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◆ PrepareGameSyncs() [2/4]
Prepares or un-prepare game syncs asynchronously (by ID).
The group and game syncs are specified by ID (refer to General Information for a discussion on using strings and IDs). The game syncs definitions must already exist in the sound engine by having explicitly loaded the bank(s) that contain them (with LoadBank()). A request is posted to the Bank Manager consumer thread. It will resolve all dependencies needed to successfully set this game sync group to one of the game sync values specified, and load the required banks, if applicable. The function returns immediately. Use a callback to be notified when the request has finished being processed. - Returns
- AK_Success if scheduling is was successful, AK_Fail otherwise.
- See also
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- Parameters
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in_PreparationType | Preparation type ( Preparation_Load or Preparation_Unload ) |
in_eGameSyncType | The type of game sync. |
in_GroupID | The State Group ID or the Switch Group ID. |
in_paGameSyncID | Array of ID of the Game Syncs to either support or not support. |
in_uNumGameSyncs | The number of game sync ID in the array. |
in_pfnBankCallback | Callback function |
in_pCookie | Callback cookie (reserved to user, passed to the callback function) |
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