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AkAssertHook | pfnAssertHook |
External assertion handling function (optional). |
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AkUInt32 | uMaxNumPaths |
Maximum number of paths for positioning. |
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AkUInt32 | uDefaultPoolSize |
Size of the default memory pool, in bytes. |
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AkReal32 | fDefaultPoolRatioThreshold |
0.0f to 1.0f value: The percentage of occupied memory where the sound engine should enter in Low memory Mode. Defining a Memory Threshold |
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AkUInt32 | uCommandQueueSize |
Size of the command queue, in bytes. |
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AkMemPoolId | uPrepareEventMemoryPoolID |
Memory pool where data allocated by AK::SoundEngine::PrepareEvent() and AK::SoundEngine::PrepareGameSyncs() will be done. |
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bool | bEnableGameSyncPreparation |
Set to true to enable AK::SoundEngine::PrepareGameSync usage. |
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AkUInt32 | uContinuousPlaybackLookAhead |
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. |
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AkUInt32 | uNumSamplesPerFrame |
Number of samples per audio frame (256, 512, 1024, or 2048). |
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AkUInt32 | uMonitorPoolSize |
Size of the monitoring pool, in bytes. This parameter is not used in Release build. |
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AkUInt32 | uMonitorQueuePoolSize |
Size of the monitoring queue pool, in bytes. This parameter is not used in Release build. |
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AkOutputSettings | settingsMainOutput |
Main output device settings. |
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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). |
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bool | bUseSoundBankMgrThread |
Use a separate thread for loading sound banks. Allows asynchronous operations. |
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bool | bUseLEngineThread |
Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAudio(). Ignored on Vita. Custom scheduling of audio rendering. |
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AkBackgroundMusicChangeCallbackFunc | BGMCallback |
Application-defined audio source change event callback function. |
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void * | BGMCallbackCookie |
Application-defined user data for the audio source change event callback function. |
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AkOSChar * | szPluginDLLPath |
When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the game executable. |
Platform-independent initialization settings of the sound engine
Definition at line 131 of file AkSoundEngine.h.
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