Version

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Wwise SDK 2019.2.15
AK::SpatialAudio Namespace Reference

Audiokinetic spatial audio namespace. More...

Typedefs

typedef AkString< ArrayPoolSpatialAudio, wchar_t >  WString
  Wide string type for use in Wwise Spatial Audio. More...
 
typedef AkString< ArrayPoolSpatialAudio, AkOSChar OsString
  OS string type for use in Wwise Spatial Audio. More...
 
typedef AkString< ArrayPoolSpatialAudio, char >  String
  String type for use in Wwise Spatial Audio. More...
 
typedef AkDbString< ArrayPoolSpatialAudio, char, CAkLock DbString
  Instanced string type. More...
 
typedef AkUInt16  Idx
 

Functions

Basic functions.

In order to use SpatialAudio, you need to initalize it using Init, and register the listeners that you plan on using with any of the services offered by SpatialAudio, using RegisterListener respectively, after having registered their corresponding game object to the sound engine.

Warning: At the moment, there can be only one Spatial Audio listener registered at any given time.
AKSOUNDENGINE_API AKRESULT  Init (const AkSpatialAudioInitSettings &in_initSettings)
  Initialize the SpatialAudio API.
More...
 
AKSOUNDENGINE_API AKRESULT  RegisterListener (AkGameObjectID in_gameObjectID)
 
AKSOUNDENGINE_API AKRESULT  UnregisterListener (AkGameObjectID in_gameObjectID)
 
Helper functions for passing game data to the Wwise Reflect plug-in.

Use this API for detailed placement of reflection image sources.

Note: These functions are low-level and useful when your game engine already implements a geometrical approach to sound propagation such as an image-source or a ray tracing algorithm. Functions of Geometry are preferred and easier to use with the Wwise Reflect plug-in.
AKSOUNDENGINE_API AKRESULT  SetImageSource (AkImageSourceID in_srcID, const AkImageSourceSettings &in_info, AkUniqueID in_AuxBusID, AkRoomID in_roomID, AkGameObjectID in_gameObjectID)
 
AKSOUNDENGINE_API AKRESULT  RemoveImageSource (AkImageSourceID in_srcID, AkUniqueID in_AuxBusID, AkGameObjectID in_gameObjectID)
 
AKSOUNDENGINE_API AKRESULT  ClearImageSources (AkUniqueID in_AuxBusID=AK_INVALID_AUX_ID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
 
Geometry

Geometry API for early reflection processing using Wwise Reflect.

AKSOUNDENGINE_API AKRESULT  SetGeometry (AkGeometrySetID in_GeomSetID, const AkGeometryParams &in_params)
 
AKSOUNDENGINE_API AKRESULT  RemoveGeometry (AkGeometrySetID in_SetID)
 
AKSOUNDENGINE_API AKRESULT  QueryReflectionPaths (AkGameObjectID in_gameObjectID, AkVector &out_listenerPos, AkVector &out_emitterPos, AkReflectionPathInfo *out_aPaths, AkUInt32 &io_uArraySize)
 
Rooms and Portals

Sound Propagation API using rooms and portals.

AKSOUNDENGINE_API AKRESULT  SetRoom (AkRoomID in_RoomID, const AkRoomParams &in_Params)
 
AKSOUNDENGINE_API AKRESULT  RemoveRoom (AkRoomID in_RoomID)
 
AKSOUNDENGINE_API AKRESULT  SetPortal (AkPortalID in_PortalID, const AkPortalParams &in_Params)
 
AKSOUNDENGINE_API AKRESULT  RemovePortal (AkPortalID in_PortalID)
 
AKSOUNDENGINE_API AKRESULT  SetGameObjectInRoom (AkGameObjectID in_gameObjectID, AkRoomID in_CurrentRoomID)
 
AKSOUNDENGINE_API AKRESULT  SetReflectionsOrder (AkUInt32 in_uReflectionsOrder, bool in_bUpdatePaths)
 
AKSOUNDENGINE_API AKRESULT  SetNumberOfPrimaryRays (AkUInt32 in_uNbPrimaryRays)
 
AKSOUNDENGINE_API AKRESULT  SetEarlyReflectionsAuxSend (AkGameObjectID in_gameObjectID, AkAuxBusID in_auxBusID)
 
AKSOUNDENGINE_API AKRESULT  SetEarlyReflectionsVolume (AkGameObjectID in_gameObjectID, AkReal32 in_fSendVolume)
 
AKSOUNDENGINE_API AKRESULT  SetPortalObstructionAndOcclusion (AkPortalID in_PortalID, AkReal32 in_fObstruction, AkReal32 in_fOcclusion)
 
AKSOUNDENGINE_API AKRESULT  QueryWetDiffraction (AkPortalID in_portal, AkReal32 &out_wetDiffraction)
 
AKSOUNDENGINE_API AKRESULT  QueryDiffractionPaths (AkGameObjectID in_gameObjectID, AkVector &out_listenerPos, AkVector &out_emitterPos, AkDiffractionPathInfo *out_aPaths, AkUInt32 &io_uArraySize)
 

Variables

static const AkRoomID  kOutdoorRoomID = AkRoomID()
  The outdoor room ID. This room is created automatically and is typically used for outdoors, i.e. when not in a room. More...
 

Detailed Description

Audiokinetic spatial audio namespace.


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