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2021.1.14.8108
2024.1.4.8780
2023.1.12.8706
2022.1.18.8567
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
2024.1.4.8780
2023.1.12.8706
2022.1.18.8567
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
Wwise SDK 2021.1.14
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#include <AkCommonDefs.h>
Classes | |
struct | CustomMetadata |
Custom object metadata. More... |
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Public Types | |
typedef AkArray< CustomMetadata, const CustomMetadata &, AkPluginArrayAllocator > | ArrayCustomMetadata |
Array type for carrying custom metadata. More... |
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typedef AkString< AkPluginArrayAllocator, char > | String |
String type for use in 3D audio objects. More... |
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Public Member Functions | |
AkAudioObject () | |
Constructor. More... |
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~AkAudioObject () | |
Destructor. More... |
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void | CopyContents (const AkAudioObject &in_src) |
Copy object metadata (everything but the key) from another object. More... |
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void | SetCustomMetadata (CustomMetadata *in_aCustomMetadata, AkUInt32 in_uLength) |
void | Transfer (AkAudioObject &in_from) |
Transfer function for transfer move policies. More... |
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AKRESULT | SetName (AK::IAkPluginMemAlloc *in_pAllocator, const char *in_szName) |
void | ResetState () |
Reset object state in preparation for next frame. More... |
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Public Attributes | |
AkAudioObjectID | key |
Unique ID, local to a given bus. More... |
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AkPositioningData | positioning |
Positioning data for deferred 3D rendering. More... |
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AkRamp | cumulativeGain |
Cumulative ramping gain to apply when mixing down to speaker bed or final endpoint. More... |
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ArrayCustomMetadata | arCustomMetadata |
Array of custom metadata, gathered from visited objects. More... |
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AkPipelineID | instigatorID |
Profiling ID of the node from which the object stems (typically the voice, instance of an actor-mixer). More... |
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String | objectName |
Name string of the object, to appear in the object profiler. This is normally used by out-of-place object processors for naming their output objects. Built-in sound engine structures don't use it. More... |
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An audio object refers to an audio signal with some attached metadata going through the sound engine pipeline. The AkAudioObject struct encapsulates the metadata part. The signal itself is contained in a separate AkAudioBuffer instance.
Definition at line 307 of file AkCommonDefs.h.
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