menu
Version
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
|
#include <AkSoundEngine.h>
Public Attributes | |
AkAssertHook | pfnAssertHook |
External assertion handling function (optional) More... |
|
AkUInt32 | uMaxNumPaths |
Maximum number of paths for positioning. More... |
|
AkUInt32 | uCommandQueueSize |
Size of the command queue, in bytes. More... |
|
bool | bEnableGameSyncPreparation |
Sets to true to enable AK::SoundEngine::PrepareGameSync usage. More... |
|
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. More... |
|
AkUInt32 | uNumSamplesPerFrame |
Number of samples per audio frame (256, 512, 1024, or 2048). More... |
|
AkUInt32 | uMonitorQueuePoolSize |
Size of the monitoring queue, in bytes. This parameter is not used in Release build. More... |
|
AkOutputSettings | settingsMainOutput |
Main output device settings. More... |
|
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) More... |
|
bool | bUseSoundBankMgrThread |
Use a separate thread for loading sound banks. Allows asynchronous operations. More... |
|
bool | bUseLEngineThread |
Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAudio(). Custom Scheduling of Audio Rendering. More... |
|
AkBackgroundMusicChangeCallbackFunc | BGMCallback |
Application-defined audio source change event callback function. More... |
|
void * | BGMCallbackCookie |
Application-defined user data for the audio source change event callback function. More... |
|
AkOSChar * | szPluginDLLPath |
When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the game executable. More... |
|
AkFloorPlane | eFloorPlane |
Floor plane axis for 3D game object viewing. More... |
|
AkReal32 | fGameUnitsToMeters |
AkTaskSchedulerDesc | taskSchedulerDesc |
The defined client task scheduler that AkSoundEngine will use to schedule internal tasks. More... |
|
AkUInt32 | uBankReadBufferSize |
The number of bytes read by the BankReader when new data needs to be loaded from disk during serialization. Increasing this trades memory usage for larger, but fewer, file-read events during bank loading. More... |
|
AkReal32 | fDebugOutOfRangeLimit |
Debug setting: Only used when bDebugOutOfRangeCheckEnabled is true. This defines the maximum values samples can have. Normal audio must be contained within +1/-1. This limit should be set higher to allow temporary or short excursions out of range. Default is 16. More... |
|
bool | bDebugOutOfRangeCheckEnabled |
Debug setting: Enable checks for out-of-range (and NAN) floats in the processing code. This incurs a small performance hit, but can be enabled in most scenarios. Will print error messages in the log if invalid values are found at various point in the pipeline. Contact AK Support with the new error messages for more information. More... |
|
Platform-independent initialization settings of the sound engine
Definition at line 202 of file AkSoundEngine.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