Structure of an entry in the AkMixerInputMap map. More...
Public Member Functions | |
AkInputMapSlot () | |
User data. Here we have a buffer. Other relevant info would be the game object position and input parameters of the previous frame. |
|
bool | operator== (const AkInputMapSlot &in_Op) const |
Public Attributes | |
AK::IAkMixerInputContext * | pContext |
USER_DATA * | pUserData |
Structure of an entry in the AkMixerInputMap map.
Collection class to manage inputs in mixer plugins. The inputs are identified by their context AK::IAkMixerInputContext. The type of data attached to it is the template argument USER_DATA. The collection performs allocation/deallocation of user data via AK_PLUGIN_NEW/DELETE(). Usage
Init AkMixerInputMap<MyStruct> m_mapInputs; m_mapInputs.Init( in_pAllocator ); // in_pAllocator passed at plugin init.
Add an input. m_mapInputs.AddInput( in_pInput ); // AK::IAkMixerInputContext * in_pInput passed to OnInputConnected()
Find an input MyStruct * pInput = m_mapInputs.Exists( in_pInputContext ); // AK::IAkMixerInputContext * in_pInputContext passed to ConsumeInput()
Iterate through inputs. AkMixerInputMap<MyStruct>::Iterator it = m_mapInputs.End(); while ( it != m_mapInputs.End() ) { MyStruct * pInput = (*it).pUserData; ... ++it; }
Definition at line 63 of file AkMixerInputMap.h.
Questions? Problems? Need more info? Contact us, and we can help!
Visit our Support pageRegister your project and we'll help you get started with no strings attached!
Get started with Wwise