344  /// \sa
4345  /// - <tt>AK::SoundEngine::SetContainerHistory()</tt>
4347  AK::IWriteBytes * in_pBytes ///< Pointer to IWriteBytes interface used to save the history.
4348  );
4349 
4350  /// Restores the playback history of container structures.
4351  /// This function will read history data from the passed-in stream reader interface, and apply it to all
4352  /// currently loaded containers and instantiated game objects. Game objects are matched by
4353  /// ID. History for unloaded structures and unknown game objects will be skipped.
4354  /// \remarks
4355  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4356  /// \return
4357  /// - \c AK_Success if successful
4358  /// - \c AK_InsufficientMemory if not enough memory is available for IReadBytes operation
4359  /// \sa
4360  /// - <tt>AK::SoundEngine::GetContainerHistory()</tt>
4362  AK::IReadBytes * in_pBytes ///< Pointer to IReadBytes interface used to load the history.
4363  );
4364 
4365  //@}
4366 
4367  ////////////////////////////////////////////////////////////////////////
4368  /// @name Capture
4369  //@{
4370 
4371  /// Starts recording the sound engine audio output.
4372  /// StartOutputCapture outputs a wav file per current output device of the sound engine.
4373  /// If more than one device is active, the system will create multiple files in the same output
4374  /// directory and will append numbers at the end of the provided filename.
4375  ///
4376  /// If no device is running yet, the system will return success AK_Success despite doing nothing.
4377  /// Use RegisterAudioDeviceStatusCallback to get notified when devices are created/destructed.
4378  ///
4379  /// \return AK_Success if successful, AK_Fail if there was a problem starting the output capture.
4380  /// \remark
4381  /// - The sound engine opens a stream for writing using <tt>AK::IAkStreamMgr::CreateStd()</tt>. If you are using the
4382  /// default implementation of the Stream Manager, file opening is executed in your implementation of
4383  /// the Low-Level IO interface <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>. The following
4384  /// AkFileSystemFlags are passed: uCompanyID = AKCOMPANYID_AUDIOKINETIC and uCodecID = AKCODECID_PCM,
4385  /// and the AkOpenMode is AK_OpenModeWriteOvrwr. Refer to \ref streamingmanager_lowlevel_location for
4386  /// more details on managing the deployment of your Wwise generated data.
4387  /// \return
4388  /// - \c AK_Success when successful
4389  /// - \c AK_InvalidParameter if in_CaptureFileName is null.
4390  /// - \c AK_InsufficientMemory if not enough memory is available.
4391  /// \sa
4392  /// - <tt>AK::SoundEngine::StopOutputCapture()</tt>
4393  /// - <tt>AK::StreamMgr::SetFileLocationResolver()</tt>
4394  /// - \ref streamingdevicemanager
4395  /// - \ref streamingmanager_lowlevel_location
4396  /// - RegisterAudioDeviceStatusCallback
4398  const AkOSChar* in_CaptureFileName ///< Name of the output capture file
4399  );
4400 
4401  /// Stops recording the sound engine audio output.
4402  /// \return AK_Success if successful, AK_Fail if there was a problem stopping the output capture.
4403  /// \sa
4404  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4406 
4407  /// Adds text marker in audio output file.
4408  /// \return
4409  /// - \c AK_Success when successful
4410  /// - \c AK_InvalidParameter if in_MarkerText is null.
4411  /// - \c AK_InsufficientMemory if not enough memory is available.
4412  /// \sa
4413  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4415  const char* in_MarkerText ///< Text of the marker
4416  );
4417 
4418  /// Adds binary data to a marker in audio output file.
4419  /// \return
4420  /// - \c AK_Success when successful
4421  /// - \c AK_InvalidParameter if in_pMarkerData is null or in_uMarkerDataSize is zero.
4422  /// - \c AK_InsufficientMemory if not enough memory is available.
4423  /// \sa
4424  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4426  void* in_pMarkerData, ///< Marker data
4427  AkUInt32 in_uMarkerDataSize ///< Size of the marker data
4428  );
4429 
4430  /// Gets the system sample rate.
4431  /// \return The sample rate.
4433 
4434  /// Registers a callback used for retrieving audio samples.
4435  /// The callback will be called from the audio thread during real-time rendering and from the main thread during offline rendering.
4436  /// \return
4437  /// - \c AK_Success when successful
4438  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4439  /// - \c AK_InvalidParameter when in_pfnCallback is null
4440  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4441  /// \sa
4442  /// - <tt>AK::SoundEngine::AddOutput()</tt>
4443  /// - <tt>AK::SoundEngine::GetOutputID()</tt>
4444  /// - <tt>AK::SoundEngine::UnregisterCaptureCallback()</tt>
4446  AkCaptureCallbackFunc in_pfnCallback, ///< Capture callback function to register.
4447  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4448  void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4449  );
4450 
4451  /// Unregisters a callback used for retrieving audio samples.
4452  /// \return
4453  /// - \c AK_Success when successful
4454  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4455  /// - \c AK_InvalidParameter when in_pfnCallback is null
4456  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4457  /// \sa
4458  /// - <tt>AK::SoundEngine::AddOutput()</tt>
4459  /// - <tt>AK::SoundEngine::GetOutputID()</tt>
4460  /// - <tt>AK::SoundEngine::RegisterCaptureCallback()</tt>
4462  AkCaptureCallbackFunc in_pfnCallback, ///< Capture callback function to unregister.
4463  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4464  void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4465  );
4466 
4467  /// Starts recording the sound engine profiling information into a file. This file can be read
4468  /// by Wwise Authoring. The file is created at the base path. If you have integrated Wwise I/O,
4469  /// you can use <tt>CAkDefaultIOHookDeferred::SetBasePath()</tt> (or <tt>CAkDefaultIOHookDeferred::AddBasePath()</tt>)
4470  /// to change the location where the file is saved. The profiling session records all data types possible.
4471  /// Note that this call captures peak metering for all the busses loaded and mixing
4472  /// while this call is invoked.
4473  /// \remark This function is provided as a utility tool only. It does nothing if it is
4474  /// called in the release configuration and returns AK_NotCompatible.
4476  const AkOSChar* in_CaptureFileName ///< Name of the output profiler file (.prof extension recommended)
4477  );
4478 
4479  /// Stops recording the sound engine profiling information.
4480  /// \remark This function is provided as a utility tool only. It does nothing if it is
4481  /// called in the release configuration and returns AK_NotCompatible.
4483 
4484  //@}
4485 
4486  ////////////////////////////////////////////////////////////////////////
4487  /// @name Offline Rendering
4488  //@{
4489 
4490  /// Sets the offline rendering frame time in seconds.
4491  /// 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.
4492  ///
4493  /// \sa \ref goingfurther_offlinerendering
4494  /// \return Always returns AK_Success
4496  AkReal32 in_fFrameTimeInSeconds ///< frame time in seconds used during offline rendering
4497  );
4498 
4499  /// Enables/disables offline rendering.
4500  ///
4501  /// \sa \ref goingfurther_offlinerendering
4502  /// \return Always returns AK_Success
4504  bool in_bEnableOfflineRendering ///< enables/disables offline rendering
4505  );
4506 
4507  //@}
4508 
4509  ////////////////////////////////////////////////////////////////////////
4510  /// @name Secondary Outputs
4511  //@{
4512 
4513  /// Adds an output to the sound engine. Use this to add controller-attached headphones, controller speakers, DVR output, etc.
4514  /// 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).
4515  ///
4516  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4517  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4518  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4519  ///
4520  /// \sa AkOutputSettings for more details.
4521  /// \sa \ref integrating_secondary_outputs
4522  /// \sa \ref default_audio_devices
4523  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4524  /// \sa AK::AkDeviceStatusCallbackFunc
4525  /// \return
4526  /// The following codes are returned directly from the function, as opposed to the AkDeviceStatusCallback
4527  /// - \c AK_NotImplemented: Feature not supported, some platforms don't have other outputs.
4528  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations (see parameter list below).
4529  /// - \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.
4530  /// - \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.
4531  /// - \c AK_NotInitialized: If AK::SoundEngine::Init was not called or if the Init.bnk was not loaded before the call.
4532  /// - \c AK_Success: Parameters are valid.
4533  ///
4534  /// The following codes are returned from the callback.
4535  /// - \c AK_InsufficientMemory : Not enough memory to complete the operation.
4536  /// - \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.
4537  /// - \c AK_PluginNotRegistered: The audioDeviceShareset exists but the plug-in it refers to is not installed or statically linked with the game.
4538  /// - \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.
4539  /// - \c AK_DeviceNotCompatible: The hardware does not support this type of output. Wwise will NOT fallback to any other type of output.
4540  /// - \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.
4541  /// - \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.
4543  const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4544  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
4545  const AkGameObjectID* in_pListenerIDs = NULL, ///< Specific listener(s) to attach to this device.
4546  ///< If specified, only the sounds routed to game objects linked to those listeners will play in this device.
4547  ///< It is necessary to have separate listeners if multiple devices of the same type can coexist (e.g. controller speakers)
4548  ///< If not specified, sound routing simply obey the associations between Master Busses and Audio Devices setup in the Wwise Project.
4549  AkUInt32 in_uNumListeners = 0 ///< The number of elements in the in_pListenerIDs array.
4550  );
4551 
4552  /// Removes one output added through AK::SoundEngine::AddOutput
4553  /// If a listener was associated with the device, you should consider unregistering the listener prior to call RemoveOutput
4554  /// so that Game Object/Listener routing is properly updated according to your game scenario.
4555  /// \sa \ref integrating_secondary_outputs
4556  /// \sa AK::SoundEngine::AddOutput
4557  /// \return AK_Success: Parameters are valid.
4559  AkOutputDeviceID in_idOutput ///< ID of the output to remove. Use the returned ID from AddOutput, GetOutputID, or ReplaceOutput
4560  );
4561 
4562  /// Replaces an output device previously created during engine initialization or from AddOutput, with a new output device.
4563  /// 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
4564  /// that the old output device was associated with, and preserve all listeners that were attached to the old output device.
4565  ///
4566  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4567  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4568  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4569  ///
4570  /// \sa AK::SoundEngine::AddOutput
4571  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4572  /// \sa AK::AkDeviceStatusCallbackFunc
4573  /// \return
4574  /// - \c AK_InvalidID: The audioDeviceShareset on in_settings was not valid.
4575  /// - \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.
4576  /// - \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.
4577  /// - \c AK_DeviceNotFound: The in_outputDeviceId provided does not match with any of the output devices that the sound engine is currently using.
4578  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations on in_settings
4579  /// - \c AK_Success: parameters were valid, and the remove and add will occur.
4581  const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4582  AkOutputDeviceID in_outputDeviceId, ///< AkOutputDeviceID of the output to replace. Use 0 to target the current main output, regardless of its id. Otherwise, use the AkOutputDeviceID returned from AddOutput() or ReplaceOutput(), or generated by GetOutputID()
4583  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.
4584  );
4585 
4586  /// Gets the compounded output ID from shareset and device id.
4587  /// 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.
4588  /// Use 0 for in_idShareset & in_idDevice to get the Main Output ID (the one usually initialized during AK::SoundEngine::Init)
4589  /// \return The id of the output
4591  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.
4592  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4593  /// \sa \ref obtaining_device_id
4594  );
4595 
4597  const char* in_szShareSet, ///< Audio Device ShareSet Name, as defined in the Wwise Project. If Null, will select the Default Output shareset (always available)
4598  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4599  /// \sa \ref obtaining_device_id
4600  );
4601 
4602  #ifdef AK_SUPPORT_WCHAR
4604  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)
4605  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4606  /// \sa \ref obtaining_device_id
4607  );
4608  #endif
4609 
4610  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4611  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4612  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4613  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4614  /// \return
4615  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4616  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4618  AkUniqueID in_idBus, ///< Id of the master bus
4619  AkUniqueID in_idNewDevice ///< New device shareset to replace with.
4620  );
4621 
4622  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4623  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4624  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4625  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4626  /// \return
4627  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4628  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4630  const char* in_BusName, ///< Name of the master bus
4631  const char* in_DeviceName ///< New device shareset to replace with.
4632  );
4633 
4634  #ifdef AK_SUPPORT_WCHAR
4635  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4636  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4637  /// SetBusDevice must be preceded by a call to AddOutput for the new device shareset to be registered as an output.
4638  /// \return
4639  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4640  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4642  const wchar_t* in_BusName, ///< Name of the master bus
4643  const wchar_t* in_DeviceName ///< New device shareset to replace with.
4644  );
4645  #endif
4646 
4647  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4648  /// \remarks
4649  /// This call is only valid for sink plug-ins that support device enumeration.
4650  /// Prerequisites:
4651  /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4652  /// * A physical device recognized by this plug-in must exist in the system.
4653  ///
4654  /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4655  /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4656  /// Note that it is optional to implement device enumeration on custom sink plug-ins.
4657  /// \return
4658  /// - \c AK_NotImplemented if the sink plug-in does not implement device enumeration
4659  /// - \c AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4660  /// - \c AK_NotCompatible if no device of this type are supported on the current platform
4661  /// - \c AK_Fail in case of system device manager failure (OS related)
4662  ///
4664  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
4665  AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
4666  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.
4667  AkDeviceDescription* out_deviceDescriptions ///< The output array of device descriptions.
4668  );
4669 
4670  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4671  /// \remarks
4672  /// This call is only valid for sink plug-ins that support device enumeration.
4673  /// Prerequisites:
4674  /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4675  /// * 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.
4676  ///
4677  /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4678  /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4679  /// Note that it is optional to implement device enumeration on custom sink plug-ins.
4680  /// \return
4681  /// AK_NotImplemented if the sink plug-in does not implement device enumeration
4682  /// AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4684  AkUniqueID in_audioDeviceShareSetID, ///< In: The audio device shareset ID for which to list the sink plug-in devices.
4685  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.
4686  AkDeviceDescription* out_deviceDescriptions ///< The output array of device descriptions.
4687  );
4688 
4689  /// Sets the volume of a output device.
4690  /// \return
4691  /// - \c AK_Success if successful
4692  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4694  AkOutputDeviceID in_idOutput, ///< Output ID to set the volume on. As returned from AddOutput or GetOutputID
4695  AkReal32 in_fVolume ///< Volume (0.0 = Muted, 1.0 = Volume max)
4696  );
4697 
4698  /// 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).
4699  /// 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
4700  /// 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
4701  /// 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.
4702  /// \return
4703  /// AK_NotCompatible when the device ID provided does not support spatial audio, or the platform does not support spatial audio
4704  /// AK_Fail when there is some other miscellaneous failure, or the device ID provided does not match a device that the system knows about
4705  /// AK_Success when the device ID provided does support spatial audio
4707  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4708  /// \sa \ref obtaining_device_id
4709  );
4710 
4711 
4712  //@}
4713 
4714  /// 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.
4715  /// Call \c WakeupFromSuspend when your application receives the message from the OS that the process is back in foreground.
4716  /// When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when \ref RenderAudio() is called.
4717  /// It is recommended to match the <b>in_bRenderAnyway</b> parameter with the behavior of the rest of your game:
4718  /// 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.
4719  /// If you want to minimize CPU when in background, then don't allow rendering and never call RenderAudio from the game.
4720  ///
4721  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4722  /// \sa WakeupFromSuspend
4723  /// \sa \ref workingwithsdks_system_calls
4725  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().
4726  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.
4727  );
4728 
4729  /// 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.
4730  ///
4731  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4732  /// \sa Suspend
4733  /// \sa \ref workingwithsdks_system_calls
4735  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.
4736  );
4737 
4738  /// Obtains the current audio output buffer tick. This corresponds to the number of buffers produced by
4739  /// the sound engine since initialization.
4740  /// \return Tick count.
4742 
4743  /// Obtains the current audio output sample tick. This corresponds to the number of samples produced by
4744  /// the sound engine since initialization.
4745  /// \return Sample count.
4747  }
4748 }
4749 
4750 #endif // _AK_SOUNDENGINE_H_
AkOutputSettings settingsMainOutput
Main output device settings.
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.
AkUInt32 AkStateGroupID
State group ID
Definition: AkTypes.h:54
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)
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)
uint16_t AkUInt16
Unsigned 16-bit integer
#define AK_DEFAULT_HEIGHT_ANGLE
Definition of data structures for AkAudioObject
AkInt32 AkTimeMs
Time in ms
Definition: AkTypes.h:56
AkBackgroundMusicChangeCallbackFunc BGMCallback
Application-defined audio source change event callback function.
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkTypes.h:885
AKSOUNDENGINE_API void ExecuteActionOnPlayingID(AkActionOnEventType in_ActionType, AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
Obstruction/occlusion pair for a position
Definition: AkTypes.h:724
AKSOUNDENGINE_API AKRESULT LoadBankMemoryView(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkBankID &out_bankID)
AkUInt8 * pMediaMemory
Pointer to the data to be set for the source
AkPanningRule ePanningRule
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:399
void(* AkJobWorkerFunc)(AkJobType in_jobType, AkUInt32 in_uExecutionTimeUsec)
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,...
IAkSoftwareCodec *(* AkCreateFileSourceCallback)(void *in_pCtx)
Registered file source creation function prototype.
Definition: AkTypes.h:1064
@ AkSetPositionFlags_Default
Definition: AkTypes.h:1146
AKSOUNDENGINE_API AKRESULT StartOutputCapture(const AkOSChar *in_CaptureFileName)
AkUInt32 AkRtpcID
Real time parameter control ID
Definition: AkTypes.h:73
AkProfilerPopTimerFunc fnProfilerPopTimer
External (optional) function for tracking performance of the sound engine that is called when a timer...
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).
@ AkFloorPlane_Default
The Wwise default floor plane is ZX.
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)
AkUInt64 AkGameObjectID
Game object ID
Definition: AkTypes.h:60
AkUInt32 AkBankID
Run time bank ID
Definition: AkTypes.h:75
#define AK_EXTERNAPIFUNC(_type, _name)
@ AkFloorPlane_XY
The floor is oriented along the XY-plane. The front vector points towards +X, the up vector towards +...
AkReal32 fDebugOutOfRangeLimit
Debug setting: Only used when bDebugOutOfRangeCheckEnabled is true. This defines the maximum values s...
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)
AKRESULT
Standard function call result.
Definition: AkTypes.h:134
AkUInt32 updateBufferTick
Value of GetBufferTick() at the time the position was updated
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:1205
AKSOUNDENGINE_API AKRESULT RegisterGameObj(AkGameObjectID in_gameObjectID)
void(* AkGlobalCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkGlobalCallbackLocation in_eLocation, void *in_pCookie)
Definition: AkCallback.h:392
@ Preparation_LoadAndDecode
Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
AkMeteringFlags
Metering flags. Used for specifying bus metering, through AK::SoundEngine::RegisterBusVolumeCallback(...
Definition: AkTypes.h:1171
AKSOUNDENGINE_API AKRESULT GetContainerHistory(AK::IWriteBytes *in_pBytes)
AKSOUNDENGINE_API AKRESULT LoadBank(const char *in_pszString, AkBankID &out_bankID, AkBankType in_bankType=AkBankType_User)
AkInt32 AkMemPoolId
Memory pool ID
Definition: AkTypes.h:62
AKSOUNDENGINE_API AKRESULT SetState(AkStateGroupID in_stateGroup, AkStateID in_state)
Platform-independent initialization settings of output devices.
AKSOUNDENGINE_API bool IsInitialized()
@ Preparation_Unload
PrepareEvent() will unload required information to play the specified event.
@ AkBankContent_All
Use AkBankContent_All to load both the media and structural content.
void(* AkBusMeteringCallbackFunc)(AkBusMeteringCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:306
AKSOUNDENGINE_API AKRESULT SetOfflineRenderingFrameTime(AkReal32 in_fFrameTimeInSeconds)
char AkOSChar
Generic character string
Definition: AkTypes.h:60
uint8_t AkUInt8
Unsigned 8-bit integer
AKSOUNDENGINE_API AKRESULT ClearBanks()
AKSOUNDENGINE_API AKRESULT UnregisterAudioDeviceStatusCallback()
Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatus...
AkUInt32 uMaxNumPaths
Maximum number of paths for positioning
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
AKSOUNDENGINE_API AKRESULT SetOutputVolume(AkOutputDeviceID in_idOutput, AkReal32 in_fVolume)
AKSOUNDENGINE_API AKRESULT GetPanningRule(AkPanningRule &out_ePanningRule, AkOutputDeviceID in_idOutput=0)
@ AkActionOnEventType_Last
End of enum, invalid value.
void(* AkOutputDeviceMeteringCallbackFunc)(AkOutputDeviceMeteringCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:316
AKSOUNDENGINE_API AKRESULT ResetRTPCValueByPlayingID(AkRtpcID in_rtpcID, AkPlayingID in_playingID, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AkFloorPlane eFloorPlane
AKSOUNDENGINE_API AKRESULT SetBankLoadIOSettings(AkReal32 in_fThroughput, AkPriority in_priority)
#define NULL
Definition: AkTypes.h:46
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)
float AkReal32
32-bit floating point
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:429
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,...
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:1142
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:1114
bool bUseLEngineThread
Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAud...
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.
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
AKSOUNDENGINE_API AKRESULT DecodeBank(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkMemPoolId in_uPoolForDecodedBank, void *&out_pDecodedBankPtr, AkUInt32 &out_uDecodedBankSize)
AkUInt32 AkUniqueID
Unique 32-bit ID
Definition: AkTypes.h:52
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...
Configured audio settings
Definition: AkTypes.h:226
@ AkFloorPlane_XZ
The floor is oriented along the ZX-plane. The front vector points towards +Z, the up vector towards +...
AkUInt32 uContinuousPlaybackLookAhead
Default is 1 audio quantum, also known as an audio frame. Its size is equal to AkInitSettings::uNumSa...
AKSOUNDENGINE_API AKRESULT RemoveOutput(AkOutputDeviceID in_idOutput)
@ AkFloorPlane_Last
End of enum, invalid value.
bool bEnableGameSyncPreparation
Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
AkUInt32 AkPluginID
Source or effect plug-in ID
Definition: AkTypes.h:63
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
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)
Necessary settings for setting externally-loaded sources
AkUInt32 uMemorySlabSize
Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
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...
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.
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
void(* AkCaptureCallbackFunc)(AkAudioBuffer &in_CaptureBuffer, AkOutputDeviceID in_idOutput, void *in_pCookie)
Definition: AkCallback.h:433
Positioning information for a sound, with specified subset of its channels.
Definition: AkTypes.h:731
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)
AkInt8 AkPriority
Priority
Definition: AkTypes.h:67
AkGroupType
Game sync group type
Definition: AkTypes.h:218
Settings for the Sound Engine's internal job manager
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:130
@ AkBankContent_Last
End of enum, invalid value.
void(* AkCallbackFunc)(AkCallbackType in_eType, AkCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:286
AKRESULT(* AkBackgroundMusicChangeCallbackFunc)(bool in_bBackgroundMusicMuted, void *in_pCookie)
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
AKSOUNDENGINE_API AKRESULT UnloadBank(const char *in_pszString, const void *in_pInMemoryBankPtr, AkBankType in_bankType=AkBankType_User)
@ Preparation_Last
End of enum, invalid value.
AkReal32 fGameUnitsToMeters
AKSOUNDENGINE_API AKRESULT RegisterBusMeteringCallback(AkUniqueID in_busID, AkBusMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
static const AkUInt32 AK_INVALID_OUTPUT_DEVICE_ID
Invalid Device ID
Definition: AkTypes.h:110
AkCurveInterpolation
Curve interpolation types
Definition: AkTypes.h:860
AKSOUNDENGINE_API void SetRandomSeed(AkUInt32 in_uSeed)
#define AK_CALLBACK(_type, _name)
AkPanningRule
Headphone / speakers panning rules
Definition: AkTypes.h:1151
const AkOSChar * szPluginDLLPath
When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the gam...
void(* AkBusCallbackFunc)(AkSpeakerVolumeMatrixCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:296
AkUInt32 uNumMemorySlabs
Number of memory slabs to pre-allocate for job manager memory. At least one slab per worker thread sh...
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)
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)
static const AkUniqueID AK_INVALID_UNIQUE_ID
Invalid unique 32-bit ID
Definition: AkTypes.h:97
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)
AkUInt32 AkStateID
State ID
Definition: AkTypes.h:53
AkPluginType
Definition: AkTypes.h:1186
@ AkPanningRule_Speakers
Left and right positioned 60 degrees apart (by default - see AK::SoundEngine::GetSpeakerAngles()).
Definition: AkTypes.h:1152
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:346
AKSOUNDENGINE_API void MuteBackgroundMusic(bool in_bMute)
@ AkCurveInterpolation_Linear
Linear (Default)
Definition: AkTypes.h:867
AKSOUNDENGINE_API AKRESULT SetContainerHistory(AK::IReadBytes *in_pBytes)
void(* AkAssertHook)(const char *in_pszExpression, const char *in_pszFileName, int in_lineNumber)
static const AkPlayingID AK_INVALID_PLAYING_ID
Invalid playing ID
Definition: AkTypes.h:99
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)
uint64_t AkUInt64
Unsigned 64-bit integer
AKSOUNDENGINE_API AKRESULT AddDefaultListener(AkGameObjectID in_listenerGameObj)
AkUInt32 AkSwitchStateID
Switch ID
Definition: AkTypes.h:72
@ AkActionOnEventType_Resume
Resume
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)
AKSOUNDENGINE_API AKRESULT StopOutputCapture()
AKSOUNDENGINE_API AKRESULT SetSpeakerAngles(const AkReal32 *in_pfSpeakerAngles, AkUInt32 in_uNumAngles, AkReal32 in_fHeightAngle=AK_DEFAULT_HEIGHT_ANGLE, AkOutputDeviceID in_idOutput=0)
AkUInt32 uCpuMonitorQueueMaxSize
Maximum size of the CPU monitoring queue, per thread, in bytes. This parameter is not used in Release...
AK::IAkPluginParam *(* AkCreateParamCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin parameter node creation function prototype.
Definition: IAkPlugin.h:1203
AKSOUNDENGINE_API AKRESULT ResetListenersToDefault(AkGameObjectID in_emitterGameObj)
@ AkActionOnEventType_Break
Break
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)
bool bOfflineRendering
Enables/disables offline rendering. Offline Rendering with Wwise
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:96
AkUniqueID audioDeviceShareset
@ AkFloorPlane_YZ
The floor is oriented along the YZ-plane. The front vector points towards +Y, the up vector towards +...
AkTimeMs msTime
Position of the source (in ms) associated with that playing item
@ AkActionOnEventType_Stop
Stop
void * BGMCallbackCookie
Application-defined user data for the audio source change event callback function.
AkUniqueID sourceID
Source ID (available in the SoundBank content files)
uint32_t AkUInt32
Unsigned 32-bit integer
AkChannelConfig channelConfig
bool bUseSoundBankMgrThread
Use a separate thread for loading sound banks. Allows asynchronous operations.
void(* AkDeviceStatusCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkUniqueID in_idAudioDeviceShareset, AkUInt32 in_idDeviceID, AkAudioDeviceEvent in_idEvent, AKRESULT in_AkResult)
Definition: AkCallback.h:415
AkUniqueID mediaID
Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file...
@ AkPluginTypeNone
Unknown/invalid plug-in type.
Definition: AkTypes.h:1187
Definition: AkMidiTypes.h:237
AkUInt64 AkOutputDeviceID
Audio Output device ID
Definition: AkTypes.h:85
bool bDebugOutOfRangeCheckEnabled
Debug setting: Enable checks for out-of-range (and NAN) floats in the processing code....
AkUniqueID audioNodeID
Audio Node ID of playing item
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)
@ AkBankType_User
User-defined bank.
Definition: AkTypes.h:1087
AkReal32 AkRtpcValue
Real time parameter control value
Definition: AkTypes.h:74
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 ...
AkUInt32 AkSwitchGroupID
Switch group ID
Definition: AkTypes.h:71
AKSOUNDENGINE_API AKRESULT ClearPreparedEvents()
Return values for GetSourcePlayPositions.
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()
AkUInt32 uCommandQueueSize
Size of the command queue, in bytes
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:1201
IAkSoftwareCodec *(* AkCreateBankSourceCallback)(void *in_pCtx)
Registered bank source node creation function prototype.
Definition: AkTypes.h:1066
AKSOUNDENGINE_API AKRESULT PrepareBus(PreparationType in_PreparationType, const char **in_ppszString, AkUInt32 in_uBusses)
AKSOUNDENGINE_API AkUInt64 GetSampleTick()
AKSOUNDENGINE_API AK::IAkGlobalPluginContext * GetGlobalPluginContext()
AkUInt32 AkBankType
Run time bank type
Definition: AkTypes.h:76
@ AkActionOnEventType_ReleaseEnvelope
Release envelope
AkFloorPlane
AKSOUNDENGINE_API AKRESULT SetBusConfig(AkUniqueID in_audioNodeID, AkChannelConfig in_channelConfig)
AkUInt32 AkJobType
Job type identifier
Definition: AkTypes.h:89
AkUInt32 AkPlayingID
Playing ID
Definition: AkTypes.h:55
AKSOUNDENGINE_API bool GetBackgroundMusicMute()
@ AkActionOnEventType_Pause
Pause
void(* AkProfilerPushTimerFunc)(AkPluginID in_uPluginID, const char *in_pszZoneName)
AkProfilerPushTimerFunc fnProfilerPushTimer
External (optional) function for tracking performance of the sound engine that is called when a timer...
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:362
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...
AkUInt32 uBankReadBufferSize
The number of bytes read by the BankReader when new data needs to be loaded from disk during serializ...
AKSOUNDENGINE_API AKRESULT RemoveListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT GetBufferStatusForPinnedEvent(AkUniqueID in_eventID, AkReal32 &out_fPercentBuffered, bool &out_bCachePinnedMemoryFull)
AkUInt32 AkTriggerID
Trigger ID
Definition: AkTypes.h:79
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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