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Hey folks,

I'm setting up some code to control the volume in individual channels of a quad-channel event (L, R, SL, SR) and was wondering if I could get some advice for manipulating the speaker volume matrix.

Currently I'm receiving AkSpeakerVolumeMatrixCallbackInfo event without any issues:

    AkSpeakerVolumeMatrixCallbackInfo* info = reinterpret_cast<AkSpeakerVolumeMatrixCallbackInfo*>( callbackInfo ); //callbackInfo is of type AkCallbackInfo

And then I loop through each of the input channels, grabbing the speaker volume matrix:

    for( int inputChannelIndex = 0; inputChannelIndex < info->inputConfig.uNumChannels; ++inputChannelIndex );

    ...

    AK::SpeakerVolumes::VectorPtr outputMix = AK::SpeakerVolumes::Matrix::GetChannel( info->pVolumes, inputChannelIndex, outputChannelCount );

So my question is how can I tell what channel outputMix represents? inputChannelIndex is just an index between 0 and info->inputConifg.uNumChannels, and doesn't necessarily correspond to an AK_SPEAKER_ value. 

Given outputMix for each channel-index in the input, I'm not sure how to interpret the matrix and apply the values for each channel (L, R, SL, SR) that I calculate in my game-update loop.

Thanks!

 

 

Oliver S. (310 ポイント) General Discussion

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