版本

menu_open
警告:系统已根据您所用大版本 (2022.1.17.8543) 自动跳转至最新文档。若想访问特定版本的文档,请从 Audiokinetic Launcher 下载离线文档,并在 Wwise 设计程序中勾选 Offline Documentation 选项。
Wwise SDK 2022.1.17
AkReflectGameData.h
AkUInt32 uNumChar
Number of characters in image source name.
AkReflectImageSource(AkImageSourceID in_uID, AkVector64 in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
#define AK_MAX_NUM_TEXTURE
AkReflectImageSource arSources[1]
Variable array of image sources. You should allocate storage for the structure by calling AkReflectGa...
AkImageSourceTexture texture
Data used to describe one image source in Reflect.
AkUInt64 AkGameObjectID
Game object ID
Definition: AkTypes.h:128
AkUInt32 uNumTexture
Number of valid textures in the texture array.
AkReal32 fDiffraction
Diffraction amount, normalized to the range [0,1].
AkReal32 fLevel
Game-controlled level for this source, linear.
AkUInt32 AkImageSourceID
Image Source ID
Definition: AkTypes.h:152
AkReal32 fDistanceScalingFactor
Image source distance scaling. This number effectively scales the sourcePosition vector with respect ...
uint8_t AkUInt8
Unsigned 8-bit integer
AkUInt32 uNumImageSources
Number of image sources passed in the variable array, below.
void SetName(const char *in_pName)
#define NULL
Definition: AkTypes.h:46
float AkReal32
32-bit floating point
AkUInt32 AkUniqueID
Unique 32-bit ID
Definition: AkTypes.h:120
static AkUInt32 GetSize(AkUInt32 in_uNumSources)
Helper function for computing the size required to allocate the AkReflectGameData structure.
AkGameObjectID listenerID
ID of the listener used to compute spatialization and distance evaluation from within the targeted Re...
AkUInt8 uDiffractionListenerSide
If there is a shadow zone diffraction before reaching the listener in the reflection path,...
AkImageSourceID uID
Image source ID (for matching delay lines across frames)
Data structure sent by the game to an instance of the Reflect plug-in.
AkReflectGameData()
Default constructor.
static const AkUniqueID AK_INVALID_UNIQUE_ID
Invalid unique 32-bit ID
Definition: AkTypes.h:163
AkImageSourceParams(AkVector64 in_sourcePosition, AkReal32 in_fDistanceScalingFactor, AkReal32 in_fLevel)
const char * pName
Optional image source name. Appears in Reflect's editor when profiling.
AkReal64 Y
Y Position
Definition: AkTypes.h:419
AkImageSourceName name
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
Definition: AkTypes.h:162
3D 64-bit vector. Intended as storage for world positions of sounds and objects, benefiting from 64-b...
Definition: AkTypes.h:390
uint32_t AkUInt32
Unsigned 32-bit integer
AkVector64 sourcePosition
Image source position, relative to the world.
void SetName(const char *in_pName)
AkImageSourceParams params
AkReal64 Z
Z Position
Definition: AkTypes.h:420
AkUniqueID arTextureID[AK_MAX_NUM_TEXTURE]
Unique IDs of the Acoustics Texture ShareSets used to filter this image source.
AkReal64 X
X Position
Definition: AkTypes.h:418
AkUInt8 uDiffractionEmitterSide
If there is a shadow zone diffraction just after the emitter in the reflection path,...

此页面对您是否有帮助?

需要技术支持?

仍有疑问?或者问题?需要更多信息?欢迎联系我们,我们可以提供帮助!

查看我们的“技术支持”页面

介绍一下自己的项目。我们会竭力为您提供帮助。

来注册自己的项目,我们帮您快速入门,不带任何附加条件!

开始 Wwise 之旅