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◆ PrepareGameSyncs() [4/4]
Prepares or unprepares game syncs asynchronously.
The group and game syncs are specified by string (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_pszGroupName | The State Group Name or the Switch Group Name. |
in_ppszGameSyncName | The specific ID of the state to either support or not support. |
in_uNumGameSyncs | The number of game sync in the string array. |
in_pfnBankCallback | Callback function |
in_pCookie | Callback cookie (reserved to user, passed to the callback function) |
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