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Wwise SDK 2024.1.1
AkInitSettings Struct Reference

#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...
 
AkUInt32 uCpuMonitorQueueMaxSize
 Maximum size of the CPU monitoring queue, per thread, in bytes. This parameter is not used in Release build. More...
 
AkOutputSettings settingsMainOutput
 Main output device settings. More...
 
AkJobMgrSettings settingsJobManager
 Settings to configure the behavior of the Sound Engine's internal job manager. 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(). Optimizing CPU usage. 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...
 
const AkOSCharszPluginDLLPath
 When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the game executable. More...
 
AkFloorPlane eFloorPlane
 
AkReal32 fGameUnitsToMeters
 
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...
 
bool bOfflineRendering
 Enables/disables offline rendering. Offline Rendering with Wwise. More...
 
AkProfilerPushTimerFunc fnProfilerPushTimer
 External (optional) function for tracking performance of the sound engine that is called when a timer starts. (only called in Debug and Profile binaries; this is not called in Release) More...
 
AkProfilerPopTimerFunc fnProfilerPopTimer
 External (optional) function for tracking performance of the sound engine that is called when a timer stops. (only called in Debug and Profile binaries; this is not called in Release) More...
 
AkProfilerPostMarkerFunc fnProfilerPostMarker
 External (optional) function for tracking significant events in the sound engine, to act as a marker or bookmark. (only called in Debug and Profile binaries; this is not called in Release) More...
 

Detailed Description

Platform-independent initialization settings of the sound engine

See also

Definition at line 222 of file AkSoundEngine.h.


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