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버전
2017.1.9.6501
2024.1.6.8842
2023.1.14.8770
2022.1.19.8584
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
2024.1.6.8842
2023.1.14.8770
2022.1.19.8584
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
Now that the sound engine has been fully initialized, we need to make some recurring calls so the various modules can process data. This is typically done in the game loop, once per frame. Our sample program will call the following function at more or less regular intervals in the main message loop:
void ProcessAudio()
{
... Recurring call to the sound engine will be done here ...
}
We call AK::SoundEngine::RenderAudio() so the sound engine processes all pending bank load/unload requests, events, position changes, states, switches, RTPCs, etc. If communications are enabled, they are also processed within RenderAudio().
void ProcessAudio() { // Process bank requests, events, positions, RTPC, etc. AK::SoundEngine::RenderAudio(); }
Refer to Integrating Events in Your Game for more information.
You have now set up the frame rendering for your game. To continue, refer to Terminate the Different Modules of the Sound Engine.
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