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00001 /*******************************************************************************
00002 The content of this file includes portions of the AUDIOKINETIC Wwise Technology
00003 released in source code form as part of the SDK installer package.
00004 
00005 Commercial License Usage
00006 
00007 Licensees holding valid commercial licenses to the AUDIOKINETIC Wwise Technology
00008 may use this file in accordance with the end user license agreement provided 
00009 with the software or, alternatively, in accordance with the terms contained in a
00010 written agreement between you and Audiokinetic Inc.
00011 
00012 Apache License Usage
00013 
00014 Alternatively, this file may be used under the Apache License, Version 2.0 (the 
00015 "Apache License"); you may not use this file except in compliance with the 
00016 Apache License. You may obtain a copy of the Apache License at 
00017 http://www.apache.org/licenses/LICENSE-2.0.
00018 
00019 Unless required by applicable law or agreed to in writing, software distributed
00020 under the Apache License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES
00021 OR CONDITIONS OF ANY KIND, either express or implied. See the Apache License for
00022 the specific language governing permissions and limitations under the License.
00023 
00024   Version: <VERSION>  Build: <BUILDNUMBER>
00025   Copyright (c) <COPYRIGHTYEAR> Audiokinetic Inc.
00026 *******************************************************************************/
00027 
00028 // AkSoundEngine.h
00029 
00030 /// \file 
00031 /// The main sound engine interface.
00032 
00033 
00034 #ifndef _AK_SOUNDENGINE_H_
00035 #define _AK_SOUNDENGINE_H_
00036 
00037 #include <AK/SoundEngine/Common/AkSoundEngineExport.h>
00038 #include <AK/SoundEngine/Common/AkTypes.h>
00039 #include <AK/SoundEngine/Common/IAkPlugin.h>
00040 #include <AK/SoundEngine/Common/AkCallback.h>
00041 
00042 #ifdef AK_WIN
00043 #include <AK/SoundEngine/Platforms/Windows/AkWinSoundEngine.h>
00044 
00045 #elif defined (AK_MAC_OS_X)
00046 #include <AK/SoundEngine/Platforms/Mac/AkMacSoundEngine.h>
00047 
00048 #elif defined (AK_IOS)
00049 #include <AK/SoundEngine/Platforms/iOS/AkiOSSoundEngine.h>
00050 
00051 #elif defined (AK_XBOXONE)
00052 #include <AK/SoundEngine/Platforms/XboxOne/AkXboxOneSoundEngine.h>
00053 
00054 #elif defined( AK_LUMIN )
00055 #include <AK/SoundEngine/Platforms/Lumin/AkLuminSoundEngine.h>
00056 
00057 #elif defined( AK_ANDROID )
00058 #include <AK/SoundEngine/Platforms/Android/AkAndroidSoundEngine.h>
00059 
00060 #elif defined (AK_PS4)
00061 #include <AK/SoundEngine/Platforms/PS4/AkPS4SoundEngine.h>
00062 
00063 #elif defined( AK_LINUX )
00064 #include <AK/SoundEngine/Platforms/Linux/AkLinuxSoundEngine.h>
00065 
00066 #elif defined( AK_EMSCRIPTEN )
00067 #include <AK/SoundEngine/Platforms/Emscripten/AkEmscriptenSoundEngine.h>
00068 
00069 #elif defined( AK_QNX  )
00070 #include <AK/SoundEngine/Platforms/QNX/AkQNXSoundEngine.h>
00071 
00072 #elif defined( AK_NX )
00073 #include <AK/SoundEngine/Platforms/NX/AkNXSoundEngine.h>
00074 
00075 #else
00076 #error AkSoundEngine.h: Undefined platform
00077 #endif
00078 
00079 #ifndef AK_ASSERT_HOOK
00080     /// Function called on assert handling, optional
00081     /// \sa 
00082     /// - AkInitSettings
00083     AK_CALLBACK( void, AkAssertHook)( 
00084         const char * in_pszExpression,  ///< Expression
00085         const char * in_pszFileName,    ///< File Name
00086         int in_lineNumber               ///< Line Number
00087         );
00088     #define AK_ASSERT_HOOK
00089 #endif
00090 
00091 /// Callback function prototype for User Music notifications
00092 /// It is useful for reacting to user music playback.
00093 ///
00094 /// \sa
00095 /// - \ref AkGlobalCallbackFunc
00096 /// - \ref AudioInterruptionCallbackFunc
00097 /// - \ref AkPlatformInitSettings
00098 /// - \ref background_music_and_dvr
00099 ///
00100 typedef AKRESULT ( * AkBackgroundMusicChangeCallbackFunc )(
00101     bool in_bBackgroundMusicMuted,  ///< Flag indicating whether the busses tagged as "background music" in the project are muted or not.
00102     void* in_pCookie ///< User-provided data, e.g. a user structure.
00103     );
00104 
00105 /// Platform-independent initialization settings of output devices.
00106 struct AkOutputSettings
00107 {
00108     AkOutputSettings() :
00109         audioDeviceShareset(AK_INVALID_UNIQUE_ID),      
00110         idDevice(0),        
00111         ePanningRule(AkPanningRule_Speakers),
00112         channelConfig(){};
00113 
00114     AkOutputSettings(const char* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);     
00115 
00116 #ifdef AK_SUPPORT_WCHAR
00117     AkOutputSettings(const wchar_t* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
00118 #endif
00119 
00120     AkUniqueID      audioDeviceShareset;    ///< Unique ID of a custom audio device to be used. Custom audio devices are defined in the Audio Device Shareset section of the Wwise project.
00121                                             ///< If you want to output normally through the default system, leave this field to its default value (AK_INVALID_UNIQUE_ID).
00122                                             ///< Typical usage: AkInitSettings.eOutputSettings.audioDeviceShareset = AK::SoundEngine::GetIDFromString("InsertYourAudioDeviceSharesetNameHere");
00123                                             /// \sa \ref <tt>AK::SoundEngine::GetIDFromString()</tt>
00124                                             /// \sa \ref soundengine_plugins_audiodevices
00125                                             /// \sa \ref integrating_secondary_outputs
00126                                             /// \sa \ref default_audio_devices
00127 
00128     AkUInt32        idDevice;               ///< Device specific identifier, when multiple devices of the same type are possible.  If only one device is possible, leave to 0.
00129                                             ///< - PS4 Controller-Speakers: UserID as returned from sceUserServiceGetLoginUserIdList
00130                                             ///< - XBoxOne Controller-Headphones: Use the AK::GetDeviceID function to get the ID from an IMMDevice. Find the player's device with the WASAPI API (IMMDeviceEnumerator, see Microsoft documentation) or use AK::GetDeviceIDFromName.                                         
00131                                             ///< - Windows: Use AK::GetDeviceID or AK::GetDeviceIDFromName to get the correct ID.  Leave to 0 for the default Windows device as seen in Audio Properties.
00132                                             ///< - All other outputs: use 0 to select the default for the selected audio device type (shareset) 
00133 
00134     AkPanningRule   ePanningRule;           ///< Rule for 3D panning of signals routed to a stereo bus. In AkPanningRule_Speakers mode, the angle of the front loudspeakers 
00135                                             ///< (uSpeakerAngles[0]) is used. In AkPanningRule_Headphones mode, the speaker angles are superseded with constant power panning
00136                                             ///< between two virtual microphones spaced 180 degrees apart.
00137 
00138     AkChannelConfig channelConfig;          ///< Channel configuration for this output. Call AkChannelConfig::Clear() to let the engine use the default output configuration.  
00139                                             ///< Hardware might not support the selected configuration.
00140 };
00141 
00142 /// Platform-independent initialization settings of the sound engine
00143 /// \sa 
00144 /// - <tt>AK::SoundEngine::Init()</tt>
00145 /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
00146 /// - \ref soundengine_integration_init_advanced
00147 /// - \ref soundengine_initialization_advanced_soundengine_using_memory_threshold
00148 struct AkInitSettings
00149 {
00150     AkAssertHook        pfnAssertHook;              ///< External assertion handling function (optional)
00151 
00152     AkUInt32            uMaxNumPaths;               ///< Maximum number of paths for positioning
00153     AkUInt32            uDefaultPoolSize;           ///< Size of the default memory pool, in bytes
00154     AkReal32            fDefaultPoolRatioThreshold; ///< 0.0f to 1.0f value: The percentage of occupied memory where the sound engine should enter in Low memory Mode. \ref soundengine_initialization_advanced_soundengine_using_memory_threshold
00155     AkUInt32            uCommandQueueSize;          ///< Size of the command queue, in bytes
00156     AkMemPoolId         uPrepareEventMemoryPoolID;  ///< Memory pool where data allocated by <tt>AK::SoundEngine::PrepareEvent()</tt> and <tt>AK::SoundEngine::PrepareGameSyncs()</tt> will be done. 
00157     bool                bEnableGameSyncPreparation; ///< Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
00158     AkUInt32            uContinuousPlaybackLookAhead;   ///< Number of quanta ahead when continuous containers should instantiate a new voice before which next sounds should start playing. This look-ahead time allows I/O to occur, and is especially useful to reduce the latency of continuous containers with trigger rate or sample-accurate transitions. 
00159                                                     ///< 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. 
00160 
00161     AkUInt32            uNumSamplesPerFrame;        ///< Number of samples per audio frame (256, 512, 1024, or 2048).
00162 
00163     AkUInt32            uMonitorPoolSize;           ///< Size of the monitoring pool, in bytes. This parameter is not used in Release build.
00164     AkUInt32            uMonitorQueuePoolSize;      ///< Size of the monitoring queue pool, in bytes. This parameter is not used in Release build.
00165     
00166     AkOutputSettings    settingsMainOutput;         ///< Main output device settings.
00167     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)
00168 
00169     bool                bUseSoundBankMgrThread;     ///< Use a separate thread for loading sound banks. Allows asynchronous operations.
00170     bool                bUseLEngineThread;          ///< Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAudio(). \ref goingfurther_eventmgrthread
00171 
00172     AkBackgroundMusicChangeCallbackFunc BGMCallback; ///< Application-defined audio source change event callback function.
00173     void*               BGMCallbackCookie;          ///< Application-defined user data for the audio source change event callback function.
00174     AkOSChar *          szPluginDLLPath;            ///< When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the game executable.
00175 };
00176 
00177 /// Necessary settings for setting externally-loaded sources
00178 struct AkSourceSettings
00179 {
00180     AkUniqueID  sourceID;                           ///< Source ID (available in the SoundBank content files)
00181     AkUInt8*    pMediaMemory;                       ///< Pointer to the data to be set for the source
00182     AkUInt32    uMediaSize;                         ///< Size, in bytes, of the data to be set for the source
00183 };
00184 
00185 /// Configured audio settings
00186 struct AkAudioSettings
00187 {
00188     AkUInt32            uNumSamplesPerFrame;        ///< Number of samples per audio frame (256, 512, 1024 or 2048).
00189     AkUInt32            uNumSamplesPerSecond;       ///< Number of samples per second.
00190 };
00191 
00192 /// Return values for GetSourcePlayPositions.
00193 struct AkSourcePosition
00194 {
00195     AkUniqueID  audioNodeID;                        ///< Audio Node ID of playing item
00196     AkUniqueID  mediaID;                            ///< Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file)
00197     AkTimeMs    msTime;                             ///< Position of the source (in ms) associated with that playing item
00198 };
00199 
00200 /// Audiokinetic namespace
00201 namespace AK
00202 {
00203     class IReadBytes;
00204     class IWriteBytes;
00205 
00206     /// Audiokinetic sound engine namespace
00207     /// \remarks The functions in this namespace are thread-safe, unless stated otherwise.
00208     namespace SoundEngine
00209     {
00210         ///////////////////////////////////////////////////////////////////////
00211         /// @name Initialization
00212         //@{
00213 
00214         /// Query whether or not the sound engine has been successfully initialized.
00215         /// \warning This function is not thread-safe. It should not be called at the same time as \c SoundEngine::Init() or \c SoundEngine::Term().
00216         /// \return \c True if the sound engine has been initialized, \c False otherwise.
00217         /// \sa
00218         /// - \ref soundengine_integration_init_advanced
00219         /// - <tt>AK::SoundEngine::Init()</tt>
00220         /// - <tt>AK::SoundEngine::Term()</tt>
00221         AK_EXTERNAPIFUNC( bool, IsInitialized )();
00222 
00223         /// Initialize the sound engine.
00224         /// \warning This function is not thread-safe.
00225         /// \remark The initial settings should be initialized using <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
00226         ///         and <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt> to fill the structures with their 
00227         ///         default settings. This is not mandatory, but it helps avoid backward compatibility problems.
00228         ///     
00229         /// \return 
00230         /// - AK_Success if the initialization was successful
00231         /// - AK_MemManagerNotInitialized if the memory manager is not available or not properly initialized
00232         /// - AK_StreamMgrNotInitialized if the stream manager is not available or not properly initialized
00233         /// - AK_SSEInstructionsNotSupported if the machine does not support SSE instruction (only on the PC)
00234         /// - AK_InsufficientMemory or AK_Fail if there is not enough memory available to initialize the sound engine properly
00235         /// - AK_InvalidParameter if some parameters are invalid
00236         /// - AK_Fail if the sound engine is already initialized, or if the provided settings result in insufficient 
00237         /// resources for the initialization.
00238         /// \sa
00239         /// - \ref soundengine_integration_init_advanced
00240         /// - <tt>AK::SoundEngine::Term()</tt>
00241         /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
00242         /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
00243         AK_EXTERNAPIFUNC( AKRESULT, Init )(
00244             AkInitSettings *            in_pSettings,           ///< Initialization settings (can be NULL, to use the default values)
00245             AkPlatformInitSettings *    in_pPlatformSettings    ///< Platform-specific settings (can be NULL, to use the default values)
00246             );
00247 
00248         /// Gets the default values of the platform-independent initialization settings.
00249         /// \warning This function is not thread-safe.
00250         /// \sa
00251         /// - \ref soundengine_integration_init_advanced
00252         /// - <tt>AK::SoundEngine::Init()</tt>
00253         /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
00254         AK_EXTERNAPIFUNC( void, GetDefaultInitSettings )(
00255             AkInitSettings &            out_settings            ///< Returned default platform-independent sound engine settings
00256             );
00257 
00258         /// Gets the default values of the platform-specific initialization settings.
00259         ///
00260         /// Windows Specific:
00261         ///     When initializing for Windows platform, the HWND value returned in the 
00262         ///     AkPlatformInitSettings structure is the foreground HWND at the moment of the 
00263         ///     initialization of the sound engine and may not be the correct one for your need.
00264         ///     Each game must specify the HWND that will be passed to DirectSound initialization.
00265         ///     It is required that each game provides the correct HWND to be used or it could cause
00266         ///     one of the following problem:
00267         ///             - Random Sound engine initialization failure.
00268         ///             - Audio focus to be located on the wrong window.
00269         ///
00270         /// \warning This function is not thread-safe.
00271         /// \sa 
00272         /// - \ref soundengine_integration_init_advanced
00273         /// - <tt>AK::SoundEngine::Init()</tt>
00274         /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
00275         AK_EXTERNAPIFUNC( void, GetDefaultPlatformInitSettings )(
00276             AkPlatformInitSettings &    out_platformSettings    ///< Returned default platform-specific sound engine settings
00277             );
00278         
00279         /// Terminates the sound engine.
00280         /// If some sounds are still playing or events are still being processed when this function is 
00281         /// called, they will be stopped.
00282         /// \warning This function is not thread-safe.
00283         /// \warning Before calling Term, you must ensure that no other thread is accessing the sound engine.
00284         /// \sa 
00285         /// - \ref soundengine_integration_init_advanced
00286         /// - <tt>AK::SoundEngine::Init()</tt>
00287         AK_EXTERNAPIFUNC( void, Term )();
00288 
00289         /// Gets the configured audio settings.
00290         /// Call this function to get the configured audio settings.
00291         /// 
00292         /// \warning This function is not thread-safe.
00293         /// \warning Call this function only after the sound engine has been properly initialized.
00294         AK_EXTERNAPIFUNC( AKRESULT, GetAudioSettings )(
00295             AkAudioSettings &   out_audioSettings   ///< Returned audio settings
00296             );
00297 
00298         /// Gets the output speaker configuration of the specified output.
00299         /// Call this function to get the speaker configuration of the output (which may not correspond
00300         /// to the physical output format of the platform, in the case of downmixing provided by the platform itself). 
00301         /// You may initialize the sound engine with a user-specified configuration, but the resulting 
00302         /// configuration is determined by the sound engine, based on the platform, output type and
00303         /// platform settings (for e.g. system menu or control panel option). 
00304         /// 
00305         /// \warning Call this function only after the sound engine has been properly initialized. If you are initializing the sound engine with AkInitSettings::bUseLEngineThread to false, it is required to call RenderAudio() at least once before calling this function to complete the sound engine initialization.
00306         /// \return The output configuration. An empty AkChannelConfig (!AkChannelConfig::IsValid()) if device does not exist.
00307         /// \sa 
00308         /// - AkSpeakerConfig.h
00309         /// - AkOutputSettings
00310         AK_EXTERNAPIFUNC( AkChannelConfig, GetSpeakerConfiguration )(
00311             AkOutputDeviceID    in_idOutput = 0             ///< Output ID to set the bus on.  As returned from AddOutput or GetOutputID.  You can pass 0 for the main (default) output 
00312             );
00313 
00314         /// Gets the panning rule of the specified output.
00315         /// \warning Call this function only after the sound engine has been properly initialized.
00316         /// \return One of the supported configuration: 
00317         /// - AkPanningRule_Speakers
00318         /// - AkPanningRule_Headphone
00319         /// \sa 
00320         /// - AkSpeakerConfig.h
00321         AK_EXTERNAPIFUNC( AKRESULT, GetPanningRule )(
00322             AkPanningRule &     out_ePanningRule,           ///< Returned panning rule (AkPanningRule_Speakers or AkPanningRule_Headphone) for given output.
00323             AkOutputDeviceID    in_idOutput = 0             ///< Output ID to set the bus on.  As returned from AddOutput or GetOutputID.  You can pass 0 for the main (default) output 
00324             );
00325 
00326         /// Sets the panning rule of the specified output.
00327         /// This may be changed anytime once the sound engine is initialized.
00328         /// \warning This function posts a message through the sound engine's internal message queue, whereas GetPanningRule() queries the current panning rule directly.
00329         AK_EXTERNAPIFUNC( AKRESULT, SetPanningRule )( 
00330             AkPanningRule       in_ePanningRule,            ///< Panning rule.
00331             AkOutputDeviceID    in_idOutput = 0             ///< Output ID to set the bus on.  As returned from AddOutput or GetOutputID.  You can pass 0 for the main (default) output 
00332             );
00333 
00334         /// Gets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
00335         /// Note that the current version of Wwise only supports positioning on the plane.
00336         /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
00337         /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
00338         /// Angles must be set in ascending order. 
00339         /// You may call this function with io_pfSpeakerAngles set to NULL to get the expected number of angle values in io_uNumAngles, 
00340         /// in order to allocate your array correctly. You may also obtain this number by calling
00341         /// AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ).
00342         /// If io_pfSpeakerAngles is not NULL, the array is filled with up to io_uNumAngles.
00343         /// Typical usage:
00344         /// - AkUInt32 uNumAngles;
00345         /// - GetSpeakerAngles( NULL, uNumAngles, AkOutput_Main );
00346         /// - AkReal32 * pfSpeakerAngles = AkAlloca( uNumAngles * sizeof(AkReal32) );
00347         /// - GetSpeakerAngles( pfSpeakerAngles, uNumAngles, AkOutput_Main );
00348         /// \aknote 
00349         /// On most platforms, the angle set on the plane consists of 3 angles, to account for 7.1. 
00350         /// - When panning to stereo (speaker mode, see <tt>AK::SoundEngine::SetPanningRule()</tt>), only angle[0] is used, and 3D sounds in the back of the listener are mirrored to the front. 
00351         /// - When panning to 5.1, the front speakers use angle[0], and the surround speakers use (angle[2] - angle[1]) / 2.
00352         /// \endaknote
00353         /// \warning Call this function only after the sound engine has been properly initialized.
00354         /// \return AK_Success if device exists.
00355         /// \sa SetSpeakerAngles()
00356         AK_EXTERNAPIFUNC( AKRESULT, GetSpeakerAngles )(
00357             AkReal32 *          io_pfSpeakerAngles,         ///< Returned array of loudspeaker pair angles, in degrees relative to azimuth [0,180]. Pass NULL to get the required size of the array.
00358             AkUInt32 &          io_uNumAngles,              ///< Returned number of angles in io_pfSpeakerAngles, which is the minimum between the value that you pass in, and the number of angles corresponding to AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ), or just the latter if io_pfSpeakerAngles is NULL.
00359             AkReal32 &          out_fHeightAngle,           ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
00360             AkOutputDeviceID    in_idOutput = 0             ///< Output ID to set the bus on.  As returned from AddOutput or GetOutputID.  You can pass 0 for the main (default) output         
00361             );
00362         
00363         /// Sets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
00364         /// Note that the current version of Wwise only supports positioning on the plane.
00365         /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
00366         /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
00367         /// Angles must be set in ascending order. 
00368         /// Typical usage: 
00369         /// - Initialize the sound engine and/or add secondary output(s).
00370         /// - Get number of speaker angles and their value into an array using GetSpeakerAngles().
00371         /// - Modify the angles and call SetSpeakerAngles().
00372         /// This function posts a message to the audio thread through the command queue, so it is thread safe. However the result may not be immediately read with GetSpeakerAngles().
00373         /// \warning This function only applies to configurations (or subset of these configurations) that are standard and whose speakers are on the plane (2D).
00374         /// \return AK_NotCompatible if the channel configuration of the device is not standard (AK_ChannelConfigType_Standard), 
00375         /// AK_Success if successful (device exists and angles are valid), AK_Fail otherwise.
00376         /// \sa GetSpeakerAngles()
00377         AK_EXTERNAPIFUNC( AKRESULT, SetSpeakerAngles )(
00378             AkReal32 *          in_pfSpeakerAngles,         ///< Array of loudspeaker pair angles, in degrees relative to azimuth [0,180].
00379             AkUInt32            in_uNumAngles,              ///< Number of elements in in_pfSpeakerAngles. It must correspond to AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ) (the value returned by GetSpeakerAngles()).
00380             AkReal32            in_fHeightAngle,            ///< Elevation of the height layer, in degrees relative to the plane  [-90,90].
00381             AkOutputDeviceID    in_idOutput = 0             ///< Output ID to set the bus on.  As returned from AddOutput or GetOutputID.  You can pass 0 for the main (default) output         
00382             );
00383 
00384         /// Allows the game to set the volume threshold to be used by the sound engine to determine if a voice must go virtual.
00385         /// This may be changed anytime once the sound engine was initialized.
00386         /// If this function is not called, the used value will be the value specified in the platform specific project settings.
00387         /// \return 
00388         /// - AK_InvalidParameter if the threshold was not between 0 and -96.3 dB.
00389         /// - AK_Success if successful
00390         AK_EXTERNAPIFUNC( AKRESULT, SetVolumeThreshold )( 
00391             AkReal32 in_fVolumeThresholdDB ///< Volume Threshold, must be a value between 0 and -96.3 dB
00392             );
00393 
00394         /// Allows the game to set the maximum number of non virtual voices to be played simultaneously.
00395         /// This may be changed anytime once the sound engine was initialized.
00396         /// If this function is not called, the used value will be the value specified in the platform specific project settings.
00397         /// \return 
00398         /// - AK_InvalidParameter if the threshold was not between 1 and MaxUInt16.
00399         /// - AK_Success if successful
00400         AK_EXTERNAPIFUNC( AKRESULT, SetMaxNumVoicesLimit )( 
00401             AkUInt16 in_maxNumberVoices ///< Maximum number of non-virtual voices.
00402             );
00403                 
00404         //@}
00405 
00406         ////////////////////////////////////////////////////////////////////////
00407         /// @name Rendering Audio
00408         //@{
00409 
00410         /// Processes all commands in the sound engine's command queue.
00411         /// This method has to be called periodically (usually once per game frame).
00412         /// \sa 
00413         /// - \ref concept_events
00414         /// - \ref soundengine_events
00415         /// - <tt>AK::SoundEngine::PostEvent()</tt>
00416         /// \return Always returns AK_Success
00417         AK_EXTERNAPIFUNC( AKRESULT, RenderAudio )( 
00418             bool in_bAllowSyncRender = true             ///< When AkInitSettings::bUseLEngineThread is false, RenderAudio may generate an audio buffer -- unless in_bAllowSyncRender is set to false. Use in_bAllowSyncRender=false when calling RenderAudio from a Sound Engine callback.
00419             );
00420 
00421         //@}
00422 
00423         ////////////////////////////////////////////////////////////////////////
00424         /// @name Component Registration
00425         //@{
00426 
00427         /// Query interface to global plug-in context used for plug-in registration/initialization.
00428         /// \return Global plug-in context.
00429         AK_EXTERNAPIFUNC(AK::IAkGlobalPluginContext *, GetGlobalPluginContext)();
00430 
00431         /// Registers a plug-in with the sound engine and sets the callback functions to create the 
00432         /// plug-in and its parameter node.  
00433         /// \aknote 
00434         /// This function is deprecated. Registration is now automatic if you link plug-ins statically. If plug-ins are dynamic libraries (such as DLLs or SOs), use \c RegisterPluginDLL.
00435         /// \endaknote
00436         /// \sa
00437         /// - \ref register_effects
00438         /// - \ref plugin_xml
00439         /// \return AK_Success if successful, AK_InvalidParameter if invalid parameters were provided or Ak_Fail otherwise. Possible reasons for an AK_Fail result are:
00440         /// - Insufficient memory to register the plug-in
00441         /// - Plug-in ID already registered
00442         /// \remarks
00443         /// Codecs and plug-ins must be registered before loading banks that use them.\n
00444         /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
00445         /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 
00446         /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 
00447         /// posting the event will fail.
00448         AK_EXTERNAPIFUNC( AKRESULT, RegisterPlugin )( 
00449             AkPluginType in_eType,                      ///< Plug-in type (for example, source or effect)
00450             AkUInt32 in_ulCompanyID,                    ///< Company identifier (as declared in the plug-in description XML file)
00451             AkUInt32 in_ulPluginID,                     ///< Plug-in identifier (as declared in the plug-in description XML file)
00452             AkCreatePluginCallback in_pCreateFunc,      ///< Pointer to the plug-in's creation function
00453             AkCreateParamCallback in_pCreateParamFunc   ///< Pointer to the plug-in's parameter node creation function
00454             );
00455 
00456         /// Loads a plug-in dynamic library and registers it with the sound engine.  
00457         /// With dynamic linking, all plugins are automatically registered.
00458         /// The plug-in DLL must be in the OS-specific library path or in the same location as the executable. If not, set AkInitSettings.szPluginDLLPath.
00459         /// \return 
00460         /// - Ak_Success if successful.  
00461         /// - AK_FileNotFound if the DLL is not found in the OS path or if it has extraneous dependencies not found.  
00462         /// - AK_InvalidFile if the symbol g_pAKPluginList is not exported by the dynamic library
00463         AK_EXTERNAPIFUNC( AKRESULT, RegisterPluginDLL ) (
00464             const AkOSChar* in_DllName                  ///< Name of the DLL to load, without "lib" prefix or extension.  
00465             );
00466         
00467         /// Registers a codec type with the sound engine and set the callback functions to create the 
00468         /// codec's file source and bank source nodes.
00469         /// \aknote 
00470         /// This function is deprecated. Registration is now automatic if you link plugins statically. If plugins are dynamic libraries (such as DLLs or SOs), use RegisterPluginDLL.
00471         /// \endaknote      
00472         /// \sa 
00473         /// - \ref register_effects
00474         /// \return AK_Success if successful, AK_InvalidParameter if invalid parameters were provided, or Ak_Fail otherwise. Possible reasons for an AK_Fail result are:
00475         /// - Insufficient memory to register the codec
00476         /// - Codec ID already registered
00477         /// \remarks
00478         /// Codecs and plug-ins must be registered before loading banks that use them.\n
00479         /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
00480         /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 
00481         /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 
00482         /// posting the Event will fail.
00483         AK_EXTERNAPIFUNC( AKRESULT, RegisterCodec )( 
00484             AkUInt32 in_ulCompanyID,                        ///< Company identifier (as declared in the plug-in description XML file)
00485             AkUInt32 in_ulCodecID,                          ///< Codec identifier (as declared in the plug-in description XML file)
00486             AkCreateFileSourceCallback in_pFileCreateFunc,  ///< Pointer to the codec's file source node creation function
00487             AkCreateBankSourceCallback in_pBankCreateFunc   ///< Pointer to the codec's bank source node creation function
00488             );
00489 
00490         /// Registers a global callback function. This function will be called from the audio rendering thread, at the
00491         /// location specified by in_eLocation. This function will also be called from the thread calling           
00492         /// AK::SoundEngine::Term with in_eLocation set to AkGlobalCallbackLocation_Term.
00493         /// For example, in order to be called at every audio rendering pass, and once during teardown for releasing resources, you would call 
00494         /// RegisterGlobalCallback(myCallback, AkGlobalCallbackLocation_BeginRender | AkGlobalCallbackLocation_Term, myCookie);  
00495         /// \remarks
00496         /// It is illegal to call this function while already inside of a global callback.
00497         /// This function might stall for several milliseconds before returning.
00498         /// \sa 
00499         /// - <tt>AK::SoundEngine::UnregisterGlobalCallback()</tt>
00500         /// - AkGlobalCallbackFunc
00501         /// - AkGlobalCallbackLocation
00502         AK_EXTERNAPIFUNC(AKRESULT, RegisterGlobalCallback)(
00503             AkGlobalCallbackFunc in_pCallback,              ///< Function to register as a global callback.
00504             AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender, ///< Callback location defined in AkGlobalCallbackLocation. Bitwise OR multiple locations if needed.
00505             void * in_pCookie = NULL                        ///< User cookie.
00506             );
00507 
00508         /// Unregisters a global callback function, previously registered using RegisterGlobalCallback.
00509         /// \remarks
00510         /// It is legal to call this function while already inside of a global callback, If it is unregistering itself and not
00511         /// another callback.
00512         /// This function might stall for several milliseconds before returning.
00513         /// \sa 
00514         /// - <tt>AK::SoundEngine::RegisterGlobalCallback()</tt>
00515         /// - AkGlobalCallbackFunc
00516         /// - AkGlobalCallbackLocation
00517         AK_EXTERNAPIFUNC(AKRESULT, UnregisterGlobalCallback)(
00518             AkGlobalCallbackFunc in_pCallback,              ///< Function to unregister as a global callback.
00519             AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender ///< Must match in_eLocation as passed to RegisterGlobalCallback for this callback.
00520             );
00521 
00522         /// Registers a callback for the Audio Device status changes.  
00523         /// The callback will be called from the audio thread
00524         /// Can be called prior to AK::SoundEngine::Init
00525         AK_EXTERNAPIFUNC(AKRESULT, RegisterAudioDeviceStatusCallback)(
00526             AK::AkDeviceStatusCallbackFunc in_pCallback             ///< Function to register as a status callback.                     
00527             );
00528 
00529         /// Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatusCallback               
00530         AK_EXTERNAPIFUNC(AKRESULT, UnregisterAudioDeviceStatusCallback)();
00531         //@}
00532 
00533 #ifdef AK_SUPPORT_WCHAR
00534         ////////////////////////////////////////////////////////////////////////
00535         /// @name Getting ID from strings
00536         //@{
00537 
00538         /// Universal converter from Unicode string to ID for the sound engine.
00539         /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
00540         /// Note:
00541         ///     This function does return a AkUInt32, which is totally compatible with:
00542         ///     AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
00543         /// \sa
00544         /// - <tt>AK::SoundEngine::PostEvent</tt>
00545         /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
00546         /// - <tt>AK::SoundEngine::SetSwitch</tt>
00547         /// - <tt>AK::SoundEngine::SetState</tt>
00548         /// - <tt>AK::SoundEngine::PostTrigger</tt>
00549         /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
00550         /// - <tt>AK::SoundEngine::LoadBank</tt>
00551         /// - <tt>AK::SoundEngine::UnloadBank</tt>
00552         /// - <tt>AK::SoundEngine::PrepareEvent</tt>
00553         /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
00554         AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const wchar_t* in_pszString );
00555 #endif //AK_SUPPORT_WCHAR
00556 
00557         /// Universal converter from string to ID for the sound engine.
00558         /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
00559         /// Note:
00560         ///     This function does return a AkUInt32, which is totally compatible with:
00561         ///     AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
00562         /// \sa
00563         /// - <tt>AK::SoundEngine::PostEvent</tt>
00564         /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
00565         /// - <tt>AK::SoundEngine::SetSwitch</tt>
00566         /// - <tt>AK::SoundEngine::SetState</tt>
00567         /// - <tt>AK::SoundEngine::PostTrigger</tt>
00568         /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
00569         /// - <tt>AK::SoundEngine::LoadBank</tt>
00570         /// - <tt>AK::SoundEngine::UnloadBank</tt>
00571         /// - <tt>AK::SoundEngine::PrepareEvent</tt>
00572         /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
00573         AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const char* in_pszString );
00574 
00575         //@}
00576 
00577         ////////////////////////////////////////////////////////////////////////
00578         /// @name Event Management
00579         //@{
00580 
00581         /// Asynchronously posts an Event to the sound engine (by event ID).
00582         /// The callback function can be used to be noticed when markers are reached or when the event is finished.
00583         /// An array of wave file sources can be provided to resolve External Sources triggered by the event. 
00584         /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed
00585         /// \remarks
00586         /// If used, the array of external sources should contain the information for each external source triggered by the
00587         /// event. When triggering an event with multiple external sources, you need to differentiate each source 
00588         /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
00589         /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project 
00590         /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
00591         /// \endaknote
00592         /// \sa 
00593         /// - \ref concept_events
00594         /// - \ref integrating_external_sources
00595         /// - <tt>AK::SoundEngine::RenderAudio()</tt>
00596         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
00597         /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
00598         AK_EXTERNAPIFUNC( AkPlayingID, PostEvent )(
00599             AkUniqueID in_eventID,                          ///< Unique ID of the event
00600             AkGameObjectID in_gameObjectID,                 ///< Associated game object ID
00601             AkUInt32 in_uFlags = 0,                         ///< Bitmask: see \ref AkCallbackType
00602             AkCallbackFunc in_pfnCallback = NULL,           ///< Callback function
00603             void * in_pCookie = NULL,                       ///< Callback cookie that will be sent to the callback function along with additional information
00604             AkUInt32 in_cExternals = 0,                     ///< Optional count of external source structures
00605             AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
00606             AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID///< Optional (advanced users only) Specify the playing ID to target with the event. Will Cause active actions in this event to target an existing Playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any for normal playback.
00607             );
00608 
00609 #ifdef AK_SUPPORT_WCHAR
00610         /// Posts an Event to the sound engine (by Event name), using callbacks.
00611         /// The callback function can be used to be noticed when markers are reached or when the event is finished.
00612         /// An array of wave file sources can be provided to resolve External Sources triggered by the event. 
00613         /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed
00614         /// \remarks
00615         /// If used, the array of external sources should contain the information for each external source triggered by the
00616         /// event. When triggering an event with multiple external sources, you need to differentiate each source 
00617         /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
00618         /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project 
00619         /// (therefore have a unique cookie) in order to tell them appart when filling the AkExternalSourceInfo structures.
00620         /// \endaknote
00621         /// \sa 
00622         /// - \ref concept_events
00623         /// - \ref integrating_external_sources
00624         /// - <tt>AK::SoundEngine::RenderAudio()</tt>
00625         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
00626         /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
00627         AK_EXTERNAPIFUNC( AkPlayingID, PostEvent )(
00628             const wchar_t* in_pszEventName,                 ///< Name of the event
00629             AkGameObjectID in_gameObjectID,                 ///< Associated game object ID
00630             AkUInt32 in_uFlags = 0,                         ///< Bitmask: see \ref AkCallbackType
00631             AkCallbackFunc in_pfnCallback = NULL,           ///< Callback function
00632             void * in_pCookie = NULL,                       ///< Callback cookie that will be sent to the callback function along with additional information.
00633             AkUInt32 in_cExternals = 0,                     ///< Optional count of external source structures
00634             AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
00635             AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID///< Optional (advanced users only) Specify the playing ID to target with the event. Will Cause active actions in this event to target an existing Playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any for normal playback.
00636             );
00637 #endif //AK_SUPPORT_WCHAR
00638 
00639         /// Posts an Event to the sound engine (by Event name), using callbacks.
00640         /// The callback function can be used to be noticed when markers are reached or when the event is finished.
00641         /// An array of Wave file sources can be provided to resolve External Sources triggered by the event. P
00642         /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed
00643         /// \remarks
00644         /// If used, the array of external sources should contain the information for each external source triggered by the
00645         /// event. When triggering an Event with multiple external sources, you need to differentiate each source 
00646         /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
00647         /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project 
00648         /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
00649         /// \endaknote
00650         /// \sa 
00651         /// - \ref concept_events
00652         /// - \ref integrating_external_sources
00653         /// - <tt>AK::SoundEngine::RenderAudio()</tt>
00654         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
00655         /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
00656         AK_EXTERNAPIFUNC( AkPlayingID, PostEvent )(
00657             const char* in_pszEventName,                    ///< Name of the event
00658             AkGameObjectID in_gameObjectID,                 ///< Associated game object ID
00659             AkUInt32 in_uFlags = 0,                         ///< Bitmask: see \ref AkCallbackType
00660             AkCallbackFunc in_pfnCallback = NULL,           ///< Callback function
00661             void * in_pCookie = NULL,                       ///< Callback cookie that will be sent to the callback function along with additional information.
00662             AkUInt32 in_cExternals = 0,                     ///< Optional count of external source structures
00663             AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
00664             AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID///< Optional (advanced users only) Specify the playing ID to target with the event. Will Cause active actions in this event to target an existing Playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any for normal playback.
00665             );
00666 
00667         // If you modify AkActionOnEventType, don't forget to modify the WAAPI validation schema accordingly.
00668 
00669         /// AkActionOnEventType
00670         /// \sa
00671         /// - <tt>AK::SoundEngine::ExecuteActionOnEvent()</tt>
00672         enum AkActionOnEventType
00673         {
00674             AkActionOnEventType_Stop    = 0,            ///< Stop
00675             AkActionOnEventType_Pause   = 1,            ///< Pause
00676             AkActionOnEventType_Resume  = 2,            ///< Resume
00677             AkActionOnEventType_Break   = 3,            ///< Break
00678             AkActionOnEventType_ReleaseEnvelope = 4     ///< Release envelope
00679         };
00680 
00681         /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
00682         /// \sa
00683         /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
00684         AK_EXTERNAPIFUNC( AKRESULT, ExecuteActionOnEvent )(
00685             AkUniqueID in_eventID,                                              ///< Unique ID of the event
00686             AkActionOnEventType in_ActionType,                                  ///< Action to execute on all the elements that were played using the specified event.
00687             AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,            ///< Associated game object ID
00688             AkTimeMs in_uTransitionDuration = 0,                                ///< Fade duration
00689             AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear,   ///< Curve type to be used for the transition
00690             AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID                    ///< Associated PlayingID
00691             );
00692 
00693 #ifdef AK_SUPPORT_WCHAR
00694         /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
00695         /// \sa
00696         /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
00697         AK_EXTERNAPIFUNC( AKRESULT, ExecuteActionOnEvent )(
00698             const wchar_t* in_pszEventName,                                     ///< Name of the event
00699             AkActionOnEventType in_ActionType,                                  ///< Action to execute on all the elements that were played using the specified event.
00700             AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,            ///< Associated game object ID
00701             AkTimeMs in_uTransitionDuration = 0,                                ///< Fade duration
00702             AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear,   ///< Curve type to be used for the transition
00703             AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID                    ///< Associated PlayingID
00704             );
00705 #endif //AK_SUPPORT_WCHAR
00706 
00707         /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type Play.
00708         /// \sa
00709         /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
00710         AK_EXTERNAPIFUNC( AKRESULT, ExecuteActionOnEvent )(
00711             const char* in_pszEventName,                                        ///< Name of the event
00712             AkActionOnEventType in_ActionType,                                  ///< Action to execute on all the elements that were played using the specified event.
00713             AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,            ///< Associated game object ID
00714             AkTimeMs in_uTransitionDuration = 0,                                ///< Fade duration
00715             AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear,   ///< Curve type to be used for the transition
00716             AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID                    ///< Associated PlayingID
00717             );
00718 
00719 
00720         /// Executes a number of MIDI Events on all nodes that are referenced in the specified Event in an Action of type Play.
00721         /// Each MIDI event will be posted in AkMIDIPost::uOffset samples from the start of the current frame. The duration of
00722         /// a sample can be determined from the sound engine's audio settings, via a call to AK::SoundEngine::GetAudioSettings.
00723         /// \sa
00724         /// - <tt>AK::SoundEngine::GetAudioSettings</tt>
00725         /// - <tt>AK::SoundEngine::StopMIDIOnEvent</tt>
00726         AK_EXTERNAPIFUNC( AKRESULT, PostMIDIOnEvent )(
00727             AkUniqueID in_eventID,                                          ///< Unique ID of the Event
00728             AkGameObjectID in_gameObjectID,                                 ///< Associated game object ID
00729             AkMIDIPost* in_pPosts,                                          ///< MIDI Events to post
00730             AkUInt16 in_uNumPosts                                           ///< Number of MIDI Events to post
00731             );
00732 
00733         /// Stops MIDI notes on all nodes that are referenced in the specified event in an action of type play,
00734         /// with the specified Game Object. Invalid parameters are interpreted as wildcards. For example, calling
00735         /// this function with in_eventID set to AK_INVALID_UNIQUE_ID will stop all MIDI notes for Game Object
00736         /// in_gameObjectID.
00737         /// \sa
00738         /// - <tt>AK::SoundEngine::PostMIDIOnEvent</tt>
00739         AK_EXTERNAPIFUNC( AKRESULT, StopMIDIOnEvent )(
00740             AkUniqueID in_eventID = AK_INVALID_UNIQUE_ID,                   ///< Unique ID of the Event
00741             AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT         ///< Associated game object ID
00742             );
00743 
00744 
00745         /// Starts streaming the first part of all streamed files referenced by an Event into a cache buffer. Caching streams are serviced when no other streams require the 
00746         /// available bandwidth. The files will remain cached until UnpinEventInStreamCache is called, or a higher priority pinned file needs the space and the limit set by 
00747         /// uMaxCachePinnedBytes is exceeded.  
00748         /// \remarks The amount of data from the start of the file that will be pinned to cache is determined by the prefetch size. The prefetch size is set via the authoring tool and stored in the sound banks.  
00749         /// \remarks It is possible to override the prefetch size stored in the sound bank via the low level IO. For more information see <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> and AkFileSystemFlags.
00750         /// \remarks If this function is called additional times with the same event, then the priority of the caching streams are updated. Note however that priority is passed down to the stream manager 
00751         /// on a file-by-file basis, and if another event is pinned to cache that references the same file but with a different priority, then the first priority will be updated with the most recent value.
00752         /// \remarks If the event references files that are chosen based on a State Group (via a switch container), all files in all states will be cached. Those in the current active state
00753         /// will get cached with active priority, while all other files will get cached with inactive priority.
00754         /// \remarks in_uInactivePriority is only relevant for events that reference switch containers that are assigned to State Groups. This parameter is ignored for all other events, including events that only reference
00755         /// switch containers that are assigned to Switch Groups. Files that are chosen based on a Switch Group have a different switch value per game object, and are all effectively considered active by the pin-to-cache system.
00756         /// \sa
00757         /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
00758         /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
00759         /// - <tt>AK::StreamMgr::IAkFileLocationResolver::Open</tt>
00760         /// - AkFileSystemFlags
00761         AK_EXTERNAPIFUNC( AKRESULT, PinEventInStreamCache )(
00762             AkUniqueID in_eventID,                                          ///< Unique ID of the event
00763             AkPriority in_uActivePriority,                                  ///< Priority of active stream caching I/O
00764             AkPriority in_uInactivePriority                                 ///< Priority of inactive stream caching I/O
00765             );
00766 
00767 #ifdef AK_SUPPORT_WCHAR
00768         /// Starts streaming the first part of all streamed files referenced by an event into a cache buffer. Caching streams are serviced when no other streams require the 
00769         /// available bandwidth. The files will remain cached until UnpinEventInStreamCache is called, or a higher priority pinned file needs the space and the limit set by 
00770         /// uMaxCachePinnedBytes is exceeded.  
00771         /// \remarks The amount of data from the start of the file that will be pinned to cache is determined by the prefetch size. The prefetch size is set via the authoring tool and stored in the sound banks.  
00772         /// \remarks It is possible to override the prefetch size stored in the sound bank via the low level IO. For more information see <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> and AkFileSystemFlags.
00773         /// \remarks If this function is called additional times with the same event, then the priority of the caching streams are updated. Note however that priority is passed down to the stream manager 
00774         /// on a file-by-file basis, and if another event is pinned to cache that references the same file but with a different priority, then the first priority will be updated with the most recent value.
00775         /// \remarks If the event references files that are chosen based on a State Group (via a Switch Container), all files in all states will be cached. Those in the current active state
00776         /// will get cached with active priority, while all other files will get cached with inactive priority.
00777         /// \remarks in_uInactivePriority is only relevant for events that reference switch containers that are assigned to State Groups. This parameter is ignored for all other events, including events that only reference
00778         /// switch containers that are assigned to Switch Groups. Files that are chosen based on a Switch Group have a different switch value per game object, and are all effectively considered active by the pin-to-cache system.
00779         /// \sa
00780         /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
00781         /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
00782         /// - <tt>AK::StreamMgr::IAkFileLocationResolver::Open</tt>
00783         /// - AkFileSystemFlags
00784         AK_EXTERNAPIFUNC( AKRESULT, PinEventInStreamCache )(
00785             const wchar_t* in_pszEventName,                                 ///< Name of the event
00786             AkPriority in_uActivePriority,                                  ///< Priority of active stream caching I/O
00787             AkPriority in_uInactivePriority                                 ///< Priority of inactive stream caching I/O
00788             );
00789 #endif //AK_SUPPORT_WCHAR
00790 
00791         /// Starts streaming the first part of all streamed files referenced by an event into a cache buffer. Caching streams are serviced when no other streams require the 
00792         /// available bandwidth. The files will remain cached until UnpinEventInStreamCache is called, or a higher priority pinned file needs the space and the limit set by 
00793         /// uMaxCachePinnedBytes is exceeded.  
00794         /// \remarks The amount of data from the start of the file that will be pinned to cache is determined by the prefetch size. The prefetch size is set via the authoring tool and stored in the sound banks.  
00795         /// \remarks It is possible to override the prefetch size stored in the sound bank via the low level IO. For more information see <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> and AkFileSystemFlags.
00796         /// \remarks If this function is called additional times with the same event, then the priority of the caching streams are updated. Note however that priority is passed down to the stream manager 
00797         /// on a file-by-file basis, and if another event is pinned to cache that references the same file but with a different priority, then the first priority will be updated with the most recent value.
00798         /// \remarks If the event references files that are chosen based on a State Group (via a switch container), all files in all states will be cached. Those in the current active state
00799         /// will get cached with active priority, while all other files will get cached with inactive priority.
00800         /// \remarks in_uInactivePriority is only relevant for events that reference switch containers that are assigned to State Groups. This parameter is ignored for all other events, including events that only reference
00801         /// switch containers that are assigned to Switch Groups. Files that are chosen based on a Switch Group have a different switch value per game object, and are all effectively considered active by the pin-to-cache system.
00802         /// \sa
00803         /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
00804         /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
00805         /// - <tt>AK::StreamMgr::IAkFileLocationResolver::Open</tt>
00806         /// - AkFileSystemFlags
00807         AK_EXTERNAPIFUNC( AKRESULT, PinEventInStreamCache )(
00808             const char* in_pszEventName,                                    ///< Name of the event
00809             AkPriority in_uActivePriority,                                  ///< Priority of active stream caching I/O
00810             AkPriority in_uInactivePriority                                 ///< Priority of inactive stream caching I/O
00811             );
00812 
00813         /// Releases the set of files that were previously requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>. The file may still remain in stream cache
00814         /// after <tt>AK::SoundEngine::UnpinEventInStreamCache()</tt> is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
00815         /// \sa
00816         /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
00817         /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
00818         AK_EXTERNAPIFUNC( AKRESULT, UnpinEventInStreamCache )(
00819             AkUniqueID in_eventID                                           ///< Unique ID of the event
00820             );  
00821 
00822 #ifdef AK_SUPPORT_WCHAR
00823         /// Releases the set of files that were previously requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>. The file may still remain in stream cache
00824         /// after <tt>AK::SoundEngine::UnpinEventInStreamCache()</tt> is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
00825         /// \sa
00826         /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
00827         /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
00828         AK_EXTERNAPIFUNC( AKRESULT, UnpinEventInStreamCache )(
00829             const wchar_t* in_pszEventName                                  ///< Name of the event
00830             );
00831 #endif //AK_SUPPORT_WCHAR
00832 
00833         /// Releases the set of files that were previously requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>. The file may still remain in stream cache
00834         /// after <tt>AK::SoundEngine::UnpinEventInStreamCache()</tt> is called, until the memory is reused by the streaming memory manager in accordance with to its cache management algorithm.
00835         /// \sa
00836         /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
00837         /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
00838         AK_EXTERNAPIFUNC( AKRESULT, UnpinEventInStreamCache )(
00839             const char* in_pszEventName                                     ///< Name of the event
00840             );
00841 
00842         /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
00843         /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether 
00844         /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
00845         /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see \c AkDeviceSettings 
00846         /// \sa
00847         /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
00848         /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
00849         /// - AkDeviceSettings
00850         AK_EXTERNAPIFUNC( AKRESULT, GetBufferStatusForPinnedEvent )(
00851             AkUniqueID in_eventID,                                          ///< Unique ID of the event
00852             AkReal32& out_fPercentBuffered,                                 ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
00853             bool& out_bCachePinnedMemoryFull                                ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
00854             );
00855 
00856         /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
00857         /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether 
00858         /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
00859         /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings 
00860         /// \sa
00861         /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
00862         /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
00863         /// - AkDeviceSettings
00864         AK_EXTERNAPIFUNC( AKRESULT, GetBufferStatusForPinnedEvent )(
00865             const char* in_pszEventName,                                    ///< Name of the event
00866             AkReal32& out_fPercentBuffered,                                 ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
00867             bool& out_bCachePinnedMemoryFull                                ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
00868             );
00869 
00870 #ifdef AK_SUPPORT_WCHAR
00871         /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
00872         /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether 
00873         /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
00874         /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings 
00875         /// \sa
00876         /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
00877         /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
00878         /// - AkDeviceSettings
00879         AK_EXTERNAPIFUNC( AKRESULT, GetBufferStatusForPinnedEvent )(
00880             const wchar_t* in_pszEventName,                                 ///< Name of the event
00881             AkReal32& out_fPercentBuffered,                                 ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
00882             bool& out_bCachePinnedMemoryFull                                ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
00883             );
00884 #endif
00885 
00886         /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
00887         ///
00888         /// Notes:
00889         ///     - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers. 
00890         ///     - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored 
00891         ///         if one of their ancestors is a continuous (random or sequence) container with crossfade or 
00892         ///         trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
00893         ///         the sound that is currently playing is the first sound of the sequence.
00894         ///     - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior. 
00895         ///     - Sounds/segments are stopped if in_iPosition is greater than their duration.
00896         ///     - in_iPosition is clamped internally to the beginning of the sound/segment.
00897         ///     - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
00898         ///         With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
00899         ///         Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the 
00900         ///         conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
00901         ///         to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
00902         ///         seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
00903         ///     - This method posts a command in the sound engine queue, thus seeking will not occur before 
00904         ///         the audio thread consumes it (after a call to RenderAudio()). 
00905         ///
00906         /// Notes specific to Music Segments:
00907         ///     - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
00908         ///         value to seek within the Pre-Entry.
00909         ///     - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification 
00910         ///         in order to restart them if required.
00911         ///     - In order to restart at the correct location, with all their tracks synchronized, Music Segments 
00912         ///         take the "look-ahead time" property of their streamed tracks into account for seeking. 
00913         ///         Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the 
00914         ///         value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query 
00915         ///         the exact position of a segment. Also, the segment will be silent during that time
00916         ///         (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> 
00917         ///         also informs you about the remaining look-ahead time.  
00918         ///
00919         /// Notes specific to Music Switch Containers:
00920         ///     - Seeking triggers a music transition towards the current (or target) segment.
00921         ///         This transition is subject to the container's transition rule that matches the current and defined in the container,
00922         ///         so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position 
00923         ///         in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
00924         ///     - If the specified time is greater than the destination segment's length, the modulo is taken.
00925         ///
00926         /// \sa
00927         /// - <tt>AK::SoundEngine::RenderAudio()</tt>
00928         /// - <tt>AK::SoundEngine::PostEvent()</tt>
00929         /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
00930         /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
00931         AK_EXTERNAPIFUNC( AKRESULT, SeekOnEvent )( 
00932             AkUniqueID in_eventID,                                      ///< Unique ID of the event
00933             AkGameObjectID in_gameObjectID,                             ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
00934             AkTimeMs in_iPosition,                                      ///< Desired position where playback should restart, in milliseconds
00935             bool in_bSeekToNearestMarker = false,                       ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
00936             AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID            ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.
00937             );
00938 
00939 #ifdef AK_SUPPORT_WCHAR
00940         /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
00941         ///
00942         /// Notes:
00943         ///     - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers. 
00944         ///     - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored 
00945         ///         if one of their ancestors is a continuous (random or sequence) container with crossfade or 
00946         ///         trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
00947         ///         the sound that is currently playing is the first sound of the sequence.
00948         ///     - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior. 
00949         ///     - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
00950         ///         value to seek within the Pre-Entry.
00951         ///     - Sounds/segments are stopped if in_iPosition is greater than their duration.
00952         ///     - in_iPosition is clamped internally to the beginning of the sound/segment.
00953         ///     - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
00954         ///         With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
00955         ///         Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the 
00956         ///         conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
00957         ///         to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
00958         ///         seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
00959         ///     - This method posts a command in the sound engine queue, thus seeking will not occur before 
00960         ///         the audio thread consumes it (after a call to RenderAudio()). 
00961         ///
00962         /// Notes specific to Music Segments:
00963         ///     - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
00964         ///         value to seek within the Pre-Entry.
00965         ///     - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification 
00966         ///         in order to restart them if required.
00967         ///     - In order to restart at the correct location, with all their tracks synchronized, Music Segments 
00968         ///         take the "look-ahead time" property of their streamed tracks into account for seeking. 
00969         ///         Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the 
00970         ///         value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query 
00971         ///         the exact position of a segment. Also, the segment will be silent during that time
00972         ///         (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> 
00973         ///         also informs you about the remaining look-ahead time. 
00974         ///
00975         /// Notes specific to Music Switch Containers:
00976         ///     - Seeking triggers a music transition towards the current (or target) segment.
00977         ///         This transition is subject to the container's transition rule that matches the current and defined in the container,
00978         ///         so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position 
00979         ///         in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
00980         ///     - If the specified time is greater than the destination segment's length, the modulo is taken.
00981         ///
00982         /// \sa
00983         /// - <tt>AK::SoundEngine::RenderAudio()</tt>
00984         /// - <tt>AK::SoundEngine::PostEvent()</tt>
00985         /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
00986         /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
00987         AK_EXTERNAPIFUNC( AKRESULT, SeekOnEvent )( 
00988             const wchar_t* in_pszEventName,                             ///< Name of the event
00989             AkGameObjectID in_gameObjectID,                             ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
00990             AkTimeMs in_iPosition,                                      ///< Desired position where playback should restart, in milliseconds
00991             bool in_bSeekToNearestMarker = false,                       ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
00992             AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID            ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.   
00993             );
00994 #endif //AK_SUPPORT_WCHAR
00995 
00996         /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
00997         ///
00998         /// Notes:
00999         ///     - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers. 
01000         ///     - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored 
01001         ///         if one of their ancestors is a continuous (random or sequence) container with crossfade or 
01002         ///         trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
01003         ///         the sound that is currently playing is the first sound of the sequence.
01004         ///     - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior. 
01005         ///     - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
01006         ///         value to seek within the Pre-Entry.
01007         ///     - Sounds/segments are stopped if in_iPosition is greater than their duration.
01008         ///     - in_iPosition is clamped internally to the beginning of the sound/segment.
01009         ///     - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
01010         ///         With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
01011         ///         Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the 
01012         ///         conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
01013         ///         to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
01014         ///         seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
01015         ///     - This method posts a command in the sound engine queue, thus seeking will not occur before 
01016         ///         the audio thread consumes it (after a call to RenderAudio()). 
01017         ///
01018         /// Notes specific to Music Segments:
01019         ///     - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
01020         ///         value to seek within the Pre-Entry.
01021         ///     - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification 
01022         ///         in order to restart them if required.
01023         ///     - In order to restart at the correct location, with all their tracks synchronized, Music Segments 
01024         ///         take the "look-ahead time" property of their streamed tracks into account for seeking. 
01025         ///         Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the 
01026         ///         value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query 
01027         ///         the exact position of a segment. Also, the segment will be silent during that time
01028         ///         (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> 
01029         ///         also informs you about the remaining look-ahead time. 
01030         ///
01031         /// Notes specific to Music Switch Containers:
01032         ///     - Seeking triggers a music transition towards the current (or target) segment.
01033         ///         This transition is subject to the container's transition rule that matches the current and defined in the container,
01034         ///         so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position 
01035         ///         in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
01036         ///     - If the specified time is greater than the destination segment's length, the modulo is taken.
01037         ///
01038         /// \sa
01039         /// - <tt>AK::SoundEngine::RenderAudio()</tt>
01040         /// - <tt>AK::SoundEngine::PostEvent()</tt>
01041         /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
01042         /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
01043         AK_EXTERNAPIFUNC( AKRESULT, SeekOnEvent )( 
01044             const char* in_pszEventName,                                ///< Name of the event
01045             AkGameObjectID in_gameObjectID,                             ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
01046             AkTimeMs in_iPosition,                                      ///< Desired position where playback should restart, in milliseconds
01047             bool in_bSeekToNearestMarker = false,                       ///< If true, the final seeking position will be made equal to the nearest marker (see note above)  
01048             AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID            ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.   
01049             );
01050 
01051         /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
01052         /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account. 
01053         ///
01054         /// Notes:
01055         ///     - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers. 
01056         ///     - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored 
01057         ///         if one of their ancestors is a continuous (random or sequence) container with crossfade or 
01058         ///         trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
01059         ///         the sound that is currently playing is the first sound of the sequence.
01060         ///     - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior. 
01061         ///     - in_iPosition is clamped internally to the beginning of the sound/segment.
01062         ///     - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
01063         ///         With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
01064         ///         Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the 
01065         ///         conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
01066         ///         to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
01067         ///         seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
01068         ///     - This method posts a command in the sound engine queue, thus seeking will not occur before 
01069         ///         the audio thread consumes it (after a call to RenderAudio()). 
01070         ///
01071         /// Notes specific to Music Segments:
01072         ///     - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the 
01073         ///         duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
01074         ///         post-exit of a segment using this method. Use absolute values instead.
01075         ///     - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification 
01076         ///         in order to restart them if required.
01077         ///     - In order to restart at the correct location, with all their tracks synchronized, Music Segments 
01078         ///         take the "look-ahead time" property of their streamed tracks into account for seeking. 
01079         ///         Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the 
01080         ///         value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query 
01081         ///         the exact position of a segment. Also, the segment will be silent during the time that period
01082         ///         (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> 
01083         ///         also informs you about the remaining look-ahead time. 
01084         ///
01085         /// Notes specific to Music Switch Containers:
01086         ///     - Seeking triggers a music transition towards the current (or target) segment.
01087         ///         This transition is subject to the container's transition rule that matches the current and defined in the container,
01088         ///         so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position 
01089         ///         in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
01090         ///     - If the specified time is greater than the destination segment's length, the modulo is taken.
01091         ///
01092         /// \sa
01093         /// - <tt>AK::SoundEngine::RenderAudio()</tt>
01094         /// - <tt>AK::SoundEngine::PostEvent()</tt>
01095         /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
01096         /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
01097         AK_EXTERNAPIFUNC( AKRESULT, SeekOnEvent )( 
01098             AkUniqueID in_eventID,                                      ///< Unique ID of the event
01099             AkGameObjectID in_gameObjectID ,                            ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
01100             AkReal32 in_fPercent,                                       ///< Desired position where playback should restart, expressed in a percentage of the file's total duration, between 0 and 1.f (see note above about infinite looping sounds)
01101             bool in_bSeekToNearestMarker = false,                       ///< If true, the final seeking position will be made equal to the nearest marker (see note above)  
01102             AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID            ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.   
01103             );
01104 
01105 #ifdef AK_SUPPORT_WCHAR
01106         /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
01107         /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account. 
01108         ///
01109         /// Notes:
01110         ///     - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers. 
01111         ///     - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored 
01112         ///         if one of their ancestors is a continuous (random or sequence) container with crossfade or 
01113         ///         trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
01114         ///         the sound that is currently playing is the first sound of the sequence.
01115         ///     - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior. 
01116         ///     - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
01117         ///         With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
01118         ///         Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the 
01119         ///         conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
01120         ///         to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
01121         ///         seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
01122         ///     - This method posts a command in the sound engine queue, thus seeking will not occur before 
01123         ///         the audio thread consumes it (after a call to RenderAudio()). 
01124         ///
01125         /// Notes specific to Music Segments:
01126         ///     - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the 
01127         ///         duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
01128         ///         post-exit of a segment using this method. Use absolute values instead.
01129         ///     - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification 
01130         ///         in order to restart them if required.
01131         ///     - In order to restart at the correct location, with all their tracks synchronized, Music Segments 
01132         ///         take the "look-ahead time" property of their streamed tracks into account for seeking. 
01133         ///         Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the 
01134         ///         value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query 
01135         ///         the exact position of a segment. Also, the segment will be silent during the time that period
01136         ///         (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> 
01137         ///         also informs you about the remaining look-ahead time. 
01138         ///
01139         /// Notes specific to Music Switch Containers:
01140         ///     - Seeking triggers a music transition towards the current (or target) segment.
01141         ///         This transition is subject to the container's transition rule that matches the current and defined in the container,
01142         ///         so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position 
01143         ///         in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
01144         ///     - If the specified time is greater than the destination segment's length, the modulo is taken.
01145         ///
01146         /// \sa
01147         /// - <tt>AK::SoundEngine::RenderAudio()</tt>
01148         /// - <tt>AK::SoundEngine::PostEvent()</tt>
01149         /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
01150         /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
01151         AK_EXTERNAPIFUNC( AKRESULT, SeekOnEvent )( 
01152             const wchar_t* in_pszEventName,                             ///< Name of the event
01153             AkGameObjectID in_gameObjectID ,                            ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
01154             AkReal32 in_fPercent ,                                      ///< Desired position where playback should restart, expressed in a percentage of the file's total duration, between 0 and 1.f (see note above about infinite looping sounds)
01155             bool in_bSeekToNearestMarker = false,                       ///< If true, the final seeking position will be made equal to the nearest marker (see note above)  
01156             AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID            ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.   
01157             );
01158 #endif //AK_SUPPORT_WCHAR
01159 
01160         /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
01161         /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account. 
01162         ///
01163         /// Notes:
01164         ///     - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers. 
01165         ///     - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored 
01166         ///         if one of their ancestors is a continuous (random or sequence) container with crossfade or 
01167         ///         trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
01168         ///         the sound that is currently playing is the first sound of the sequence.
01169         ///     - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior. 
01170         ///     - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
01171         ///         With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
01172         ///         Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the 
01173         ///         conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
01174         ///         to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
01175         ///         seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
01176         ///     - This method posts a command in the sound engine queue, thus seeking will not occur before 
01177         ///         the audio thread consumes it (after a call to RenderAudio()). 
01178         ///
01179         /// Notes specific to Music Segments:
01180         ///     - With Music Segments, in_fPercent is relative to the Entry Cue, and the segment's duration is the 
01181         ///         duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
01182         ///         post-exit of a segment using this method. Use absolute values instead.
01183         ///     - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification 
01184         ///         in order to restart them if required.
01185         ///     - In order to restart at the correct location, with all their tracks synchronized, Music Segments 
01186         ///         take the "look-ahead time" property of their streamed tracks into account for seeking. 
01187         ///         Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the 
01188         ///         value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query 
01189         ///         the exact position of a segment. Also, the segment will be silent during the time that period
01190         ///         (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> 
01191         ///         also informs you about the remaining look-ahead time. 
01192         ///
01193         /// Notes specific to Music Switch Containers:
01194         ///     - Seeking triggers a music transition towards the current (or target) segment.
01195         ///         This transition is subject to the container's transition rule that matches the current and defined in the container,
01196         ///         so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position 
01197         ///         in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
01198         ///     - If the specified time is greater than the destination segment's length, the modulo is taken.
01199         ///
01200         /// \sa
01201         /// - <tt>AK::SoundEngine::RenderAudio()</tt>
01202         /// - <tt>AK::SoundEngine::PostEvent()</tt>
01203         /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
01204         /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
01205         AK_EXTERNAPIFUNC( AKRESULT, SeekOnEvent )( 
01206             const char* in_pszEventName,                                ///< Name of the event
01207             AkGameObjectID in_gameObjectID,                             ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
01208             AkReal32 in_fPercent,                                       ///< Desired position where playback should restart, expressed in a percentage of the file's total duration, between 0 and 1.f (see note above about infinite looping sounds)
01209             bool in_bSeekToNearestMarker = false,                       ///< If true, the final seeking position will be made equal to the nearest marker (see notes above).    
01210             AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID            ///< Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.   
01211             );
01212 
01213         /// Cancels all Event callbacks associated with a specific callback cookie.\n
01214         /// \sa 
01215         /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
01216         AK_EXTERNAPIFUNC( void, CancelEventCallbackCookie )( 
01217             void * in_pCookie                           ///< Callback cookie to be cancelled
01218             );
01219 
01220         /// Cancels all Event callbacks associated with a specific game object.\n
01221         /// \sa 
01222         /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
01223         AK_EXTERNAPIFUNC( void, CancelEventCallbackGameObject )(
01224             AkGameObjectID in_gameObjectID              ///< ID of the game object to be cancelled
01225             );
01226 
01227         /// Cancels all Event callbacks for a specific playing ID.
01228         /// \sa 
01229         /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
01230         AK_EXTERNAPIFUNC( void, CancelEventCallback )( 
01231             AkPlayingID in_playingID                    ///< Playing ID of the event that must not use callbacks
01232             );
01233 
01234         /// Gets the current position of the source associated with this playing ID, obtained from PostEvent(). If more than one source is playing,
01235         /// the first to play is returned.
01236         /// Notes:
01237         /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
01238         ///     it returns AK_Fail, even if the playing ID is valid.
01239         /// - The source's position is updated at every audio frame, and the time at which this occurs is stored. 
01240         ///     When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
01241         ///     If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last 
01242         ///     sound engine update and the source's playback rate.
01243         /// \return AK_Success if successful.
01244         ///         It returns AK_InvalidParameter if the provided pointer is not valid.
01245         ///         It returns AK_Fail if the playing ID is invalid (not playing yet, or finished playing).
01246         /// \sa 
01247         /// - \ref soundengine_query_pos
01248         /// - \ref concept_events
01249         AK_EXTERNAPIFUNC( AKRESULT, GetSourcePlayPosition )(
01250             AkPlayingID     in_PlayingID,               ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
01251             AkTimeMs*       out_puPosition,             ///< Position of the source (in ms) associated with the specified playing ID
01252             bool            in_bExtrapolate = true      ///< Position is extrapolated based on time elapsed since last sound engine update.
01253             );
01254 
01255         /// Gets the current position of the sources associated with this playing ID, obtained from PostEvent().
01256         /// Notes:
01257         /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
01258         ///     it returns AK_Fail, even if the playing ID is valid.
01259         /// - The source's position is updated at every audio frame, and the time at which this occurs is stored. 
01260         ///     When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
01261         ///     If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last 
01262         ///     sound engine update and the source's playback rate.
01263         /// - If 0 is passed in for the number of entries (*in_pcPositions == 0) then only the number of positions will be returned and the
01264         ///     position array (out_puPositions) will not be updated.
01265         /// - The io_pcPositions pointer must be non-NULL.
01266         ///     out_puPositions may be NULL if *io_pcPositions == 0, otherwise it must be non-NULL.
01267         /// \return AK_Success if successful.
01268         ///         It returns AK_InvalidParameter if the provided pointers are not valid.
01269         ///         It returns AK_Fail if the playing ID is invalid (not playing yet, or finished playing).
01270         /// \sa 
01271         /// - \ref soundengine_query_pos
01272         /// - \ref concept_events
01273         AK_EXTERNAPIFUNC(AKRESULT, GetSourcePlayPositions)(
01274             AkPlayingID     in_PlayingID,               ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
01275             AkSourcePosition* out_puPositions,          ///< Audio Node IDs and positions of sources associated with the specified playing ID
01276             AkUInt32 *      io_pcPositions,             ///< Number of entries in out_puPositions. Needs to be set to the size of the array: it is adjusted to the actual number of returned entries
01277             bool            in_bExtrapolate = true      ///< Position is extrapolated based on time elapsed since last sound engine update
01278             );
01279 
01280         /// Gets the stream buffering of the sources associated with this playing ID, obtained from PostEvent().
01281         /// Notes:
01282         /// - You need to pass AK_EnableGetSourceStreamBuffering to PostEvent() in order to use this function, otherwise
01283         ///     it returns AK_Fail, even if the playing ID is valid.
01284         /// - The sources stream buffering is updated at every audio frame. If there are multiple sources associated with this playing ID,
01285         ///     the value returned corresponds to the least buffered source. 
01286         /// - The returned buffering status out_bIsBuffering will be true If any of the sources associated with the playing ID are actively being buffered.
01287         ///     It will be false if all of them have reached the end of file, or have reached a state where they are buffered enough and streaming is temporarily idle.
01288         /// - Purely in-memory sources are excluded from this database. If all sources are in-memory, GetSourceStreamBuffering() will return AK_Fail.
01289         /// - The returned buffering amount and state is not completely accurate with some hardware-accelerated codecs. In such cases, the amount of stream buffering is generally underestimated.
01290         ///     On the other hand, it is not guaranteed that the source will be ready to produce data at the next audio frame even if out_bIsBuffering has turned to false.
01291         /// \return 
01292         /// - AK_Success if successful.
01293         /// - AK_Fail if the source data associated with this playing ID is not found, for example if PostEvent() was not called with AK_EnableGetSourceStreamBuffering, or if the header was not parsed.
01294         /// \sa 
01295         /// - \ref concept_events
01296         AK_EXTERNAPIFUNC( AKRESULT, GetSourceStreamBuffering )(
01297             AkPlayingID     in_PlayingID,               ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
01298             AkTimeMs &      out_buffering,              ///< Returned amount of buffering (in ms) of the source (or one of the sources) associated with that playing ID
01299             bool &          out_bIsBuffering            ///< Returned buffering status of the source(s) associated with that playing ID
01300             );
01301 
01302         /// Stops the current content playing associated to the specified game object ID.
01303         /// If no game object is specified, all sounds will be stopped.
01304         AK_EXTERNAPIFUNC( void, StopAll )( 
01305             AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< (Optional)Specify a game object to stop only playback associated to the provided game object ID.
01306             );
01307 
01308         /// Stop the current content playing associated to the specified playing ID.
01309         AK_EXTERNAPIFUNC( void, StopPlayingID )( 
01310             AkPlayingID in_playingID,                                           ///< Playing ID to be stopped.
01311             AkTimeMs in_uTransitionDuration = 0,                                ///< Fade duration
01312             AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear    ///< Curve type to be used for the transition
01313             );
01314 
01315         /// Sets the random seed value. Can be used to synchronize randomness
01316         /// across instances of the Sound Engine.
01317         /// \remark This seeds the number generator used for all container randomizations;
01318         ///         since it acts globally, this should be called right before any PostEvent
01319         ///         call where randomness synchronization is required, and cannot guarantee
01320         ///         similar results for continuous containers.
01321         AK_EXTERNAPIFUNC( void, SetRandomSeed )( 
01322             AkUInt32 in_uSeed                                                   ///< Random seed.
01323             );
01324 
01325         /// Mutes/Unmutes the busses tagged as background music.  
01326         /// This is automatically called for platforms that have user-music support.
01327         /// This function is provided to give the same behavior on platforms that don't have user-music support.
01328         AK_EXTERNAPIFUNC( void, MuteBackgroundMusic ) (
01329             bool in_bMute ///< Sets true to mute, false to unmute.
01330             );
01331         //@}
01332 
01333         /// Gets the state of the Background Music busses. This state is either set directly 
01334         /// with \c AK::SoundEngine::MuteBackgroundMusic or by the OS, if it has User Music services.
01335         /// \return true if the background music busses are muted, false if not.
01336         AK_EXTERNAPIFUNC(bool, GetBackgroundMusicMute) ();
01337         //@}
01338 
01339 
01340         /// Sends custom game data to a plug-in that resides on a bus (insert Effect or mixer plug-in).
01341         /// Data will be copied and stored into a separate list.
01342         /// Previous entry is deleted when a new one is sent.
01343         /// Sets the data pointer to NULL to clear item from the list.
01344         /// \aknote The plug-in type and ID is passed and matched with plugins set on the desired bus. 
01345         /// This means that you cannot send different data to various instances of the plug-in on a same bus.\endaknote
01346         /// \return AK_Success if data was sent successfully.
01347         AK_EXTERNAPIFUNC( AKRESULT, SendPluginCustomGameData ) (
01348             AkUniqueID in_busID,            ///< Bus ID
01349             AkGameObjectID in_busObjectID,  ///< Bus Object ID. Pass AK_INVALID_GAME_OBJECT to send custom data with global scope. Game object scope supersedes global scope, as with RTPCs. 
01350             AkPluginType in_eType,          ///< Plug-in type (for example, source or effect)
01351             AkUInt32 in_uCompanyID,     ///< Company identifier (as declared in the plug-in description XML file)
01352             AkUInt32 in_uPluginID,          ///< Plug-in identifier (as declared in the plug-in description XML file)
01353             const void* in_pData,           ///< The data blob
01354             AkUInt32 in_uSizeInBytes        ///< Size of data
01355             );
01356         //@}
01357 
01358         ////////////////////////////////////////////////////////////////////////
01359         /// @name Game Objects
01360         //@{
01361         
01362         /// Registers a game object.
01363         /// \return
01364         /// - AK_Success if successful
01365         /// - AK_Fail if the specified AkGameObjectID is invalid (0 and -1 are invalid)
01366         /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no 
01367         ///         matter how many times it has been registered.
01368         /// \sa 
01369         /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
01370         /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
01371         /// - \ref concept_gameobjects
01372         AK_EXTERNAPIFUNC(AKRESULT, RegisterGameObj)(
01373             AkGameObjectID in_gameObjectID                              ///< ID of the game object to be registered         
01374             );
01375 
01376         /// Registers a game object.
01377         /// \return
01378         /// - AK_Success if successful
01379         /// - AK_Fail if the specified AkGameObjectID is invalid (0 and -1 are invalid)
01380         /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no 
01381         ///         matter how many times it has been registered.
01382         /// \sa 
01383         /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
01384         /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
01385         /// - \ref concept_gameobjects
01386         AK_EXTERNAPIFUNC( AKRESULT, RegisterGameObj )(
01387             AkGameObjectID in_gameObjectID,                         ///< ID of the game object to be registered
01388             const char * in_pszObjName                              ///< Name of the game object (for monitoring purpose)
01389             );
01390 
01391         /// Unregisters a game object.
01392         /// \return 
01393         /// - AK_Success if successful
01394         /// - AK_Fail if the specified AkGameObjectID is invalid (0 is an invalid ID)
01395         /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no 
01396         ///         matter how many times it has been registered. Unregistering a game object while it is 
01397         ///         in use is allowed, but the control over the parameters of this game object is lost.
01398         ///         For example, say a sound associated with this game object is a 3D moving sound. This sound will 
01399         ///         stop moving when the game object is unregistered, and there will be no way to regain control over the game object.
01400         /// \sa 
01401         /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
01402         /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
01403         /// - \ref concept_gameobjects
01404         AK_EXTERNAPIFUNC( AKRESULT, UnregisterGameObj )(
01405             AkGameObjectID in_gameObjectID              ///< ID of the game object to be unregistered. Use 
01406                                                         /// AK_INVALID_GAME_OBJECT to unregister all game objects.
01407             );
01408 
01409     /// Unregister all game objects, or all game objects with a particular matching set of property flags.
01410     /// This function to can be used to unregister all game objects.  
01411     /// \return
01412     /// - AK_Success if successful
01413     /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no 
01414     ///         matter how many times it has been registered. Unregistering a game object while it is 
01415     ///         in use is allowed, but the control over the parameters of this game object is lost.
01416     ///         For example, if a sound associated with this game object is a 3D moving sound, it will 
01417     ///         stop moving once the game object is unregistered, and there will be no way to recover 
01418     ///         the control over this game object.
01419     /// \sa 
01420     /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
01421     /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
01422     /// - \ref concept_gameobjects
01423     AK_EXTERNAPIFUNC( AKRESULT, UnregisterAllGameObj )(
01424         );
01425 
01426         /// Sets the position of a game object.
01427         /// \warning The object's orientation vector (in_Position.Orientation) must be normalized.
01428         /// \return 
01429         /// - AK_Success when successful
01430         /// - AK_InvalidParameter if parameters are not valid.
01431         /// \sa 
01432         /// - \ref soundengine_3dpositions
01433         AK_EXTERNAPIFUNC( AKRESULT, SetPosition )( 
01434             AkGameObjectID in_GameObjectID,     ///< Game Object identifier
01435             const AkSoundPosition & in_Position ///< Position to set; in_Position.Orientation must be normalized.
01436             );
01437 
01438         /// Sets multiple positions to a single game object.
01439         /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
01440         /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
01441         /// \aknote Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
01442         /// \return 
01443         /// - AK_Success when successful
01444         /// - AK_InvalidParameter if parameters are not valid.
01445         /// \sa 
01446         /// - \ref soundengine_3dpositions
01447         /// - \ref soundengine_3dpositions_multiplepos
01448         /// - \ref AK::SoundEngine::MultiPositionType
01449         AK_EXTERNAPIFUNC( AKRESULT, SetMultiplePositions )( 
01450             AkGameObjectID in_GameObjectID,                     ///< Game Object identifier.
01451             const AkSoundPosition * in_pPositions,              ///< Array of positions to apply.
01452             AkUInt16 in_NumPositions,                           ///< Number of positions specified in the provided array.
01453             MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections ///< \ref AK::SoundEngine::MultiPositionType
01454             );
01455 
01456         /// Sets multiple positions to a single game object, with flexible assignment of input channels.
01457         /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
01458         /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
01459         /// \aknote Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
01460         /// \return 
01461         /// - AK_Success when successful
01462         /// - AK_InvalidParameter if parameters are not valid.
01463         /// \sa 
01464         /// - \ref soundengine_3dpositions
01465         /// - \ref soundengine_3dpositions_multiplepos
01466         /// - \ref AK::SoundEngine::MultiPositionType
01467         AK_EXTERNAPIFUNC( AKRESULT, SetMultiplePositions )( 
01468             AkGameObjectID in_GameObjectID,                     ///< Game Object identifier.
01469             const AkChannelEmitter * in_pPositions,         ///< Array of positions to apply.
01470             AkUInt16 in_NumPositions,                           ///< Number of positions specified in the provided array.
01471             MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections ///< \ref AK::SoundEngine::MultiPositionType
01472             );
01473 
01474         /// Sets the scaling factor of a Game Object.
01475         /// Modify the attenuation computations on this Game Object to simulate sounds with a larger or smaller area of effect.
01476         /// \return 
01477         /// - AK_Success when successful
01478         /// - AK_InvalidParameter if the scaling factor specified was 0 or negative.
01479         AK_EXTERNAPIFUNC( AKRESULT, SetScalingFactor )(
01480             AkGameObjectID in_GameObjectID,             ///< Game object identifier
01481             AkReal32 in_fAttenuationScalingFactor       ///< Scaling Factor, 1 means 100%, 0.5 means 50%, 2 means 200%, and so on.
01482             );
01483 
01484         //@}
01485 
01486         ////////////////////////////////////////////////////////////////////////
01487         /// @name Bank Management
01488         //@{
01489 
01490         /// Unload all currently loaded banks.
01491         /// It also internally calls ClearPreparedEvents() since at least one bank must have been loaded to allow preparing events.
01492         /// \return 
01493         /// - AK_Success if successful
01494         /// - AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command
01495         /// \sa 
01496         /// - <tt>AK::SoundEngine::UnloadBank()</tt>
01497         /// - <tt>AK::SoundEngine::LoadBank()</tt>
01498         /// - \ref soundengine_banks
01499         AK_EXTERNAPIFUNC( AKRESULT, ClearBanks )();
01500 
01501         /// Sets the I/O settings of the bank load and prepare event processes.
01502         /// The sound engine uses default values unless explicitly set by calling this method.
01503         /// \warning This function must be called before loading banks.
01504         /// \return 
01505         /// - AK_Success if successful
01506         /// - AK_Fail if the sound engine was not correctly initialized
01507         /// - AK_InvalidParameter if some parameters are invalid
01508         /// \sa 
01509         /// - \ref soundengine_banks
01510         /// - \ref streamingdevicemanager
01511         AK_EXTERNAPIFUNC( AKRESULT, SetBankLoadIOSettings )(
01512             AkReal32            in_fThroughput,         ///< Average throughput of bank data streaming (bytes/ms) (the default value is AK_DEFAULT_BANK_THROUGHPUT)
01513             AkPriority          in_priority             ///< Priority of bank streaming (the default value is AK_DEFAULT_PRIORITY)
01514             );
01515 
01516 #ifdef AK_SUPPORT_WCHAR
01517         /// Load a bank synchronously (by Unicode string).\n
01518         /// The bank name is passed to the Stream Manager.
01519         /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
01520         /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed.
01521         /// A bank load request will be posted, and consumed by the Bank Manager thread.
01522         /// The function returns when the request has been completely processed.
01523         /// \return 
01524         /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()). 
01525         /// You may use this ID with UnloadBank().
01526         /// - AK_Success: Load or unload successful.
01527         /// - AK_InsufficientMemory: Insufficient memory to store bank data.
01528         /// - AK_BankReadError: I/O error.
01529         /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 
01530         /// you used to generate the SoundBanks matches that of the SDK you are currently using.
01531         /// - AK_InvalidFile: File specified could not be opened.
01532         /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment.     
01533         /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
01534         /// \remarks
01535         /// - The initialization bank must be loaded first.
01536         /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
01537         ///   initialization bank. If you need to load SoundBanks from a different project, you
01538         ///   must first unload ALL banks, including the initialization bank, then load the
01539         ///   initialization bank from the other project, and finally load banks from that project.
01540         /// - Codecs and plug-ins must be registered before loading banks that use them.
01541         /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
01542         /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 
01543         /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 
01544         /// posting the event will fail.
01545         /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
01546         /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
01547         /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in 
01548         /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
01549         /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
01550         /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
01551         /// of the UnloadBank() function.
01552         /// \sa 
01553         /// - <tt>AK::SoundEngine::UnloadBank()</tt>
01554         /// - <tt>AK::SoundEngine::ClearBanks()</tt>
01555         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
01556         /// - <tt>AK::MemoryMgr::CreatePool()</tt>
01557         /// - \ref soundengine_banks
01558         /// - \ref integrating_elements_plugins
01559         /// - \ref streamingdevicemanager
01560         /// - \ref streamingmanager_lowlevel
01561         /// - \ref sdk_bank_training
01562         AK_EXTERNAPIFUNC( AKRESULT, LoadBank )(
01563             const wchar_t*      in_pszString,           ///< Name of the bank to load
01564             AkMemPoolId         in_memPoolId,           ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed)
01565             AkBankID &          out_bankID              ///< Returned bank ID
01566             );
01567 #endif //AK_SUPPORT_WCHAR
01568 
01569         /// Loads a bank synchronously.\n
01570         /// The bank name is passed to the Stream Manager.
01571         /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
01572         /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed.
01573         /// A bank load request will be posted, and consumed by the Bank Manager thread.
01574         /// The function returns when the request has been completely processed.
01575         /// \return 
01576         /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()). 
01577         /// You may use this ID with UnloadBank().
01578         /// - AK_Success: Load or unload successful.
01579         /// - AK_InsufficientMemory: Insufficient memory to store bank data.
01580         /// - AK_BankReadError: I/O error.
01581         /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 
01582         /// you used to generate the SoundBanks matches that of the SDK you are currently using.
01583         /// - AK_InvalidFile: File specified could not be opened.
01584         /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment.     
01585         /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
01586         /// \remarks
01587         /// - The initialization bank must be loaded first.
01588         /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
01589         ///   initialization bank. If you need to load SoundBanks from a different project, you
01590         ///   must first unload ALL banks, including the initialization bank, then load the
01591         ///   initialization bank from the other project, and finally load banks from that project.
01592         /// - Codecs and plug-ins must be registered before loading banks that use them.
01593         /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
01594         /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 
01595         /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 
01596         /// posting the event will fail.
01597         /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
01598         /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
01599         /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in 
01600         /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
01601         /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
01602         /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
01603         /// of the UnloadBank() function.
01604         /// \sa 
01605         /// - <tt>AK::SoundEngine::UnloadBank()</tt>
01606         /// - <tt>AK::SoundEngine::ClearBanks()</tt>
01607         /// - <tt>AK::SoundEngine::GetIDFromString</tt>
01608         /// - <tt>AK::MemoryMgr::CreatePool()</tt>
01609         /// - \ref soundengine_banks
01610         /// - \ref integrating_elements_plugins
01611         /// - \ref streamingdevicemanager
01612         /// - \ref streamingmanager_lowlevel
01613         /// - \ref sdk_bank_training
01614         AK_EXTERNAPIFUNC( AKRESULT, LoadBank )(
01615             const char*         in_pszString,           ///< Name of the bank to load
01616             AkMemPoolId         in_memPoolId,           ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed)
01617             AkBankID &          out_bankID              ///< Returned bank ID
01618             );
01619 
01620         /// Loads a bank synchronously (by ID).\n
01621         /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
01622         /// The bank ID is passed to the Stream Manager.
01623         /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
01624         /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed.
01625         /// A bank load request will be posted, and consumed by the Bank Manager thread.
01626         /// The function returns when the request has been completely processed.
01627         /// \return 
01628         /// - AK_Success: Load or unload successful.
01629         /// - AK_InsufficientMemory: Insufficient memory to store bank data.
01630         /// - AK_BankReadError: I/O error.
01631         /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 
01632         /// you used to generate the SoundBanks matches that of the SDK you are currently using.
01633         /// - AK_InvalidFile: File specified could not be opened.
01634         /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment.     
01635         /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
01636         /// \remarks
01637         /// - The initialization bank must be loaded first.
01638         /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
01639         ///   initialization bank. If you need to load SoundBanks from a different project, you
01640         ///   must first unload ALL banks, including the initialization bank, then load the
01641         ///   initialization bank from the other project, and finally load banks from that project.
01642         /// - Codecs and plug-ins must be registered before loading banks that use them.
01643         /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
01644         /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 
01645         /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 
01646         /// posting the event will fail.
01647         /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
01648         /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
01649         /// of the UnloadBank function.
01650         /// \sa 
01651         /// - <tt>AK::SoundEngine::UnloadBank()</tt>
01652         /// - <tt>AK::SoundEngine::ClearBanks()</tt>
01653         /// - <tt>AK::MemoryMgr::CreatePool()</tt>
01654         /// - \ref soundengine_banks
01655         /// - \ref integrating_elements_plugins
01656         /// - \ref sdk_bank_training
01657         AK_EXTERNAPIFUNC( AKRESULT, LoadBank )(
01658             AkBankID            in_bankID,              ///< Bank ID of the bank to load
01659             AkMemPoolId         in_memPoolId            ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed)
01660             );
01661 
01662         /// Loads a bank synchronously (from in-memory data, in-place).\n
01663         ///
01664         /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
01665         /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
01666         ///
01667         /// Use this overload when you want to manage I/O on your side. Load the bank file
01668         /// in a buffer and pass its address to the sound engine.
01669         /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
01670         /// A bank load request will be posted, and consumed by the Bank Manager thread.
01671         /// The function returns when the request has been completely processed.
01672         /// \return 
01673         /// The bank ID, which is stored in the first few bytes of the bank file. You may use this 
01674         /// ID with UnloadBank().
01675         /// - AK_Success: Load or unload successful.
01676         /// - AK_InsufficientMemory: Insufficient memory to store bank data.
01677         /// - AK_BankReadError: I/O error.
01678         /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 
01679         /// you used to generate the SoundBanks matches that of the SDK you are currently using.
01680         /// - AK_InvalidFile: File specified could not be opened.
01681         /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment.     
01682         /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
01683         /// \remarks
01684         /// - The initialization bank must be loaded first.
01685         /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
01686         ///   initialization bank. If you need to load SoundBanks from a different project, you
01687         ///   must first unload ALL banks, including the initialization bank, then load the
01688         ///   initialization bank from the other project, and finally load banks from that project.
01689         /// - Codecs and plug-ins must be registered before loading banks that use them.
01690         /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
01691         /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 
01692         /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 
01693         /// posting the event will fail.
01694         /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
01695         /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Physical memory allocator.
01696         /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
01697         /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
01698         /// of the UnloadBank function.
01699         /// - Avoid using this function for banks containing a lot of events or structure data.  
01700         ///   This data will be loaded in the Default Pool anyway thus duplicating memory (one copy in the Default Pool 
01701         ///   and one in the block you provided). For event/structure-only banks, prefer the other versions of LoadBank().
01702         /// \sa 
01703         /// - <tt>AK::SoundEngine::UnloadBank()</tt>
01704         /// - <tt>AK::SoundEngine::ClearBanks()</tt>
01705         /// - \ref soundengine_banks
01706         /// - \ref integrating_elements_plugins
01707         /// - \ref sdk_bank_training
01708         AK_EXTERNAPIFUNC( AKRESULT, LoadBank )(
01709             const void *        in_pInMemoryBankPtr,    ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
01710             AkUInt32            in_uInMemoryBankSize,   ///< Size of the in-memory bank to load
01711             AkBankID &          out_bankID              ///< Returned bank ID
01712             );
01713 
01714         /// Loads a bank synchronously (from in-memory data, out-of-place).\n
01715         ///
01716         /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
01717         /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
01718         ///
01719         /// Use this overload when you want to manage I/O on your side. Load the bank file
01720         /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into the 
01721         /// specified memory pool.  
01722         /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
01723         /// over the in-place version is that there is no duplication of bank structures.
01724         /// A bank load request will be posted, and consumed by the Bank Manager thread.
01725         /// The function returns when the request has been completely processed.
01726         /// \return 
01727         /// The bank ID, which is stored in the first few bytes of the bank file. You may use this 
01728         /// ID with UnloadBank().
01729         /// - AK_Success: Load or unload successful.
01730         /// - AK_InsufficientMemory: Insufficient memory to store bank data.
01731         /// - AK_BankReadError: I/O error.
01732         /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 
01733         /// you used to generate the SoundBanks matches that of the SDK you are currently using.
01734         /// - AK_InvalidFile: File specified could not be opened.
01735         /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment.     
01736         /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
01737         /// \remarks
01738         /// - The initialization bank must be loaded first.
01739         /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
01740         ///   initialization bank. If you need to load SoundBanks from a different project, you
01741         ///   must first unload ALL banks, including the initialization bank, then load the
01742         ///   initialization bank from the other project, and finally load banks from that project.
01743         /// - Codecs and plug-ins must be registered before loading banks that use them.
01744         /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
01745         /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 
01746         /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 
01747         /// posting the event will fail.
01748         /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
01749         /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Physical memory allocator.
01750         /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
01751         /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
01752         /// of the UnloadBank function.
01753         /// - Avoid using this function for banks containing a lot of events or structure data.  
01754         ///   This data will be loaded in the Default Pool anyway thus duplicating memory (one copy in the Default Pool 
01755         ///   and one in the block you provided). For event/structure-only banks, prefer the other versions of LoadBank().
01756         /// \sa 
01757         /// - <tt>AK::SoundEngine::UnloadBank()</tt>
01758         /// - <tt>AK::SoundEngine::ClearBanks()</tt>
01759         /// - \ref soundengine_banks
01760         /// - \ref integrating_elements_plugins
01761         /// - \ref sdk_bank_training
01762         AK_EXTERNAPIFUNC( AKRESULT, LoadBank )(
01763             const void *        in_pInMemoryBankPtr,    ///< Pointer to the in-memory bank to load (pointer is not stored in sound engine, memory can be released after return)
01764             AkUInt32            in_uInMemoryBankSize,   ///< Size of the in-memory bank to load
01765             AkMemPoolId         in_uPoolForBankMedia,   ///< Memory pool to copy the media section of the bank to (the pool is created if AK_DEFAULT_POOL_ID is passed).
01766             AkBankID &          out_bankID              ///< Returned bank ID
01767             );
01768 
01769         /// Synchronously decode Vorbis-encoded media in a SoundBank.
01770         AK_EXTERNAPIFUNC( AKRESULT, DecodeBank )(
01771             const void *        in_pInMemoryBankPtr,    ///< Pointer to the in-memory bank to decode (pointer is not stored in sound engine, memory can be released after return)
01772             AkUInt32            in_uInMemoryBankSize,   ///< Size of the in-memory bank to decode
01773             AkMemPoolId         in_uPoolForDecodedBank, ///< Memory pool to allocate decoded bank into. Specify AK_INVALID_POOL_ID and out_pDecodedBankPtr=NULL to obtain decoded bank size without performing the decode operation. Pass AK_INVALID_POOL_ID and out_pDecodedBankPtr!=NULL to decode bank into specified pointer.
01774             void * &            out_pDecodedBankPtr,    ///< Decoded bank memory location.
01775             AkUInt32 &          out_uDecodedBankSize    ///< Decoded bank memory size.
01776             );
01777 
01778 #ifdef AK_SUPPORT_WCHAR
01779         /// Loads a bank asynchronously (by Unicode string).\n
01780         /// The bank name is passed to the Stream Manager.
01781         /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
01782         /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed.
01783         /// A bank load request will be posted to the Bank Manager consumer thread.
01784         /// The function returns immediately.
01785         /// \return 
01786         /// AK_Success if the scheduling was successful, AK_Fail otherwise.
01787         /// Use a callback to be notified when completed, and get the status of the request.
01788         /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()). 
01789         /// You may use this ID with UnloadBank().
01790         /// \remarks
01791         /// - The initialization bank must be loaded first.
01792         /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
01793         ///   initialization bank. If you need to load SoundBanks from a different project, you
01794         ///   must first unload ALL banks, including the initialization bank, then load the
01795         ///   initialization bank from the other project, and finally load banks from that project.
01796         /// - Codecs and plug-ins must be registered before loading banks that use them.
01797         /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
01798         /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 
01799         /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 
01800         /// posting the event will fail.
01801         /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
01802         /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
01803         /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in 
01804         /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module 
01805         /// (<tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>) if you use the default Stream Manager's implementation.
01806         /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> 
01807         // as AkFileSystemFlags::pCustomParam.
01808         /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
01809         /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
01810         /// of the UnloadBank function.
01811         /// \sa 
01812         /// - <tt>AK::SoundEngine::UnloadBank()</tt>
01813         /// - <tt>AK::SoundEngine::ClearBanks()</tt>
01814         /// - <tt>AK::MemoryMgr::CreatePool()</tt>
01815         /// - AkBankCallbackFunc
01816         /// - \ref soundengine_banks
01817         /// - \ref integrating_elements_plugins
01818         /// - \ref streamingdevicemanager
01819         /// - \ref streamingmanager_lowlevel
01820         /// - \ref sdk_bank_training
01821         AK_EXTERNAPIFUNC( AKRESULT, LoadBank )(
01822             const wchar_t*      in_pszString,           ///< Name/path of the bank to load
01823             AkBankCallbackFunc  in_pfnBankCallback,     ///< Callback function
01824             void *              in_pCookie,             ///< Callback cookie (reserved to user, passed to the callback function, and also to  <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> as AkFileSystemFlags::pCustomParam)
01825             AkMemPoolId         in_memPoolId,           ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed)
01826             AkBankID &          out_bankID              ///< Returned bank ID
01827             );
01828 #endif //AK_SUPPORT_WCHAR
01829 
01830         /// Loads a bank asynchronously.\n
01831         /// The bank name is passed to the Stream Manager.
01832         /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
01833         /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed.
01834         /// A bank load request will be posted to the Bank Manager consumer thread.
01835         /// The function returns immediately.
01836         /// \return 
01837         /// AK_Success if the scheduling was successful, AK_Fail otherwise.
01838         /// Use a callback to be notified when completed, and get the status of the request.
01839         /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()). 
01840         /// You may use this ID with UnloadBank().
01841         /// \remarks
01842         /// - The initialization bank must be loaded first.
01843         /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
01844         ///   initialization bank. If you need to load SoundBanks from a different project, you
01845         ///   must first unload ALL banks, including the initialization bank, then load the
01846         ///   initialization bank from the other project, and finally load banks from that project.
01847         /// - Codecs and plug-ins must be registered before loading banks that use them.
01848         /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
01849         /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 
01850         /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 
01851         /// posting the Event will fail.
01852         /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
01853         /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
01854         /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in 
01855         /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module 
01856         /// (<tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>) if you use the default Stream Manager's implementation.
01857         /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> 
01858         // as <tt>AkFileSystemFlags::pCustomParam</tt>.
01859         /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
01860         /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
01861         /// of the \c UnloadBank function.
01862         /// \sa 
01863         /// - <tt>AK::SoundEngine::UnloadBank()</tt>
01864         /// - <tt>AK::SoundEngine::ClearBanks()</tt>
01865         /// - <tt>AK::MemoryMgr::CreatePool()</tt>
01866         /// - AkBankCallbackFunc
01867         /// - \ref soundengine_banks
01868         /// - \ref integrating_elements_plugins
01869         /// - \ref streamingdevicemanager
01870         /// - \ref streamingmanager_lowlevel
01871         /// - \ref sdk_bank_training
01872         AK_EXTERNAPIFUNC( AKRESULT, LoadBank )(
01873             const char*         in_pszString,           ///< Name/path of the bank to load
01874             AkBankCallbackFunc  in_pfnBankCallback,     ///< Callback function
01875             void *              in_pCookie,             ///< Callback cookie (reserved to user, passed to the callback function, and also to  <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> as AkFileSystemFlags::pCustomParam)
01876             AkMemPoolId         in_memPoolId,           ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed)
01877             AkBankID &          out_bankID              ///< Returned bank ID
01878             );
01879 
01880         /// Loads a bank asynchronously (by ID).\n
01881         /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
01882         /// The bank ID is passed to the Stream Manager.
01883         /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
01884         /// You can specify a custom pool for storage of media, the engine will create a new pool if AK_DEFAULT_POOL_ID is passed.
01885         /// A bank load request will be posted to the Bank Manager consumer thread.
01886         /// The function returns immediately.
01887         /// \return 
01888         /// AK_Success if the scheduling was successful, AK_Fail otherwise.
01889         /// Use a callback to be notified when completed, and get the status of the request.
01890         /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()). 
01891         /// You may use this ID with \c UnloadBank().
01892         /// \remarks
01893         /// - The initialization bank must be loaded first.
01894         /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
01895         ///   initialization bank. If you need to load SoundBanks from a different project, you
01896         ///   must first unload ALL banks, including the initialization bank, then load the
01897         ///   initialization bank from the other project, and finally load banks from that project.
01898         /// - Codecs and plug-ins must be registered before loading banks that use them.
01899         /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
01900         /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 
01901         /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 
01902         /// posting the event will fail.
01903         /// - The file path should be resolved in your implementation of the Stream Manager, or in the Low-Level I/O module if 
01904         /// you use the default Stream Manager's implementation. The ID overload of <tt>AK::IAkStreamMgr::CreateStd()</tt> and <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> are called.
01905         /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> 
01906         // as AkFileSystemFlags::pCustomParam.
01907         /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
01908         /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
01909         /// of the UnloadBank function.
01910         /// \sa 
01911         /// - <tt>AK::SoundEngine::UnloadBank()</tt>
01912         /// - <tt>AK::SoundEngine::ClearBanks()</tt>
01913         /// - <tt>AK::MemoryMgr::CreatePool()</tt>
01914         /// - AkBankCallbackFunc
01915         /// - \ref soundengine_banks
01916         /// - \ref integrating_elements_plugins
01917         /// - \ref sdk_bank_training
01918         AK_EXTERNAPIFUNC( AKRESULT, LoadBank )(
01919             AkBankID            in_bankID,              ///< Bank ID of the bank to load
01920             AkBankCallbackFunc  in_pfnBankCallback,     ///< Callback function
01921             void *              in_pCookie,             ///< Callback cookie (reserved to user, passed to the callback function, and also to  <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt> as AkFileSystemFlags::pCustomParam)
01922             AkMemPoolId         in_memPoolId            ///< Memory pool ID (the pool is created if AK_DEFAULT_POOL_ID is passed)
01923             );
01924 
01925         /// Loads a bank asynchronously (from in-memory data, in-place).\n
01926         ///
01927         /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
01928         /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
01929         ///
01930         /// Use this overload when you want to manage I/O on your side. Load the bank file
01931         /// in a buffer and pass its address to the sound engine.
01932         /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
01933         /// A bank load request will be posted to the Bank Manager consumer thread.
01934         /// The function returns immediately.
01935         /// \return 
01936         /// AK_Success if the scheduling was successful, AK_Fail otherwise, or AK_InvalidParameter if memory alignment is not correct.
01937         /// Use a callback to be notified when completed, and get the status of the request.
01938         /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()). 
01939         /// You may use this ID with UnloadBank().
01940         /// \remarks
01941         /// - The initialization bank must be loaded first.
01942         /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
01943         ///   initialization bank. If you need to load SoundBanks from a different project, you
01944         ///   must first unload ALL banks, including the initialization bank, then load the
01945         ///   initialization bank from the other project, and finally load banks from that project.
01946         /// - Codecs and plug-ins must be registered before loading banks that use them.
01947         /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
01948         /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 
01949         /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 
01950         /// posting the event will fail.
01951         /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
01952         /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Physical memory allocator.
01953         /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
01954         /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
01955         /// of the UnloadBank function.
01956         /// \sa 
01957         /// - <tt>AK::SoundEngine::UnloadBank()</tt>
01958         /// - <tt>AK::SoundEngine::ClearBanks()</tt>
01959         /// - AkBankCallbackFunc
01960         /// - \ref soundengine_banks
01961         /// - \ref integrating_elements_plugins
01962         /// - \ref sdk_bank_training
01963         AK_EXTERNAPIFUNC( AKRESULT, LoadBank )(
01964             const void *        in_pInMemoryBankPtr,    ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
01965             AkUInt32            in_uInMemoryBankSize,   ///< Size of the in-memory bank to load
01966             AkBankCallbackFunc  in_pfnBankCallback,     ///< Callback function
01967             void *              in_pCookie,             ///< Callback cookie
01968             AkBankID &          out_bankID              ///< Returned bank ID
01969             );
01970 
01971         /// Loads a bank asynchronously (from in-memory data, out-of-place).\n
01972         ///
01973         /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
01974         /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
01975         ///
01976         /// Use this overload when you want to manage I/O on your side. Load the bank file
01977         /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into the 
01978         /// specified memory pool.  
01979         /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
01980         /// over the in-place version is that there is no duplication of bank structures.
01981         /// A bank load request will be posted to the Bank Manager consumer thread.
01982         /// The function returns immediately.
01983         /// \return 
01984         /// AK_Success if the scheduling was successful, AK_Fail otherwise, or AK_InvalidParameter if memory alignment is not correct.
01985         /// Use a callback to be notified when completed, and get the status of the request.
01986         /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()). 
01987         /// You may use this ID with UnloadBank().
01988         /// \remarks
01989         /// - The initialization bank must be loaded first.
01990         /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
01991         ///   initialization bank. If you need to load SoundBanks from a different project, you
01992         ///   must first unload ALL banks, including the initialization bank, then load the
01993         ///   initialization bank from the other project, and finally load banks from that project.
01994         /// - Codecs and plug-ins must be registered before loading banks that use them.
01995         /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
01996         /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in 
01997         /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects, 
01998         /// posting the event will fail.
01999         /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
02000         /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Physical memory allocator.
02001         /// - Requesting to load a bank in a different memory pool than where the bank was previously loaded must be done only
02002         /// after receiving confirmation by the callback that the bank was completely unloaded or by using synchronous versions
02003         /// of the UnloadBank function.
02004         /// \sa 
02005         /// - <tt>AK::SoundEngine::UnloadBank()</tt>
02006         /// - <tt>AK::SoundEngine::ClearBanks()</tt>
02007         /// - AkBankCallbackFunc
02008         /// - \ref soundengine_banks
02009         /// - \ref integrating_elements_plugins
02010         /// - \ref sdk_bank_training
02011         AK_EXTERNAPIFUNC( AKRESULT, LoadBank )(
02012             const void *        in_pInMemoryBankPtr,    ///< Pointer to the in-memory bank to load (pointer is not stored in sound engine, memory can be released after callback)
02013             AkUInt32            in_uInMemoryBankSize,   ///< Size of the in-memory bank to load
02014             AkBankCallbackFunc  in_pfnBankCallback,     ///< Callback function
02015             void *              in_pCookie,             ///< Callback cookie
02016             AkMemPoolId         in_uPoolForBankMedia,   ///< Memory pool to copy the media section of the bank to (the pool is created if AK_DEFAULT_POOL_ID is passed).
02017             AkBankID &          out_bankID              ///< Returned bank ID
02018             );
02019 
02020 #ifdef AK_SUPPORT_WCHAR
02021         /// Unloads a bank synchronously (by Unicode string).\n
02022         /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
02023         /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
02024         /// \remarks
02025         /// - If you provided a pool memory ID when loading this bank, it is returned as well. 
02026         /// Otherwise, the function returns AK_DEFAULT_POOL_ID.
02027         /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID, 
02028         /// then it calls the synchronous version of UnloadBank() by ID.
02029         /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
02030         /// not the name of the file (if you changed it), nor the full path of the file. 
02031         /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped. 
02032         /// This means that streamed sounds or generated sounds will not be stopped.
02033         /// \sa 
02034         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02035         /// - <tt>AK::SoundEngine::ClearBanks()</tt>
02036         /// - \ref soundengine_banks
02037         AK_EXTERNAPIFUNC( AKRESULT, UnloadBank )(
02038             const wchar_t*      in_pszString,           ///< Name of the bank to unload
02039             const void *        in_pInMemoryBankPtr,    ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank.
02040             AkMemPoolId *       out_pMemPoolId = NULL   ///< Returned memory pool ID used with LoadBank() (can pass NULL)
02041             );
02042 #endif //AK_SUPPORT_WCHAR
02043 
02044         /// Unloads a bank synchronously.\n
02045         /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
02046         /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
02047         /// \remarks
02048         /// - If you provided a pool memory ID when loading this bank, it is returned as well. 
02049         /// Otherwise, the function returns AK_DEFAULT_POOL_ID.
02050         /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID, 
02051         /// then it calls the synchronous version of UnloadBank() by ID.
02052         /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
02053         /// not the name of the file (if you changed it), nor the full path of the file. 
02054         /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped. 
02055         /// This means that streamed sounds or generated sounds will not be stopped.
02056         /// \sa 
02057         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02058         /// - <tt>AK::SoundEngine::ClearBanks()</tt>
02059         /// - \ref soundengine_banks
02060         AK_EXTERNAPIFUNC( AKRESULT, UnloadBank )(
02061             const char*         in_pszString,           ///< Name of the bank to unload
02062             const void *        in_pInMemoryBankPtr,    ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank.
02063             AkMemPoolId *       out_pMemPoolId = NULL   ///< Returned memory pool ID used with LoadBank() (can pass NULL)
02064             );
02065 
02066         /// Unloads a bank synchronously (by ID and memory pointer).\n
02067         /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
02068         /// \remarks
02069         /// If you provided a pool memory ID when loading this bank, it is returned as well. 
02070         /// Otherwise, the function returns AK_DEFAULT_POOL_ID.
02071         /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped. 
02072         /// This means that streamed sounds or generated sounds will not be stopped.
02073         /// \sa 
02074         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02075         /// - <tt>AK::SoundEngine::ClearBanks()</tt>
02076         /// - \ref soundengine_banks
02077         AK_EXTERNAPIFUNC( AKRESULT, UnloadBank )(
02078             AkBankID            in_bankID,              ///< ID of the bank to unload
02079             const void *        in_pInMemoryBankPtr,    ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank.
02080             AkMemPoolId *       out_pMemPoolId = NULL   ///< Returned memory pool ID used with LoadBank() (can pass NULL)
02081             );
02082 
02083 #ifdef AK_SUPPORT_WCHAR
02084         /// Unloads a bank asynchronously (by Unicode string).\n
02085         /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
02086         /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
02087         /// \remarks
02088         /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID, 
02089         /// then it calls the synchronous version of UnloadBank() by ID.
02090         /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
02091         /// not the name of the file (if you changed it), nor the full path of the file. 
02092         /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped. 
02093         /// This means that streamed sounds or generated sounds will not be stopped.
02094         /// \sa 
02095         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02096         /// - <tt>AK::SoundEngine::ClearBanks()</tt>
02097         /// - AkBankCallbackFunc
02098         /// - \ref soundengine_banks
02099         AK_EXTERNAPIFUNC( AKRESULT, UnloadBank )(
02100             const wchar_t*      in_pszString,           ///< Name of the bank to unload
02101             const void *        in_pInMemoryBankPtr,    ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank.
02102             AkBankCallbackFunc  in_pfnBankCallback,     ///< Callback function
02103             void *              in_pCookie              ///< Callback cookie (reserved to user, passed to the callback function)
02104             );
02105 #endif //AK_SUPPORT_WCHAR
02106 
02107         /// Unloads a bank asynchronously.\n
02108         /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
02109         /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
02110         /// \remarks
02111         /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID, 
02112         /// then it calls the synchronous version of UnloadBank() by ID.
02113         /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
02114         /// not the name of the file (if you changed it), nor the full path of the file. 
02115         /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped. 
02116         /// This means that streamed sounds or generated sounds will not be stopped.
02117         /// \sa 
02118         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02119         /// - <tt>AK::SoundEngine::ClearBanks()</tt>
02120         /// - AkBankCallbackFunc
02121         /// - \ref soundengine_banks
02122         AK_EXTERNAPIFUNC( AKRESULT, UnloadBank )(
02123             const char*         in_pszString,           ///< Name of the bank to unload
02124             const void *        in_pInMemoryBankPtr,    ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank.
02125             AkBankCallbackFunc  in_pfnBankCallback,     ///< Callback function
02126             void *              in_pCookie              ///< Callback cookie (reserved to user, passed to the callback function)
02127             );
02128 
02129         /// Unloads a bank asynchronously (by ID and memory pointer).\n
02130         /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
02131         /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
02132         /// \remarks
02133         /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped. 
02134         /// This means that streamed sounds or generated sounds will not be stopped.
02135         /// \sa 
02136         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02137         /// - <tt>AK::SoundEngine::ClearBanks()</tt>
02138         /// - AkBankCallbackFunc
02139         /// - \ref soundengine_banks
02140         AK_EXTERNAPIFUNC( AKRESULT, UnloadBank )(
02141             AkBankID            in_bankID,              ///< ID of the bank to unload
02142             const void *        in_pInMemoryBankPtr,    ///< Memory pointer from where the bank was initially loaded from. (REQUIRED to determine which bank associated to a memory pointer must be unloaded). Pass NULL only if NULL was passed when loading the bank.
02143             AkBankCallbackFunc  in_pfnBankCallback,     ///< Callback function
02144             void *              in_pCookie              ///< Callback cookie (reserved to user, passed to the callback function)
02145             );
02146 
02147         /// Cancels all Event callbacks associated with a specific callback cookie specified while loading Banks of preparing Events.\n
02148         /// \sa 
02149         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02150         /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
02151         /// - <tt>AK::SoundEngine::UnloadBank()</tt>
02152         /// - <tt>AK::SoundEngine::ClearBanks()</tt>
02153         /// - AkBankCallbackFunc
02154         AK_EXTERNAPIFUNC( void, CancelBankCallbackCookie )( 
02155             void * in_pCookie                           ///< Callback cookie to be canceled
02156             );
02157 
02158         /// Preparation type.
02159         /// \sa
02160         /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
02161         /// - <tt>AK::SoundEngine::PrepareGameSyncs()</tt>
02162         /// - <tt>AK::SoundEngine::PrepareBank()</tt>
02163         enum PreparationType
02164         {
02165             Preparation_Load,   ///< \c PrepareEvent() will load required information to play the specified event.
02166             Preparation_Unload, ///< \c PrepareEvent() will unload required information to play the specified event.
02167             Preparation_LoadAndDecode ///< Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
02168         };
02169 
02170         /// Parameter to be passed to <tt>AK::SoundEngine::PrepareBank()</tt>.
02171         /// Use AkBankContent_All to load both the media and structural content from the bank. 
02172         /// Use AkBankContent_StructureOnly to load only the structural content, including events, from the bank and then later use the PrepareEvent() functions to load media on demand from loose files on the disk.
02173         /// \sa 
02174         /// - <tt>AK::SoundEngine::PrepareBank()</tt>
02175         /// - \ref soundengine_banks_preparingbanks
02176         enum AkBankContent
02177         {
02178             AkBankContent_StructureOnly,    ///< Use AkBankContent_StructureOnly to load only the structural content, including Events, and then later use the PrepareEvent() functions to load media on demand from loose files on the disk.
02179             AkBankContent_All               ///< Use AkBankContent_All to load both the media and structural content.
02180         };
02181 
02182 #ifdef AK_SUPPORT_WCHAR
02183         /// This function will load the Events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from 
02184         /// the bank; but, as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(), 
02185         /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
02186         /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank, 
02187         /// allowing using PrepareEvent() to load media on demand.  
02188         /// \sa 
02189         /// - \ref soundengine_banks_preparingbanks
02190         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02191         /// - <tt>AK::SoundEngine::PreparationType</tt>
02192         /// \remarks
02193         /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to 
02194         ///     access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
02195         /// for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
02196         AK_EXTERNAPIFUNC( AKRESULT, PrepareBank )(
02197             AK::SoundEngine::PreparationType    in_PreparationType,         ///< Preparation type ( Preparation_Load or Preparation_Unload )
02198             const wchar_t*        in_pszString,                             ///< Name of the bank to Prepare/Unprepare.
02199             AK::SoundEngine::AkBankContent  in_uFlags = AkBankContent_All   ///< Structures only (including events) or all content.
02200             );
02201 #endif //AK_SUPPORT_WCHAR
02202 
02203         /// This function will load the Events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from 
02204         /// the bank; but, as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(), 
02205         /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
02206         /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank, 
02207         /// allowing using PrepareEvent() to load media on demand.  
02208         /// \sa 
02209         /// - \ref soundengine_banks_preparingbanks
02210         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02211         /// - <tt>AK::SoundEngine::PreparationType</tt>
02212         /// \remarks
02213         /// \c PrepareBank(), when called with the flag \c AkBankContent_StructureOnly, requires additional calls to \c PrepareEvent() to load the media for each event. \c PrepareEvent(), however, is unable to 
02214         ///     access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
02215         ///     for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses \c LoadBank() to load the bank in entirety.
02216         AK_EXTERNAPIFUNC( AKRESULT, PrepareBank )(
02217             AK::SoundEngine::PreparationType    in_PreparationType,         ///< Preparation type ( Preparation_Load or Preparation_Unload )
02218             const char*           in_pszString,                             ///< Name of the bank to Prepare/Unprepare.
02219             AK::SoundEngine::AkBankContent  in_uFlags = AkBankContent_All   ///< Structures only (including events) or all content.
02220             );
02221 
02222         /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
02223         /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from 
02224         /// the bank, but as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(), 
02225         /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
02226         /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank, 
02227         /// allowing using PrepareEvent() to load media on demand.  
02228         /// \sa 
02229         /// - \ref soundengine_banks_preparingbanks
02230         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02231         /// - <tt>AK::SoundEngine::PreparationType</tt>
02232         /// \remarks
02233         /// \c PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to 
02234         ///     access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
02235         ///     for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
02236         AK_EXTERNAPIFUNC( AKRESULT, PrepareBank )(
02237             AK::SoundEngine::PreparationType    in_PreparationType,         ///< Preparation type ( Preparation_Load or Preparation_Unload )
02238             AkBankID            in_bankID,                                  ///< ID of the bank to Prepare/Unprepare.
02239             AK::SoundEngine::AkBankContent  in_uFlags = AkBankContent_All   ///< Structures only (including events) or all content.
02240             );
02241 
02242 #ifdef AK_SUPPORT_WCHAR
02243         /// This function will load the Events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, PrepareBank() will load the media content from 
02244         /// the bank, but as opposed to LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using PrepareBank(), alone or in combination with PrepareEvent(), 
02245         /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
02246         /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank, 
02247         /// allowing using PrepareEvent() to load media on demand.  
02248         /// \sa 
02249         /// - \ref soundengine_banks_preparingbanks
02250         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02251         /// - <tt>AK::SoundEngine::PreparationType</tt>
02252         /// \remarks
02253         /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to 
02254         ///     access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
02255         ///     for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
02256         AK_EXTERNAPIFUNC( AKRESULT, PrepareBank )(
02257             AK::SoundEngine::PreparationType    in_PreparationType,         ///< Preparation type ( Preparation_Load or Preparation_Unload )
02258             const wchar_t*      in_pszString,                               ///< Name of the bank to Prepare/Unprepare.
02259             AkBankCallbackFunc  in_pfnBankCallback,                         ///< Callback function
02260             void *              in_pCookie,                                 ///< Callback cookie (reserved to user, passed to the callback function)
02261             AK::SoundEngine::AkBankContent  in_uFlags = AkBankContent_All   ///< Structures only (including events) or all content.
02262             );
02263 #endif //AK_SUPPORT_WCHAR
02264 
02265         /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag \c AkBankContent_All is specified, \c PrepareBank() will load the media content from 
02266         /// the bank, but as opposed to \c LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using \c PrepareBank(), alone or in combination with PrepareEvent(), 
02267         /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
02268         /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank, 
02269         /// allowing using PrepareEvent() to load media on demand.  
02270         /// \sa 
02271         /// - \ref soundengine_banks_preparingbanks
02272         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02273         /// - <tt>AK::SoundEngine::PreparationType()</tt>
02274         /// \remarks
02275         /// PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. PrepareEvent(), however, is unable to 
02276         ///     access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
02277         ///     for example, a game may have a tool mode that uses PrepareEvent() to load loose files on-demand and, also, a game mode that uses LoadBank() to load the bank in entirety.
02278         AK_EXTERNAPIFUNC( AKRESULT, PrepareBank )(
02279             AK::SoundEngine::PreparationType    in_PreparationType,         ///< Preparation type ( Preparation_Load or Preparation_Unload )
02280             const char*         in_pszString,                               ///< Name of the bank to Prepare/Unprepare.
02281             AkBankCallbackFunc  in_pfnBankCallback,                         ///< Callback function
02282             void *              in_pCookie,                                 ///< Callback cookie (reserved to user, passed to the callback function)
02283             AK::SoundEngine::AkBankContent  in_uFlags = AkBankContent_All   ///< Structures only (including events) or all content.
02284             );
02285 
02286         /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
02287         /// This function will load the events, structural content, and optionally, the media content from the SoundBank. If the flag AkBankContent_All is specified, \c PrepareBank() will load the media content from 
02288         /// the bank, but as opposed to \c LoadBank(), the media will be loaded one media item at a time instead of in one contiguous memory block. Using \c PrepareBank(), alone or in combination with \c PrepareEvent(), 
02289         /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
02290         /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank, 
02291         /// allowing using PrepareEvent() to load media on demand.  
02292         /// \sa 
02293         /// - \ref soundengine_banks_preparingbanks
02294         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02295         /// - <tt>AK::SoundEngine::PreparationType()</tt>
02296         /// \remarks
02297         /// \c PrepareBank(), when called with the flag AkBankContent_StructureOnly, requires additional calls to PrepareEvent() to load the media for each event. \c PrepareEvent(), however, is unable to 
02298         ///     access media content contained within SoundBanks and requires that the media be available as loose files in the file system. This flag may be useful to implement multiple loading configurations;
02299         ///     for example, a game may have a tool mode that uses \c PrepareEvent() to load loose files on-demand and, also, a game mode that uses \c LoadBank() to load the bank in entirety.
02300         AK_EXTERNAPIFUNC( AKRESULT, PrepareBank )(
02301             AK::SoundEngine::PreparationType        in_PreparationType,             ///< Preparation type ( Preparation_Load or Preparation_Unload )
02302             AkBankID            in_bankID,                      ///< ID of the bank to Prepare/Unprepare.
02303             AkBankCallbackFunc  in_pfnBankCallback,             ///< Callback function
02304             void *              in_pCookie,                     ///< Callback cookie (reserved to user, passed to the callback function)
02305             AK::SoundEngine::AkBankContent      in_uFlags = AkBankContent_All   ///< Structures only (including events) or all content.
02306             );
02307         
02308         /// Clear all previously prepared events.\n
02309         /// \return
02310         /// - AK_Success if successful.
02311         /// - AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command.
02312         /// \remarks
02313         /// The function \c ClearBanks() also clears all prepared events.
02314         /// \sa
02315         /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
02316         /// - \c <tt>AK::SoundEngine::ClearBanks()</tt>
02317         AK_EXTERNAPIFUNC( AKRESULT, ClearPreparedEvents )();
02318 
02319 #ifdef AK_SUPPORT_WCHAR
02320         /// Prepares or unprepares Events synchronously (by Unicode string).\n
02321         /// The Events are identified by strings, and converted to IDs internally
02322         /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
02323         /// Before invoking \c PrepareEvent(), use \c LoadBank() to explicitly load the SoundBank(s) 
02324         /// that contain the Events and structures. When a request is posted to the
02325         /// Bank Manager consumer thread, it will resolve all dependencies needed to 
02326         /// successfully post the specified Events and load the required loose media files. 
02327         /// \aknote Before version 2015.1, the required media files could be included
02328         /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
02329         /// however,\c  PrepareEvent() now only looks for loose media files.
02330         /// \endaknote
02331         /// The function returns when the request is completely processed.
02332         /// \return 
02333         /// - AK_Success: Prepare/un-prepare successful.
02334         /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
02335         /// - AK_InsufficientMemory: Insufficient memory to store bank data.
02336         /// - AK_BankReadError: I/O error.
02337         /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 
02338         /// you used to generate the SoundBanks matches that of the SDK you are currently using.
02339         /// - AK_InvalidFile: File specified could not be opened.
02340         /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment.     
02341         /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
02342         /// \remarks
02343         /// Whenever at least one event fails to be resolved, the actions performed for all 
02344         /// other events are cancelled.
02345         /// \sa
02346         /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
02347         /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
02348         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
02349         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02350         /// - \ref soundengine_banks
02351         /// - \ref sdk_bank_training
02352         AK_EXTERNAPIFUNC( AKRESULT, PrepareEvent )( 
02353             PreparationType     in_PreparationType,     ///< Preparation type ( Preparation_Load or Preparation_Unload )
02354             const wchar_t**     in_ppszString,          ///< Array of event names
02355             AkUInt32            in_uNumEvent            ///< Number of events in the array
02356             );
02357 #endif //AK_SUPPORT_WCHAR
02358 
02359         /// Prepares or unprepares events synchronously.\n
02360         /// The Events are identified by strings and converted to IDs internally
02361         /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
02362         /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s) 
02363         /// that contain the Events and structures. When a request is posted to the
02364         /// Bank Manager consumer thread, it will resolve all dependencies needed to 
02365         /// successfully post the specified Events and load the required loose media files. 
02366         /// \aknote Before version 2015.1, the required media files could be included
02367         /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
02368         /// however, PrepareEvent() now only looks for loose media files.
02369         /// \endaknote
02370         /// The function returns when the request is completely processed.
02371         /// \return 
02372         /// - AK_Success: Prepare/un-prepare successful.
02373         /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
02374         /// - AK_InsufficientMemory: Insufficient memory to store bank data.
02375         /// - AK_BankReadError: I/O error.
02376         /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 
02377         /// you used to generate the SoundBanks matches that of the SDK you are currently using.
02378         /// - AK_InvalidFile: File specified could not be opened.
02379         /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment.     
02380         /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
02381         /// \remarks
02382         /// Whenever at least one event fails to be resolved, the actions performed for all 
02383         /// other events are cancelled.
02384         /// \sa
02385         /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
02386         /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
02387         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
02388         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02389         /// - \ref soundengine_banks
02390         /// - \ref sdk_bank_training
02391         AK_EXTERNAPIFUNC( AKRESULT, PrepareEvent )( 
02392             PreparationType     in_PreparationType,     ///< Preparation type ( Preparation_Load or Preparation_Unload )
02393             const char**        in_ppszString,          ///< Array of event names
02394             AkUInt32            in_uNumEvent            ///< Number of events in the array
02395             );
02396 
02397         /// Prepares or unprepares events synchronously (by ID).
02398         /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
02399         /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s) 
02400         /// that contain the Events and structures. When a request is posted to the
02401         /// Bank Manager consumer thread, it will resolve all dependencies needed to 
02402         /// successfully post the specified Events and load the required loose media files. 
02403         /// \aknote Before version 2015.1, the required media files could be included
02404         /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
02405         /// however, PrepareEvent() now only looks for loose media files.
02406         /// \endaknote
02407         /// The function returns when the request is completely processed.
02408         /// \return 
02409         /// - AK_Success: Prepare/un-prepare successful.
02410         /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
02411         /// - AK_InsufficientMemory: Insufficient memory to store bank data.
02412         /// - AK_BankReadError: I/O error.
02413         /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 
02414         /// you used to generate the SoundBanks matches that of the SDK you are currently using.
02415         /// - AK_InvalidFile: File specified could not be opened.
02416         /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment.     
02417         /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
02418         /// \remarks
02419         /// Whenever at least one event fails to be resolved, the actions performed for all 
02420         /// other events are cancelled.
02421         /// \sa
02422         /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
02423         /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
02424         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
02425         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02426         /// - \ref soundengine_banks
02427         /// - \ref sdk_bank_training
02428         AK_EXTERNAPIFUNC( AKRESULT, PrepareEvent )( 
02429             PreparationType     in_PreparationType,     ///< Preparation type ( Preparation_Load or Preparation_Unload )
02430             AkUniqueID*         in_pEventID,            ///< Array of event IDs
02431             AkUInt32            in_uNumEvent            ///< Number of event IDs in the array
02432             );
02433 
02434 #ifdef AK_SUPPORT_WCHAR
02435         /// Prepares or unprepares an event asynchronously (by Unicode string).
02436         /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
02437         /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s) 
02438         /// that contain the Events and structures. When a request is posted to the
02439         /// Bank Manager consumer thread, it will resolve all dependencies needed to 
02440         /// successfully post the specified Events and load the required loose media files. 
02441         /// \aknote Before version 2015.1, the required media files could be included
02442         /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
02443         /// however, \c PrepareEvent() now only looks for loose media files.
02444         /// \endaknote
02445         /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
02446         /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
02447         /// \remarks
02448         /// Whenever at least one Event fails to be resolved, the actions performed for all 
02449         /// other Events are cancelled.
02450         /// \sa
02451         /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
02452         /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
02453         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
02454         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02455         /// - AkBankCallbackFunc
02456         /// - \ref soundengine_banks
02457         /// - \ref sdk_bank_training
02458         AK_EXTERNAPIFUNC( AKRESULT, PrepareEvent )( 
02459             PreparationType     in_PreparationType,     ///< Preparation type ( Preparation_Load or Preparation_Unload )
02460             const wchar_t**     in_ppszString,          ///< Array of event names
02461             AkUInt32            in_uNumEvent,           ///< Number of events in the array
02462             AkBankCallbackFunc  in_pfnBankCallback,     ///< Callback function
02463             void *              in_pCookie              ///< Callback cookie (reserved to user, passed to the callback function)
02464             );
02465 #endif //AK_SUPPORT_WCHAR
02466 
02467         /// Prepares or unprepares an event asynchronously.
02468         /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
02469         /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s) 
02470         /// that contain the Events and structures. When a request is posted to the
02471         /// Bank Manager consumer thread, it will resolve all dependencies needed to 
02472         /// successfully post the specified Events and load the required loose media files. 
02473         /// \aknote Before version 2015.1, the required media files could be included
02474         /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
02475         /// however, PrepareEvent() now only looks for loose media files.
02476         /// \endaknote
02477         /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
02478         /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
02479         /// \remarks
02480         /// Whenever at least one event fails to be resolved, the actions performed for all 
02481         /// other events are cancelled.
02482         /// \sa
02483         /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
02484         /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
02485         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
02486         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02487         /// - AkBankCallbackFunc
02488         /// - \ref soundengine_banks
02489         /// - \ref sdk_bank_training
02490         AK_EXTERNAPIFUNC( AKRESULT, PrepareEvent )( 
02491             PreparationType     in_PreparationType,     ///< Preparation type ( Preparation_Load or Preparation_Unload )
02492             const char**        in_ppszString,          ///< Array of event names 
02493             AkUInt32            in_uNumEvent,           ///< Number of events in the array
02494             AkBankCallbackFunc  in_pfnBankCallback,     ///< Callback function
02495             void *              in_pCookie              ///< Callback cookie (reserved to user, passed to the callback function)
02496             );
02497 
02498         /// Prepares or unprepares events asynchronously (by ID).\n
02499         /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
02500         /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s) 
02501         /// that contain the Events and structures. When a request is posted to the
02502         /// Bank Manager consumer thread, it will resolve all dependencies needed to 
02503         /// successfully post the specified Events and load the required loose media files. 
02504         /// \aknote Before version 2015.1, the required media files could be included
02505         /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
02506         /// however, PrepareEvent() now only looks for loose media files.
02507         /// \endaknote
02508         /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
02509         /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
02510         /// \remarks
02511         /// Whenever at least one event fails to be resolved, the actions performed for all 
02512         /// other events are cancelled.
02513         /// \sa
02514         /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
02515         /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
02516         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
02517         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02518         /// - AkBankCallbackFunc
02519         /// - \ref soundengine_banks
02520         /// - \ref sdk_bank_training
02521         AK_EXTERNAPIFUNC( AKRESULT, PrepareEvent )( 
02522             PreparationType     in_PreparationType,     ///< Preparation type ( Preparation_Load or Preparation_Unload )
02523             AkUniqueID*         in_pEventID,            ///< Array of event IDs
02524             AkUInt32            in_uNumEvent,           ///< Number of event IDs in the array
02525             AkBankCallbackFunc  in_pfnBankCallback,     ///< Callback function
02526             void *              in_pCookie              ///< Callback cookie (reserved to user, passed to the callback function)
02527             );
02528 
02529         /// Indicates the location of a specific Media ID in memory
02530         /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
02531         /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid, and AK_Fail otherwise.
02532         AK_EXTERNAPIFUNC( AKRESULT, SetMedia )( 
02533             AkSourceSettings *  in_pSourceSettings,     ///< Array of Source Settings
02534             AkUInt32            in_uNumSourceSettings   ///< Number of Source Settings in the array
02535             );
02536 
02537         /// Removes the specified source from the list of loaded media.
02538         /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
02539         /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid, and AK_Fail otherwise.
02540         AK_EXTERNAPIFUNC( AKRESULT, UnsetMedia )( 
02541             AkSourceSettings *  in_pSourceSettings,     ///< Array of Source Settings
02542             AkUInt32            in_uNumSourceSettings   ///< Number of Source Settings in the array
02543             );
02544 
02545 #ifdef AK_SUPPORT_WCHAR
02546         /// Prepares or unprepares game syncs synchronously (by Unicode string).\n
02547         /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
02548         /// The game syncs definitions must already exist in the sound engine by having
02549         /// explicitly loaded the bank(s) that contain them (with LoadBank()).
02550         /// A request is posted to the Bank Manager consumer thread. It will resolve all 
02551         /// dependencies needed to successfully set this game sync group to one of the
02552         /// game sync values specified, and load the required banks, if applicable. 
02553         /// The function returns when the request has been completely processed. 
02554         /// \return 
02555         /// - AK_Success: Prepare/un-prepare successful.
02556         /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
02557         /// - AK_InsufficientMemory: Insufficient memory to store bank data.
02558         /// - AK_BankReadError: I/O error.
02559         /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 
02560         /// you used to generate the SoundBanks matches that of the SDK you are currently using.
02561         /// - AK_InvalidFile: File specified could not be opened.
02562         /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment.     
02563         /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
02564         /// \remarks
02565         /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation 
02566         /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
02567         /// so you never need to call this function.
02568         /// \sa 
02569         /// - \c <tt>AK::SoundEngine::GetIDFromString()</tt>
02570         /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
02571         /// - \c <tt>AK::SoundEngine::LoadBank()</tt>
02572         /// - \c AkInitSettings
02573         /// - \ref soundengine_banks
02574         /// - \ref sdk_bank_training
02575         AK_EXTERNAPIFUNC( AKRESULT, PrepareGameSyncs )(
02576             PreparationType in_PreparationType,         ///< Preparation type ( Preparation_Load or Preparation_Unload )
02577             AkGroupType     in_eGameSyncType,           ///< The type of game sync.
02578             const wchar_t*  in_pszGroupName,            ///< The State Group Name or the Switch Group Name.
02579             const wchar_t** in_ppszGameSyncName,        ///< The specific ID of the state to either support or not support.
02580             AkUInt32        in_uNumGameSyncs            ///< The number of game sync in the string array.
02581             );
02582 #endif //AK_SUPPORT_WCHAR
02583 
02584         /// Prepares or unprepares game syncs synchronously.\n
02585         /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
02586         /// The game syncs definitions must already exist in the sound engine by having
02587         /// explicitly loaded the bank(s) that contain them (with LoadBank()).
02588         /// A request is posted to the Bank Manager consumer thread. It will resolve all 
02589         /// dependencies needed to successfully set this game sync group to one of the
02590         /// game sync values specified, and load the required banks, if applicable. 
02591         /// The function returns when the request has been completely processed. 
02592         /// \return 
02593         /// - AK_Success: Prepare/un-prepare successful.
02594         /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
02595         /// - AK_InsufficientMemory: Insufficient memory to store bank data.
02596         /// - AK_BankReadError: I/O error.
02597         /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 
02598         /// you used to generate the SoundBanks matches that of the SDK you are currently using.
02599         /// - AK_InvalidFile: File specified could not be opened.
02600         /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment.     
02601         /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
02602         /// \remarks
02603         /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation 
02604         /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
02605         /// so you never need to call this function.
02606         /// \sa 
02607         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
02608         /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
02609         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02610         /// - AkInitSettings
02611         /// - \ref soundengine_banks
02612         /// - \ref sdk_bank_training
02613         AK_EXTERNAPIFUNC( AKRESULT, PrepareGameSyncs )(
02614             PreparationType in_PreparationType,         ///< Preparation type ( Preparation_Load or Preparation_Unload )
02615             AkGroupType     in_eGameSyncType,           ///< The type of game sync.
02616             const char*     in_pszGroupName,            ///< The State Group Name or the Switch Group Name.
02617             const char**    in_ppszGameSyncName,        ///< The specific ID of the state to either support or not support.
02618             AkUInt32        in_uNumGameSyncs            ///< The number of game sync in the string array.
02619             );
02620 
02621         /// Prepares or unprepares game syncs synchronously (by ID).\n
02622         /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
02623         /// The game syncs definitions must already exist in the sound engine by having
02624         /// explicitly loaded the bank(s) that contain them (with LoadBank()).
02625         /// A request is posted to the Bank Manager consumer thread. It will resolve all 
02626         /// dependencies needed to successfully set this game sync group to one of the
02627         /// game sync values specified, and load the required banks, if applicable. 
02628         /// The function returns when the request has been completely processed. 
02629         /// \return 
02630         /// - AK_Success: Prepare/un-prepare successful.
02631         /// - AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
02632         /// - AK_InsufficientMemory: Insufficient memory to store bank data.
02633         /// - AK_BankReadError: I/O error.
02634         /// - AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that 
02635         /// you used to generate the SoundBanks matches that of the SDK you are currently using.
02636         /// - AK_InvalidFile: File specified could not be opened.
02637         /// - AK_InvalidParameter: Invalid parameter, invalid memory alignment.     
02638         /// - AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
02639         /// \remarks
02640         /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation 
02641         /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
02642         /// so you never need to call this function.
02643         /// \sa 
02644         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
02645         /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
02646         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02647         /// - AkInitSettings
02648         /// - \ref soundengine_banks
02649         /// - \ref sdk_bank_training
02650         AK_EXTERNAPIFUNC( AKRESULT, PrepareGameSyncs )(
02651             PreparationType in_PreparationType,         ///< Preparation type ( Preparation_Load or Preparation_Unload )
02652             AkGroupType     in_eGameSyncType,           ///< The type of game sync.
02653             AkUInt32        in_GroupID,                 ///< The State Group ID or the Switch Group ID.
02654             AkUInt32*       in_paGameSyncID,            ///< Array of ID of the game syncs to either support or not support.
02655             AkUInt32        in_uNumGameSyncs            ///< The number of game sync ID in the array.
02656             );
02657 
02658 #ifdef AK_SUPPORT_WCHAR
02659         /// Prepares or unprepares game syncs asynchronously (by Unicode string).\n
02660         /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
02661         /// The game syncs definitions must already exist in the sound engine by having
02662         /// explicitly loaded the bank(s) that contain them (with <tt>LoadBank()</tt>).
02663         /// A request is posted to the Bank Manager consumer thread. It will resolve all 
02664         /// dependencies needed to successfully set this game sync group to one of the
02665         /// game sync values specified, and load the required banks, if applicable. 
02666         /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
02667         /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
02668         /// \remarks
02669         /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation 
02670         /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
02671         /// so you never need to call this function.
02672         /// \sa 
02673         /// - \c <tt>AK::SoundEngine::GetIDFromString()</tt>
02674         /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
02675         /// - \c <tt>AK::SoundEngine::LoadBank()</tt>
02676         /// - \c AkInitSettings
02677         /// - \c AkBankCallbackFunc
02678         /// - \ref soundengine_banks
02679         /// - \ref sdk_bank_training
02680         AK_EXTERNAPIFUNC( AKRESULT, PrepareGameSyncs )(
02681             PreparationType     in_PreparationType,     ///< Preparation type ( Preparation_Load or Preparation_Unload )
02682             AkGroupType         in_eGameSyncType,       ///< The type of game sync.
02683             const wchar_t*      in_pszGroupName,        ///< The State Group Name or the Switch Group Name.
02684             const wchar_t**     in_ppszGameSyncName,    ///< The specific ID of the state to either support or not support.
02685             AkUInt32            in_uNumGameSyncs,       ///< The number of game sync in the string array.
02686             AkBankCallbackFunc  in_pfnBankCallback,     ///< Callback function
02687             void *              in_pCookie              ///< Callback cookie (reserved to user, passed to the callback function)
02688             );
02689 #endif //AK_SUPPORT_WCHAR
02690 
02691         /// Prepares or unprepares game syncs asynchronously.\n
02692         /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
02693         /// The game syncs definitions must already exist in the sound engine by having
02694         /// explicitly loaded the bank(s) that contain them (with LoadBank()).
02695         /// A request is posted to the Bank Manager consumer thread. It will resolve all 
02696         /// dependencies needed to successfully set this game sync group to one of the
02697         /// game sync values specified, and load the required banks, if applicable. 
02698         /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
02699         /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
02700         /// \remarks
02701         /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation 
02702         /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
02703         /// so you never need to call this function.
02704         /// \sa 
02705         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
02706         /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
02707         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02708         /// - AkInitSettings
02709         /// - AkBankCallbackFunc
02710         /// - \ref soundengine_banks
02711         /// - \ref sdk_bank_training
02712         AK_EXTERNAPIFUNC( AKRESULT, PrepareGameSyncs )(
02713             PreparationType     in_PreparationType,     ///< Preparation type ( Preparation_Load or Preparation_Unload )
02714             AkGroupType         in_eGameSyncType,       ///< The type of game sync.
02715             const char*         in_pszGroupName,        ///< The State Group Name or the Switch Group Name.
02716             const char**        in_ppszGameSyncName,    ///< The specific ID of the state to either support or not support.
02717             AkUInt32            in_uNumGameSyncs,       ///< The number of game sync in the string array.
02718             AkBankCallbackFunc  in_pfnBankCallback,     ///< Callback function
02719             void *              in_pCookie              ///< Callback cookie (reserved to user, passed to the callback function)
02720             );
02721 
02722         /// Prepares or un-prepare game syncs asynchronously (by ID).\n
02723         /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
02724         /// The game syncs definitions must already exist in the sound engine by having
02725         /// explicitly loaded the bank(s) that contain them (with LoadBank()).
02726         /// A request is posted to the Bank Manager consumer thread. It will resolve all 
02727         /// dependencies needed to successfully set this game sync group to one of the
02728         /// game sync values specified, and load the required banks, if applicable. 
02729         /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
02730         /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
02731         /// \remarks
02732         /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation 
02733         /// set to true. When set to false, the sound engine automatically prepares all Game Syncs when preparing Events,
02734         /// so you never need to call this function.
02735         /// \sa 
02736         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
02737         /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
02738         /// - <tt>AK::SoundEngine::LoadBank()</tt>
02739         /// - AkInitSettings
02740         /// - AkBankCallbackFunc
02741         /// - \ref soundengine_banks
02742         /// - \ref sdk_bank_training
02743         AK_EXTERNAPIFUNC( AKRESULT, PrepareGameSyncs )(
02744             PreparationType     in_PreparationType,     ///< Preparation type ( Preparation_Load or Preparation_Unload )
02745             AkGroupType         in_eGameSyncType,       ///< The type of game sync.
02746             AkUInt32            in_GroupID,             ///< The State Group ID or the Switch Group ID.
02747             AkUInt32*           in_paGameSyncID,        ///< Array of ID of the Game Syncs to either support or not support.
02748             AkUInt32            in_uNumGameSyncs,       ///< The number of game sync ID in the array.
02749             AkBankCallbackFunc  in_pfnBankCallback,     ///< Callback function
02750             void *              in_pCookie              ///< Callback cookie (reserved to user, passed to the callback function)
02751             );
02752 
02753         //@}
02754 
02755 
02756         ////////////////////////////////////////////////////////////////////////
02757         /// @name Listeners
02758         //@{
02759 
02760         /// Sets a game object's associated listeners.
02761         /// All listeners that have previously been added via AddListener or set via SetListeners will be removed and replaced with the listeners in the array in_pListenerGameObjs.
02762         /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
02763         /// \return Always returns AK_Success
02764         /// \sa 
02765         /// - <tt>AK::SoundEngine::AddListener</tt>
02766         /// - <tt>AK::SoundEngine::RemoveListener</tt>
02767         /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
02768         /// - \ref soundengine_listeners
02769         AK_EXTERNAPIFUNC( AKRESULT, SetListeners )(
02770             AkGameObjectID in_emitterGameObj,           ///< Emitter game object.  Must have been previously registered via RegisterGameObj.
02771             const AkGameObjectID* in_pListenerGameObjs, ///< Array of listener game object IDs that will be activated for in_emitterGameObj. 
02772             AkUInt32 in_uNumListeners                   ///< Length of array
02773             );
02774 
02775         /// Add a single listener to a game object's set of associated listeners.
02776         /// Any listeners that have previously been added or set via AddListener or SetListeners will remain as listeners and in_listenerGameObj will be added as an additional listener.
02777         /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
02778         /// \sa 
02779         /// - <tt>AK::SoundEngine::SetListeners</tt>
02780         /// - <tt>AK::SoundEngine::RemoveListener</tt>
02781         /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
02782         /// - \ref soundengine_listeners
02783         AK_EXTERNAPIFUNC(AKRESULT, AddListener)(
02784             AkGameObjectID in_emitterGameObj,           ///< Emitter game object.  Must have been previously registered via RegisterGameObj.
02785             AkGameObjectID in_listenerGameObj           ///< Listener game object IDs that will be activated for in_emitterGameObj. 
02786             );
02787 
02788         /// Remove a single listener from a game object's set of active listeners.
02789         /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
02790         /// \sa 
02791         /// - <tt>AK::SoundEngine::SetListeners</tt>
02792         /// - <tt>AK::SoundEngine::AddListener</tt>
02793         /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
02794         /// - \ref soundengine_listeners
02795         AK_EXTERNAPIFUNC(AKRESULT, RemoveListener)(
02796             AkGameObjectID in_emitterGameObj,           ///< Emitter game object.
02797             AkGameObjectID in_listenerGameObj           ///< Listener game object IDs that will be deactivated for in_emitterGameObj. Game objects must have been previously registered.
02798             );
02799 
02800         /// Sets the default set of associated listeners for game objects that have not explicitly overridden their listener sets.  Upon registration, all game objects reference the default listener set, until
02801         /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
02802         /// All default listeners that have previously been added via AddDefaultListener or set via SetDefaultListeners will be removed and replaced with the listeners in the array in_pListenerGameObjs.
02803         /// \return Always returns AK_Success
02804         /// \sa 
02805         /// - \ref soundengine_listeners
02806         AK_EXTERNAPIFUNC(AKRESULT, SetDefaultListeners)(
02807             const AkGameObjectID* in_pListenerObjs, ///< Array of listener game object IDs that will be activated for subsequent registrations. Game objects must have been previously registered.
02808             AkUInt32 in_uNumListeners               ///< Length of array
02809             );
02810 
02811         /// Add a single listener to the default set of listeners.  Upon registration, all game objects reference the default listener set, until
02812         /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
02813         /// \sa 
02814         /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
02815         /// - <tt>AK::SoundEngine::RemoveDefaultListener</tt>
02816         /// - \ref soundengine_listeners
02817         AK_EXTERNAPIFUNC(AKRESULT, AddDefaultListener)(
02818             AkGameObjectID in_listenerGameObj           ///< Listener game object IDs that will be added to the default set of listeners.
02819             );
02820 
02821         /// Remove a single listener from the default set of listeners.  Upon registration, all game objects reference the default listener set, until
02822         /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
02823         /// \sa 
02824         /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
02825         /// - <tt>AK::SoundEngine::AddDefaultListener</tt>
02826         /// - \ref soundengine_listeners
02827         AK_EXTERNAPIFUNC(AKRESULT, RemoveDefaultListener)(
02828             AkGameObjectID in_listenerGameObj           ///< Listener game object IDs that will be removed from the default set of listeners.
02829             );
02830 
02831         /// Resets the listener associations to the default listener(s), as set by <tt>SetDefaultListeners</tt>. This will also reset per-listener gains that have been set using <tt>SetGameObjectOutputBusVolume</tt>.
02832         /// \return Always returns AK_Success
02833         /// \sa 
02834         /// - <tt>AK::SoundEngine::SetListeners</tt>
02835         /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
02836         /// - <tt>AK::SoundEngine::SetGameObjectOutputBusVolume</tt>
02837         /// - \ref soundengine_listeners
02838         AK_EXTERNAPIFUNC(AKRESULT, ResetListenersToDefault)(
02839             AkGameObjectID in_emitterGameObj    ///< Emitter game object.
02840             );
02841 
02842         /// Sets a listener's spatialization parameters. This let you define listener-specific 
02843         /// volume offsets for each audio channel.
02844         /// If \c in_bSpatialized is false, only \c in_pVolumeOffsets is used for this listener (3D positions 
02845         /// have no effect on the speaker distribution). Otherwise, \c in_pVolumeOffsets is added to the speaker
02846         /// distribution computed for this listener.
02847         /// Use helper functions of \c AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets.
02848         /// 
02849         /// If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig,
02850         /// standard up/downmix rules apply.
02851         /// \return \c AK_Success if message was successfully posted to sound engine queue, \c AK_Fail otherwise.
02852         /// \sa 
02853         /// - \ref soundengine_listeners_spatial
02854         AK_EXTERNAPIFUNC( AKRESULT, SetListenerSpatialization )(
02855             AkGameObjectID in_uListenerID,              ///< Listener game object ID
02856             bool in_bSpatialized,                       ///< Spatialization toggle (True : enable spatialization, False : disable spatialization)
02857             AkChannelConfig in_channelConfig,           ///< Channel configuration associated with volumes in_pVolumeOffsets. Ignored if in_pVolumeOffsets is NULL.
02858             AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets = NULL  ///< Per-speaker volume offset, in dB. See AkSpeakerVolumes.h for how to manipulate this vector.
02859             );
02860 
02861         //@}
02862 
02863 
02864         ////////////////////////////////////////////////////////////////////////
02865         /// @name Game Syncs
02866         //@{
02867 
02868         /// Sets the value of a real-time parameter control (by ID).
02869         /// With this function, you may set a game parameter value with global scope or with game object scope. 
02870         /// Game object scope supersedes global scope. (Once a value is set for the game object scope, it will not be affected by changes to the global scope value.) Game parameter values set with a global scope are applied to all 
02871         /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
02872         /// To set a game parameter value with global scope, pass \c AK_INVALID_GAME_OBJECT as the game object. 
02873         /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero 
02874         /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally 
02875         /// according to the interpolation curve. If you call \c <tt><tt>SetRTPCValue()</tt></tt> with <tt>in_uValueChangeDuration = 0</tt> in the 
02876         /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this 
02877         /// function at every game frame, you should not use \c in_uValueChangeDuration, as it would have no effect and it is less efficient.
02878         /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and 
02879         /// \ref soundengine_rtpc_effects for more details on RTPC scope.
02880         /// \return Always \c AK_Success
02881         /// \sa 
02882         /// - \ref soundengine_rtpc
02883         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
02884         AK_EXTERNAPIFUNC( AKRESULT, SetRTPCValue )( 
02885             AkRtpcID in_rtpcID,                                     ///< ID of the game parameter
02886             AkRtpcValue in_value,                                   ///< Value to set
02887             AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
02888             AkTimeMs in_uValueChangeDuration = 0,                   ///< Duration during which the game parameter is interpolated towards in_value
02889             AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear,   ///< Curve type to be used for the game parameter interpolation
02890             bool in_bBypassInternalValueInterpolation = false       ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
02891             );
02892 
02893 #ifdef AK_SUPPORT_WCHAR
02894         /// Sets the value of a real-time parameter control (by Unicode string name).
02895         /// With this function, you may set a game parameter value to global scope or to game object scope. 
02896         /// Game object scope supersedes global scope. (Once a value is set for the game object scope, it will not be affected by changes to the global scope value.) Game parameter values set with global scope are applied to all 
02897         /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
02898         /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object. 
02899         /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero 
02900         /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally 
02901         /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the 
02902         /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this 
02903         /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
02904         /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and 
02905         /// \ref soundengine_rtpc_effects for more details on RTPC scope.
02906         /// \return 
02907         /// - AK_Success if successful
02908         /// - AK_IDNotFound if in_pszRtpcName is NULL.
02909         /// \aknote Strings are case-insensitive. \endaknote
02910         /// \sa 
02911         /// - \ref soundengine_rtpc
02912         AK_EXTERNAPIFUNC( AKRESULT, SetRTPCValue )( 
02913             const wchar_t* in_pszRtpcName,                          ///< Name of the game parameter
02914             AkRtpcValue in_value,                                   ///< Value to set
02915             AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
02916             AkTimeMs in_uValueChangeDuration = 0,                   ///< Duration during which the game parameter is interpolated towards in_value
02917             AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear,   ///< Curve type to be used for the game parameter interpolation
02918             bool in_bBypassInternalValueInterpolation = false       ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
02919             );
02920 #endif //AK_SUPPORT_WCHAR
02921 
02922         /// Sets the value of a real-time parameter control.
02923         /// With this function, you may set a game parameter value with global scope or with game object scope. 
02924         /// Game object scope supersedes global scope. (Once a value is set for the game object scope, it will not be affected by changes to the global scope value.) Game parameter values set with global scope are applied to all 
02925         /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
02926         /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object. 
02927         /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero 
02928         /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally 
02929         /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the 
02930         /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this 
02931         /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
02932         /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and 
02933         /// \ref soundengine_rtpc_effects for more details on RTPC scope.
02934         /// \return 
02935         /// - AK_Success if successful
02936         /// - AK_IDNotFound if in_pszRtpcName is NULL.
02937         /// \aknote Strings are case-insensitive. \endaknote
02938         /// \sa 
02939         /// - \ref soundengine_rtpc
02940         AK_EXTERNAPIFUNC( AKRESULT, SetRTPCValue )( 
02941             const char* in_pszRtpcName,                             ///< Name of the game parameter
02942             AkRtpcValue in_value,                                   ///< Value to set
02943             AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
02944             AkTimeMs in_uValueChangeDuration = 0,                   ///< Duration during which the game parameter is interpolated towards in_value
02945             AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear,   ///< Curve type to be used for the game parameter interpolation
02946             bool in_bBypassInternalValueInterpolation = false       ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
02947             );
02948 
02949         /// Sets the value of a real-time parameter control (by ID).
02950         /// With this function, you may set a game parameter value on playing id scope. 
02951         /// Playing id scope supersedes both game object scope and global scope. 
02952         /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero 
02953         /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally 
02954         /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the 
02955         /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this 
02956         /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
02957         /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and 
02958         /// \ref soundengine_rtpc_effects for more details on RTPC scope.
02959         /// \return Always AK_Success
02960         /// \sa 
02961         /// - \ref soundengine_rtpc
02962         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
02963         AK_EXTERNAPIFUNC( AKRESULT, SetRTPCValueByPlayingID )( 
02964             AkRtpcID in_rtpcID,                                     ///< ID of the game parameter
02965             AkRtpcValue in_value,                                   ///< Value to set
02966             AkPlayingID in_playingID,                               ///< Associated playing ID
02967             AkTimeMs in_uValueChangeDuration = 0,                   ///< Duration during which the game parameter is interpolated towards in_value
02968             AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear,   ///< Curve type to be used for the game parameter interpolation
02969             bool in_bBypassInternalValueInterpolation = false       ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when, for example, loading a level and you don't want the values to interpolate.
02970             );
02971 
02972 #ifdef AK_SUPPORT_WCHAR
02973         /// Sets the value of a real-time parameter control (by Unicode string name).
02974         /// With this function, you may set a game parameter value on playing ID scope. 
02975         /// Playing id scope supersedes both game object scope and global scope. 
02976         /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero 
02977         /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally 
02978         /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the 
02979         /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this 
02980         /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
02981         /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and 
02982         /// \ref soundengine_rtpc_effects for more details on RTPC scope.
02983         /// \return Always AK_Success
02984         /// \sa 
02985         /// - \ref soundengine_rtpc
02986         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
02987         AK_EXTERNAPIFUNC( AKRESULT, SetRTPCValueByPlayingID )( 
02988             const wchar_t* in_pszRtpcName,                          ///< Name of the game parameter
02989             AkRtpcValue in_value,                                   ///< Value to set
02990             AkPlayingID in_playingID,                               ///< Associated playing ID
02991             AkTimeMs in_uValueChangeDuration = 0,                   ///< Duration during which the game parameter is interpolated towards in_value
02992             AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear,   ///< Curve type to be used for the game parameter interpolation
02993             bool in_bBypassInternalValueInterpolation = false       ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when, for example, loading a level and you don't want the values to interpolate.
02994             );
02995 #endif //AK_SUPPORT_WCHAR
02996         
02997         /// Sets the value of a real-time parameter control (by string name).
02998         /// With this function, you may set a game parameter value on playing id scope. 
02999         /// Playing id scope supersedes both game object scope and global scope. 
03000         /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero 
03001         /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally 
03002         /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the 
03003         /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this 
03004         /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
03005         /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and 
03006         /// \ref soundengine_rtpc_effects for more details on RTPC scope.
03007         /// \return Always AK_Success
03008         /// \sa 
03009         /// - \ref soundengine_rtpc
03010         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
03011         AK_EXTERNAPIFUNC( AKRESULT, SetRTPCValueByPlayingID )( 
03012             const char* in_pszRtpcName,                             ///< Name of the game parameter
03013             AkRtpcValue in_value,                                   ///< Value to set
03014             AkPlayingID in_playingID,                               ///< Associated playing ID
03015             AkTimeMs in_uValueChangeDuration = 0,                   ///< Duration during which the game parameter is interpolated towards in_value
03016             AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear,   ///< Curve type to be used for the game parameter interpolation
03017             bool in_bBypassInternalValueInterpolation = false       ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
03018             );
03019 
03020         /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
03021         /// With this function, you may reset a game parameter to its default value with global scope or with game object scope. 
03022         /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all 
03023         /// game objects that were not overridden with a value with game object scope.
03024         /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object. 
03025         /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero 
03026         /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally 
03027         /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the 
03028         /// middle of an interpolation, the interpolation stops and the new value is set directly. 
03029         /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and 
03030         /// \ref soundengine_rtpc_effects for more details on RTPC scope.
03031         /// \return Always AK_Success
03032         /// \sa 
03033         /// - \ref soundengine_rtpc
03034         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
03035         /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
03036         AK_EXTERNAPIFUNC( AKRESULT, ResetRTPCValue )(
03037             AkRtpcID in_rtpcID,                                     ///< ID of the game parameter
03038             AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
03039             AkTimeMs in_uValueChangeDuration = 0,                   ///< Duration during which the game parameter is interpolated towards its default value
03040             AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear,   ///< Curve type to be used for the game parameter interpolation
03041             bool in_bBypassInternalValueInterpolation = false       ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
03042             );
03043 
03044 #ifdef AK_SUPPORT_WCHAR
03045         /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
03046         /// With this function, you may reset a game parameter to its default value with global scope or with game object scope. 
03047         /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all 
03048         /// game objects that were not overridden with a value with game object scope.
03049         /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object. 
03050         /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero 
03051         /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally 
03052         /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the 
03053         /// middle of an interpolation, the interpolation stops and the new value is set directly. 
03054         /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and 
03055         /// \ref soundengine_rtpc_effects for more details on RTPC scope.
03056         /// \return 
03057         /// - AK_Success if successful
03058         /// - AK_IDNotFound if in_pszParamName is NULL.
03059         /// \aknote Strings are case-insensitive. \endaknote
03060         /// \sa 
03061         /// - \ref soundengine_rtpc
03062         /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
03063         AK_EXTERNAPIFUNC( AKRESULT, ResetRTPCValue )(
03064             const wchar_t* in_pszRtpcName,                          ///< Name of the game parameter
03065             AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
03066             AkTimeMs in_uValueChangeDuration = 0,                   ///< Duration during which the game parameter is interpolated towards its default value
03067             AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear,   ///< Curve type to be used for the game parameter interpolation
03068             bool in_bBypassInternalValueInterpolation = false       ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
03069             );
03070 #endif //AK_SUPPORT_WCHAR
03071 
03072         /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
03073         /// With this function, you may reset a game parameter to its default value with global scope or with game object scope. 
03074         /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all 
03075         /// game objects that were not overridden with a value with game object scope.
03076         /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object. 
03077         /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero 
03078         /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally 
03079         /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the 
03080         /// middle of an interpolation, the interpolation stops and the new value is set directly. 
03081         /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and 
03082         /// \ref soundengine_rtpc_effects for more details on RTPC scope.
03083         /// \return 
03084         /// - AK_Success if successful
03085         /// - AK_IDNotFound if in_pszParamName is NULL.
03086         /// \aknote Strings are case-insensitive. \endaknote
03087         /// \sa 
03088         /// - \ref soundengine_rtpc
03089         /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
03090         AK_EXTERNAPIFUNC( AKRESULT, ResetRTPCValue )(
03091             const char* in_pszRtpcName,                             ///< Name of the game parameter
03092             AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
03093             AkTimeMs in_uValueChangeDuration = 0,                   ///< Duration during which the game parameter is interpolated towards its default value
03094             AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear,   ///< Curve type to be used for the game parameter interpolation
03095             bool in_bBypassInternalValueInterpolation = false       ///< True if you want to bypass the internal "slew rate" or "over time filtering" specified by the sound designer. This is meant to be used when for example loading a level and you dont want the values to interpolate.
03096             );
03097 
03098         /// Sets the State of a Switch Group (by IDs).
03099         /// \return Always returns AK_Success
03100         /// \sa 
03101         /// - \ref soundengine_switch
03102         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
03103         AK_EXTERNAPIFUNC( AKRESULT, SetSwitch )( 
03104             AkSwitchGroupID in_switchGroup,             ///< ID of the Switch Group
03105             AkSwitchStateID in_switchState,             ///< ID of the Switch
03106             AkGameObjectID in_gameObjectID              ///< Associated game object ID
03107             );
03108 
03109 #ifdef AK_SUPPORT_WCHAR
03110         /// Sets the State of a Switch Group (by Unicode string names).
03111         /// \return 
03112         /// - AK_Success if successful
03113         /// - AK_IDNotFound if the switch or Switch Group name was not resolved to an existing ID\n
03114         /// Make sure that the banks were generated with the "include string" option.
03115         /// \aknote Strings are case-insensitive. \endaknote
03116         /// \sa 
03117         /// - \ref soundengine_switch
03118         AK_EXTERNAPIFUNC( AKRESULT, SetSwitch )( 
03119             const wchar_t* in_pszSwitchGroup,           ///< Name of the Switch Group
03120             const wchar_t* in_pszSwitchState,           ///< Name of the Switch
03121             AkGameObjectID in_gameObjectID              ///< Associated game object ID
03122             );
03123 #endif //AK_SUPPORT_WCHAR
03124 
03125         /// Sets the state of a Switch Group.
03126         /// \return 
03127         /// - AK_Success if successful
03128         /// - AK_IDNotFound if the switch or Switch Group name was not resolved to an existing ID\n
03129         /// Make sure that the banks were generated with the "include string" option.
03130         /// \aknote Strings are case-insensitive. \endaknote
03131         /// \sa 
03132         /// - \ref soundengine_switch
03133         AK_EXTERNAPIFUNC( AKRESULT, SetSwitch )( 
03134             const char* in_pszSwitchGroup,              ///< Name of the Switch Group
03135             const char* in_pszSwitchState,              ///< Name of the Switch
03136             AkGameObjectID in_gameObjectID              ///< Associated game object ID
03137             );
03138 
03139         /// Post the specified trigger (by IDs).
03140         /// \return Always returns AK_Success
03141         /// \sa 
03142         /// - \ref soundengine_triggers
03143         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
03144         AK_EXTERNAPIFUNC( AKRESULT, PostTrigger )( 
03145             AkTriggerID     in_triggerID,               ///< ID of the trigger
03146             AkGameObjectID  in_gameObjectID             ///< Associated game object ID
03147             );
03148 
03149 #ifdef AK_SUPPORT_WCHAR
03150         /// Posts the specified trigger (by Unicode string name).
03151         /// \return 
03152         /// - AK_Success if successful
03153         /// - AK_IDNotFound if the trigger name was not resolved to an existing ID\n
03154         /// Make sure that the banks were generated with the "include string" option.
03155         /// \aknote Strings are case-insensitive. \endaknote
03156         /// \sa 
03157         /// - \ref soundengine_triggers
03158         AK_EXTERNAPIFUNC( AKRESULT, PostTrigger )( 
03159             const wchar_t* in_pszTrigger,               ///< Name of the trigger
03160             AkGameObjectID in_gameObjectID              ///< Associated game object ID
03161             );
03162 #endif //AK_SUPPORT_WCHAR
03163 
03164         /// Posts the specified trigger.
03165         /// \return 
03166         /// - AK_Success if successful
03167         /// - AK_IDNotFound if the trigger name was not resolved to an existing ID\n
03168         /// Make sure that the banks were generated with the "include string" option.
03169         /// \aknote Strings are case-insensitive. \endaknote
03170         /// \sa 
03171         /// - \ref soundengine_triggers
03172         AK_EXTERNAPIFUNC( AKRESULT, PostTrigger )( 
03173             const char* in_pszTrigger,                  ///< Name of the trigger
03174             AkGameObjectID in_gameObjectID              ///< Associated game object ID
03175             );
03176 
03177         /// Sets the state of a State Group (by IDs).
03178         /// \return Always returns AK_Success
03179         /// \sa 
03180         /// - \ref soundengine_states
03181         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
03182         AK_EXTERNAPIFUNC( AKRESULT, SetState )( 
03183             AkStateGroupID in_stateGroup,               ///< ID of the State Group
03184             AkStateID in_state                          ///< ID of the state
03185             );
03186 
03187 #ifdef AK_SUPPORT_WCHAR
03188         /// Sets the state of a State Group (by Unicode string names).
03189         /// \return 
03190         /// - AK_Success if successful
03191         /// - AK_IDNotFound if the state or State Group name was not resolved to an existing ID\n
03192         /// Make sure that the banks were generated with the "include string" option.
03193         /// \aknote Strings are case-insensitive. \endaknote
03194         /// \sa 
03195         /// - \ref soundengine_states
03196         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
03197         AK_EXTERNAPIFUNC( AKRESULT, SetState )( 
03198             const wchar_t* in_pszStateGroup,                ///< Name of the State Group
03199             const wchar_t* in_pszState                      ///< Name of the state
03200             );
03201 #endif //AK_SUPPORT_WCHAR
03202 
03203         /// Sets the state of a State Group.
03204         /// \return 
03205         /// - AK_Success if successful
03206         /// - AK_IDNotFound if the state or State Group name was not resolved to an existing ID\n
03207         /// Make sure that the banks were generated with the "include string" option.
03208         /// \aknote Strings are case-insensitive. \endaknote
03209         /// \sa 
03210         /// - \ref soundengine_states
03211         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
03212         AK_EXTERNAPIFUNC( AKRESULT, SetState )( 
03213             const char* in_pszStateGroup,                   ///< Name of the State Group
03214             const char* in_pszState                         ///< Name of the state
03215             );
03216 
03217         //@}
03218 
03219         ////////////////////////////////////////////////////////////////////////
03220         /// @name Environments
03221         //@{
03222 
03223         /// Sets the Auxiliary Busses to route the specified game object
03224         /// To clear the game object's auxiliary sends, \c in_uNumSendValues must be 0.
03225         /// \sa 
03226         /// - \ref soundengine_environments
03227         /// - \ref soundengine_environments_dynamic_aux_bus_routing
03228         /// - \ref soundengine_environments_id_vs_string
03229         /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
03230         /// \return 
03231         /// - AK_Success if successful
03232         /// - AK_InvalidParameter if a duplicated environment is found in the array
03233         AK_EXTERNAPIFUNC( AKRESULT, SetGameObjectAuxSendValues )( 
03234             AkGameObjectID      in_gameObjectID,        ///< Associated game object ID
03235             AkAuxSendValue*     in_aAuxSendValues,      ///< Variable-size array of AkAuxSendValue structures
03236                                                         ///< (it may be NULL if no environment must be set)
03237             AkUInt32            in_uNumSendValues       ///< The number of auxiliary busses at the pointer's address
03238                                                         ///< (it must be 0 if no environment is set)
03239             );
03240 
03241         /// Registers a callback to allow the game to modify or override the volume to be applied at the output of an audio bus.
03242         /// The callback must be registered once per bus ID.
03243         /// Call with <tt>in_pfnCallback = NULL</tt> to unregister.
03244         /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
03245         /// \aknote Beware when using this callback on the Master Audio Bus: since the output of this bus is not a bus, but is instead a system end-point, <tt>AkSpeakerVolumeMatrixCallbackInfo::pMixerContext</tt> will be \c NULL. You cannot modify panning at the output of the Master Audio Bus.\endaknote
03246         /// \sa 
03247         /// - \ref goingfurther_speakermatrixcallback
03248         /// - \ref soundengine_environments
03249         /// - AkSpeakerVolumeMatrixCallbackInfo
03250         /// - <tt>AK::IAkMixerInputContext</tt>
03251         /// - <tt>AK::IAkMixerPluginContext</tt>
03252         /// \return 
03253         /// - AK_Success if successful
03254         AK_EXTERNAPIFUNC( AKRESULT, RegisterBusVolumeCallback )( 
03255             AkUniqueID in_busID,                        ///< Bus ID, as obtained by GetIDFromString( bus_name ).
03256             AkBusCallbackFunc in_pfnCallback            ///< Callback function.
03257             );
03258 
03259         /// Registers a callback to be called to allow the game to access metering data from any mixing bus. You may use this to monitor loudness at any point of the mixing hierarchy 
03260         /// by querying the peak, RMS, True Peak and K-weighted power (according to loudness standard ITU BS.1770). See \ref goingfurther_speakermatrixcallback for an example.
03261         /// The callback must be registered once per bus ID.
03262         /// Call with in_pfnCallback = NULL to unregister.
03263         /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
03264         /// \sa 
03265         /// - \ref goingfurther_speakermatrixcallback
03266         /// - AkBusMeteringCallbackFunc
03267         /// - <tt>AK::IAkMetering</tt>
03268         /// \return 
03269         /// - AK_Success if successful
03270         AK_EXTERNAPIFUNC( AKRESULT, RegisterBusMeteringCallback )( 
03271             AkUniqueID in_busID,                        ///< Bus ID, as obtained by GetIDFromString( bus_name ).
03272             AkBusMeteringCallbackFunc in_pfnCallback,   ///< Callback function.
03273             AkMeteringFlags in_eMeteringFlags           ///< Metering flags.
03274             );
03275 
03276         /// Sets the output bus volume (direct) to be used for the specified game object.
03277         /// The control value is a number ranging from 0.0f to 1.0f.
03278         /// Output bus volumes are stored per listener association, so calling this function will override the default set of listeners. The game object in_emitterObjID will now reference its own set of listeners which will 
03279         /// be the same as the old set of listeners, but with the new associated gain.  Future changes to the default listener set will not be picked up by this game object unless ResetListenersToDefault() is called.
03280         /// \sa 
03281         /// - \ref AK::SoundEngine::ResetListenersToDefault
03282         /// - \ref soundengine_environments
03283         /// - \ref soundengine_environments_setting_dry_environment
03284         /// - \ref soundengine_environments_id_vs_string
03285         /// \return Always returns AK_Success
03286         AK_EXTERNAPIFUNC( AKRESULT, SetGameObjectOutputBusVolume )( 
03287             AkGameObjectID      in_emitterObjID,        ///< Associated emitter game object ID
03288             AkGameObjectID      in_listenerObjID,       ///< Associated listener game object ID
03289             AkReal32            in_fControlValue        ///< A multiplier where 0 means silence and 1 means no change. 
03290                                                         ///< (Therefore, values between 0 and 1 will attenuate the sound, and values greater than 1 will amplify it.)
03291             );
03292 
03293         /// Sets an Effect ShareSet at the specified audio node and Effect slot index.
03294         /// The target node cannot be a Bus, to set effects on a bus, use SetBusEffect() instead.
03295         /// \aknote The option "Override Parent" in 
03296         /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will 
03297         /// still be the one in use and the call to SetActorMixerEffect will have no impact.
03298         /// \endaknote
03299         /// \return Always returns AK_Success
03300         AK_EXTERNAPIFUNC( AKRESULT, SetActorMixerEffect )( 
03301             AkUniqueID in_audioNodeID,                  ///< Can be a member of the Actor-Mixer or Interactive Music Hierarchy (not a bus).
03302             AkUInt32 in_uFXIndex,                       ///< Effect slot index (0-3)
03303             AkUniqueID in_shareSetID                    ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
03304             );
03305 
03306         /// Sets an Effect ShareSet at the specified bus and Effect slot index.
03307         /// The Bus can either be an Audio Bus or an Auxiliary Bus.
03308         /// This adds a reference on the audio node to an existing ShareSet.
03309         /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
03310         /// Bus which does not have any Effects, or removing the last Effect on a currently playing bus.
03311         /// \endaknote
03312         /// \aknote This function will replace existing Effects on the node. If the target node is not at 
03313         /// the top of the hierarchy and is in the actor-mixer hierarchy, the option "Override Parent" in 
03314         /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will 
03315         /// still be the one in use and the call to SetBusEffect will have no impact.
03316         /// \endaknote
03317         /// \return Always returns AK_Success
03318         AK_EXTERNAPIFUNC( AKRESULT, SetBusEffect )( 
03319             AkUniqueID in_audioNodeID,                  ///< Bus Short ID.
03320             AkUInt32 in_uFXIndex,                       ///< Effect slot index (0-3)
03321             AkUniqueID in_shareSetID                    ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the Effect slot
03322             );
03323 
03324 #ifdef AK_SUPPORT_WCHAR
03325         /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
03326         /// The Bus can either be an Audio Bus or an Auxiliary Bus.
03327         /// This adds a reference on the audio node to an existing ShareSet.
03328         /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
03329         /// bus which does not have any Effects, or removing the last Effect on a currently playing Bus.
03330         /// \endaknote
03331         /// \aknote This function will replace existing Effects on the node. If the target node is not at 
03332         /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in 
03333         /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will 
03334         /// still be the one in use and the call to \c SetBusEffect will have no impact.
03335         /// \endaknote
03336         /// \returns AK_IDNotFound is name not resolved, returns AK_Success otherwise.
03337         AK_EXTERNAPIFUNC( AKRESULT, SetBusEffect )( 
03338             const wchar_t* in_pszBusName,               ///< Bus name
03339             AkUInt32 in_uFXIndex,                       ///< Effect slot index (0-3)
03340             AkUniqueID in_shareSetID                    ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
03341             );
03342 #endif //AK_SUPPORT_WCHAR
03343 
03344         /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
03345         /// The Bus can either be an Audio Bus or an Auxiliary Bus.
03346         /// This adds a reference on the audio node to an existing ShareSet.
03347         /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
03348         /// Bus which does not have any effects, or removing the last Effect on a currently playing bus.
03349         /// \endaknote
03350         /// \aknote This function will replace existing Effects on the node. If the target node is not at 
03351         /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in 
03352         /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will 
03353         /// still be the one in use and the call to SetBusEffect will have no impact.
03354         /// \endaknote
03355         /// \returns AK_IDNotFound is name not resolved, returns AK_Success otherwise.
03356         AK_EXTERNAPIFUNC( AKRESULT, SetBusEffect )( 
03357             const char* in_pszBusName,      ///< Bus name
03358             AkUInt32 in_uFXIndex,           ///< Effect slot index (0-3)
03359             AkUniqueID in_shareSetID        ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
03360             );
03361 
03362         /// Sets a Mixer ShareSet at the specified bus.
03363         /// \aknote This function has unspecified behavior when adding a mixer to a currently playing
03364         /// Bus which does not have any Effects or mixer, or removing the last mixer on a currently playing Bus.
03365         /// \endaknote
03366         /// \aknote This function will replace existing mixers on the node. 
03367         /// \endaknote
03368         /// \return Always returns AK_Success
03369         AK_EXTERNAPIFUNC( AKRESULT, SetMixer )( 
03370             AkUniqueID in_audioNodeID,                  ///< Bus Short ID.
03371             AkUniqueID in_shareSetID                    ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to remove.
03372             );
03373 
03374 #ifdef AK_SUPPORT_WCHAR
03375         /// Sets a Mixer ShareSet at the specified bus.
03376         /// \aknote This function has unspecified behavior when adding a mixer to a currently playing
03377         /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
03378         /// \endaknote
03379         /// \aknote This function will replace existing mixers on the node. 
03380         /// \endaknote
03381         /// \returns AK_IDNotFound is name not resolved, returns AK_Success otherwise.
03382         AK_EXTERNAPIFUNC( AKRESULT, SetMixer )( 
03383             const wchar_t* in_pszBusName,               ///< Bus name
03384             AkUniqueID in_shareSetID                    ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to remove.
03385             );
03386 #endif //AK_SUPPORT_WCHAR
03387 
03388         /// Sets a Mixer ShareSet at the specified bus.
03389         /// \aknote This function has unspecified behavior when adding a mixer to a currently playing
03390         /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
03391         /// \endaknote
03392         /// \aknote This function will replace existing mixers on the node.
03393         /// \endaknote
03394         /// \returns AK_IDNotFound is name not resolved, returns AK_Success otherwise.
03395         AK_EXTERNAPIFUNC( AKRESULT, SetMixer )( 
03396             const char* in_pszBusName,      ///< Bus name
03397             AkUniqueID in_shareSetID        ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to remove.
03398             );
03399 
03400         /// Forces channel configuration for the specified bus.
03401         /// \aknote You cannot change the configuration of the master bus.\endaknote
03402         /// 
03403         /// \return Always returns AK_Success
03404         AK_EXTERNAPIFUNC(AKRESULT, SetBusConfig)(
03405             AkUniqueID in_audioNodeID,                  ///< Bus Short ID.
03406             AkChannelConfig in_channelConfig            ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
03407             );
03408 
03409 #ifdef AK_SUPPORT_WCHAR
03410         /// Forces channel configuration for the specified bus.
03411         /// \aknote You cannot change the configuration of the master bus.\endaknote
03412         /// 
03413         /// \returns AK_IDNotFound is name not resolved, returns AK_Success otherwise.
03414         AK_EXTERNAPIFUNC(AKRESULT, SetBusConfig)(
03415             const wchar_t* in_pszBusName,               ///< Bus name
03416             AkChannelConfig in_channelConfig            ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
03417             );
03418 #endif //AK_SUPPORT_WCHAR
03419 
03420         /// Forces channel configuration for the specified bus.
03421         /// \aknote You cannot change the configuration of the master bus.\endaknote
03422         /// 
03423         /// \returns AK_IDNotFound is name not resolved, returns AK_Success otherwise.
03424         AK_EXTERNAPIFUNC(AKRESULT, SetBusConfig)(
03425             const char* in_pszBusName,                  ///< Bus name
03426             AkChannelConfig in_channelConfig            ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
03427             );
03428 
03429         /// Sets a game object's obstruction and occlusion levels. If SetMultiplePositions were used, values are set for all positions.
03430         /// This function is used to affect how an object should be heard by a specific listener.
03431         /// \sa 
03432         /// - \ref soundengine_obsocc
03433         /// - \ref soundengine_environments
03434         /// \return Always returns AK_Success
03435         AK_EXTERNAPIFUNC( AKRESULT, SetObjectObstructionAndOcclusion )(  
03436             AkGameObjectID in_EmitterID,        ///< Emitter game object ID
03437             AkGameObjectID in_ListenerID,       ///< Listener game object ID
03438             AkReal32 in_fObstructionLevel,      ///< ObstructionLevel: [0.0f..1.0f]
03439             AkReal32 in_fOcclusionLevel         ///< OcclusionLevel: [0.0f..1.0f]
03440             );
03441 
03442         /// Sets a game object's obstruction and occlusion level for each positions defined by SetMultiplePositions.
03443         /// This function differs from SetObjectObstructionAndOcclusion as a list of obstruction/occlusion pair is provided
03444         /// and each obstruction/occlusion pair will affect the corresponding position defined at the same index.
03445         /// \aknote In the case the number of obstruction/occlusion pairs is smaller than the number of positions, remaining positions' 
03446         /// obstrucion/occlusion values are set to 0.0. \endaknote
03447         /// \sa
03448         /// - \ref soundengine_obsocc
03449         /// - \ref soundengine_environments
03450         /// \return AK_Success if occlusion/obstruction values are successfully stored for this emitter
03451         AK_EXTERNAPIFUNC( AKRESULT, SetMultipleObstructionAndOcclusion )(
03452             AkGameObjectID in_EmitterID,                                        ///< Emitter game object ID
03453             AkGameObjectID in_uListenerID,                                      ///< Listener game object ID
03454             AkObstructionOcclusionValues* in_fObstructionOcclusionValues,       ///< Array of obstruction/occlusion pairs to apply
03455                                                                                 ///< ObstructionLevel: [0.0f..1.0f]
03456                                                                                 ///< OcclusionLevel: [0.0f..1.0f]
03457             AkUInt32 in_uNumOcclusionObstruction                                ///< Number of obstruction/occlusion pairs specified in the provided array
03458             );
03459 
03460         /// Saves the playback history of container structures.
03461         /// This function will write history data for all currently loaded containers and instantiated game
03462         /// objects (for example, current position in Sequence Containers and previously played elements in
03463         /// Random Containers). 
03464         /// \remarks
03465         /// This function acquires the main audio lock, and may block the caller for several milliseconds.
03466         /// \sa 
03467         /// - <tt>AK::SoundEngine::SetContainerHistory()</tt>
03468         AK_EXTERNAPIFUNC( AKRESULT, GetContainerHistory)(
03469             AK::IWriteBytes * in_pBytes         ///< Pointer to IWriteBytes interface used to save the history.
03470             );
03471 
03472         /// Restores the playback history of container structures.
03473         /// This function will read history data from the passed-in stream reader interface, and apply it to all
03474         /// currently loaded containers and instantiated game objects. Game objects are matched by
03475         /// ID. History for unloaded structures and unknown game objects will be skipped.
03476         /// \remarks
03477         /// This function acquires the main audio lock, and may block the caller for several milliseconds.
03478         /// \sa 
03479         /// - <tt>AK::SoundEngine::GetContainerHistory()</tt>
03480         AK_EXTERNAPIFUNC(AKRESULT, SetContainerHistory)(
03481             AK::IReadBytes * in_pBytes          ///< Pointer to IReadBytes interface used to load the history.
03482             );
03483 
03484         //@}
03485         
03486         ////////////////////////////////////////////////////////////////////////
03487         /// @name Capture
03488         //@{
03489 
03490         /// Starts recording the sound engine audio output. 
03491         /// StartOutputCapture outputs a wav file per current output device of the sound engine.
03492         /// If more than one device is active, the system will create multiple files in the same output 
03493         /// directory and will append numbers at the end of the provided filename.
03494         ///
03495         /// If no device is running yet, the system will return success AK_Success despite doing nothing.
03496         /// Use \ref RegisterAudioDeviceStatusCallback to get notified when devices are created/destructed.
03497         ///
03498         /// \return AK_Success if successful, AK_Fail if there was a problem starting the output capture.
03499         /// \remark
03500         ///     - The sound engine opens a stream for writing using <tt>AK::IAkStreamMgr::CreateStd()</tt>. If you are using the
03501         ///         default implementation of the Stream Manager, file opening is executed in your implementation of 
03502         ///         the Low-Level IO interface <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>. The following 
03503         ///         AkFileSystemFlags are passed: uCompanyID = AKCOMPANYID_AUDIOKINETIC and uCodecID = AKCODECID_PCM,
03504         ///         and the AkOpenMode is AK_OpenModeWriteOvrwr. Refer to \ref streamingmanager_lowlevel_location for
03505         ///         more details on managing the deployment of your Wwise generated data.
03506         /// \sa 
03507         /// - <tt>AK::SoundEngine::StopOutputCapture()</tt>
03508         /// - <tt>AK::StreamMgr::SetFileLocationResolver()</tt>
03509         /// - \ref streamingdevicemanager
03510         /// - \ref streamingmanager_lowlevel_location
03511         AK_EXTERNAPIFUNC( AKRESULT, StartOutputCapture )( 
03512             const AkOSChar* in_CaptureFileName              ///< Name of the output capture file
03513             );
03514 
03515         /// Stops recording the sound engine audio output. 
03516         /// \return AK_Success if successful, AK_Fail if there was a problem stopping the output capture.
03517         /// \sa 
03518         /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
03519         AK_EXTERNAPIFUNC( AKRESULT, StopOutputCapture )();
03520 
03521         /// Adds text marker in audio output file. 
03522         /// \return AK_Success if successful, AK_Fail if there was a problem adding the output marker.
03523         /// \sa 
03524         /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
03525         AK_EXTERNAPIFUNC( AKRESULT, AddOutputCaptureMarker )(
03526             const char* in_MarkerText                   ///< Text of the marker
03527             );
03528             
03529         /// Starts recording the sound engine profiling information into a file. This file can be read
03530         /// by Wwise Authoring.
03531         /// \remark This function is provided as a utility tool only. It does nothing if it is 
03532         ///         called in the release configuration and returns AK_NotCompatible.
03533         AK_EXTERNAPIFUNC( AKRESULT, StartProfilerCapture )( 
03534             const AkOSChar* in_CaptureFileName              ///< Name of the output profiler file (.prof extension recommended)
03535             );
03536 
03537         /// Stops recording the sound engine profiling information. 
03538         /// \remark This function is provided as a utility tool only. It does nothing if it is 
03539         ///         called in the release configuration and returns AK_NotCompatible.
03540         AK_EXTERNAPIFUNC( AKRESULT, StopProfilerCapture )();
03541 
03542         //@}
03543 
03544         ////////////////////////////////////////////////////////////////////////
03545         /// @name Secondary Outputs
03546         //@{
03547 
03548         /// Adds an output to the sound engine. Use this to add controller-attached headphones, controller speakers, DVR output, etc.  
03549         /// The in_Settings parameter contains an Audio Device shareset to specify the output plugin to use and a device ID to specify the instance, if necessary (e.g. which game controller).
03550         /// \sa AkOutputSettings for more details.
03551         /// \sa \ref integrating_secondary_outputs
03552         /// \sa \ref default_audio_devices
03553         /// \return 
03554         /// - AK_NotImplemented: Feature not supported
03555         /// - AK_InvalidParameter: Out of range parameters or unsupported parameter combinations (see parameter list below).
03556         /// - AK_IDNotFound: Shareset ID doesn't exist.  Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
03557         /// - AK_DeviceNotReady: The in_iDeviceID doesn't match with a valid hardware device.  Either the device doesn't exist or is disabled.  Disconnected devices (headphones) are not considered "not ready" therefore won't cause this error.
03558         /// - AK_Success: Parameters are valid.     
03559         AK_EXTERNAPIFUNC(AKRESULT, AddOutput)(          
03560             const AkOutputSettings & in_Settings,   ///< Creation parameters for this output.  \ref AkOutputSettings                            
03561             AkOutputDeviceID *out_pDeviceID = NULL, ///< (Optional) Output ID to use with all other Output management functions.  Leave to NULL if not required. \ref AK::SoundEngine::GetOutputID
03562             const AkGameObjectID* in_pListenerIDs = NULL,   ///< Specific listener(s) to attach to this device. 
03563                                                             ///< If specified, only the sounds routed to game objects linked to those listeners will play in this device.  
03564                                                             ///< It is necessary to have separate listeners if multiple devices of the same type can coexist (e.g. controller speakers)
03565                                                             ///< If not specified, sound routing simply obey the associations between Master Busses and Audio Devices setup in the Wwise Project.
03566             AkUInt32 in_uNumListeners = 0                   ///< The number of elements in the in_pListenerIDs array.
03567             );
03568 
03569         /// Removes one output added through AK::SoundEngine::AddOutput
03570         /// If a listener was associated with the device, you should consider unregistering the listener prior to call RemoveOutput 
03571         /// so that Game Object/Listener routing is properly updated according to your game scenario.
03572         /// \sa \ref integrating_secondary_outputs
03573         /// \sa AK::SoundEngine::AddOutput
03574         /// \return AK_Success: Parameters are valid.
03575         AK_EXTERNAPIFUNC(AKRESULT, RemoveOutput)(
03576             AkOutputDeviceID in_idOutput    ///< ID of the output to remove.  Use the returned ID from AddOutput or GetOutputID
03577             );
03578 
03579         /// Gets the compounded output ID from shareset and device id.
03580         /// Outputs are defined by their type (Audio Device shareset) and their specific system ID.  A system ID could be reused for other device types on some OS or platforms, hence the compounded ID.
03581         /// \return The id of the output                    
03582         AK_EXTERNAPIFUNC(AkOutputDeviceID, GetOutputID)(
03583             AkUniqueID in_idShareset,       ///< Audio Device ShareSet ID, as defined in the Wwise Project.  If needed, use AK::SoundEngine::GetIDFromString() to convert from a string.  Set to AK_INVALID_UNIQUE_ID to use the default.
03584             AkUInt32 in_idDevice            ///< Device specific identifier, when multiple devices of the same type are possible.  If only one device is possible, leave to 0.
03585                                             ///< - PS4 Controller-Speakers: UserID as returned from sceUserServiceGetLoginUserIdList
03586                                             ///< - XBoxOne Controller-Headphones: Use the AK::GetDeviceID function to get the ID from an IMMDevice. Find the player's device with the WASAPI API (IMMDeviceEnumerator, see Microsoft documentation) or use AK::GetDeviceIDFromName.
03587                                             ///< - Windows: Use AK::GetDeviceID or AK::GetDeviceIDFromName to get the correct ID.       
03588                                             ///< - All others output: use 0 to select the default device for that type.
03589             );
03590 
03591         AK_EXTERNAPIFUNC(AkOutputDeviceID, GetOutputID)(
03592             const char* in_szShareSet,          ///< Audio Device ShareSet Name, as defined in the Wwise Project.  If Null, will select the Default Output shareset (always available)
03593             AkUInt32 in_idDevice                ///< Device specific identifier, when multiple devices of the same type are possible.  If only one device is possible, leave to 0.
03594             ///< - PS4 Controller-Speakers: UserID as returned from sceUserServiceGetLoginUserIdList
03595             ///< - XBoxOne Controller-Headphones: Use the AK::GetDeviceID function to get the ID from an IMMDevice. Find the player's device with the WASAPI API (IMMDeviceEnumerator, see Microsoft documentation) or use AK::GetDeviceIDFromName.
03596             ///< - Windows: Use AK::GetDeviceID or AK::GetDeviceIDFromName to get the correct ID.       
03597             ///< - All others output: use 0 to select the default device for that type.
03598             );
03599 
03600         #ifdef AK_SUPPORT_WCHAR
03601         AK_EXTERNAPIFUNC(AkOutputDeviceID, GetOutputID)(
03602             const wchar_t* in_szShareSet,           ///< Audio Device ShareSet Name, as defined in the Wwise Project.  If Null, will select the Default Output shareset (always available)
03603             AkUInt32 in_idDevice            ///< Device specific identifier, when multiple devices of the same type are possible.  If only one device is possible, leave to 0.
03604             ///< - PS4 Controller-Speakers: UserID as returned from sceUserServiceGetLoginUserIdList
03605             ///< - XBoxOne Controller-Headphones: Use the AK::GetDeviceID function to get the ID from an IMMDevice. Find the player's device with the WASAPI API (IMMDeviceEnumerator, see Microsoft documentation) or use AK::GetDeviceIDFromName.
03606             ///< - Windows: Use AK::GetDeviceID or AK::GetDeviceIDFromName to get the correct ID.       
03607             ///< - All others output: use 0 to select the default device for that type.
03608             );
03609         #endif
03610 
03611         /// Sets the Audio Device to which a master bus outputs.  This overrides the setting in the Wwise project.  
03612         /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
03613         /// \return 
03614         /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
03615         /// AK_InvalidParameter when the specified bus is not a Master Bus.  This function can be called only on busses that have no parent bus.
03616         AK_EXTERNAPIFUNC(AKRESULT, SetBusDevice)(
03617             AkUniqueID in_idBus,            ///< Id of the master bus
03618             AkUniqueID in_idNewDevice       ///< New device shareset to replace with.
03619             );
03620 
03621         /// Sets the Audio Device to which a master bus outputs.  This overrides the setting in the Wwise project.  
03622         /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
03623         /// \return 
03624         /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
03625         /// AK_InvalidParameter when the specified bus is not a Master Bus.  This function can be called only on busses that have no parent bus.
03626         AK_EXTERNAPIFUNC(AKRESULT, SetBusDevice)(
03627             const char*  in_BusName,        ///< Name of the master bus
03628             const char*  in_DeviceName      ///< New device shareset to replace with.
03629             );
03630 
03631         #ifdef AK_SUPPORT_WCHAR
03632         /// Sets the Audio Device to which a master bus outputs.  This overrides the setting in the Wwise project.  
03633         /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
03634         /// \return 
03635         /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
03636         /// AK_InvalidParameter when the specified bus is not a Master Bus.  This function can be called only on busses that have no parent bus.
03637         AK_EXTERNAPIFUNC(AKRESULT, SetBusDevice)(
03638             const wchar_t*  in_BusName,     ///< Name of the master bus
03639             const wchar_t*  in_DeviceName   ///< New device shareset to replace with.
03640             );
03641         #endif
03642         
03643         /// Sets the volume of a output device.     
03644         AK_EXTERNAPIFUNC( AKRESULT, SetOutputVolume )(
03645             AkOutputDeviceID in_idOutput,   ///< Output ID to set the volume on.  As returned from AddOutput or GetOutputID
03646             AkReal32 in_fVolume             ///< Volume (0.0 = Muted, 1.0 = Volume max)
03647             );
03648 
03649         //@}
03650 
03651         /// This function should be called to put the sound engine in background mode, where audio isn't processed anymore. This needs to be called if the console has a background mode or some suspended state.
03652         /// Call \c WakeupFromSuspend when your application receives the message from the OS that the process is back in foreground.
03653         /// When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when \ref RenderAudio() is called. 
03654         /// It is recommended to match the <b>in_bRenderAnyway</b> parameter with the behavior of the rest of your game: 
03655         /// if your game still runs in background and you must keep some kind of coherent state between the audio engine and game, then allow rendering.
03656         /// If you want to minimize CPU when in background, then don't allow rendering and never call RenderAudio from the game.
03657         ///
03658         /// - Android: Call for APP_CMD_PAUSE
03659         /// - iOS: Don't call. All audio interrupts are handled internally.
03660         /// - XBoxOne: Use when entering constrained mode or suspended mode (see ResourceAvailability in Xbox One documentation).
03661         /// \sa \ref WakeupFromSuspend
03662         AK_EXTERNAPIFUNC( AKRESULT, Suspend )(
03663             bool in_bRenderAnyway = false /// If set to true, audio processing will still occur, but not outputted. When set to false, no audio will be processed at all, even upon reception of RenderAudio().
03664             );
03665 
03666         /// This function should be called to wake up the sound engine and start processing audio again. This needs to be called if the console has a background mode or some suspended state.
03667         /// - Android: Call for APP_CMD_RESUME
03668         /// - iOS: Don't call. All audio interrupts are handled internally.     
03669         /// - XBoxOne: Use when the game is back to Full resources (see ResourceAvailability in Xbox One documentation).
03670         AK_EXTERNAPIFUNC( AKRESULT, WakeupFromSuspend )(); 
03671 
03672         /// Obtains the current audio output buffer tick. This corresponds to the number of buffers produced by
03673         /// the sound engine since initialization. 
03674         /// \return Tick count.
03675         AK_EXTERNAPIFUNC(AkUInt32, GetBufferTick)();
03676     }
03677 }
03678 
03679 #endif // _AK_SOUNDENGINE_H_

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