某些游戏对信号通路和声像平移有非常特殊的要求,而 Wwise 中可能无法满足这些要求。解决此限制的一种方法是注册到“Speaker Matrix Callback”(扬声器矩阵回调)。当 voice(声部)或总线将混入到另一条总线时,将调用此回调。通过此回调,您可以更改全局的和声道专用的声部或总线电平,从而修改混音或声像平移。
下面示例显示您可以如何为声部注册到此回调。注册是在发送播放此声部的事件时完成的。
VoiceCallback 回调描述如何识别输出总线,更改声部混入输出总线时的基础音量,以及更改声像平移音量来模拟不同的入射角。AkSpeakerVolumeMatrixCallbackInfo::pContext 暴露出声部相关信息,而 AkSpeakerVolumeMatrixCallbackInfo::pMixerContext 暴露出声部混入的总线相关信息(干信号的输出总线或辅助发送)。
static void VoiceCallback(
)
{
AKASSERT( eventID == AK::EVENTS::PLAY_HELLO );
return;
if ( uNumPosition > 0 )
{
if (pBusObject)
{
listenerTop.
X = -listenerTop.
X;
listenerTop.
Y = -listenerTop.
Y;
listenerTop.
Z = -listenerTop.
Z;
posEmitter,
posListener,
);
}
}
}
以下示例显示如何注册到总线回调。在本例中,AkSpeakerVolumeMatrixCallbackInfo::pContext 暴露出总线相关信息,我们要将("My_Bus")注册到这条总线,而 AkSpeakerVolumeMatrixCallbackInfo::pMixerContext 也对总线的父总线(或信号链中的下一条混音总线)暴露出总线相关信息,该总线是要将信号混音进去的总线。
static void BusCallback(
)
{
cfgThreeStereo,
mxTransmix );
{
while ( uChanOut < uNumOutputChannelsToCopy )
{
vMixOut[uChanOut] = vTransmixOut[uChanOut];
++uChanOut;
}
while ( uChanOut < in_pCallbackInfo->outputConfig.uNumChannels )
{
vMixOut[uChanOut] = 0;
++uChanOut;
}
}
}
下一示例显示如何注册到总线以查询它的电平表数据。
static void MeterCallback(
)
{
AkReal32 fPower = in_pMetering->GetKWeightedPower();
{
AkReal32 fChannelPeak = vTruePeak[uChannel];
...
}
...
}
AK::IAkMixerInputContext * pContext
Context of the current voice/bus about to be mixed into the output bus with specified base volume and...
AkGameObjectID gameObjID
Game object ID
virtual AkReal32 GetSpread(AkUInt32 in_uIndex)=0
AkReal32 * pfBaseVolume
Base volume, common to all channels.
@ AK_EnableBusMeter_KPower
Enable computation of K-weighted power metering (used as a basis for computing loudness,...
AkChannelConfig outputConfig
Channel configuration of the output bus.
AKSOUNDENGINE_API AKRESULT RegisterBusVolumeCallback(AkUniqueID in_busID, AkBusCallbackFunc in_pfnCallback, void *in_pCookie=NULL)
AkUInt32 uNumChannels
Number of channels.
AkChannelConfig inputConfig
Channel configuration of the voice/bus.
AkUInt64 AkGameObjectID
Game object ID
AkUInt32 uChannelMask
Channel mask (configuration).
AkMeteringFlags
Metering flags. Used for specifying bus metering, through AK::SoundEngine::RegisterBusVolumeCallback(...
AkForceInline AkUInt32 GetRequiredSize(AkUInt32 in_uNumChannelsIn, AkUInt32 in_uNumChannelsOut)
Compute size (in bytes) required for given channel configurations.
AK::IAkMixerPluginContext * pMixerContext
Output mixing bus context. Use it to access a few useful panning and mixing services,...
AkCallbackType
Type of callback. Used as a bitfield in methods AK::SoundEngine::PostEvent() and AK::SoundEngine::Dyn...
float AkReal32
32-bit floating point
virtual AKRESULT GetGameObjectPosition(AkUInt32 in_uIndex, AkSoundPosition &out_position) const =0
AkUniqueID eventID
Unique ID of Event, passed to PostEvent()
virtual IAkVoicePluginInfo * GetVoiceInfo()=0
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
AkUInt32 AkUniqueID
Unique 32-bit ID
virtual AkReal32 GetFocus(AkUInt32 in_uIndex)=0
AkForceInline VectorPtr GetChannel(MatrixPtr in_pVolumeMx, AkUInt32 in_uIdxChannelIn, AkUInt32 in_uNumChannelsOut)
Get pointer to volume distribution for input channel in_uIdxChannelIn.
@ AK_EnableBusMeter_TruePeak
Enable computation of true peak metering (most CPU and memory intensive).
#define AK_SPEAKER_SETUP_3STEREO
3.0 setup channel mask
virtual AkUInt32 GetNum3DPositions()=0
#define AKASSERT(Condition)
AKSOUNDENGINE_API AKRESULT RegisterBusMeteringCallback(AkUniqueID in_busID, AkBusMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
AkReal32 * pfEmitterListenerVolume
Emitter-listener pair-specific gain. When there are multiple emitter-listener pairs,...
virtual AKRESULT Compute3DPositioning(AkReal32 in_fAngle, AkReal32 in_fElevation, AkReal32 in_fSpread, AkReal32 in_fFocus, AkChannelConfig in_inputConfig, AkChannelMask in_uInputChanSel, AkChannelConfig in_outputConfig, AkReal32 in_fCenterPerc, AK::SpeakerVolumes::MatrixPtr out_mxVolumes)=0
Struct containing metering information about a buffer. Depending on when this struct is generated,...
static const AkPlayingID AK_INVALID_PLAYING_ID
Invalid playing ID
virtual AKRESULT ComputeSpeakerVolumesDirect(AkChannelConfig in_inputConfig, AkChannelConfig in_outputConfig, AkReal32 in_fCenterPerc, AK::SpeakerVolumes::MatrixPtr out_mxVolumes)=0
AKSOUNDENGINE_API AkUInt32 GetIDFromString(const char *in_pszString)
virtual IAkGameObjectPluginInfo * GetGameObjectInfo()=0
AkForceInline void SetStandard(AkUInt32 in_uChannelMask)
Set channel config as a standard configuration specified with given channel mask.
AkReal32 * MatrixPtr
Volume matrix. Access each input channel vector with AK::SpeakerVolumes::Matrix::GetChannel().
virtual AkReal32 GetCenterPerc()=0
uint32_t AkUInt32
Unsigned 32-bit integer
Game object information available to plugins.
3D vector for some operations in 3D space. Typically intended only for localized calculations due to ...
AKSOUNDENGINE_API AkPlayingID PostEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, AkUInt32 in_cExternals=0, AkExternalSourceInfo *in_pExternalSources=NULL, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
@ AK_SpeakerVolumeMatrix
Callback triggered at each frame, letting the client modify the speaker volume matrix....
AK::SpeakerVolumes::MatrixPtr pVolumes
Pointer to volume matrix describing the contribution of each source channel to destination channels....
AkUInt32 AkPlayingID
Playing ID
AkPlayingID playingID
Playing ID of Event, returned by PostEvent()
const AkReal32 * ConstVectorPtr
Constant volume vector. Access each element with the standard bracket [] operator.
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