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Wwise SDK 2024.1.0
AkPlatformInitSettings Struct Reference

#include <AkAndroidSoundEngine.h>

Public Attributes

AkThreadProperties threadLEngine
 Lower engine threading properties. More...
 
AkThreadProperties threadOutputMgr
 Ouput thread threading properties. More...
 
AkThreadProperties threadBankManager
 Bank manager threading properties (its default priority is AK_THREAD_PRIORITY_NORMAL) More...
 
AkThreadProperties threadMonitor
 Monitor threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL). This parameter is not used in Release build. More...
 
AkAudioAPI eAudioAPI
 
AkUInt32 uSampleRate
 Sampling Rate. Set to 0 to get the native sample rate. Default value is 0. More...
 
AkUInt16 uNumRefillsInVoice
 Number of refill buffers in voice buffer. Defaults to 4.
More...
 
bool bRoundFrameSizeToHWSize
 
SLObjectItf pSLEngine
 OpenSL engine reference for sharing between various audio components. More...
 
JavaVM * pJavaVM
 Active JavaVM for the app, used for internal system calls. Usually provided through the android_app structure given at startup or the NativeActivity. This parameter needs to be set to allow the sound engine initialization. More...
 
jobject jActivity
 android.app.Activity instance for this application. Usually provided through the android_app structure, or through other means if your application has an overridden activity. More...
 
bool bVerboseSink
 Enable this to inspect sink behavior. Useful for debugging non-standard Android devices. More...
 
bool bEnableLowLatency
 
const char * szAudioWorkletProcessorUrl
 URL of the Audio Worklet processor script. Default: "WwiseAudioWorklet.processor.js". More...
 
bool bVerboseSystemOutput
 Print additional debugging information specific to Emscripten to the browser's console output log. More...
 
AkAudioSessionProperties audioSession
 iOS audio session properties More...
 
AkAudioCallbacks audioCallbacks
 iOS audio callbacks More...
 
AkUInt32 uNumSpatialAudioPointSources
 Number of Apple Spatial Audio point sources to allocate for 3D audio use (each point source is a system audio object). Default: 128. More...
 
AkThreadProperties threadAudioOut
 AudioOut threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL) More...
 
AkThreadProperties threadQueueLevel
 Plot Queue Level threading properties (see bPlotQueueLevel; this is not used in Release builds) More...
 
AkUInt32 uLEngineAcpBatchBufferSize
 ACP batch buffer size: used for ATRAC9 decoding. More...
 
bool bHwCodecLowLatencyMode
 Use low latency mode for ATRAC9 (default is false). If true, decoding jobs are submitted at the beginning of the Wwise update and it will be necessary to wait for the result. More...
 
bool bStrictAtrac9Aligment
 Forces checks for ATRAC9 alignment in banks. More...
 
AkUInt32 uMaxNumAudio3dObjects
 The number of objects to initialize the sceAudio3dPort with. Corresponds to SceAudio3dOpenParameters::uiMaxObjects. Default value is set to 128 objects. More...
 
bool bPlotQueueLevel
 If enabled, will constantly output the current port queue level as a plot to Razor CPU, to visualize audio starvation limits. More...
 
AkThreadProperties threadAcmQueue
 Acm Job Queue threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL) More...
 
AkUInt32 uHwExtraBuffering
 How many frames of audio to decode in advance, beyond the minimum required for the next frame. Ranges from 0 (the default) to 4. Higher values may save total CPU usage, but will lower the number of hardware voices that can be decoded in a single frame without running into voice starvation issues. More...
 
bool bVorbisHwAcceleration
 Decode Vorbis sources on PS5's audio co-processor, similar to ATRAC9. Requires loading a separate PRX library to work properly. See AK::LoadVorbisHwAcceleratorLibrary. More...
 
AkUInt32 uNumAudioOut2Ports
 The number of ports to initialize the audioOut2Context with. May need to be increased if using many sinks. More...
 
AkUInt32 uNumAudioOut2ObjectPorts
 The number of object ports to initialize the audioOut2Context with. Will need to be increased depending on sceAudio3D configuration. More...
 
bool bEnable3DAudioSync
 Controls synchronization of 3D Audio across the ambisonic mix, and passthrough/objects. When enabled, this increases the delay of the Passthrough and Objects audio mixes by a few milliseconds, in order to be in sync with the main Ambisonic mix. Refer to sceAudioOut2Set3DLatency in the platform documentation for more information. More...
 
bool bUseAudioOut2SpeakerAngles
 When enabled, the system output devices automatically call AK::SoundEngine::SetSpeakerAngles, using speaker angles configured by users in the System Software's Sound settings menu. If it is preferable to set speaker angles manually, refer to AK::GetAudioOut2SpeakerAngles. More...
 
AkUInt32 uNumOperationsForHwMixing
 Used to determine the threshold at which bus-mix operations will be performed in hardware instead of software. For example, if 25 input channels need to be mixed to a 5th-order-ambisonics (36-channel) speaker bed (generating 25*36=900 operations) the mix will be performed in hardware if this value is less than 900, but performed in software if this value is greater than or equal to 900. More...
 
AkThreadProperties threadOpusDecoder
 Opus decoder threading properties. More...
 
AkThreadProperties threadMotionSink
 Motion sink threading properties. More...
 
AkThreadProperties threadSystemSinkWakeup
 System sink threading properties. More...
 
AkUInt32 uNnProfilerHeartbeat
 Heartbeat ID used by Wwise for reporting "AudioHeartbeat" to the NintendoCpuProfiler. Default value is Heartbeats_User5. Unused in Optimized/Release builds. If set to a value less than Heartbeats_User1 or greater than Heartbeats_User8, the heartbeat will be disabled. More...
 
bool bAutoPanningRule
 Automatically switch to appropriate panning rule when headphones are plugged/unplugged. Defaults to false. More...
 
bool bAcquireAudioDeviceNotification
 Allow the sound engine to register for audio device notification. Required for bAutoPanningRule. Defaults to true. Set to false if your game wants to handle audio device changes manually. More...
 
bool bEnableAvxSupport
 Enables run-time detection of AVX and AVX2 SIMD support in the engine and plug-ins. More...
 
AkUInt32 uMaxSystemAudioObjects
 Dictates how many Microsoft Spatial Sound dynamic objects will be reserved by the System sink. On Windows, other running processes will be prevented from reserving these objects. Set to 0 to disable the use of System Audio Objects. Default is 128. More...
 
AkDataTypeID sampleType
 

Detailed Description


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