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Wwise SDK 2022.1.19
AkSoundEngine.h
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1 /*******************************************************************************
2 The content of this file includes portions of the AUDIOKINETIC Wwise Technology
3 released in source code form as part of the SDK installer package.
4 
5 Commercial License Usage
6 
7 Licensees holding valid commercial licenses to the AUDIOKINETIC Wwise Technology
8 may use this file in accordance with the end user license agreement provided
9 with the software or, alternatively, in accordance with the terms contained in a
10 written agreement between you and Audiokinetic Inc.
11 
12 Apache License Usage
13 
14 Alternatively, this file may be used under the Apache License, Version 2.0 (the
15 "Apache License"); you may not use this file except in compliance with the
16 Apache License. You may obtain a copy of the Apache License at
17 http://www.apache.org/licenses/LICENSE-2.0.
18 
19 Unless required by applicable law or agreed to in writing, software distributed
20 under the Apache License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES
21 OR CONDITIONS OF ANY KIND, either express or implied. See the Apache License for
22 the specific language governing permissions and limitations under the License.
23 
24  Copyright (c) 2025 Audiokinetic Inc.
25 *******************************************************************************/
26 
27 // AkSoundEngine.h
28 
29 /// \file
30 /// The main sound engine interface.
31 
32 
33 #ifndef _AK_SOUNDENGINE_H_
34 #define _AK_SOUNDENGINE_H_
35 
40 
41 #ifdef AK_WIN
44 
45 #elif defined (AK_MAC_OS_X)
48 
49 #elif defined (AK_IOS)
52 
53 #elif defined(AK_XBOXGC) // Gaming.Xbox platform
56 
57 #elif defined (AK_XBOXONE)
60 
61 #elif defined( AK_LUMIN )
62 #include <AK/SoundEngine/Platforms/Lumin/AkLuminSoundEngine.h>
63 #include <AK/SoundEngine/Platforms/Lumin/AkPlatformContext.h>
64 
65 #elif defined( AK_ANDROID )
68 
69 #elif defined( AK_HARMONY )
72 
73 #elif defined (AK_PS4)
76 
77 #elif defined (AK_PS5)
80 
81 #elif defined( AK_GGP )
84 
85 #elif defined( AK_LINUX_DESKTOP )
88 
89 #elif defined( AK_EMSCRIPTEN )
90 #include <AK/SoundEngine/Platforms/Emscripten/AkEmscriptenSoundEngine.h>
91 #include <AK/SoundEngine/Platforms/Emscripten/AkPlatformContext.h>
92 
93 #elif defined( AK_QNX )
94 #include <AK/SoundEngine/Platforms/QNX/AkQNXSoundEngine.h>
95 #include <AK/SoundEngine/Platforms/QNX/AkPlatformContext.h>
96 
97 #elif defined( AK_NX )
100 
101 #elif defined( AK_OUNCE )
104 
105 #else
106 #error AkSoundEngine.h: Undefined platform
107 #endif
108 
109 #ifndef AK_ASSERT_HOOK
110  /// Function called on assert handling, optional
111  /// \sa
112  /// - AkInitSettings
114  const char * in_pszExpression, ///< Expression
115  const char * in_pszFileName, ///< File Name
116  int in_lineNumber ///< Line Number
117  );
118  #define AK_ASSERT_HOOK
119 #endif
120 
121 /// Callback function prototype for User Music notifications
122 /// It is useful for reacting to user music playback.
123 ///
124 /// \sa
125 /// - \ref AkGlobalCallbackFunc
126 /// - \ref AkPlatformInitSettings
127 /// - \ref background_music_and_dvr
128 ///
130  bool in_bBackgroundMusicMuted, ///< Flag indicating whether the busses tagged as "background music" in the project are muted or not.
131  void* in_pCookie ///< User-provided data, e.g. a user structure.
132  );
133 
134 /// Platform-independent initialization settings of output devices.
136 {
139  idDevice(0),
141  channelConfig(){};
142 
143  AkOutputSettings(const char* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
144 
145 #ifdef AK_SUPPORT_WCHAR
146  AkOutputSettings(const wchar_t* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
147 #endif
148 
149  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.
150  ///< If you want to output normally through the output device defined on the Master Bus in your project, leave this field to its default value (AK_INVALID_UNIQUE_ID, or value 0).
151  ///< Typical usage: AkInitSettings.eOutputSettings.audioDeviceShareset = AK::SoundEngine::GetIDFromString("InsertYourAudioDeviceSharesetNameHere");
152  /// \sa <tt>\ref AK::SoundEngine::GetIDFromString()</tt>
153  /// \sa \ref soundengine_plugins_audiodevices
154  /// \sa \ref integrating_secondary_outputs
155  /// \sa \ref default_audio_devices
156 
157  AkUInt32 idDevice; ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
158  /// \sa \ref obtaining_device_id
159 
160  AkPanningRule ePanningRule; ///< Rule for 3D panning of signals routed to a stereo bus. In AkPanningRule_Speakers mode, the angle of the front loudspeakers
161  ///< (uSpeakerAngles[0]) is used. In AkPanningRule_Headphones mode, the speaker angles are superseded by constant power panning
162  ///< between two virtual microphones spaced 180 degrees apart.
163 
164  AkChannelConfig channelConfig; ///< Channel configuration for this output. Call AkChannelConfig::Clear() to let the engine use the default output configuration.
165  ///< Hardware might not support the selected configuration.
166 };
167 
168 /// Define the orientation of the the floor plane with respect to the X,Y,Z axes, and which axes represent the side, front and up vectors as a basis for rotations in Wwise.
169 /// AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
171 {
172  AkFloorPlane_XZ = 0, ///< The floor is oriented along the ZX-plane. The front vector points towards +Z, the up vector towards +Y, and the side vector towards +X.
173  AkFloorPlane_XY, ///< The floor is oriented along the XY-plane. The front vector points towards +X, the up vector towards +Z, and the side vector towards +Y.
174  AkFloorPlane_YZ, ///< The floor is oriented along the YZ-plane. The front vector points towards +Y, the up vector towards +X, and the side vector towards +Z.
175  AkFloorPlane_Default = AkFloorPlane_XZ ///< The Wwise default floor plane is ZX.
176 };
177 
178 // Function that the host runtime must call to allow for jobs to execute.
179 // in_jobType is the type originally provided by AkJobMgrSettings::FuncRequestJobWorker.
180 // in_uExecutionTimeUsec is the number of microseconds that the function should execute for before terminating.
181 // Note that the deadline is only checked after each individual job completes execution, so the function may run slightly
182 // longer than intended. The "in_uExecutionTimeUsec" should be considered a suggestion or guideline, not a strict rule.
183 // A value of 0 means that the function will run until there are no more jobs ready to be immediately executed.
185  AkJobType in_jobType,
186  AkUInt32 in_uExecutionTimeUsec
187  );
188 
189 /// Settings for the Sound Engine's internal job manager
191 {
192  /// Callback function prototype definition used for handling requests from JobMgr for new workers to perform work.
194  AkJobWorkerFunc in_fnJobWorker, ///< Function passed to host runtime that should be executed. Note that the function provided will exist for as long as the soundengine code is loaded, and will always be the same.
195  AkJobType in_jobType, ///< The type of job worker that has been requested. This should be passed forward to in_fnJobWorker
196  AkUInt32 in_uNumWorkers, ///< Number of workers requested
197  void * in_pClientData ///< Data provided by client in AkJobMgrSettings
198  );
199 
200  FuncRequestJobWorker fnRequestJobWorker; ///< Function called by the job manager when a new worker needs to be requested. When null, all jobs will be executed on the same thread that calls RenderAudio().
201 
202  AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]; ///< The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
203 
204  AkUInt32 uNumMemorySlabs; ///< Number of memory slabs to pre-allocate for job manager memory. At least one slab per worker thread should be pre-allocated. Default is 1.
205  AkUInt32 uMemorySlabSize; ///< Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
206 
207  void* pClientData; ///< Arbitrary data that will be passed back to the client when calling FuncRequestJobWorker
208 };
209 
210 /// External (optional) callback for tracking performance of the sound engine that is called when a timer starts. (only called in Debug and Profile binaries; this is not called in Release)
211 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Timer was started in.
212 /// in_pszZoneName will point to a static string, so the pointer can be stored for later use, not just the contents of the string itself.
214  AkPluginID in_uPluginID,
215  const char* in_pszZoneName
216  );
217 
218 /// External (optional) function for tracking performance of the sound engine that is called when a timer stops. (only called in Debug and Profile binaries; this is not called in Release)
220 
221 ///< External (optional) function for tracking notable events in the sound engine, to act as a marker or bookmark. (only called in Debug and Profile binaries; this is not called in Release)
222 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Marker was posted in.
223 /// in_pszMarkerName will point to a static string, so the pointer can be stored for later use, not just the contents of the string itself.
225  AkPluginID in_uPluginID,
226  const char* in_pszMarkerName
227  );
228 
229 /// Platform-independent initialization settings of the sound engine
230 /// \sa
231 /// - <tt>AK::SoundEngine::Init()</tt>
232 /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
233 /// - \ref soundengine_integration_init_advanced
235 {
236  AkAssertHook pfnAssertHook; ///< External assertion handling function (optional)
237 
238  AkUInt32 uMaxNumPaths; ///< Maximum number of paths for positioning
239  AkUInt32 uCommandQueueSize; ///< Size of the command queue, in bytes
240  bool bEnableGameSyncPreparation; ///< Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
241  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.
242  ///< 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.
243 
244  AkUInt32 uNumSamplesPerFrame; ///< Number of samples per audio frame (256, 512, 1024, or 2048).
245 
246  AkUInt32 uMonitorQueuePoolSize; ///< Size of the monitoring queue, in bytes. This parameter is not used in Release build.
247  AkUInt32 uCpuMonitorQueueMaxSize; ///< Maximum size of the CPU monitoring queue, per thread, in bytes. This parameter is not used in Release build.
248 
249  AkOutputSettings settingsMainOutput; ///< Main output device settings.
250  AkJobMgrSettings settingsJobManager; ///< Settings to configure the behavior of the Sound Engine's internal job manager
251 
252  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)
253 
254  bool bUseSoundBankMgrThread; ///< Use a separate thread for loading sound banks. Allows asynchronous operations.
255  bool bUseLEngineThread; ///< Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAudio(). \ref goingfurther_eventmgrthread
256 
257  AkBackgroundMusicChangeCallbackFunc BGMCallback; ///< Application-defined audio source change event callback function.
258  void* BGMCallbackCookie; ///< Application-defined user data for the audio source change event callback function.
259  AkOSChar * szPluginDLLPath; ///< When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the game executable.
260 
261  AkFloorPlane eFloorPlane; ///< Define the orientation of the the floor plane with respect to the X,Y,Z axes, and which axes represent the side, front and up vectors as a basis for rotations in Wwise.
262  ///< AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
263 
264  AkReal32 fGameUnitsToMeters; ///< The number of game units in a meter.
265  ///< This setting is used to adapt the size of elements in the Authoring's Game Object 3D Viewer and Audio Object 3D Viewer to meters.
266  ///< This setting is also used to simulate real-world positioning of System Audio Objects, to improve the HRTF in some cases.
267  ///< Note that for legacy reasons, this setting's name is misleading. Its value should represent the number of game units *per* meter.
268  ///< For example, if your game engine sends positions in centimeters, the value of fGameUnitsToMeters should be 100.
269 
270  AkUInt32 uBankReadBufferSize; ///< The number of bytes read by the BankReader when new data needs to be loaded from disk during serialization. Increasing this trades memory usage for larger, but fewer, file-read events during bank loading.
271 
272  AkReal32 fDebugOutOfRangeLimit; ///< Debug setting: Only used when bDebugOutOfRangeCheckEnabled is true. This defines the maximum values samples can have. Normal audio must be contained within +1/-1. This limit should be set higher to allow temporary or short excursions out of range. Default is 16.
273 
274  bool bDebugOutOfRangeCheckEnabled; ///< Debug setting: Enable checks for out-of-range (and NAN) floats in the processing code. This incurs a small performance hit, but can be enabled in most scenarios. Will print error messages in the log if invalid values are found at various point in the pipeline. Contact AK Support with the new error messages for more information.
275 
276  AkProfilerPushTimerFunc fnProfilerPushTimer; ///< External (optional) function for tracking performance of the sound engine that is called when a timer starts. (only called in Debug and Profile binaries; this is not called in Release)
277  AkProfilerPopTimerFunc fnProfilerPopTimer; ///< External (optional) function for tracking performance of the sound engine that is called when a timer stops. (only called in Debug and Profile binaries; this is not called in Release)
278  AkProfilerPostMarkerFunc fnProfilerPostMarker; ///< External (optional) function for tracking significant events in the sound engine, to act as a marker or bookmark. (only called in Debug and Profile binaries; this is not called in Release)
279 };
280 
281 /// Necessary settings for setting externally-loaded sources
283 {
284  AkUniqueID sourceID; ///< Source ID (available in the SoundBank content files)
285  AkUInt8* pMediaMemory; ///< Pointer to the data to be set for the source
286  AkUInt32 uMediaSize; ///< Size, in bytes, of the data to be set for the source
287 };
288 
289 /// Return values for GetSourcePlayPositions.
291 {
292  AkUniqueID audioNodeID; ///< Audio Node ID of playing item
293  AkUniqueID mediaID; ///< Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file)
294  AkTimeMs msTime; ///< Position of the source (in ms) associated with that playing item
295  AkUInt32 samplePosition; ///< Position of the source (in samples) associated with that playing item
296  AkUInt32 updateBufferTick; ///< Value of GetBufferTick() at the time the position was updated
297 };
298 
299 /// Audiokinetic namespace
300 namespace AK
301 {
302  class IReadBytes;
303  class IWriteBytes;
304 
305  /// Audiokinetic sound engine namespace
306  /// \remarks The functions in this namespace are thread-safe, unless stated otherwise.
307  namespace SoundEngine
308  {
309  ///////////////////////////////////////////////////////////////////////
310  /// @name Initialization
311  //@{
312 
313  /// Query whether or not the sound engine has been successfully initialized.
314  /// \warning This function is not thread-safe. It should not be called at the same time as \c SoundEngine::Init() or \c SoundEngine::Term().
315  /// \return \c True if the sound engine has been initialized, \c False otherwise.
316  /// \sa
317  /// - \ref soundengine_integration_init_advanced
318  /// - <tt>AK::SoundEngine::Init()</tt>
319  /// - <tt>AK::SoundEngine::Term()</tt>
321 
322  /// Initialize the sound engine.
323  /// \warning This function is not thread-safe.
324  /// \remark The initial settings should be initialized using <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
325  /// and <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt> to fill the structures with their
326  /// default settings. This is not mandatory, but it helps avoid backward compatibility problems.
327  ///
328  /// \return
329  /// - \c AK_Success if the initialization was successful
330  /// - \c AK_MemManagerNotInitialized if the memory manager is not available or not properly initialized
331  /// - \c AK_StreamMgrNotInitialized if the stream manager is not available or not properly initialized
332  /// - \c AK_SSEInstructionsNotSupported if the machine does not support SSE instruction (only on the PC)
333  /// - \c AK_InsufficientMemory if there is not enough memory available to initialize the sound engine properly
334  /// - \c AK_InvalidParameter if some parameters are invalid
335  /// - \c AK_AlreadyInitialized if the sound engine is already initialized, or if the provided settings result in insufficient
336  /// - \c AK_Fail for unknown errors, check with AK Support.
337  /// resources for the initialization.
338  /// \sa
339  /// - \ref soundengine_integration_init_advanced
340  /// - \ref workingwithsdks_initialization
341  /// - <tt>AK::SoundEngine::Term()</tt>
342  /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
343  /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
345  AkInitSettings * in_pSettings, ///< Initialization settings (can be NULL, to use the default values)
346  AkPlatformInitSettings * in_pPlatformSettings ///< Platform-specific settings (can be NULL, to use the default values)
347  );
348 
349  /// Gets the default values of the platform-independent initialization settings.
350  /// \warning This function is not thread-safe.
351  /// \sa
352  /// - \ref soundengine_integration_init_advanced
353  /// - <tt>AK::SoundEngine::Init()</tt>
354  /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
356  AkInitSettings & out_settings ///< Returned default platform-independent sound engine settings
357  );
358 
359  /// Gets the default values of the platform-specific initialization settings.
360  ///
361  /// Windows Specific:
362  /// HWND is the handle of the window associated with the audio.
363  /// Each game must specify the HWND of the application for device detection purposes.
364  /// The value returned by GetDefaultPlatformInitSettings is the foreground HWND at
365  /// the moment of the initialization of the sound engine and might not be the correct one for your game.
366  /// Each game must provide the correct HWND to use.
367  ///
368  /// \warning This function is not thread-safe.
369  /// \sa
370  /// - \ref soundengine_integration_init_advanced
371  /// - <tt>AK::SoundEngine::Init()</tt>
372  /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
374  AkPlatformInitSettings & out_platformSettings ///< Returned default platform-specific sound engine settings
375  );
376 
377  /// Terminates the sound engine.
378  /// If some sounds are still playing or events are still being processed when this function is
379  /// called, they will be stopped.
380  /// \warning This function is not thread-safe.
381  /// \warning Before calling Term, you must ensure that no other thread is accessing the sound engine.
382  /// \sa
383  /// - \ref soundengine_integration_init_advanced
384  /// - <tt>AK::SoundEngine::Init()</tt>
385  AK_EXTERNAPIFUNC( void, Term )();
386 
387  /// Gets the configured audio settings.
388  /// Call this function to get the configured audio settings.
389  ///
390  /// \warning This function is not thread-safe.
391  /// \warning Call this function only after the sound engine has been properly initialized.
392  /// \return
393  /// - \c AK_NotInitialized if <tt>AK::SoundEngine::Init()</tt> was not called
394  /// - \c AK_Success otherwise.
396  AkAudioSettings & out_audioSettings ///< Returned audio settings
397  );
398 
399  /// Gets the output speaker configuration of the specified output.
400  /// Call this function to get the speaker configuration of the output (which may not correspond
401  /// to the physical output format of the platform, in the case of downmixing provided by the platform itself).
402  /// You may initialize the sound engine with a user-specified configuration, but the resulting
403  /// configuration is determined by the sound engine, based on the platform, output type and
404  /// platform settings (for e.g. system menu or control panel option).
405  /// If the speaker configuration of the output is object-based, the speaker configuration of the
406  /// main mix is returned. To query more information on object-based output devices, see AK::SoundEngine::GetOutputDeviceConfiguration.
407  ///
408  /// It is recommended to call GetSpeakerConfiguration anytime after receiving a callback from RegisterAudioDeviceStatusCallback to know if the channel configuration has changed.
409  ///
410  /// \warning Call this function only after the sound engine has been properly initialized.
411  /// 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.
412  /// The Init.bnk must be loaded prior to this call.
413  /// \return The output configuration. An empty AkChannelConfig not AkChannelConfig::IsValid() if device does not exist or if the Init.bnk was not loaded yet.
414  /// \sa
415  /// - AkSpeakerConfig.h
416  /// - AkOutputSettings
417  /// - <tt>AK::SoundEngine::GetOutputDeviceConfiguration()</tt>
419  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
420  );
421 
422  /// Gets the configuration of the specified output device.
423  /// Call this function to get the channel configuration of the output device as well as its 3D audio capabilities.
424  /// If the configuration of the output device is object-based (io_channelConfig.eConfigType == AK_ChannelConfigType_Objects),
425  /// io_capabilities can be inspected to determine the channel configuration of the main mix (Ak3DAudioSinkCapabilities::channelConfig),
426  /// whether or not the output device uses a passthrough mix (Ak3DAudioSinkCapabilities::bPassthrough) and the maximum number of objects
427  /// that can play simultaneously on this output device (Ak3DAudioSinkCapabilities::uMax3DAudioObjects). Note that if
428  /// Ak3DAudioSinkCapabilities::bMultiChannelObjects is false, multi-channel objects will be split into multiple mono objects
429  /// before being sent to the output device.
430  ///
431  /// \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.
432  /// \return
433  /// - \c AK_Success if successful
434  /// - \c AK_IDNotFound is the output was not found in the system.
435  /// - \c AK_NotInitialized if the sound engine is not initialized
436  /// \sa
437  /// - AkSpeakerConfig.h
438  /// - AkOutputSettings
439  /// - <tt>AK::SoundEngine::GetSpeakerConfiguration()</tt>
441  AkOutputDeviceID in_idOutput,
442  AkChannelConfig& io_channelConfig,
443  Ak3DAudioSinkCapabilities& io_capabilities
444  );
445 
446  /// Gets the panning rule of the specified output.
447  /// \warning Call this function only after the sound engine has been properly initialized.
448  /// Returns the supported configuration in out_ePanningRule:
449  /// - AkPanningRule_Speakers
450  /// - AkPanningRule_Headphone
451  /// \return
452  /// - \c AK_Success if successful
453  /// - \c AK_IDNotFound is the output was not found in the system.
454  /// - \c AK_NotInitialized if the sound engine is not initialized
455  /// \sa
456  /// - AkSpeakerConfig.h
458  AkPanningRule & out_ePanningRule, ///< Returned panning rule (AkPanningRule_Speakers or AkPanningRule_Headphone) for given output.
459  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
460  );
461 
462  /// Sets the panning rule of the specified output.
463  /// This may be changed anytime once the sound engine is initialized.
464  /// \warning This function posts a message through the sound engine's internal message queue, whereas GetPanningRule() queries the current panning rule directly.
465  /// \aknote
466  /// The specified panning rule will only impact the sound if the processing format is downmixing to Stereo in the mixing process. It
467  /// will not impact the output if the audio stays in 5.1 until the end, for example.
468  /// \endaknote
470  AkPanningRule in_ePanningRule, ///< Panning rule.
471  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
472  );
473 
474  /// Gets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
475  /// Note that the current version of Wwise only supports positioning on the plane.
476  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
477  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
478  /// Angles must be set in ascending order.
479  /// You may call this function with io_pfSpeakerAngles set to NULL to get the expected number of angle values in io_uNumAngles,
480  /// in order to allocate your array correctly. You may also obtain this number by calling
481  /// AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ).
482  /// If io_pfSpeakerAngles is not NULL, the array is filled with up to io_uNumAngles.
483  /// Typical usage:
484  /// - AkUInt32 uNumAngles;
485  /// - GetSpeakerAngles( NULL, uNumAngles, AkOutput_Main );
486  /// - AkReal32 * pfSpeakerAngles = AkAlloca( uNumAngles * sizeof(AkReal32) );
487  /// - GetSpeakerAngles( pfSpeakerAngles, uNumAngles, AkOutput_Main );
488  /// \aknote
489  /// On most platforms, the angle set on the plane consists of 3 angles, to account for 7.1.
490  /// - 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.
491  /// - When panning to 5.1, the front speakers use angle[0], and the surround speakers use (angle[2] - angle[1]) / 2.
492  /// \endaknote
493  /// \warning Call this function only after the sound engine has been properly initialized.
494  /// \return AK_Success if device exists.
495  /// \sa SetSpeakerAngles()
497  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.
498  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.
499  AkReal32 & out_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
500  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
501  );
502 
503  /// Sets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
504  /// Note that the current version of Wwise only supports positioning on the plane.
505  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
506  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
507  /// Angles must be set in ascending order.
508  /// Note:
509  /// - This function requires that the minimum speaker angle is at least 5 degrees; as well as the subsequent speaker pairs are at least 5 degrees apart.
510  /// Typical usage:
511  /// - Initialize the sound engine and/or add secondary output(s).
512  /// - Get number of speaker angles and their value into an array using GetSpeakerAngles().
513  /// - Modify the angles and call SetSpeakerAngles().
514  /// 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().
515  /// \warning This function only applies to configurations (or subset of these configurations) that are standard and whose speakers are on the plane (2D).
516  /// \return
517  /// - \c AK_Success if successful.
518  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
519  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
520  /// - \c AK_InvalidParameter one of the parameter is invalid, check the debug log.
521  /// \sa GetSpeakerAngles()
523  const AkReal32 * in_pfSpeakerAngles, ///< Array of loudspeaker pair angles, in degrees relative to azimuth [0,180].
524  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()).
525  AkReal32 in_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
526  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
527  );
528 
529  /// Allows the game to set the volume threshold to be used by the sound engine to determine if a voice must go virtual.
530  /// This may be changed anytime once the sound engine was initialized.
531  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
532  /// \return
533  /// - \c AK_Success if successful
534  /// - \c AK_InvalidParameter if the threshold was not between 0 and -96.3 dB.
535  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
537  AkReal32 in_fVolumeThresholdDB ///< Volume Threshold, must be a value between 0 and -96.3 dB
538  );
539 
540  /// Allows the game to set the maximum number of non virtual voices to be played simultaneously.
541  /// This may be changed anytime once the sound engine was initialized.
542  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
543  /// \return
544  /// - \c AK_InvalidParameter if the threshold was not between 1 and MaxUInt16.
545  /// - \c AK_Success if successful
547  AkUInt16 in_maxNumberVoices ///< Maximum number of non-virtual voices.
548  );
549 
550  /// Allows the game to set new values for the maximum active workers for the job manager
551  /// This may be changed anytime once the sound engine was initialized.
552  /// This function may only be used if a worker function has been set via \ref AkJobMgrSettings.
553  /// \return
554  /// - \c AK_InvalidParameter in_jobType is not a valid jobtype, or in_uNewMaxActiveWorkers is not greater than 0
555  /// - \c AK_NotInitialized JobMgr system was not already initialized with a function to request for workers
556  /// - \c AK_Success if successful
558  AkJobType in_jobType, ///< JobType to set new uMaxActiveWorkers for
559  AkUInt32 in_uNewMaxActiveWorkers ///< New maximum number of active workers will request
560  );
561 
562  //@}
563 
564  ////////////////////////////////////////////////////////////////////////
565  /// @name Rendering Audio
566  //@{
567 
568  /// Processes all commands in the sound engine's command queue.
569  /// This method has to be called periodically (usually once per game frame).
570  /// \sa
571  /// - \ref concept_events
572  /// - \ref soundengine_events
573  /// - <tt>AK::SoundEngine::PostEvent()</tt>
574  /// \return Always returns AK_Success
576  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.
577  );
578 
579  //@}
580 
581  ////////////////////////////////////////////////////////////////////////
582  /// @name Component Registration
583  //@{
584 
585  /// Query interface to global plug-in context used for plug-in registration/initialization.
586  /// \return Global plug-in context.
588 
589  /// Registers a plug-in with the sound engine and sets the callback functions to create the
590  /// plug-in and its parameter node.
591  /// \aknote
592  /// 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.
593  /// \endaknote
594  /// \sa
595  /// - \ref register_effects
596  /// - \ref plugin_xml
597  /// \return
598  /// - \c AK_Success if successful
599  /// - \c AK_InvalidParameter if invalid parameters were provided
600  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
601  /// \remarks
602  /// Codecs and plug-ins must be registered before loading banks that use them.\n
603  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
604  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
605  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
606  /// posting the event will fail.
608  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
609  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
610  AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
611  AkCreatePluginCallback in_pCreateFunc, ///< Pointer to the plug-in's creation function
612  AkCreateParamCallback in_pCreateParamFunc, ///< Pointer to the plug-in's parameter node creation function
613  AkGetDeviceListCallback in_pGetDeviceList = NULL ///< Optional pointer to the plug-in's device enumeration function. Specify for a sink plug-in to support \ref AK::SoundEngine::GetDeviceList.
614  );
615 
616  /// Loads a plug-in dynamic library and registers it with the sound engine.
617  /// With dynamic linking, all plugins are automatically registered.
618  /// 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.
619  /// \return
620  /// - \c AK_Success if successful.
621  /// - \c AK_FileNotFound if the DLL is not found in the OS path or if it has extraneous dependencies not found.
622  /// - \c AK_InsufficientMemory if the system ran out of resources while loading the dynamic library
623  /// - \c AK_NotCompatible if the file was found but is not binary-compatible with the system's expected executable format
624  /// - \c AK_InvalidFile if the symbol g_pAKPluginList is not exported by the dynamic library
625  /// - \c AK_Fail if an unexpected system error was encountered
627  const AkOSChar* in_DllName, ///< Name of the DLL to load, without "lib" prefix or extension.
628  const AkOSChar* in_DllPath = NULL ///< Optional path to the DLL. Will override szPLuginDLLPath that was set in AkInitSettings.
629  );
630 
631  /// Registers a codec type with the sound engine and set the callback functions to create the
632  /// codec's file source and bank source nodes.
633  /// \aknote
634  /// 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.
635  /// \endaknote
636  /// \sa
637  /// - \ref register_effects
638  /// \return
639  /// - \c AK_Success if successful
640  /// - \c AK_InvalidParameter if invalid parameters were provided
641  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
642  /// \remarks
643  /// Codecs and plug-ins must be registered before loading banks that use them.\n
644  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
645  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
646  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
647  /// posting the Event will fail.
649  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
650  AkUInt32 in_ulCodecID, ///< Codec identifier (as declared in the plug-in description XML file)
651  AkCreateFileSourceCallback in_pFileCreateFunc, ///< Pointer to the codec's file source node creation function
652  AkCreateBankSourceCallback in_pBankCreateFunc ///< Pointer to the codec's bank source node creation function
653  );
654 
655  /// Registers a global callback function. This function will be called from the audio rendering thread, at the
656  /// location specified by in_eLocation. This function will also be called from the thread calling
657  /// AK::SoundEngine::Term with in_eLocation set to AkGlobalCallbackLocation_Term.
658  /// For example, in order to be called at every audio rendering pass, and once during teardown for releasing resources, you would call
659  /// RegisterGlobalCallback(myCallback, AkGlobalCallbackLocation_BeginRender | AkGlobalCallbackLocation_Term, myCookie, AkPluginTypeNone, 0, 0);
660  /// \remarks
661  /// A Plugin Type, Company ID and Plugin ID can be provided to this function to enable timing in the performance monitor.
662  /// If the callback is being timed, it will contribute to the Total Plug-in CPU measurement, and also appear in the Plug-ins tab of the Advanced Profiler by plug-in type and ID.
663  /// It is illegal to call this function while already inside of a global callback.
664  /// This function might stall for several milliseconds before returning.
665  /// \return
666  /// - \c AK_Success if successful
667  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
668  /// \sa
669  /// - <tt>AK::SoundEngine::UnregisterGlobalCallback()</tt>
670  /// - AkGlobalCallbackFunc
671  /// - AkGlobalCallbackLocation
673  AkGlobalCallbackFunc in_pCallback, ///< Function to register as a global callback.
674  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender, ///< Callback location defined in AkGlobalCallbackLocation. Bitwise OR multiple locations if needed.
675  void * in_pCookie = NULL, ///< User cookie.
676  AkPluginType in_eType = AkPluginTypeNone, ///< Plug-in type (for example, source or effect). AkPluginTypeNone for no timing.
677  AkUInt32 in_ulCompanyID = 0, ///< Company identifier (as declared in the plug-in description XML file). 0 for no timing.
678  AkUInt32 in_ulPluginID = 0 ///< Plug-in identifier (as declared in the plug-in description XML file). 0 for no timing.
679  );
680 
681  /// Unregisters a global callback function, previously registered using RegisterGlobalCallback.
682  /// \remarks
683  /// It is legal to call this function while already inside of a global callback, If it is unregistering itself and not
684  /// another callback.
685  /// This function might stall for several milliseconds before returning.
686  /// \return
687  /// - \c AK_Success if successful
688  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
689  /// \sa
690  /// - <tt>AK::SoundEngine::RegisterGlobalCallback()</tt>
691  /// - AkGlobalCallbackFunc
692  /// - AkGlobalCallbackLocation
694  AkGlobalCallbackFunc in_pCallback, ///< Function to unregister as a global callback.
695  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender ///< Must match in_eLocation as passed to RegisterGlobalCallback for this callback.
696  );
697 
698  /// Registers a resource monitor callback function that gets all of the resource usage data contained in the
699  /// AkResourceMonitorDataSummary structure. This includes general information about the system, such as CPU usage,
700  /// active Voices, and Events. This function will be called from the audio rendering thread at the end of each frame.
701  /// \remarks
702  /// If the callback is being timed, it will contribute to the Total Plug-in CPU measurement, and also appear in the Plug-ins tab of the Advanced Profiler by plug-in type and ID.
703  /// It is illegal to call this function while already inside of a resource callback.
704  /// This function might stall for several milliseconds before returning.
705  /// This function will return AK_Fail in Release
706  /// \sa
707  /// - <tt>AK::SoundEngine::UnregisterResourceMonitorCallback()</tt>
708  /// - AkResourceMonitorCallbackFunc
710  AkResourceMonitorCallbackFunc in_pCallback ///< Function to register as a resource monitor callback.
711  );
712 
713  /// Unregisters a resource monitor callback function, previously registered using RegisterResourceMonitorCallback.
714  /// \remarks
715  /// It is legal to call this function while already inside of a resource monitor callback, If it is unregistering itself and not
716  /// another callback.
717  /// This function might stall for several milliseconds before returning.
718  /// \sa
719  /// - <tt>AK::SoundEngine::RegisterResourceMonitorCallback()</tt>
720  /// - AkResourceMonitorCallbackFunc
722  AkResourceMonitorCallbackFunc in_pCallback ///< Function to unregister as a resource monitor callback.
723  );
724 
725  /// Registers a callback for the Audio Device status changes.
726  /// The callback will be called from the audio thread
727  /// Can be called prior to AK::SoundEngine::Init
728  /// \sa AK::SoundEngine::AddOutput
730  AK::AkDeviceStatusCallbackFunc in_pCallback ///< Function to register as a status callback.
731  );
732 
733  /// Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatusCallback
735  //@}
736 
737 #ifdef AK_SUPPORT_WCHAR
738  ////////////////////////////////////////////////////////////////////////
739  /// @name Getting ID from strings
740  //@{
741 
742  /// Universal converter from Unicode string to ID for the sound engine.
743  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
744  /// Note:
745  /// This function does return a AkUInt32, which is totally compatible with:
746  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
747  /// \sa
748  /// - <tt>AK::SoundEngine::PostEvent</tt>
749  /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
750  /// - <tt>AK::SoundEngine::SetSwitch</tt>
751  /// - <tt>AK::SoundEngine::SetState</tt>
752  /// - <tt>AK::SoundEngine::PostTrigger</tt>
753  /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
754  /// - <tt>AK::SoundEngine::LoadBank</tt>
755  /// - <tt>AK::SoundEngine::UnloadBank</tt>
756  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
757  /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
758  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const wchar_t* in_pszString );
759 #endif //AK_SUPPORT_WCHAR
760 
761  /// Universal converter from string to ID for the sound engine.
762  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
763  /// Note:
764  /// This function does return a AkUInt32, which is totally compatible with:
765  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
766  /// \sa
767  /// - <tt>AK::SoundEngine::PostEvent</tt>
768  /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
769  /// - <tt>AK::SoundEngine::SetSwitch</tt>
770  /// - <tt>AK::SoundEngine::SetState</tt>
771  /// - <tt>AK::SoundEngine::PostTrigger</tt>
772  /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
773  /// - <tt>AK::SoundEngine::LoadBank</tt>
774  /// - <tt>AK::SoundEngine::UnloadBank</tt>
775  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
776  /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
777  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const char* in_pszString );
778 
779  //@}
780 
781  ////////////////////////////////////////////////////////////////////////
782  /// @name Event Management
783  //@{
784 
785  /// Asynchronously posts an Event to the sound engine (by event ID).
786  /// The callback function can be used to be noticed when markers are reached or when the event is finished.
787  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
788  /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
789  /// \remarks
790  /// If used, the array of external sources should contain the information for each external source triggered by the
791  /// event. When triggering an event with multiple external sources, you need to differentiate each source
792  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
793  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
794  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
795  /// \endaknote
796  /// \sa
797  /// - \ref concept_events
798  /// - \ref integrating_external_sources
799  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
800  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
801  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
803  AkUniqueID in_eventID, ///< Unique ID of the event
804  AkGameObjectID in_gameObjectID, ///< Associated game object ID
805  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
806  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
807  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
808  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
809  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
810  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.
811  );
812 
813 #ifdef AK_SUPPORT_WCHAR
814  /// Posts an Event to the sound engine (by Event name), using callbacks.
815  /// The callback function can be used to be noticed when markers are reached or when the event is finished.
816  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
817  /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
818  /// \remarks
819  /// If used, the array of external sources should contain the information for each external source triggered by the
820  /// event. When triggering an event with multiple external sources, you need to differentiate each source
821  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
822  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
823  /// (therefore have a unique cookie) in order to tell them appart when filling the AkExternalSourceInfo structures.
824  /// \endaknote
825  /// \sa
826  /// - \ref concept_events
827  /// - \ref integrating_external_sources
828  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
829  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
830  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
832  const wchar_t* in_pszEventName, ///< Name of the event
833  AkGameObjectID in_gameObjectID, ///< Associated game object ID
834  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
835  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
836  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
837  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
838  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
839  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.
840  );
841 #endif //AK_SUPPORT_WCHAR
842 
843  /// Posts an Event to the sound engine (by Event name), using callbacks.
844  /// The callback function can be used to be noticed when markers are reached or when the event is finished.
845  /// An array of Wave file sources can be provided to resolve External Sources triggered by the event. P
846  /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
847  /// \remarks
848  /// If used, the array of external sources should contain the information for each external source triggered by the
849  /// event. When triggering an Event with multiple external sources, you need to differentiate each source
850  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
851  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
852  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
853  /// \endaknote
854  /// \sa
855  /// - \ref concept_events
856  /// - \ref integrating_external_sources
857  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
858  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
859  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
861  const char* in_pszEventName, ///< Name of the event
862  AkGameObjectID in_gameObjectID, ///< Associated game object ID
863  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
864  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
865  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
866  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
867  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
868  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.
869  );
870 
871  // If you modify AkActionOnEventType, don't forget to modify the WAAPI validation schema accordingly.
872 
873  /// AkActionOnEventType
874  /// \sa
875  /// - <tt>AK::SoundEngine::ExecuteActionOnEvent()</tt>
877  {
880  AkActionOnEventType_Resume = 2, ///< Resume
882  AkActionOnEventType_ReleaseEnvelope = 4 ///< Release envelope
883  };
884 
885  /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
886  /// \return
887  /// - \c AK_Success if the action was successfully queued.
888  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
889  /// \sa
890  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
892  AkUniqueID in_eventID, ///< Unique ID of the event
893  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
894  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
895  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
896  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
897  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
898  );
899 
900 #ifdef AK_SUPPORT_WCHAR
901  /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
902  /// \return
903  /// - \c AK_Success if the action was successfully queued.
904  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
905  /// \sa
906  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
908  const wchar_t* in_pszEventName, ///< Name of the event
909  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
910  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
911  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
912  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
913  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
914  );
915 #endif //AK_SUPPORT_WCHAR
916 
917  /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type Play.
918  /// \return
919  /// - \c AK_Success if the action was successfully queued.
920  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
921  /// \sa
922  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
924  const char* in_pszEventName, ///< Name of the event
925  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
926  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
927  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
928  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
929  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
930  );
931 
932 
933  /// Executes a number of MIDI Events on all nodes that are referenced in the specified Event in an Action of type Play.
934  /// The time at which a MIDI Event is posted is determined by in_bAbsoluteOffsets. If false, each MIDI event will be
935  /// posted in AkMIDIPost::uOffset samples from the start of the current frame. If true, each MIDI event will be posted
936  /// at the absolute time AkMIDIPost::uOffset samples.
937  /// To obtain the current absolute time, see AK::SoundEngine::GetSampleTick.
938  /// The duration of a sample can be determined from the sound engine's audio settings, via a call to AK::SoundEngine::GetAudioSettings.
939  /// If a playing ID is specified then that playing ID must be active. Otherwise a new playing ID will be assigned.
940  /// \return The playing ID of the event launched, or AK_INVALID_PLAYING_ID if posting the event failed and an error will be displayed in the debug console and the Wwise Profiler.
941  /// \sa
942  /// - <tt>AK::SoundEngine::GetAudioSettings</tt>
943  /// - <tt>AK::SoundEngine::GetSampleTick</tt>
944  /// - <tt>AK::SoundEngine::StopMIDIOnEvent</tt>
945  /// - \ref soundengine_midi_event_playing_id
947  AkUniqueID in_eventID, ///< Unique ID of the Event
948  AkGameObjectID in_gameObjectID, ///< Associated game object ID
949  AkMIDIPost* in_pPosts, ///< MIDI Events to post
950  AkUInt16 in_uNumPosts, ///< Number of MIDI Events to post
951  bool in_bAbsoluteOffsets = false, ///< Set to true when AkMIDIPost::uOffset are absolute, false when relative to current frame
952  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
953  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
954  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
955  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///< Target playing ID
956  );
957 
958  /// Stops MIDI notes on all nodes that are referenced in the specified event in an action of type play,
959  /// with the specified Game Object. Invalid parameters are interpreted as wildcards. For example, calling
960  /// this function with in_eventID set to AK_INVALID_UNIQUE_ID will stop all MIDI notes for Game Object
961  /// in_gameObjectID.
962  /// \return
963  /// - \c AK_Success if the stop command was queued
964  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
965  /// \sa
966  /// - <tt>AK::SoundEngine::PostMIDIOnEvent</tt>
967  /// - \ref soundengine_midi_event_playing_id
969  AkUniqueID in_eventID = AK_INVALID_UNIQUE_ID, ///< Unique ID of the Event
970  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
971  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///< Target playing ID
972  );
973 
974 
975  /// 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
976  /// 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
977  /// uMaxCachePinnedBytes is exceeded.
978  /// \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.
979  /// \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.
980  /// \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
981  /// 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.
982  /// \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
983  /// will get cached with active priority, while all other files will get cached with inactive priority.
984  /// \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
985  /// 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.
986  /// \return
987  /// - \c AK_Success if command was queued
988  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
989  /// \sa
990  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
991  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
992  /// - <tt>AK::StreamMgr::IAkFileLocationResolver::Open</tt>
993  /// - AkFileSystemFlags
995  AkUniqueID in_eventID, ///< Unique ID of the event
996  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
997  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
998  );
999 
1000 #ifdef AK_SUPPORT_WCHAR
1001  /// 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
1002  /// 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
1003  /// uMaxCachePinnedBytes is exceeded.
1004  /// \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.
1005  /// \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.
1006  /// \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
1007  /// 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.
1008  /// \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
1009  /// will get cached with active priority, while all other files will get cached with inactive priority.
1010  /// \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
1011  /// 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.
1012  /// \return
1013  /// - \c AK_Success if command was queued
1014  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1015  /// \sa
1016  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1017  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1018  /// - <tt>AK::StreamMgr::IAkFileLocationResolver::Open</tt>
1019  /// - AkFileSystemFlags
1021  const wchar_t* in_pszEventName, ///< Name of the event
1022  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
1023  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
1024  );
1025 #endif //AK_SUPPORT_WCHAR
1026 
1027  /// 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
1028  /// 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
1029  /// uMaxCachePinnedBytes is exceeded.
1030  /// \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.
1031  /// \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.
1032  /// \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
1033  /// 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.
1034  /// \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
1035  /// will get cached with active priority, while all other files will get cached with inactive priority.
1036  /// \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
1037  /// 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.
1038  /// \return
1039  /// - \c AK_Success if command was queued
1040  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1041  /// \sa
1042  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1043  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1044  /// - <tt>AK::StreamMgr::IAkFileLocationResolver::Open</tt>
1045  /// - AkFileSystemFlags
1047  const char* in_pszEventName, ///< Name of the event
1048  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
1049  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
1050  );
1051 
1052  /// 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
1053  /// 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.
1054  /// \return
1055  /// - \c AK_Success if command was queued
1056  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1057  /// \sa
1058  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1059  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1061  AkUniqueID in_eventID ///< Unique ID of the event
1062  );
1063 
1064 #ifdef AK_SUPPORT_WCHAR
1065  /// 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
1066  /// 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.
1067  /// \return
1068  /// - \c AK_Success if command was queued
1069  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1070  /// \sa
1071  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1072  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1074  const wchar_t* in_pszEventName ///< Name of the event
1075  );
1076 #endif //AK_SUPPORT_WCHAR
1077 
1078  /// 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
1079  /// 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.
1080  /// \return
1081  /// - \c AK_Success if command was queued
1082  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1083  /// \sa
1084  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1085  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1087  const char* in_pszEventName ///< Name of the event
1088  );
1089 
1090  /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1091  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1092  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1093  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see \c AkDeviceSettings
1094  /// \return
1095  /// - \c AK_Success if command was queued
1096  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1097  /// \sa
1098  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1099  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1100  /// - AkDeviceSettings
1102  AkUniqueID in_eventID, ///< Unique ID of the event
1103  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1104  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1105  );
1106 
1107  /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1108  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1109  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1110  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1111  /// \return
1112  /// - \c AK_Success if command was queued
1113  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1114  /// \sa
1115  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1116  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1117  /// - AkDeviceSettings
1119  const char* in_pszEventName, ///< Name of the event
1120  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1121  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1122  );
1123 
1124 #ifdef AK_SUPPORT_WCHAR
1125  /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1126  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1127  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1128  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1129  /// \return
1130  /// - \c AK_Success if command was queued
1131  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1132  /// \sa
1133  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1134  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1135  /// - AkDeviceSettings
1137  const wchar_t* in_pszEventName, ///< Name of the event
1138  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1139  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1140  );
1141 #endif
1142 
1143  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1144  ///
1145  /// Notes:
1146  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1147  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1148  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1149  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1150  /// the sound that is currently playing is the first sound of the sequence.
1151  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1152  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1153  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1154  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1155  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1156  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1157  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1158  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1159  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1160  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1161  /// the audio thread consumes it (after a call to RenderAudio()).
1162  ///
1163  /// Notes specific to Music Segments:
1164  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1165  /// value to seek within the Pre-Entry.
1166  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1167  /// in order to restart them if required.
1168  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1169  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1170  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1171  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1172  /// the exact position of a segment. Also, the segment will be silent during that time
1173  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1174  /// also informs you about the remaining look-ahead time.
1175  ///
1176  /// Notes specific to Music Switch Containers:
1177  /// - Seeking triggers a music transition towards the current (or target) segment.
1178  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1179  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1180  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1181  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1182  ///
1183  /// \return
1184  /// - \c AK_Success if command was queued
1185  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1186  /// \sa
1187  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1188  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1189  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1190  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1192  AkUniqueID in_eventID, ///< Unique ID of the event
1193  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1194  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1195  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1196  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.
1197  );
1198 
1199 #ifdef AK_SUPPORT_WCHAR
1200  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1201  ///
1202  /// Notes:
1203  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1204  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1205  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1206  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1207  /// the sound that is currently playing is the first sound of the sequence.
1208  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1209  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1210  /// value to seek within the Pre-Entry.
1211  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1212  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1213  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1214  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1215  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1216  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1217  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1218  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1219  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1220  /// the audio thread consumes it (after a call to RenderAudio()).
1221  ///
1222  /// Notes specific to Music Segments:
1223  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1224  /// value to seek within the Pre-Entry.
1225  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1226  /// in order to restart them if required.
1227  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1228  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1229  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1230  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1231  /// the exact position of a segment. Also, the segment will be silent during that time
1232  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1233  /// also informs you about the remaining look-ahead time.
1234  ///
1235  /// Notes specific to Music Switch Containers:
1236  /// - Seeking triggers a music transition towards the current (or target) segment.
1237  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1238  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1239  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1240  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1241  /// \return
1242  /// - \c AK_Success if command was queued
1243  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1244  /// \sa
1245  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1246  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1247  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1248  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1250  const wchar_t* in_pszEventName, ///< Name of the event
1251  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1252  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1253  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1254  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.
1255  );
1256 #endif //AK_SUPPORT_WCHAR
1257 
1258  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1259  ///
1260  /// Notes:
1261  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1262  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1263  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1264  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1265  /// the sound that is currently playing is the first sound of the sequence.
1266  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1267  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1268  /// value to seek within the Pre-Entry.
1269  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1270  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1271  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1272  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1273  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1274  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1275  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1276  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1277  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1278  /// the audio thread consumes it (after a call to RenderAudio()).
1279  ///
1280  /// Notes specific to Music Segments:
1281  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1282  /// value to seek within the Pre-Entry.
1283  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1284  /// in order to restart them if required.
1285  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1286  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1287  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1288  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1289  /// the exact position of a segment. Also, the segment will be silent during that time
1290  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1291  /// also informs you about the remaining look-ahead time.
1292  ///
1293  /// Notes specific to Music Switch Containers:
1294  /// - Seeking triggers a music transition towards the current (or target) segment.
1295  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1296  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1297  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1298  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1299  ///
1300  /// \return
1301  /// - \c AK_Success if command was queued
1302  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1303  /// \sa
1304  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1305  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1306  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1307  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1309  const char* in_pszEventName, ///< Name of the event
1310  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1311  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1312  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1313  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.
1314  );
1315 
1316  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1317  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1318  ///
1319  /// Notes:
1320  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1321  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1322  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1323  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1324  /// the sound that is currently playing is the first sound of the sequence.
1325  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1326  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1327  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1328  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1329  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1330  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1331  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1332  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1333  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1334  /// the audio thread consumes it (after a call to RenderAudio()).
1335  ///
1336  /// Notes specific to Music Segments:
1337  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1338  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1339  /// post-exit of a segment using this method. Use absolute values instead.
1340  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1341  /// in order to restart them if required.
1342  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1343  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1344  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1345  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1346  /// the exact position of a segment. Also, the segment will be silent during the time that period
1347  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1348  /// also informs you about the remaining look-ahead time.
1349  ///
1350  /// Notes specific to Music Switch Containers:
1351  /// - Seeking triggers a music transition towards the current (or target) segment.
1352  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1353  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1354  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1355  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1356  ///
1357  /// \sa
1358  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1359  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1360  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1361  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1363  AkUniqueID in_eventID, ///< Unique ID of the event
1364  AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1365  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)
1366  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1367  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.
1368  );
1369 
1370 #ifdef AK_SUPPORT_WCHAR
1371  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1372  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1373  ///
1374  /// Notes:
1375  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1376  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1377  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1378  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1379  /// the sound that is currently playing is the first sound of the sequence.
1380  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1381  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1382  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1383  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1384  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1385  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1386  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1387  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1388  /// the audio thread consumes it (after a call to RenderAudio()).
1389  ///
1390  /// Notes specific to Music Segments:
1391  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1392  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1393  /// post-exit of a segment using this method. Use absolute values instead.
1394  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1395  /// in order to restart them if required.
1396  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1397  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1398  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1399  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1400  /// the exact position of a segment. Also, the segment will be silent during the time that period
1401  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1402  /// also informs you about the remaining look-ahead time.
1403  ///
1404  /// Notes specific to Music Switch Containers:
1405  /// - Seeking triggers a music transition towards the current (or target) segment.
1406  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1407  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1408  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1409  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1410  ///
1411  /// \sa
1412  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1413  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1414  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1415  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1417  const wchar_t* in_pszEventName, ///< Name of the event
1418  AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1419  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)
1420  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1421  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.
1422  );
1423 #endif //AK_SUPPORT_WCHAR
1424 
1425  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1426  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1427  ///
1428  /// Notes:
1429  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1430  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1431  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1432  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1433  /// the sound that is currently playing is the first sound of the sequence.
1434  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1435  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1436  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1437  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1438  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1439  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1440  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1441  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1442  /// the audio thread consumes it (after a call to RenderAudio()).
1443  ///
1444  /// Notes specific to Music Segments:
1445  /// - With Music Segments, in_fPercent is relative to the Entry Cue, and the segment's duration is the
1446  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1447  /// post-exit of a segment using this method. Use absolute values instead.
1448  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1449  /// in order to restart them if required.
1450  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1451  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1452  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1453  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1454  /// the exact position of a segment. Also, the segment will be silent during the time that period
1455  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1456  /// also informs you about the remaining look-ahead time.
1457  ///
1458  /// Notes specific to Music Switch Containers:
1459  /// - Seeking triggers a music transition towards the current (or target) segment.
1460  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1461  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1462  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1463  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1464  ///
1465  /// \sa
1466  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1467  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1468  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1469  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1471  const char* in_pszEventName, ///< Name of the event
1472  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1473  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)
1474  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see notes above).
1475  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.
1476  );
1477 
1478  /// Cancels all Event callbacks associated with a specific callback cookie.\n
1479  /// \sa
1480  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1482  void * in_pCookie ///< Callback cookie to be cancelled
1483  );
1484 
1485  /// Cancels all Event callbacks associated with a specific game object.\n
1486  /// \sa
1487  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1489  AkGameObjectID in_gameObjectID ///< ID of the game object to be cancelled
1490  );
1491 
1492  /// Cancels all Event callbacks for a specific playing ID.
1493  /// \sa
1494  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1496  AkPlayingID in_playingID ///< Playing ID of the event that must not use callbacks
1497  );
1498 
1499  /// Gets the current position of the source associated with this playing ID, obtained from PostEvent(). If more than one source is playing,
1500  /// the first to play is returned.
1501  /// Notes:
1502  /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1503  /// it returns AK_Fail, even if the playing ID is valid.
1504  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1505  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1506  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1507  /// sound engine update and the source's playback rate.
1508  /// \return
1509  /// - \c AK_Success if successful.
1510  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1511  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1512  /// \sa
1513  /// - \ref soundengine_query_pos
1514  /// - \ref concept_events
1516  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1517  AkTimeMs* out_puPosition, ///< Position of the source (in ms) associated with the specified playing ID
1518  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update.
1519  );
1520 
1521  /// Gets the current position of the sources associated with this playing ID, obtained from PostEvent().
1522  /// Notes:
1523  /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1524  /// it returns AK_Fail, even if the playing ID is valid.
1525  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1526  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1527  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1528  /// sound engine update and the source's playback rate.
1529  /// - If 0 is passed in for the number of entries (*in_pcPositions == 0) then only the number of positions will be returned and the
1530  /// position array (out_puPositions) will not be updated.
1531  /// - The io_pcPositions pointer must be non-NULL.
1532  /// out_puPositions may be NULL if *io_pcPositions == 0, otherwise it must be non-NULL.
1533  /// \return
1534  /// - \c AK_Success if successful.
1535  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1536  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1537  /// \sa
1538  /// - \ref soundengine_query_pos
1539  /// - \ref concept_events
1541  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1542  AkSourcePosition* out_puPositions, ///< Audio Node IDs and positions of sources associated with the specified playing ID
1543  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
1544  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update
1545  );
1546 
1547  /// Gets the stream buffering of the sources associated with this playing ID, obtained from PostEvent().
1548  /// Notes:
1549  /// - You need to pass AK_EnableGetSourceStreamBuffering to PostEvent() in order to use this function, otherwise
1550  /// it returns AK_Fail, even if the playing ID is valid.
1551  /// - The sources stream buffering is updated at every audio frame. If there are multiple sources associated with this playing ID,
1552  /// the value returned corresponds to the least buffered source.
1553  /// - The returned buffering status out_bIsBuffering will be true If any of the sources associated with the playing ID are actively being buffered.
1554  /// 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.
1555  /// - Purely in-memory sources are excluded from this database. If all sources are in-memory, GetSourceStreamBuffering() will return AK_Fail.
1556  /// - 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.
1557  /// 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.
1558  /// \return
1559  /// - \c AK_Success if successful.
1560  /// - \c AK_PlayingIDNotFound 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.
1561  /// \sa
1562  /// - \ref concept_events
1564  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1565  AkTimeMs & out_buffering, ///< Returned amount of buffering (in ms) of the source (or one of the sources) associated with that playing ID
1566  bool & out_bIsBuffering ///< Returned buffering status of the source(s) associated with that playing ID
1567  );
1568 
1569  /// Stops the current content playing associated to the specified game object ID.
1570  /// If no game object is specified, all sounds will be stopped.
1572  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< (Optional)Specify a game object to stop only playback associated to the provided game object ID.
1573  );
1574 
1575  /// Stop the current content playing associated to the specified playing ID.
1576  /// \aknote
1577  /// This function is deprecated. Please use ExecuteActionOnPlayingID() in its place.
1578  /// \endaknote
1579  /// \sa
1580  /// - <tt>AK::SoundEngine::ExecuteActionOnPlayingID()</tt>
1582  AkPlayingID in_playingID, ///< Playing ID to be stopped.
1583  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
1584  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1585  );
1586 
1587  /// Executes an Action on the content associated to the specified playing ID.
1588  /// \sa
1589  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
1591  AkActionOnEventType in_ActionType, ///< Action to execute on the specified playing ID.
1592  AkPlayingID in_playingID, ///< Playing ID on which to execute the action.
1593  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
1594  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1595  );
1596 
1597  /// Sets the random seed value. Can be used to synchronize randomness
1598  /// across instances of the Sound Engine.
1599  /// \remark This seeds the number generator used for all container randomizations
1600  /// and the plug-in RNG; since it acts globally, this should be called right
1601  /// before any PostEvent call where randomness synchronization is required,
1602  /// and cannot guarantee similar results for continuous containers.
1603  /// \sa
1604  /// - <tt>AK::IAkPluginServiceRNG</tt>
1606  AkUInt32 in_uSeed ///< Random seed.
1607  );
1608 
1609  /// Mutes/Unmutes the busses tagged as background music.
1610  /// This is automatically called for platforms that have user-music support.
1611  /// This function is provided to give the same behavior on platforms that don't have user-music support.
1613  bool in_bMute ///< Sets true to mute, false to unmute.
1614  );
1615  //@}
1616 
1617  /// Gets the state of the Background Music busses. This state is either set directly
1618  /// with \c AK::SoundEngine::MuteBackgroundMusic or by the OS, if it has User Music services.
1619  /// \return true if the background music busses are muted, false if not.
1621  //@}
1622 
1623 
1624  /// Sends custom game data to a plug-in that resides on a bus (insert Effect or mixer plug-in).
1625  /// Data will be copied and stored into a separate list.
1626  /// Previous entry is deleted when a new one is sent.
1627  /// Sets the data pointer to NULL to clear item from the list.
1628  /// \aknote The plug-in type and ID is passed and matched with plugins set on the desired bus.
1629  /// This means that you cannot send different data to various instances of the plug-in on a same bus.\endaknote
1630  /// \return AK_Success if data was sent successfully.
1632  AkUniqueID in_busID, ///< Bus ID
1633  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.
1634  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
1635  AkUInt32 in_uCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
1636  AkUInt32 in_uPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
1637  const void* in_pData, ///< The data blob
1638  AkUInt32 in_uSizeInBytes ///< Size of data
1639  );
1640  //@}
1641 
1642  ////////////////////////////////////////////////////////////////////////
1643  /// @name Game Objects
1644  //@{
1645 
1646  /// Registers a game object.
1647  /// \return
1648  /// - \c AK_Success if successful
1649  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid (0 and -1 are invalid)
1650  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1651  /// matter how many times it has been registered.
1652  /// \sa
1653  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1654  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1655  /// - \ref concept_gameobjects
1657  AkGameObjectID in_gameObjectID ///< ID of the game object to be registered
1658  );
1659 
1660  /// Registers a game object.
1661  /// \return
1662  /// - \c AK_Success if successful
1663  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid (0 and -1 are invalid)
1664  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1665  /// matter how many times it has been registered.
1666  /// \sa
1667  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1668  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1669  /// - \ref concept_gameobjects
1671  AkGameObjectID in_gameObjectID, ///< ID of the game object to be registered
1672  const char * in_pszObjName ///< Name of the game object (for monitoring purpose)
1673  );
1674 
1675  /// Unregisters a game object.
1676  /// \return
1677  /// - \c AK_Success if successful
1678  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid (0 is an invalid ID)
1679  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1680  /// matter how many times it has been registered. Unregistering a game object while it is
1681  /// in use is allowed, but the control over the parameters of this game object is lost.
1682  /// For example, say a sound associated with this game object is a 3D moving sound. This sound will
1683  /// stop moving when the game object is unregistered, and there will be no way to regain control over the game object.
1684  /// \sa
1685  /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
1686  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1687  /// - \ref concept_gameobjects
1689  AkGameObjectID in_gameObjectID ///< ID of the game object to be unregistered. Use
1690  /// AK_INVALID_GAME_OBJECT to unregister all game objects.
1691  );
1692 
1693  /// Unregister all game objects, or all game objects with a particular matching set of property flags.
1694  /// This function to can be used to unregister all game objects.
1695  /// \return
1696  /// - \c AK_Success if successful
1697  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1698  /// matter how many times it has been registered. Unregistering a game object while it is
1699  /// in use is allowed, but the control over the parameters of this game object is lost.
1700  /// For example, if a sound associated with this game object is a 3D moving sound, it will
1701  /// stop moving once the game object is unregistered, and there will be no way to recover
1702  /// the control over this game object.
1703  /// \sa
1704  /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
1705  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1706  /// - \ref concept_gameobjects
1708  );
1709 
1710  /// Sets the position of a game object.
1711  /// \warning The object's orientation vector (in_Position.Orientation) must be normalized.
1712  /// \return
1713  /// - \c AK_Success when successful
1714  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1715  /// + in_Position makes an invalid transform
1716  /// + in_eFlags is not one of the valid enum values
1717  /// + the game object ID is in the reserved ID range.
1718  /// \sa
1719  /// - \ref soundengine_3dpositions
1721  AkGameObjectID in_GameObjectID, ///< Game Object identifier
1722  const AkSoundPosition & in_Position,///< Position to set; in_Position.Orientation must be normalized.
1723  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1724  );
1725 
1726  /// Sets multiple positions to a single game object.
1727  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1728  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1729  /// \aknote
1730  /// - Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt>
1731  /// - If a sound has diffraction enabled, it is treated as <tt>MultiPositionType_MultiDirections</tt>. <tt>MultiPositionType_MultiSources</tt> is not supported in this case.
1732  /// \endaknote
1733  /// \return
1734  /// - \c AK_Success when successful
1735  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1736  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1737  /// + in_Position makes an invalid transform
1738  /// + in_eFlags is not one of the valid enum values
1739  /// + the game object ID is in the reserved ID range.
1740  /// \sa
1741  /// - \ref soundengine_3dpositions
1742  /// - \ref soundengine_3dpositions_multiplepos
1743  /// - \ref AK::SoundEngine::MultiPositionType
1745  AkGameObjectID in_GameObjectID, ///< Game Object identifier.
1746  const AkSoundPosition * in_pPositions, ///< Array of positions to apply.
1747  AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array.
1748  MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///< \ref AK::SoundEngine::MultiPositionType
1749  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1750  );
1751 
1752  /// Sets multiple positions to a single game object, with flexible assignment of input channels.
1753  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1754  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1755  /// \aknote Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
1756  /// \return
1757  /// - \c AK_Success when successful
1758  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1759  /// - \c AK_InvalidParameter if parameters are not valid.
1760  /// \sa
1761  /// - \ref soundengine_3dpositions
1762  /// - \ref soundengine_3dpositions_multiplepos
1763  /// - \ref AK::SoundEngine::MultiPositionType
1765  AkGameObjectID in_GameObjectID, ///< Game Object identifier.
1766  const AkChannelEmitter * in_pPositions, ///< Array of positions to apply, each using its own channel mask.
1767  AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array.
1768  MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///< \ref AK::SoundEngine::MultiPositionType
1769  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1770  );
1771 
1772  /// Sets the scaling factor of a Game Object.
1773  /// Modify the attenuation computations on this Game Object to simulate sounds with a larger or smaller area of effect.
1774  /// \return
1775  /// - \c AK_Success when successful
1776  /// - \c AK_InvalidParameter if the scaling factor specified was 0 or negative.
1777  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
1779  AkGameObjectID in_GameObjectID, ///< Game object identifier
1780  AkReal32 in_fAttenuationScalingFactor ///< Scaling Factor, 1 means 100%, 0.5 means 50%, 2 means 200%, and so on.
1781  );
1782 
1783  /// Use the position of a separate game object for distance calculations for a specified listener.
1784  /// When <tt>AK::SoundEngine::SetDistanceProbe()</tt> is called, Wwise calculates distance attenuation and filtering
1785  /// based on the distance between the distance probe Game Object (\c in_distanceProbeGameObjectID) and the emitter Game Object's position.
1786  /// In third-person perspective applications, the distance probe Game Object may be set to the player character's position,
1787  /// and the listener Game Object's position to that of the camera. In this scenario, attenuation is based on
1788  /// the distance between the character and the sound, whereas panning, spatialization, and spread and focus calculations are base on the camera.
1789  /// Both Game Objects, \c in_listenerGameObjectID and \c in_distanceProbeGameObjectID must have been previously registered using <tt>AK::SoundEngine::RegisterGameObj</tt>.
1790  /// This funciton is optional. if <tt>AK::SoundEngine::SetDistanceProbe()</tt> is never called, distance calculations are based on the listener Game Object position.
1791  /// To clear the distance probe, and revert to using the listener position for distance calculations, pass \c AK_INVALID_GAME_OBJECT to \c in_distanceProbeGameObjectID.
1792  /// \aknote If the distance probe Game Object is assigned multiple positions, then the first position is used for distance calculations by the listener. \endaknote
1793  /// \return
1794  /// - \c AK_Success when successful
1795  /// \sa
1796  /// - <tt>AK::SoundEngine::SetPosition()</tt>
1798  AkGameObjectID in_listenerGameObjectID, ///< Game object identifier for the listener. Must have been previously registered via RegisterGameObj.
1799  AkGameObjectID in_distanceProbeGameObjectID ///< Game object identifier for the distance probe, or \c AK_INVALID_GAME_OBJECT to reset distance probe. If valid, must have been previously registered via RegisterGameObj.
1800  );
1801 
1802  //@}
1803 
1804  ////////////////////////////////////////////////////////////////////////
1805  /// @name Bank Management
1806  //@{
1807 
1808  /// Unload all currently loaded banks.
1809  /// It also internally calls ClearPreparedEvents() since at least one bank must have been loaded to allow preparing events.
1810  /// \return
1811  /// - \c AK_Success if successful
1812  /// - \c AK_NotInitialized if the sound engine was not correctly initialized or if there is not enough memory to handle the command
1813  /// \sa
1814  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1815  /// - <tt>AK::SoundEngine::LoadBank()</tt>
1816  /// - \ref soundengine_banks
1818 
1819  /// Sets the I/O settings of the bank load and prepare event processes.
1820  /// The sound engine uses default values unless explicitly set by calling this method.
1821  /// \warning This function must be called before loading banks.
1822  /// \return
1823  /// - \c AK_Success if successful
1824  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1825  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1826  /// \sa
1827  /// - \ref soundengine_banks
1828  /// - \ref streamingdevicemanager
1830  AkReal32 in_fThroughput, ///< Average throughput of bank data streaming (bytes/ms) (the default value is AK_DEFAULT_BANK_THROUGHPUT)
1831  AkPriority in_priority ///< Priority of bank streaming (the default value is AK_DEFAULT_PRIORITY)
1832  );
1833 
1834 #ifdef AK_SUPPORT_WCHAR
1835  /// Load a bank synchronously (by Unicode string).\n
1836  /// The bank name and type are passed to the Stream Manager.
1837  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1838  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1839  /// The function returns when the request has been completely processed.
1840  /// \return
1841  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1842  /// You may use this ID with UnloadBank().
1843  /// - \c AK_Success: Load or unload successful.
1844  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1845  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1846  /// - \c AK_BankReadError: I/O error.
1847  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that you used to generate the SoundBanks matches that of the SDK you are currently using.
1848  /// - \c AK_InvalidFile: File specified could not be opened.
1849  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
1850  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1851  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1852  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1853  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure, check the debug console)
1854  /// \remarks
1855  /// - The initialization bank must be loaded first.
1856  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1857  /// initialization bank. If you need to load SoundBanks from a different project, you
1858  /// must first unload ALL banks, including the initialization bank, then load the
1859  /// initialization bank from the other project, and finally load banks from that project.
1860  /// - Codecs and plug-ins must be registered before loading banks that use them.
1861  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1862  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1863  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1864  /// posting the event will fail.
1865  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1866  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1867  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1868  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1869  /// \sa
1870  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1871  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1872  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
1873  /// - \ref soundengine_banks
1874  /// - \ref integrating_elements_plugins
1875  /// - \ref streamingdevicemanager
1876  /// - \ref streamingmanager_lowlevel
1877  /// - \ref sdk_bank_training
1879  const wchar_t* in_pszString, ///< Name of the bank to load
1880  AkBankID & out_bankID, ///< Returned bank ID
1881  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1882  );
1883 #endif //AK_SUPPORT_WCHAR
1884 
1885  /// Loads a bank synchronously.\n
1886  /// The bank name and type are passed to the Stream Manager.
1887  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1888  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1889  /// The function returns when the request has been completely processed.
1890  /// \return
1891  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1892  /// You may use this ID with UnloadBank().
1893  /// - \c AK_Success: Load or unload successful.
1894  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1895  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1896  /// - \c AK_BankReadError: I/O error.
1897  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1898  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1899  /// - \c AK_InvalidFile: File specified could not be opened.
1900  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1901  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1902  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1903  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1904  /// \remarks
1905  /// - The initialization bank must be loaded first.
1906  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1907  /// initialization bank. If you need to load SoundBanks from a different project, you
1908  /// must first unload ALL banks, including the initialization bank, then load the
1909  /// initialization bank from the other project, and finally load banks from that project.
1910  /// - Codecs and plug-ins must be registered before loading banks that use them.
1911  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1912  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1913  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1914  /// posting the event will fail.
1915  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1916  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1917  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1918  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1919  /// \sa
1920  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1921  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1922  /// - <tt>AK::SoundEngine::GetIDFromString</tt>
1923  /// - \ref soundengine_banks
1924  /// - \ref integrating_elements_plugins
1925  /// - \ref streamingdevicemanager
1926  /// - \ref streamingmanager_lowlevel
1927  /// - \ref sdk_bank_training
1929  const char* in_pszString, ///< Name of the bank to load
1930  AkBankID & out_bankID, ///< Returned bank ID
1931  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1932  );
1933 
1934  /// Loads a bank synchronously (by ID).\n
1935  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
1936  /// The bank ID is passed to the Stream Manager.
1937  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1938  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1939  /// The function returns when the request has been completely processed.
1940  /// \return
1941  /// - \c AK_Success: Load or unload successful.
1942  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1943  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1944  /// - \c AK_BankReadError: I/O error. The bank is either shorter than expected or its data corrupted.
1945  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1946  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1947  /// - \c AK_InvalidFile: File specified could not be opened.
1948  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1949  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console or Wwise Profiler
1950  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1951  /// - \c AK_FileNotFound if the bank file was not found on disk.
1952  /// - \c AK_FilePermissionError if the file permissions are wrong for the file
1953  /// - \c AK_Fail: Load or unload failed for any other reason. , check the debug console or Wwise Profiler
1954  /// \remarks
1955  /// - The initialization bank must be loaded first.
1956  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1957  /// initialization bank. If you need to load SoundBanks from a different project, you
1958  /// must first unload ALL banks, including the initialization bank, then load the
1959  /// initialization bank from the other project, and finally load banks from that project.
1960  /// - Codecs and plug-ins must be registered before loading banks that use them.
1961  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1962  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1963  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1964  /// posting the event will fail.
1965  /// \sa
1966  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1967  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1968  /// - \ref soundengine_banks
1969  /// - \ref integrating_elements_plugins
1970  /// - \ref sdk_bank_training
1972  AkBankID in_bankID, ///< Bank ID of the bank to load
1973  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1974  );
1975 
1976  /// Loads a bank synchronously (from in-memory data, in-place, user bank only).\n
1977  ///
1978  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
1979  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
1980  ///
1981  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
1982  /// in a buffer and pass its address to the sound engine.
1983  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
1984  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1985  /// The function returns when the request has been completely processed.
1986  /// \return
1987  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
1988  /// ID with UnloadBank().
1989  /// - \c AK_Success: Load or unload successful.
1990  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1991  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1992  /// - \c AK_BankReadError: I/O error.
1993  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1994  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1995  /// - \c AK_InvalidFile: File specified could not be opened.
1996  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1997  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1998  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
1999  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2000  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2001  /// \remarks
2002  /// - The initialization bank must be loaded first.
2003  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2004  /// initialization bank. If you need to load SoundBanks from a different project, you
2005  /// must first unload ALL banks, including the initialization bank, then load the
2006  /// initialization bank from the other project, and finally load banks from that project.
2007  /// - Codecs and plug-ins must be registered before loading banks that use them.
2008  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2009  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2010  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2011  /// posting the event will fail.
2012  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2013  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2014  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2015  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2016  /// \sa
2017  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2018  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2019  /// - \ref soundengine_banks
2020  /// - \ref integrating_elements_plugins
2021  /// - \ref sdk_bank_training
2023  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2024  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2025  AkBankID & out_bankID ///< Returned bank ID
2026  );
2027 
2028  /// Loads a bank synchronously (from in-memory data, in-place, any bank type).\n
2029  ///
2030  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2031  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2032  ///
2033  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2034  /// in a buffer and pass its address to the sound engine.
2035  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2036  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2037  /// The function returns when the request has been completely processed.
2038  /// \return
2039  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2040  /// ID with UnloadBank().
2041  /// - \c AK_Success: Load or unload successful.
2042  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2043  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2044  /// - \c AK_BankReadError: I/O error.
2045  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2046  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2047  /// - \c AK_InvalidFile: File specified could not be opened.
2048  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2049  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2050  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2051  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2052  /// \remarks
2053  /// - The initialization bank must be loaded first.
2054  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2055  /// initialization bank. If you need to load SoundBanks from a different project, you
2056  /// must first unload ALL banks, including the initialization bank, then load the
2057  /// initialization bank from the other project, and finally load banks from that project.
2058  /// - Codecs and plug-ins must be registered before loading banks that use them.
2059  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2060  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2061  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2062  /// posting the event will fail.
2063  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2064  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2065  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2066  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2067  /// \sa
2068  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2069  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2070  /// - \ref soundengine_banks
2071  /// - \ref integrating_elements_plugins
2072  /// - \ref sdk_bank_training
2074  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2075  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2076  AkBankID & out_bankID, ///< Returned bank ID
2077  AkBankType & out_bankType ///< Returned bank type
2078  );
2079 
2080  /// Loads a bank synchronously (from in-memory data, out-of-place, user bank only).\n
2081  ///
2082  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2083  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2084  ///
2085  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2086  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2087  /// allocated memory.
2088  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2089  /// over the in-place version is that there is no duplication of bank structures.
2090  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2091  /// The function returns when the request has been completely processed.
2092  /// \return
2093  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2094  /// ID with UnloadBank().
2095  /// - \c AK_Success: Load or unload successful.
2096  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2097  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2098  /// - \c AK_BankReadError: I/O error.
2099  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2100  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2101  /// - \c AK_InvalidFile: File specified could not be opened.
2102  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2103  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2104  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2105  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2106  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2107  /// \remarks
2108  /// - The initialization bank must be loaded first.
2109  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2110  /// initialization bank. If you need to load SoundBanks from a different project, you
2111  /// must first unload ALL banks, including the initialization bank, then load the
2112  /// initialization bank from the other project, and finally load banks from that project.
2113  /// - Codecs and plug-ins must be registered before loading banks that use them.
2114  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2115  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2116  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2117  /// posting the event will fail.
2118  /// \sa
2119  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2120  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2121  /// - \ref soundengine_banks
2122  /// - \ref integrating_elements_plugins
2123  /// - \ref sdk_bank_training
2125  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)
2126  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2127  AkBankID & out_bankID ///< Returned bank ID
2128  );
2129 
2130  /// Loads a bank synchronously (from in-memory data, out-of-place, any bank type).\n
2131  ///
2132  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2133  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2134  ///
2135  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2136  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2137  /// allocated memory.
2138  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2139  /// over the in-place version is that there is no duplication of bank structures.
2140  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2141  /// The function returns when the request has been completely processed.
2142  /// \return
2143  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2144  /// ID with UnloadBank().
2145  /// - \c AK_Success: Load or unload successful.
2146  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2147  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2148  /// - \c AK_BankReadError: I/O error.
2149  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2150  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2151  /// - \c AK_InvalidFile: File specified could not be opened.
2152  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2153  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2154  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2155  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2156  /// \remarks
2157  /// - The initialization bank must be loaded first.
2158  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2159  /// initialization bank. If you need to load SoundBanks from a different project, you
2160  /// must first unload ALL banks, including the initialization bank, then load the
2161  /// initialization bank from the other project, and finally load banks from that project.
2162  /// - Codecs and plug-ins must be registered before loading banks that use them.
2163  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2164  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2165  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2166  /// posting the event will fail.
2167  /// \sa
2168  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2169  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2170  /// - \ref soundengine_banks
2171  /// - \ref integrating_elements_plugins
2172  /// - \ref sdk_bank_training
2174  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)
2175  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2176  AkBankID & out_bankID, ///< Returned bank ID
2177  AkBankType & out_bankType ///< Returned bank type
2178  );
2179 
2180  /// Synchronously decodes Vorbis-encoded and Opus-encoded (Software version) media in a SoundBank. The file should already be read in memory before the decode operation. The out_pDecodedBankPtr can then be used with variants of LoadBank that load from in-memory data.
2181  /// \n
2182  /// CPU usage, RAM size, storage size and Internet bandwidth must be accounted for when developing a game, especially when it is aimed at mobile platforms. The DecodeBank function makes it possible to decode media at load time instead of decoding them every time they are played.
2184  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)
2185  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to decode
2186  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.
2187  void * & out_pDecodedBankPtr, ///< Decoded bank memory location.
2188  AkUInt32 & out_uDecodedBankSize ///< Decoded bank memory size.
2189  );
2190 
2191 #ifdef AK_SUPPORT_WCHAR
2192  /// Loads a bank asynchronously (by Unicode string).\n
2193  /// The bank name is passed to the Stream Manager.
2194  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2195  /// A bank load request will be posted to the Bank Manager consumer thread.
2196  /// The function returns immediately.
2197  /// \return
2198  /// AK_Success if the scheduling was successful, AK_Fail otherwise.
2199  /// Use a callback to be notified when completed, and get the status of the request.
2200  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2201  /// You may use this ID with UnloadBank().
2202  /// \remarks
2203  /// - The initialization bank must be loaded first.
2204  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2205  /// initialization bank. If you need to load SoundBanks from a different project, you
2206  /// must first unload ALL banks, including the initialization bank, then load the
2207  /// initialization bank from the other project, and finally load banks from that project.
2208  /// - Codecs and plug-ins must be registered before loading banks that use them.
2209  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2210  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2211  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2212  /// posting the event will fail.
2213  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2214  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2215  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2216  /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2217  /// (<tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>) if you use the default Stream Manager's implementation.
2218  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>
2219  // as AkFileSystemFlags::pCustomParam.
2220  /// \sa
2221  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2222  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2223  /// - AkBankCallbackFunc
2224  /// - \ref soundengine_banks
2225  /// - \ref integrating_elements_plugins
2226  /// - \ref streamingdevicemanager
2227  /// - \ref streamingmanager_lowlevel
2228  /// - \ref sdk_bank_training
2230  const wchar_t* in_pszString, ///< Name/path of the bank to load
2231  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2232  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)
2233  AkBankID & out_bankID, ///< Returned bank ID
2234  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2235  );
2236 #endif //AK_SUPPORT_WCHAR
2237 
2238  /// Loads a bank asynchronously.\n
2239  /// The bank name is passed to the Stream Manager.
2240  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2241  /// A bank load request will be posted to the Bank Manager consumer thread.
2242  /// The function returns immediately.
2243  /// \return
2244  /// - \c AK_Success if the scheduling was successful,
2245  /// - \c AK_InvalidBankType if in_bankType was invalid
2246  /// Use a callback to be notified when completed, and get the status of the request.
2247  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2248  /// You may use this ID with UnloadBank().
2249  /// \remarks
2250  /// - The initialization bank must be loaded first.
2251  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2252  /// initialization bank. If you need to load SoundBanks from a different project, you
2253  /// must first unload ALL banks, including the initialization bank, then load the
2254  /// initialization bank from the other project, and finally load banks from that project.
2255  /// - Codecs and plug-ins must be registered before loading banks that use them.
2256  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2257  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2258  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2259  /// posting the Event will fail.
2260  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2261  /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2262  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2263  /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2264  /// (<tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>) if you use the default Stream Manager's implementation.
2265  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>
2266  // as <tt>AkFileSystemFlags::pCustomParam</tt>.
2267  /// \sa
2268  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2269  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2270  /// - AkBankCallbackFunc
2271  /// - \ref soundengine_banks
2272  /// - \ref integrating_elements_plugins
2273  /// - \ref streamingdevicemanager
2274  /// - \ref streamingmanager_lowlevel
2275  /// - \ref sdk_bank_training
2277  const char* in_pszString, ///< Name/path of the bank to load
2278  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2279  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)
2280  AkBankID & out_bankID, ///< Returned bank ID
2281  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2282  );
2283 
2284  /// Loads a bank asynchronously (by ID).\n
2285  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2286  /// The bank ID is passed to the Stream Manager.
2287  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2288  /// A bank load request will be posted to the Bank Manager consumer thread.
2289  /// The function returns immediately.
2290  /// \return
2291  /// - \c AK_Success if the scheduling was successful,
2292  /// - \c AK_InvalidBankType if in_bankType was invalid
2293  /// Use a callback to be notified when completed, and get the status of the request.
2294  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2295  /// You may use this ID with \c UnloadBank().
2296  /// \remarks
2297  /// - The initialization bank must be loaded first.
2298  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2299  /// initialization bank. If you need to load SoundBanks from a different project, you
2300  /// must first unload ALL banks, including the initialization bank, then load the
2301  /// initialization bank from the other project, and finally load banks from that project.
2302  /// - Codecs and plug-ins must be registered before loading banks that use them.
2303  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2304  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2305  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2306  /// posting the event will fail.
2307  /// - The file path should be resolved in your implementation of the Stream Manager, or in the Low-Level I/O module if
2308  /// 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.
2309  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>
2310  // as AkFileSystemFlags::pCustomParam.
2311  /// \sa
2312  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2313  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2314  /// - AkBankCallbackFunc
2315  /// - \ref soundengine_banks
2316  /// - \ref integrating_elements_plugins
2317  /// - \ref sdk_bank_training
2319  AkBankID in_bankID, ///< Bank ID of the bank to load
2320  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2321  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)
2322  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2323  );
2324 
2325  /// Loads a bank asynchronously (from in-memory data, in-place, user bank only).\n
2326  ///
2327  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2328  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2329  ///
2330  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2331  /// in a buffer and pass its address to the sound engine.
2332  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2333  /// A bank load request will be posted to the Bank Manager consumer thread.
2334  /// The function returns immediately.
2335  /// \return
2336  /// - \c AK_Success if the scheduling was successful,
2337  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2338  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2339  /// Use a callback to be notified when completed, and get the status of the request.
2340  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2341  /// You may use this ID with UnloadBank().
2342  /// \remarks
2343  /// - The initialization bank must be loaded first.
2344  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2345  /// initialization bank. If you need to load SoundBanks from a different project, you
2346  /// must first unload ALL banks, including the initialization bank, then load the
2347  /// initialization bank from the other project, and finally load banks from that project.
2348  /// - Codecs and plug-ins must be registered before loading banks that use them.
2349  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2350  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2351  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2352  /// posting the event will fail.
2353  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2354  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2355  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2356  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2357  /// \sa
2358  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2359  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2360  /// - AkBankCallbackFunc
2361  /// - \ref soundengine_banks
2362  /// - \ref integrating_elements_plugins
2363  /// - \ref sdk_bank_training
2365  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2366  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2367  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2368  void * in_pCookie, ///< Callback cookie
2369  AkBankID & out_bankID ///< Returned bank ID
2370  );
2371 
2372  /// Loads a bank asynchronously (from in-memory data, in-place, any bank type).\n
2373  ///
2374  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2375  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2376  ///
2377  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2378  /// in a buffer and pass its address to the sound engine.
2379  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2380  /// A bank load request will be posted to the Bank Manager consumer thread.
2381  /// The function returns immediately.
2382  /// \return
2383  /// - \c AK_Success if the scheduling was successful,
2384  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2385  /// Use a callback to be notified when completed, and get the status of the request.
2386  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2387  /// You may use this ID with UnloadBank().
2388  /// \remarks
2389  /// - The initialization bank must be loaded first.
2390  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2391  /// initialization bank. If you need to load SoundBanks from a different project, you
2392  /// must first unload ALL banks, including the initialization bank, then load the
2393  /// initialization bank from the other project, and finally load banks from that project.
2394  /// - Codecs and plug-ins must be registered before loading banks that use them.
2395  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2396  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2397  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2398  /// posting the event will fail.
2399  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2400  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2401  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2402  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2403  /// \sa
2404  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2405  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2406  /// - AkBankCallbackFunc
2407  /// - \ref soundengine_banks
2408  /// - \ref integrating_elements_plugins
2409  /// - \ref sdk_bank_training
2411  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2412  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2413  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2414  void * in_pCookie, ///< Callback cookie
2415  AkBankID & out_bankID, ///< Returned bank ID
2416  AkBankType & out_bankType ///< Returned bank type
2417  );
2418 
2419  /// Loads a bank asynchronously (from in-memory data, out-of-place, user bank only).\n
2420  ///
2421  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2422  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2423  ///
2424  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2425  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2426  /// memory.
2427  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2428  /// over the in-place version is that there is no duplication of bank structures.
2429  /// A bank load request will be posted to the Bank Manager consumer thread.
2430  /// The function returns immediately.
2431  /// \return
2432  /// - \c AK_Success if the scheduling was successful,
2433  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2434  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2435  /// Use a callback to be notified when completed, and get the status of the request.
2436  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2437  /// You may use this ID with UnloadBank().
2438  /// \remarks
2439  /// - The initialization bank must be loaded first.
2440  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2441  /// initialization bank. If you need to load SoundBanks from a different project, you
2442  /// must first unload ALL banks, including the initialization bank, then load the
2443  /// initialization bank from the other project, and finally load banks from that project.
2444  /// - Codecs and plug-ins must be registered before loading banks that use them.
2445  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2446  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2447  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2448  /// posting the event will fail.
2449  /// \sa
2450  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2451  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2452  /// - AkBankCallbackFunc
2453  /// - \ref soundengine_banks
2454  /// - \ref integrating_elements_plugins
2455  /// - \ref sdk_bank_training
2457  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)
2458  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2459  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2460  void* in_pCookie, ///< Callback cookie
2461  AkBankID& out_bankID ///< Returned bank ID
2462  );
2463 
2464  /// Loads a bank asynchronously (from in-memory data, out-of-place, any bank type).\n
2465  ///
2466  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2467  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2468  ///
2469  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2470  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2471  /// memory.
2472  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2473  /// over the in-place version is that there is no duplication of bank structures.
2474  /// A bank load request will be posted to the Bank Manager consumer thread.
2475  /// The function returns immediately.
2476  /// \return
2477  /// - \c AK_Success if the scheduling was successful,
2478  /// - \c AK_InvalidBankType if in_bankType was invalid
2479  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2480  /// Use a callback to be notified when completed, and get the status of the request.
2481  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2482  /// You may use this ID with UnloadBank().
2483  /// \remarks
2484  /// - The initialization bank must be loaded first.
2485  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2486  /// initialization bank. If you need to load SoundBanks from a different project, you
2487  /// must first unload ALL banks, including the initialization bank, then load the
2488  /// initialization bank from the other project, and finally load banks from that project.
2489  /// - Codecs and plug-ins must be registered before loading banks that use them.
2490  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2491  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2492  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2493  /// posting the event will fail.
2494  /// \sa
2495  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2496  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2497  /// - AkBankCallbackFunc
2498  /// - \ref soundengine_banks
2499  /// - \ref integrating_elements_plugins
2500  /// - \ref sdk_bank_training
2502  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)
2503  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2504  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2505  void * in_pCookie, ///< Callback cookie
2506  AkBankID & out_bankID, ///< Returned bank ID
2507  AkBankType & out_bankType ///< Returned bank type
2508  );
2509 
2510 #ifdef AK_SUPPORT_WCHAR
2511  /// Unloads a bank synchronously (by Unicode string).\n
2512  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2513  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2514  /// \remarks
2515  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2516  /// then it calls the synchronous version of UnloadBank() by ID.
2517  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2518  /// not the name of the file (if you changed it), nor the full path of the file.
2519  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2520  /// This means that streamed sounds or generated sounds will not be stopped.
2521  /// \sa
2522  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2523  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2524  /// - \ref soundengine_banks
2526  const wchar_t* in_pszString, ///< Name of the bank to unload
2527  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 if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2528  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2529  );
2530 #endif //AK_SUPPORT_WCHAR
2531 
2532  /// Unloads a bank synchronously.\n
2533  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2534  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2535  /// \remarks
2536  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2537  /// then it calls the synchronous version of UnloadBank() by ID.
2538  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2539  /// not the name of the file (if you changed it), nor the full path of the file.
2540  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2541  /// This means that streamed sounds or generated sounds will not be stopped.
2542  /// \sa
2543  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2544  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2545  /// - \ref soundengine_banks
2547  const char* in_pszString, ///< Name of the bank to unload
2548  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 if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2549  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2550  );
2551 
2552  /// Unloads a bank synchronously (by ID and memory pointer).\n
2553  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2554  /// \remarks
2555  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2556  /// This means that streamed sounds or generated sounds will not be stopped.
2557  /// \sa
2558  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2559  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2560  /// - \ref soundengine_banks
2562  AkBankID in_bankID, ///< ID of the bank to unload
2563  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 if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2564  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2565  );
2566 
2567 #ifdef AK_SUPPORT_WCHAR
2568  /// Unloads a bank asynchronously (by Unicode string).\n
2569  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2570  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2571  /// \remarks
2572  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2573  /// then it calls the synchronous version of UnloadBank() by ID.
2574  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2575  /// not the name of the file (if you changed it), nor the full path of the file.
2576  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2577  /// This means that streamed sounds or generated sounds will not be stopped.
2578  /// \sa
2579  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2580  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2581  /// - AkBankCallbackFunc
2582  /// - \ref soundengine_banks
2584  const wchar_t* in_pszString, ///< Name of the bank to unload
2585  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 if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2586  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2587  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2588  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2589  );
2590 #endif //AK_SUPPORT_WCHAR
2591 
2592  /// Unloads a bank asynchronously.\n
2593  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2594  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2595  /// \remarks
2596  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2597  /// then it calls the synchronous version of UnloadBank() by ID.
2598  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2599  /// not the name of the file (if you changed it), nor the full path of the file.
2600  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2601  /// This means that streamed sounds or generated sounds will not be stopped.
2602  /// \sa
2603  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2604  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2605  /// - AkBankCallbackFunc
2606  /// - \ref soundengine_banks
2608  const char* in_pszString, ///< Name of the bank to unload
2609  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 if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2610  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2611  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2612  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2613  );
2614 
2615  /// Unloads a bank asynchronously (by ID and memory pointer).\n
2616  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2617  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2618  /// \remarks
2619  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2620  /// This means that streamed sounds or generated sounds will not be stopped.
2621  /// \sa
2622  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2623  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2624  /// - AkBankCallbackFunc
2625  /// - \ref soundengine_banks
2627  AkBankID in_bankID, ///< ID of the bank to unload
2628  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 if NULL was passed when loading the bank or if LoadBankMemoryCopy was used to load the bank.
2629  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2630  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2631  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2632  );
2633 
2634  /// Cancels all Event callbacks associated with a specific callback cookie specified while loading Banks of preparing Events.\n
2635  /// \sa
2636  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2637  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2638  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2639  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2640  /// - AkBankCallbackFunc
2642  void * in_pCookie ///< Callback cookie to be canceled
2643  );
2644 
2645  /// Preparation type.
2646  /// \sa
2647  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2648  /// - <tt>AK::SoundEngine::PrepareGameSyncs()</tt>
2649  /// - <tt>AK::SoundEngine::PrepareBank()</tt>
2651  {
2652  Preparation_Load, ///< \c PrepareEvent() will load required information to play the specified event.
2653  Preparation_Unload, ///< \c PrepareEvent() will unload required information to play the specified event.
2654  Preparation_LoadAndDecode ///< Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
2655  };
2656 
2657  /// Parameter to be passed to <tt>AK::SoundEngine::PrepareBank()</tt>.
2658  /// Use AkBankContent_All to load both the media and structural content from the bank.
2659  /// 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.
2660  /// \sa
2661  /// - <tt>AK::SoundEngine::PrepareBank()</tt>
2662  /// - \ref soundengine_banks_preparingbanks
2664  {
2665  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.
2666  AkBankContent_All ///< Use AkBankContent_All to load both the media and structural content.
2667  };
2668 
2669 #ifdef AK_SUPPORT_WCHAR
2670  /// 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
2671  /// 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(),
2672  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2673  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2674  /// allowing using PrepareEvent() to load media on demand.
2675  /// \sa
2676  /// - \ref soundengine_banks_preparingbanks
2677  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2678  /// - <tt>AK::SoundEngine::PreparationType</tt>
2679  /// \remarks
2680  /// 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
2681  /// 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;
2682  /// 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.
2684  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2685  const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2686  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2687  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2688  );
2689 #endif //AK_SUPPORT_WCHAR
2690 
2691  /// 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
2692  /// 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(),
2693  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2694  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2695  /// allowing using PrepareEvent() to load media on demand.
2696  /// \sa
2697  /// - \ref soundengine_banks_preparingbanks
2698  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2699  /// - <tt>AK::SoundEngine::PreparationType</tt>
2700  /// \remarks
2701  /// \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
2702  /// 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;
2703  /// 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.
2705  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2706  const char* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2707  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2708  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2709  );
2710 
2711  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2712  /// 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
2713  /// 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(),
2714  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2715  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2716  /// allowing using PrepareEvent() to load media on demand.
2717  /// \sa
2718  /// - \ref soundengine_banks_preparingbanks
2719  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2720  /// - <tt>AK::SoundEngine::PreparationType</tt>
2721  /// \remarks
2722  /// \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
2723  /// 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;
2724  /// 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.
2726  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2727  AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare.
2728  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2729  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2730  );
2731 
2732 #ifdef AK_SUPPORT_WCHAR
2733  /// 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
2734  /// 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(),
2735  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2736  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2737  /// allowing using PrepareEvent() to load media on demand.
2738  /// \sa
2739  /// - \ref soundengine_banks_preparingbanks
2740  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2741  /// - <tt>AK::SoundEngine::PreparationType</tt>
2742  /// \remarks
2743  /// 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
2744  /// 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;
2745  /// 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.
2747  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2748  const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2749  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2750  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2751  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2752  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2753  );
2754 #endif //AK_SUPPORT_WCHAR
2755 
2756  /// 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
2757  /// 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(),
2758  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2759  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2760  /// allowing using PrepareEvent() to load media on demand.
2761  /// \sa
2762  /// - \ref soundengine_banks_preparingbanks
2763  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2764  /// - <tt>AK::SoundEngine::PreparationType()</tt>
2765  /// \remarks
2766  /// 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
2767  /// 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;
2768  /// 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.
2770  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2771  const char* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2772  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2773  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2774  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2775  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2776  );
2777 
2778  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2779  /// 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
2780  /// 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(),
2781  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2782  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2783  /// allowing using PrepareEvent() to load media on demand.
2784  /// \sa
2785  /// - \ref soundengine_banks_preparingbanks
2786  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2787  /// - <tt>AK::SoundEngine::PreparationType()</tt>
2788  /// \remarks
2789  /// \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
2790  /// 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;
2791  /// 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.
2793  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2794  AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare.
2795  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2796  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2797  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2798  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2799  );
2800 
2801  /// Clear all previously prepared events.\n
2802  /// \return
2803  /// - \c AK_Success if successful.
2804  /// - \c AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command.
2805  /// \remarks
2806  /// The function \c ClearBanks() also clears all prepared events.
2807  /// \sa
2808  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
2809  /// - \c <tt>AK::SoundEngine::ClearBanks()</tt>
2811 
2812 #ifdef AK_SUPPORT_WCHAR
2813  /// Prepares or unprepares Events synchronously (by Unicode string).\n
2814  /// The Events are identified by strings, and converted to IDs internally
2815  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2816  /// Before invoking \c PrepareEvent(), use \c LoadBank() to explicitly load the SoundBank(s)
2817  /// that contain the Events and structures. When a request is posted to the
2818  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2819  /// successfully post the specified Events and load the required loose media files.
2820  /// \aknote Before version 2015.1, the required media files could be included
2821  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2822  /// however,\c PrepareEvent() now only looks for loose media files.
2823  /// \endaknote
2824  /// The function returns when the request is completely processed.
2825  /// \return
2826  /// - \c AK_Success: Prepare/un-prepare successful.
2827  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2828  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2829  /// - \c AK_BankReadError: I/O error.
2830  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2831  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2832  /// - \c AK_InvalidFile: File specified could not be opened.
2833  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2834  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2835  /// \remarks
2836  /// Whenever at least one event fails to be resolved, the actions performed for all
2837  /// other events are cancelled.
2838  /// \sa
2839  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2840  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2841  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2842  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2843  /// - \ref soundengine_banks
2844  /// - \ref sdk_bank_training
2846  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2847  const wchar_t** in_ppszString, ///< Array of event names
2848  AkUInt32 in_uNumEvent ///< Number of events in the array
2849  );
2850 #endif //AK_SUPPORT_WCHAR
2851 
2852  /// Prepares or unprepares events synchronously.\n
2853  /// The Events are identified by strings and converted to IDs internally
2854  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2855  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2856  /// that contain the Events and structures. When a request is posted to the
2857  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2858  /// successfully post the specified Events and load the required loose media files.
2859  /// \aknote Before version 2015.1, the required media files could be included
2860  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2861  /// however, PrepareEvent() now only looks for loose media files.
2862  /// \endaknote
2863  /// The function returns when the request is completely processed.
2864  /// \return
2865  /// - \c AK_Success: Prepare/un-prepare successful.
2866  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2867  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2868  /// - \c AK_BankReadError: I/O error.
2869  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2870  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2871  /// - \c AK_InvalidFile: File specified could not be opened.
2872  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2873  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2874  /// \remarks
2875  /// Whenever at least one event fails to be resolved, the actions performed for all
2876  /// other events are cancelled.
2877  /// \aknote The use of PrepareEvent is incompatible with LoadBank, using in-memory data.
2878  /// \endaknote
2879  /// \sa
2880  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2881  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2882  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2883  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2884  /// - \ref soundengine_banks
2885  /// - \ref sdk_bank_training
2887  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2888  const char** in_ppszString, ///< Array of event names
2889  AkUInt32 in_uNumEvent ///< Number of events in the array
2890  );
2891 
2892  /// Prepares or unprepares events synchronously (by ID).
2893  /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2894  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2895  /// that contain the Events and structures. When a request is posted to the
2896  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2897  /// successfully post the specified Events and load the required loose media files.
2898  /// \aknote Before version 2015.1, the required media files could be included
2899  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2900  /// however, PrepareEvent() now only looks for loose media files.
2901  /// \endaknote
2902  /// The function returns when the request is completely processed.
2903  /// \return
2904  /// - \c AK_Success: Prepare/un-prepare successful.
2905  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2906  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2907  /// - \c AK_BankReadError: I/O error.
2908  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2909  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2910  /// - \c AK_InvalidFile: File specified could not be opened.
2911  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2912  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2913  /// \remarks
2914  /// Whenever at least one event fails to be resolved, the actions performed for all
2915  /// other events are cancelled.
2916  /// \sa
2917  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2918  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2919  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2920  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2921  /// - \ref soundengine_banks
2922  /// - \ref sdk_bank_training
2924  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2925  AkUniqueID* in_pEventID, ///< Array of event IDs
2926  AkUInt32 in_uNumEvent ///< Number of event IDs in the array
2927  );
2928 
2929 #ifdef AK_SUPPORT_WCHAR
2930  /// Prepares or unprepares an event asynchronously (by Unicode string).
2931  /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2932  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2933  /// that contain the Events and structures. When a request is posted to the
2934  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2935  /// successfully post the specified Events and load the required loose media files.
2936  /// \aknote Before version 2015.1, the required media files could be included
2937  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2938  /// however, \c PrepareEvent() now only looks for loose media files.
2939  /// \endaknote
2940  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2941  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
2942  /// \remarks
2943  /// Whenever at least one Event fails to be resolved, the actions performed for all
2944  /// other Events are cancelled.
2945  /// \sa
2946  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2947  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2948  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2949  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2950  /// - AkBankCallbackFunc
2951  /// - \ref soundengine_banks
2952  /// - \ref sdk_bank_training
2954  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2955  const wchar_t** in_ppszString, ///< Array of event names
2956  AkUInt32 in_uNumEvent, ///< Number of events in the array
2957  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2958  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
2959  );
2960 #endif //AK_SUPPORT_WCHAR
2961 
2962  /// Prepares or unprepares an event asynchronously.
2963  /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2964  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2965  /// that contain the Events and structures. When a request is posted to the
2966  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2967  /// successfully post the specified Events and load the required loose media files.
2968  /// \aknote Before version 2015.1, the required media files could be included
2969  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2970  /// however, PrepareEvent() now only looks for loose media files.
2971  /// \endaknote
2972  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2973  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
2974  /// \remarks
2975  /// Whenever at least one event fails to be resolved, the actions performed for all
2976  /// other events are cancelled.
2977  /// \sa
2978  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2979  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2980  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2981  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2982  /// - AkBankCallbackFunc
2983  /// - \ref soundengine_banks
2984  /// - \ref sdk_bank_training
2986  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2987  const char** in_ppszString, ///< Array of event names
2988  AkUInt32 in_uNumEvent, ///< Number of events in the array
2989  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2990  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
2991  );
2992 
2993  /// Prepares or unprepares events asynchronously (by ID).\n
2994  /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2995  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2996  /// that contain the Events and structures. When a request is posted to the
2997  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2998  /// successfully post the specified Events and load the required loose media files.
2999  /// \aknote Before version 2015.1, the required media files could be included
3000  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
3001  /// however, PrepareEvent() now only looks for loose media files.
3002  /// \endaknote
3003  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3004  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3005  /// \remarks
3006  /// Whenever at least one event fails to be resolved, the actions performed for all
3007  /// other events are cancelled.
3008  /// \sa
3009  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3010  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
3011  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3012  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3013  /// - AkBankCallbackFunc
3014  /// - \ref soundengine_banks
3015  /// - \ref sdk_bank_training
3017  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3018  AkUniqueID* in_pEventID, ///< Array of event IDs
3019  AkUInt32 in_uNumEvent, ///< Number of event IDs in the array
3020  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3021  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3022  );
3023 
3024  /// Indicates the location of a specific Media ID in memory
3025  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3026  /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid or media sizes are 0.
3028  AkSourceSettings * in_pSourceSettings, ///< Array of Source Settings
3029  AkUInt32 in_uNumSourceSettings ///< Number of Source Settings in the array
3030  );
3031 
3032  /// Removes the specified source from the list of loaded media, even if this media is already in use.
3033  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3034  /// \aknote This function is unsafe and deprecated. Use TryUnsetMedia() in its place.
3035  /// Media that is still in use by the sound engine should not be unset by this function.
3036  /// If the media is still in use, this function will attempt to forcibly kill all sounds and effects referencing this media,
3037  /// and then return AK_ResourceInUse. The client should NOT presume that the memory can be safely released at this point.
3038  /// The moment at which the memory can be safely released is unknown, and the only safe course of action is to keep the memory
3039  /// alive until the sound engine is terminated.
3040  /// \endaknote
3041  /// \return
3042  /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3043  /// - \c AK_ResourceInUse: Specified media is still in use by the sound engine, the client should not release the memory.
3044  /// - \c AK_InvalidParameter: in_pSourceSettings is invalid
3046  AkSourceSettings * in_pSourceSettings, ///< Array of Source Settings
3047  AkUInt32 in_uNumSourceSettings ///< Number of Source Settings in the array
3048  );
3049 
3050  /// Removes the specified source from the list of loaded media, only if this media is not already in use.
3051  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3052  /// \aknote Media that is still in use by the sound engine should not be unset. It is marked for removal to prevent additional use.
3053  /// If this function returns AK_ResourceInUse, then the client must not release memory for this media.
3054  /// Instead, the client should retry the TryUnsetMedia operation later with the same parameters and check for AK_Success.
3055  /// \endaknote
3056  /// If out_pUnsetResults is not null, then it is assumed to point to an array of result codes of the same length as in_pSourceSettings.
3057  /// out_pUnsetResults will be filled with either AK_Success or AK_ResourceInUse, indicating which media was still in use and not unset.
3058  /// \return
3059  /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3060  /// - \c AK_ResourceInUse: Specified media is still in use by the sound engine, and the media was not unset. Do not release memory, and try again later.
3061  /// - \c AK_InvalidParameter: in_pSourceSettings is invalid
3063  AkSourceSettings* in_pSourceSettings, ///< Array of Source Settings
3064  AkUInt32 in_uNumSourceSettings, ///< Number of Source Settings in the array
3065  AKRESULT* out_pUnsetResults ///< (optional, can be null) Array of result codes
3066  );
3067 
3068 #ifdef AK_SUPPORT_WCHAR
3069  /// Prepares or unprepares game syncs synchronously (by Unicode string).\n
3070  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3071  /// The game syncs definitions must already exist in the sound engine by having
3072  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3073  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3074  /// dependencies needed to successfully set this game sync group to one of the
3075  /// game sync values specified, and load the required banks, if applicable.
3076  /// The function returns when the request has been completely processed.
3077  /// \return
3078  /// - \c AK_Success: Prepare/un-prepare successful.
3079  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3080  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3081  /// - \c AK_BankReadError: I/O error.
3082  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3083  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3084  /// - \c AK_InvalidFile: File specified could not be opened.
3085  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3086  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3087  /// \remarks
3088  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3089  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3090  /// so you never need to call this function.
3091  /// \sa
3092  /// - \c <tt>AK::SoundEngine::GetIDFromString()</tt>
3093  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
3094  /// - \c <tt>AK::SoundEngine::LoadBank()</tt>
3095  /// - \c AkInitSettings
3096  /// - \ref soundengine_banks
3097  /// - \ref sdk_bank_training
3099  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3100  AkGroupType in_eGameSyncType, ///< The type of game sync.
3101  const wchar_t* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3102  const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3103  AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array.
3104  );
3105 #endif //AK_SUPPORT_WCHAR
3106 
3107  /// Prepares or unprepares game syncs synchronously.\n
3108  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3109  /// The game syncs definitions must already exist in the sound engine by having
3110  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3111  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3112  /// dependencies needed to successfully set this game sync group to one of the
3113  /// game sync values specified, and load the required banks, if applicable.
3114  /// The function returns when the request has been completely processed.
3115  /// \return
3116  /// - \c AK_Success: Prepare/un-prepare successful.
3117  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3118  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3119  /// - \c AK_BankReadError: I/O error.
3120  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3121  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3122  /// - \c AK_InvalidFile: File specified could not be opened.
3123  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3124  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3125  /// \remarks
3126  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3127  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3128  /// so you never need to call this function.
3129  /// \sa
3130  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3131  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3132  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3133  /// - AkInitSettings
3134  /// - \ref soundengine_banks
3135  /// - \ref sdk_bank_training
3137  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3138  AkGroupType in_eGameSyncType, ///< The type of game sync.
3139  const char* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3140  const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3141  AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array.
3142  );
3143 
3144  /// Prepares or unprepares game syncs synchronously (by ID).\n
3145  /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3146  /// The game syncs definitions must already exist in the sound engine by having
3147  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3148  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3149  /// dependencies needed to successfully set this game sync group to one of the
3150  /// game sync values specified, and load the required banks, if applicable.
3151  /// The function returns when the request has been completely processed.
3152  /// \return
3153  /// - \c AK_Success: Prepare/un-prepare successful.
3154  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3155  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3156  /// - \c AK_BankReadError: I/O error.
3157  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3158  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3159  /// - \c AK_InvalidFile: File specified could not be opened.
3160  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3161  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3162  /// \remarks
3163  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3164  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3165  /// so you never need to call this function.
3166  /// \sa
3167  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3168  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3169  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3170  /// - AkInitSettings
3171  /// - \ref soundengine_banks
3172  /// - \ref sdk_bank_training
3174  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3175  AkGroupType in_eGameSyncType, ///< The type of game sync.
3176  AkUInt32 in_GroupID, ///< The State Group ID or the Switch Group ID.
3177  AkUInt32* in_paGameSyncID, ///< Array of ID of the game syncs to either support or not support.
3178  AkUInt32 in_uNumGameSyncs ///< The number of game sync ID in the array.
3179  );
3180 
3181 #ifdef AK_SUPPORT_WCHAR
3182  /// Prepares or unprepares game syncs asynchronously (by Unicode string).\n
3183  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3184  /// The game syncs definitions must already exist in the sound engine by having
3185  /// explicitly loaded the bank(s) that contain them (with <tt>LoadBank()</tt>).
3186  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3187  /// dependencies needed to successfully set this game sync group to one of the
3188  /// game sync values specified, and load the required banks, if applicable.
3189  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3190  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3191  /// \remarks
3192  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3193  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3194  /// so you never need to call this function.
3195  /// \sa
3196  /// - \c <tt>AK::SoundEngine::GetIDFromString()</tt>
3197  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
3198  /// - \c <tt>AK::SoundEngine::LoadBank()</tt>
3199  /// - \c AkInitSettings
3200  /// - \c AkBankCallbackFunc
3201  /// - \ref soundengine_banks
3202  /// - \ref sdk_bank_training
3204  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3205  AkGroupType in_eGameSyncType, ///< The type of game sync.
3206  const wchar_t* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3207  const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3208  AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array.
3209  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3210  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3211  );
3212 #endif //AK_SUPPORT_WCHAR
3213 
3214  /// Prepares or unprepares game syncs asynchronously.\n
3215  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3216  /// The game syncs definitions must already exist in the sound engine by having
3217  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3218  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3219  /// dependencies needed to successfully set this game sync group to one of the
3220  /// game sync values specified, and load the required banks, if applicable.
3221  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3222  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3223  /// \remarks
3224  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3225  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3226  /// so you never need to call this function.
3227  /// \sa
3228  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3229  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3230  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3231  /// - AkInitSettings
3232  /// - AkBankCallbackFunc
3233  /// - \ref soundengine_banks
3234  /// - \ref sdk_bank_training
3236  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3237  AkGroupType in_eGameSyncType, ///< The type of game sync.
3238  const char* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3239  const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3240  AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array.
3241  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3242  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3243  );
3244 
3245  /// Prepares or un-prepare game syncs asynchronously (by ID).\n
3246  /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3247  /// The game syncs definitions must already exist in the sound engine by having
3248  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3249  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3250  /// dependencies needed to successfully set this game sync group to one of the
3251  /// game sync values specified, and load the required banks, if applicable.
3252  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3253  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3254  /// \remarks
3255  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3256  /// set to true. When set to false, the sound engine automatically prepares all Game Syncs when preparing Events,
3257  /// so you never need to call this function.
3258  /// \sa
3259  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3260  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3261  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3262  /// - AkInitSettings
3263  /// - AkBankCallbackFunc
3264  /// - \ref soundengine_banks
3265  /// - \ref sdk_bank_training
3267  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3268  AkGroupType in_eGameSyncType, ///< The type of game sync.
3269  AkUInt32 in_GroupID, ///< The State Group ID or the Switch Group ID.
3270  AkUInt32* in_paGameSyncID, ///< Array of ID of the Game Syncs to either support or not support.
3271  AkUInt32 in_uNumGameSyncs, ///< The number of game sync ID in the array.
3272  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3273  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3274  );
3275 
3276  //@}
3277 
3278 
3279  ////////////////////////////////////////////////////////////////////////
3280  /// @name Listeners
3281  //@{
3282 
3283  /// Sets a game object's associated listeners.
3284  /// 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.
3285  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3286  /// \return
3287  /// - \c AK_Success if successful
3288  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
3289  /// \sa
3290  /// - <tt>AK::SoundEngine::AddListener</tt>
3291  /// - <tt>AK::SoundEngine::RemoveListener</tt>
3292  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3293  /// - \ref soundengine_listeners
3295  AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3296  const AkGameObjectID* in_pListenerGameObjs, ///< Array of listener game object IDs that will be activated for in_emitterGameObj.
3297  AkUInt32 in_uNumListeners ///< Length of array
3298  );
3299 
3300  /// Add a single listener to a game object's set of associated listeners.
3301  /// 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.
3302  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3303  /// \sa
3304  /// - <tt>AK::SoundEngine::SetListeners</tt>
3305  /// - <tt>AK::SoundEngine::RemoveListener</tt>
3306  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3307  /// - \ref soundengine_listeners
3309  AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3310  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be activated for in_emitterGameObj.
3311  );
3312 
3313  /// Remove a single listener from a game object's set of active listeners.
3314  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3315  /// \sa
3316  /// - <tt>AK::SoundEngine::SetListeners</tt>
3317  /// - <tt>AK::SoundEngine::AddListener</tt>
3318  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3319  /// - \ref soundengine_listeners
3321  AkGameObjectID in_emitterGameObj, ///< Emitter game object.
3322  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be deactivated for in_emitterGameObj. Game objects must have been previously registered.
3323  );
3324 
3325  /// 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
3326  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3327  /// 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.
3328  /// \return Always returns AK_Success
3329  /// \sa
3330  /// - \ref soundengine_listeners
3332  const AkGameObjectID* in_pListenerObjs, ///< Array of listener game object IDs that will be activated for subsequent registrations. Game objects must have been previously registered.
3333  AkUInt32 in_uNumListeners ///< Length of array
3334  );
3335 
3336  /// Add a single listener to the default set of listeners. Upon registration, all game objects reference the default listener set, until
3337  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3338  /// \sa
3339  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3340  /// - <tt>AK::SoundEngine::RemoveDefaultListener</tt>
3341  /// - \ref soundengine_listeners
3343  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be added to the default set of listeners.
3344  );
3345 
3346  /// Remove a single listener from the default set of listeners. Upon registration, all game objects reference the default listener set, until
3347  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3348  /// \sa
3349  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3350  /// - <tt>AK::SoundEngine::AddDefaultListener</tt>
3351  /// - \ref soundengine_listeners
3353  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be removed from the default set of listeners.
3354  );
3355 
3356  /// 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>.
3357  /// \return Always returns AK_Success
3358  /// \sa
3359  /// - <tt>AK::SoundEngine::SetListeners</tt>
3360  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3361  /// - <tt>AK::SoundEngine::SetGameObjectOutputBusVolume</tt>
3362  /// - \ref soundengine_listeners
3364  AkGameObjectID in_emitterGameObj ///< Emitter game object.
3365  );
3366 
3367  /// Sets a listener's spatialization parameters. This lets you define listener-specific
3368  /// volume offsets for each audio channel.
3369  /// If \c in_bSpatialized is false, only \c in_pVolumeOffsets is used for this listener (3D positions
3370  /// have no effect on the speaker distribution). Otherwise, \c in_pVolumeOffsets is added to the speaker
3371  /// distribution computed for this listener.
3372  /// Use helper functions of \c AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets.
3373  ///
3374  /// \remarks
3375  /// - If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig,
3376  /// standard up/downmix rules apply.
3377  /// - Sounds with 3D Spatialization set to None will not be affected by these parameters.
3378  /// \return
3379  /// - \c AK_Success if message was successfully posted to sound engine queue
3380  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3381  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
3382  /// \sa
3383  /// - \ref soundengine_listeners_spatial
3385  AkGameObjectID in_uListenerID, ///< Listener game object ID
3386  bool in_bSpatialized, ///< Spatialization toggle (True : enable spatialization, False : disable spatialization)
3387  AkChannelConfig in_channelConfig, ///< Channel configuration associated with volumes in_pVolumeOffsets. Ignored if in_pVolumeOffsets is NULL.
3388  AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets = NULL ///< Per-speaker volume offset, in dB. See AkSpeakerVolumes.h for how to manipulate this vector.
3389  );
3390 
3391  //@}
3392 
3393 
3394  ////////////////////////////////////////////////////////////////////////
3395  /// @name Game Syncs
3396  //@{
3397 
3398  /// Sets the value of a real-time parameter control (by ID).
3399  /// With this function, you may set a game parameter value with global scope or with game object scope.
3400  /// 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
3401  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3402  /// To set a game parameter value with global scope, pass \c AK_INVALID_GAME_OBJECT as the game object.
3403  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3404  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3405  /// according to the interpolation curve. If you call \c <tt><tt>SetRTPCValue()</tt></tt> with <tt>in_uValueChangeDuration = 0</tt> in the
3406  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3407  /// function at every game frame, you should not use \c in_uValueChangeDuration, as it would have no effect and it is less efficient.
3408  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3409  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3410  /// \return
3411  /// - \c AK_Success if the value was successfully set
3412  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3413  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3414  /// \sa
3415  /// - \ref soundengine_rtpc
3416  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3418  AkRtpcID in_rtpcID, ///< ID of the game parameter
3419  AkRtpcValue in_value, ///< Value to set
3420  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3421  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3422  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3423  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.
3424  );
3425 
3426 #ifdef AK_SUPPORT_WCHAR
3427  /// Sets the value of a real-time parameter control (by Unicode string name).
3428  /// With this function, you may set a game parameter value to global scope or to game object scope.
3429  /// 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
3430  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3431  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3432  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3433  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3434  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3435  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3436  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3437  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3438  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3439  /// \return
3440  /// - \c AK_Success if the value was successfully set
3441  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3442  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3443  /// \aknote Strings are case-insensitive. \endaknote
3444  /// \sa
3445  /// - \ref soundengine_rtpc
3447  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3448  AkRtpcValue in_value, ///< Value to set
3449  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3450  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3451  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3452  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.
3453  );
3454 #endif //AK_SUPPORT_WCHAR
3455 
3456  /// Sets the value of a real-time parameter control.
3457  /// With this function, you may set a game parameter value with global scope or with game object scope.
3458  /// 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
3459  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3460  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3461  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3462  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3463  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3464  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3465  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3466  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3467  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3468  /// \return
3469  /// - \c AK_Success if the value was successfully set
3470  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3471  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3472  /// \aknote Strings are case-insensitive. \endaknote
3473  /// \sa
3474  /// - \ref soundengine_rtpc
3476  const char* in_pszRtpcName, ///< Name of the game parameter
3477  AkRtpcValue in_value, ///< Value to set
3478  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3479  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3480  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3481  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.
3482  );
3483 
3484  /// Sets the value of a real-time parameter control (by ID).
3485  /// With this function, you may set a game parameter value on playing id scope.
3486  /// Playing id scope supersedes both game object scope and global scope.
3487  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3488  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3489  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3490  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3491  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3492  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3493  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3494  /// - \c AK_Success if successful
3495  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3496  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3497  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3498  /// \sa
3499  /// - \ref soundengine_rtpc
3500  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3502  AkRtpcID in_rtpcID, ///< ID of the game parameter
3503  AkRtpcValue in_value, ///< Value to set
3504  AkPlayingID in_playingID, ///< Associated playing ID
3505  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3506  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3507  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.
3508  );
3509 
3510 #ifdef AK_SUPPORT_WCHAR
3511  /// Sets the value of a real-time parameter control (by Unicode string name).
3512  /// With this function, you may set a game parameter value on playing ID scope.
3513  /// Playing id scope supersedes both game object scope and global scope.
3514  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3515  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3516  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3517  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3518  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3519  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3520  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3521  /// - \c AK_Success if successful
3522  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3523  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3524  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3525  /// \sa
3526  /// - \ref soundengine_rtpc
3527  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3529  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3530  AkRtpcValue in_value, ///< Value to set
3531  AkPlayingID in_playingID, ///< Associated playing ID
3532  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3533  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3534  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.
3535  );
3536 #endif //AK_SUPPORT_WCHAR
3537 
3538  /// Sets the value of a real-time parameter control (by string name).
3539  /// With this function, you may set a game parameter value on playing id scope.
3540  /// Playing id scope supersedes both game object scope and global scope.
3541  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3542  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3543  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3544  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3545  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3546  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3547  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3548  /// - \c AK_Success if successful
3549  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3550  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3551  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3552  /// \sa
3553  /// - \ref soundengine_rtpc
3554  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3556  const char* in_pszRtpcName, ///< Name of the game parameter
3557  AkRtpcValue in_value, ///< Value to set
3558  AkPlayingID in_playingID, ///< Associated playing ID
3559  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3560  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3561  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.
3562  );
3563 
3564  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3565  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3566  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3567  /// game objects that were not overridden with a value with game object scope.
3568  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3569  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3570  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3571  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3572  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3573  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3574  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3575  /// \return
3576  /// - \c AK_Success when successful
3577  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3578  /// \sa
3579  /// - \ref soundengine_rtpc
3580  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3581  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3583  AkRtpcID in_rtpcID, ///< ID of the game parameter
3584  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3585  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3586  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3587  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.
3588  );
3589 
3590 #ifdef AK_SUPPORT_WCHAR
3591  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3592  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3593  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3594  /// game objects that were not overridden with a value with game object scope.
3595  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3596  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3597  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3598  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3599  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3600  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3601  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3602  /// \return
3603  /// - \c AK_Success if successful
3604  /// - \c AK_InvalidID if in_pszParamName is NULL.
3605  /// \aknote Strings are case-insensitive. \endaknote
3606  /// \sa
3607  /// - \ref soundengine_rtpc
3608  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3610  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3611  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3612  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3613  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3614  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.
3615  );
3616 #endif //AK_SUPPORT_WCHAR
3617 
3618  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3619  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3620  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3621  /// game objects that were not overridden with a value with game object scope.
3622  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3623  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3624  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3625  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3626  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3627  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3628  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3629  /// \return
3630  /// - \c AK_Success if successful
3631  /// - \c AK_InvalidID if in_pszParamName is NULL.
3632  /// \aknote Strings are case-insensitive. \endaknote
3633  /// \sa
3634  /// - \ref soundengine_rtpc
3635  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3637  const char* in_pszRtpcName, ///< Name of the game parameter
3638  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3639  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3640  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3641  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.
3642  );
3643 
3644  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3645  /// With this function, you may reset a game parameter to its default value on playing id scope.
3646  /// Playing id scope supersedes both game object scope and global scope.
3647  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3648  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3649  /// according to the interpolation curve.
3650  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3651  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3652  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3653  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3654  /// \return
3655  /// - \c AK_Success when successful
3656  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0)
3657  /// \sa
3658  /// - \ref soundengine_rtpc
3659  /// - <tt>AK::SoundEngine::SetRTPCValueByPlayingID()</tt>
3661  AkRtpcID in_rtpcID, ///< ID of the game parameter
3662  AkPlayingID in_playingID, ///< Associated playing ID
3663  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3664  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3665  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.
3666  );
3667 
3668 #ifdef AK_SUPPORT_WCHAR
3669  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3670  /// With this function, you may reset a game parameter to its default value on playing id scope.
3671  /// Playing id scope supersedes both game object scope and global scope.
3672  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3673  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3674  /// according to the interpolation curve.
3675  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3676  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3677  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3678  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3679  /// \return
3680  /// - \c AK_Success when successful
3681  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
3682  /// \aknote Strings are case-insensitive. \endaknote
3683  /// \sa
3684  /// - \ref soundengine_rtpc
3685  /// - <tt>AK::SoundEngine::SetRTPCValueByPlayingID()</tt>
3686  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3688  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3689  AkPlayingID in_playingID, ///< Associated playing ID
3690  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3691  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3692  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.
3693  );
3694 #endif //AK_SUPPORT_WCHAR
3695 
3696  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3697  /// With this function, you may reset a game parameter to its default value on playing id scope.
3698  /// Playing id scope supersedes both game object scope and global scope.
3699  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3700  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3701  /// according to the interpolation curve.
3702  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3703  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3704  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3705  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3706  /// \return
3707  /// - \c AK_Success when successful
3708  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
3709  /// \aknote Strings are case-insensitive. \endaknote
3710  /// \sa
3711  /// - \ref soundengine_rtpc
3712  /// - <tt>AK::SoundEngine::SetRTPCValueByPlayingID()</tt>
3713  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3715  const char* in_pszRtpcName, ///< Name of the game parameter
3716  AkPlayingID in_playingID, ///< Associated playing ID
3717  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3718  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3719  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.
3720  );
3721 
3722  /// Sets the State of a Switch Group (by IDs).
3723  /// \return Always returns AK_Success
3724  /// \sa
3725  /// - \ref soundengine_switch
3726  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3728  AkSwitchGroupID in_switchGroup, ///< ID of the Switch Group
3729  AkSwitchStateID in_switchState, ///< ID of the Switch
3730  AkGameObjectID in_gameObjectID ///< Associated game object ID
3731  );
3732 
3733 #ifdef AK_SUPPORT_WCHAR
3734  /// Sets the State of a Switch Group (by Unicode string names).
3735  /// \return
3736  /// - \c AK_Success if successful
3737  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3738  /// Make sure that the banks were generated with the "include string" option.
3739  /// \aknote Strings are case-insensitive. \endaknote
3740  /// \sa
3741  /// - \ref soundengine_switch
3743  const wchar_t* in_pszSwitchGroup, ///< Name of the Switch Group
3744  const wchar_t* in_pszSwitchState, ///< Name of the Switch
3745  AkGameObjectID in_gameObjectID ///< Associated game object ID
3746  );
3747 #endif //AK_SUPPORT_WCHAR
3748 
3749  /// Sets the state of a Switch Group.
3750  /// \return
3751  /// - \c AK_Success if successful
3752  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3753  /// Make sure that the banks were generated with the "include string" option.
3754  /// \aknote Strings are case-insensitive. \endaknote
3755  /// \sa
3756  /// - \ref soundengine_switch
3758  const char* in_pszSwitchGroup, ///< Name of the Switch Group
3759  const char* in_pszSwitchState, ///< Name of the Switch
3760  AkGameObjectID in_gameObjectID ///< Associated game object ID
3761  );
3762 
3763  /// Post the specified trigger (by IDs).
3764  /// \return Always returns AK_Success
3765  /// \sa
3766  /// - \ref soundengine_triggers
3767  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3769  AkTriggerID in_triggerID, ///< ID of the trigger
3770  AkGameObjectID in_gameObjectID ///< Associated game object ID
3771  );
3772 
3773 #ifdef AK_SUPPORT_WCHAR
3774  /// Posts the specified trigger (by Unicode string name).
3775  /// \return
3776  /// - \c AK_Success if successful
3777  /// - \c AK_InvalidID if the trigger name was null
3778  /// Make sure that the banks were generated with the "include string" option.
3779  /// \aknote Strings are case-insensitive. \endaknote
3780  /// \sa
3781  /// - \ref soundengine_triggers
3783  const wchar_t* in_pszTrigger, ///< Name of the trigger
3784  AkGameObjectID in_gameObjectID ///< Associated game object ID
3785  );
3786 #endif //AK_SUPPORT_WCHAR
3787 
3788  /// Posts the specified trigger.
3789  /// \return
3790  /// - \c AK_Success if successful
3791  /// - \c AK_InvalidID if the trigger name was null
3792  /// Make sure that the banks were generated with the "include string" option.
3793  /// \aknote Strings are case-insensitive. \endaknote
3794  /// \sa
3795  /// - \ref soundengine_triggers
3797  const char* in_pszTrigger, ///< Name of the trigger
3798  AkGameObjectID in_gameObjectID ///< Associated game object ID
3799  );
3800 
3801  /// Sets the state of a State Group (by IDs).
3802  /// \return Always returns AK_Success
3803  /// \sa
3804  /// - \ref soundengine_states
3805  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3807  AkStateGroupID in_stateGroup, ///< ID of the State Group
3808  AkStateID in_state ///< ID of the state
3809  );
3810 
3811 #ifdef AK_SUPPORT_WCHAR
3812  /// Sets the state of a State Group (by Unicode string names).
3813  /// \return
3814  /// - \c AK_Success if successful
3815  /// - \c AK_InvalidID if the state or State Group name was null
3816  /// Make sure that the banks were generated with the "include string" option.
3817  /// \aknote Strings are case-insensitive. \endaknote
3818  /// \sa
3819  /// - \ref soundengine_states
3820  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3822  const wchar_t* in_pszStateGroup, ///< Name of the State Group
3823  const wchar_t* in_pszState ///< Name of the state
3824  );
3825 #endif //AK_SUPPORT_WCHAR
3826 
3827  /// Sets the state of a State Group.
3828  /// \return
3829  /// - \c AK_Success if successful
3830  /// - \c AK_InvalidID if the state or State Group name was null
3831  /// Make sure that the banks were generated with the "include string" option.
3832  /// \aknote Strings are case-insensitive. \endaknote
3833  /// \sa
3834  /// - \ref soundengine_states
3835  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3837  const char* in_pszStateGroup, ///< Name of the State Group
3838  const char* in_pszState ///< Name of the state
3839  );
3840 
3841  //@}
3842 
3843  ////////////////////////////////////////////////////////////////////////
3844  /// @name Environments
3845  //@{
3846 
3847  /// Sets the Auxiliary Busses to route the specified game object
3848  /// To clear the game object's auxiliary sends, \c in_uNumSendValues must be 0.
3849  /// \sa
3850  /// - \ref soundengine_environments
3851  /// - \ref soundengine_environments_dynamic_aux_bus_routing
3852  /// - \ref soundengine_environments_id_vs_string
3853  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3854  /// \return
3855  /// - \c AK_Success if successful
3856  /// - \c AK_InvalidParameter if a duplicated environment is found in the array
3857  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3859  AkGameObjectID in_gameObjectID, ///< Associated game object ID
3860  AkAuxSendValue* in_aAuxSendValues, ///< Variable-size array of AkAuxSendValue structures
3861  ///< (it may be NULL if no environment must be set)
3862  AkUInt32 in_uNumSendValues ///< The number of auxiliary busses at the pointer's address
3863  ///< (it must be 0 if no environment is set)
3864  );
3865 
3866  /// Registers a callback to allow the game to modify or override the volume to be applied at the output of an audio bus.
3867  /// The callback must be registered once per bus ID.
3868  /// Call with <tt>in_pfnCallback = NULL</tt> to unregister.
3869  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
3870  /// \aknote The callback function will not be called for the Master Audio Bus, since the output of this bus is not a bus, but is instead an Audio Device.\endaknote
3871  /// \sa
3872  /// - \ref goingfurther_speakermatrixcallback
3873  /// - \ref soundengine_environments
3874  /// - AkSpeakerVolumeMatrixCallbackInfo
3875  /// - <tt>AK::IAkMixerInputContext</tt>
3876  /// - <tt>AK::IAkMixerPluginContext</tt>
3877  /// \return
3878  /// - \c AK_Success if successful
3879  /// - \c AK_IDNotFound if the bus is not found
3880  /// - \c AK_NotInitialized if the sound engine is not initialized
3881  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
3883  AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ).
3884  AkBusCallbackFunc in_pfnCallback, ///< Callback function.
3885  void* in_pCookie = NULL ///< User cookie.
3886  );
3887 
3888  /// 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
3889  /// by accessing the peak, RMS, True Peak and K-weighted power (according to loudness standard ITU BS.1770). See \ref goingfurther_speakermatrixcallback for an example.
3890  /// The callback must be registered once per bus ID.
3891  /// Call with in_pfnCallback = NULL to unregister.
3892  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
3893  /// \sa
3894  /// - \ref goingfurther_speakermatrixcallback
3895  /// - AkBusMeteringCallbackFunc
3896  /// - <tt>AK::AkMetering</tt>
3897  /// \return
3898  /// - \c AK_Success if successful
3899  /// - \c AK_IDNotFound if the bus is not found
3900  /// - \c AK_NotInitialized if the sound engine is not initialized
3901  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
3903  AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ).
3904  AkBusMeteringCallbackFunc in_pfnCallback, ///< Callback function.
3905  AkMeteringFlags in_eMeteringFlags, ///< Metering flags.
3906  void* in_pCookie = NULL ///< User cookie.
3907  );
3908 
3909  /// Registers a callback to be called to allow the game to access metering data from any output device. You may use this to monitor loudness as sound leaves the Wwise sound engine
3910  /// by accessing the peak, RMS, True Peak and K-weighted power (according to loudness standard ITU BS.1770). See \ref goingfurther_speakermatrixcallback for an example.
3911  /// The callback must be registered once per device shareset ID.
3912  /// Call with in_pfnCallback = NULL to unregister.
3913  /// \sa
3914  /// - \ref goingfurther_speakermatrixcallback
3915  /// - AkOutputDeviceMeteringCallbackFunc
3916  /// - <tt>AK::AkMetering</tt>
3917  /// \return
3918  /// - \c AK_Success if successful
3919  /// - \c AK_DeviceNotFound if the device is not found
3920  /// - \c AK_NotInitialized if the sound engine is not initialized
3921  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
3923  AkOutputDeviceID in_idOutput, ///< Output ID, as returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
3924  AkOutputDeviceMeteringCallbackFunc in_pfnCallback, ///< Callback function.
3925  AkMeteringFlags in_eMeteringFlags, ///< Metering flags.
3926  void* in_pCookie = NULL ///< User cookie.
3927  );
3928 
3929  /// Sets the Output Bus Volume (direct) to be used for the specified game object.
3930  /// The control value is a number ranging from 0.0f to 1.0f.
3931  /// 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
3932  /// 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.
3933  /// \sa
3934  /// - \ref AK::SoundEngine::ResetListenersToDefault
3935  /// - \ref soundengine_environments
3936  /// - \ref soundengine_environments_setting_dry_environment
3937  /// - \ref soundengine_environments_id_vs_string
3938  /// \return
3939  /// - \c AK_Success when successful
3940  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3942  AkGameObjectID in_emitterObjID, ///< Associated emitter game object ID
3943  AkGameObjectID in_listenerObjID, ///< Associated listener game object ID. Pass AK_INVALID_GAME_OBJECT to set the Output Bus Volume for all connected listeners.
3944  AkReal32 in_fControlValue ///< A multiplier in the range [0.0f:16.0f] ( -∞ dB to +24 dB).
3945  ///< A value greater than 1.0f will amplify the sound.
3946  );
3947 
3948  /// Sets an Effect ShareSet at the specified audio node and Effect slot index.
3949  /// \aknote
3950  /// Replacing effects is preferably done through a Set Effect Event Action.
3951  /// \endaknote
3952  /// The target node cannot be a Bus, to set effects on a bus, use SetBusEffect() instead.
3953  /// \aknote The option "Override Parent" in
3954  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will
3955  /// still be the one in use and the call to SetActorMixerEffect will have no impact.
3956  /// \endaknote
3957  /// \return Always returns AK_Success
3959  AkUniqueID in_audioNodeID, ///< Can be a member of the Actor-Mixer or Interactive Music Hierarchy (not a bus).
3960  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3961  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
3962  );
3963 
3964  /// Sets an Effect ShareSet at the specified bus and Effect slot index.
3965  /// \aknote
3966  /// Replacing effects is preferably done through a Set Effect Event Action.
3967  /// \endaknote
3968  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
3969  /// This adds a reference on the audio node to an existing ShareSet.
3970  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3971  /// Bus which does not have any Effects, or removing the last Effect on a currently playing bus.
3972  /// \endaknote
3973  /// \aknote This function will replace existing Effects on the node. If the target node is not at
3974  /// the top of the hierarchy and is in the actor-mixer hierarchy, the option "Override Parent" in
3975  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3976  /// still be the one in use and the call to SetBusEffect will have no impact.
3977  /// \endaknote
3978  /// \return
3979  /// - \c AK_Success when successfully posted.
3980  /// - \c AK_IDNotFound if the Bus isn't found by in_audioNodeID
3981  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
3983  AkUniqueID in_audioNodeID, ///< Bus Short ID.
3984  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3985  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the Effect slot
3986  );
3987 
3988 #ifdef AK_SUPPORT_WCHAR
3989  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
3990  /// \aknote
3991  /// Replacing effects is preferably done through a Set Effect Event Action.
3992  /// \endaknote
3993  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
3994  /// This adds a reference on the audio node to an existing ShareSet.
3995  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3996  /// bus which does not have any Effects, or removing the last Effect on a currently playing Bus.
3997  /// \endaknote
3998  /// \aknote This function will replace existing Effects on the node. If the target node is not at
3999  /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
4000  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4001  /// still be the one in use and the call to \c SetBusEffect will have no impact.
4002  /// \endaknote
4003  /// \returns
4004  /// - \c AK_Success when successfully posted.
4005  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
4006  /// - \c AK_InvalidID if in_pszBusName is null
4007  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range or in_pszBusName is null
4009  const wchar_t* in_pszBusName, ///< Bus name
4010  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
4011  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
4012  );
4013 #endif //AK_SUPPORT_WCHAR
4014 
4015  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
4016  /// \aknote
4017  /// Replacing effects is preferably done through a Set Effect Event Action.
4018  /// \endaknote
4019  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
4020  /// This adds a reference on the audio node to an existing ShareSet.
4021  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4022  /// Bus which does not have any effects, or removing the last Effect on a currently playing bus.
4023  /// \endaknote
4024  /// \aknote Make sure the new effect shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
4025  /// \aknote This function will replace existing Effects on the node. If the target node is not at
4026  /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
4027  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4028  /// still be the one in use and the call to SetBusEffect will have no impact.
4029  /// \endaknote
4030  /// \returns
4031  /// - \c AK_Success when successfully posted.
4032  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
4033  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
4034  /// - \c AK_InvalidID if in_pszBusName is null
4036  const char* in_pszBusName, ///< Bus name
4037  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
4038  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
4039  );
4040 
4041  /// Sets an audio device effect shareset on the specified output device and effect slot index.
4042  /// \aknote
4043  /// Replacing effects is preferably done through a Set Effect Event Action.
4044  /// \endaknote
4045  /// \aknote Make sure the new effect shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
4046  /// \aknote This function will replace existing effects of the audio device shareset. \endaknote
4047  /// \aknote Audio device effects support is limited to one shareset per plug-in type at any time. \endaknote
4048  /// \aknote Errors are reported in the Wwise Capture Log if the effect cannot be set on the output device. \endaknote
4049 
4050  /// \returns Always returns AK_Success
4052  AkOutputDeviceID in_outputDeviceID, ///< Output ID, as returned from AddOutput or GetOutputID. Most of the time this should be 0 to designate the main (default) output
4053  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
4054  AkUniqueID in_FXShareSetID ///< Effect ShareSet ID
4055  );
4056 
4057  /// Sets a Mixer ShareSet at the specified bus.
4058  /// \aknote This function has unspecified behavior when adding a mixer to a currently playing
4059  /// Bus which does not have any Effects or mixer, or removing the last mixer on a currently playing Bus.
4060  /// \endaknote
4061  /// \aknote Make sure the new mixer shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
4062  /// \aknote This function will replace existing mixers on the node.
4063  /// \endaknote
4064  /// \return Always returns AK_Success
4066  AkUniqueID in_audioNodeID, ///< Bus Short ID.
4067  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to remove.
4068  );
4069 
4070 #ifdef AK_SUPPORT_WCHAR
4071  /// Sets a Mixer ShareSet at the specified bus.
4072  /// \aknote This function has unspecified behavior when adding a mixer to a currently playing
4073  /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
4074  /// \endaknote
4075  /// \aknote Make sure the new mixer shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
4076  /// \aknote This function will replace existing mixers on the node.
4077  /// \endaknote
4078  /// \returns
4079  /// - \c AK_Success when successful
4080  /// - \c AK_InvalidID if in_pszBusName is null
4082  const wchar_t* in_pszBusName, ///< Bus name
4083  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to remove.
4084  );
4085 #endif //AK_SUPPORT_WCHAR
4086 
4087  /// Sets a Mixer ShareSet at the specified bus.
4088  /// \aknote This function has unspecified behavior when adding a mixer to a currently playing
4089  /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
4090  /// \endaknote
4091  /// \aknote Make sure the new mixer shareset is included in a soundbank, and that sound bank is loaded. Otherwise you will see errors in the Capture Log.\endaknote
4092  /// \aknote This function will replace existing mixers on the node.
4093  /// \endaknote
4094  /// \returns
4095  /// - \c AK_Success when successful
4096  /// - \c AK_InvalidID if in_pszBusName is null
4098  const char* in_pszBusName, ///< Bus name
4099  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to remove.
4100  );
4101 
4102  /// Forces channel configuration for the specified bus.
4103  /// \aknote You cannot change the configuration of the master bus.\endaknote
4104  ///
4105  /// \return Always returns AK_Success
4107  AkUniqueID in_audioNodeID, ///< Bus Short ID.
4108  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4109  );
4110 
4111 #ifdef AK_SUPPORT_WCHAR
4112  /// Forces channel configuration for the specified bus.
4113  /// \aknote You cannot change the configuration of the master bus.\endaknote
4114  ///
4115  /// \returns
4116  /// - \c AK_Success when successful
4117  /// - \c AK_InvalidID if in_pszBusName is null
4119  const wchar_t* in_pszBusName, ///< Bus name
4120  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4121  );
4122 #endif //AK_SUPPORT_WCHAR
4123 
4124  /// Forces channel configuration for the specified bus.
4125  /// \aknote You cannot change the configuration of the master bus.\endaknote
4126  ///
4127  /// \returns
4128  /// - \c AK_Success when successful
4129  /// - \c AK_InvalidID if in_pszBusName is null
4131  const char* in_pszBusName, ///< Bus name
4132  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4133  );
4134 
4135  /// Sets a game object's obstruction and occlusion levels. If SetMultiplePositions were used, values are set for all positions.
4136  /// To assign a unique obstruction and occlusion value to each sound position, instead use AK::SoundEngine::SetMultipleObstructionAndOcclusion.
4137  /// This function is used to affect how an object should be heard by a specific listener.
4138  /// \sa
4139  /// - \ref soundengine_obsocc
4140  /// - \ref soundengine_environments
4141  /// \return Always returns AK_Success
4143  AkGameObjectID in_EmitterID, ///< Emitter game object ID
4144  AkGameObjectID in_ListenerID, ///< Listener game object ID
4145  AkReal32 in_fObstructionLevel, ///< ObstructionLevel: [0.0f..1.0f]
4146  AkReal32 in_fOcclusionLevel ///< OcclusionLevel: [0.0f..1.0f]
4147  );
4148 
4149  /// Sets a game object's obstruction and occlusion value for each position defined by AK::SoundEngine::SetMultiplePositions.
4150  /// This function differs from AK::SoundEngine::SetObjectObstructionAndOcclusion as a list of obstruction/occlusion pair is provided
4151  /// and each obstruction/occlusion pair will affect the corresponding position defined at the same index.
4152  /// \aknote In the case the number of obstruction/occlusion pairs is smaller than the number of positions, remaining positions'
4153  /// obstrucion/occlusion values are set to 0.0. \endaknote
4154  /// \return
4155  /// - \c AK_Success if successful
4156  /// - \c AK_CommandTooLarge if the number of obstruction values is too large for the command queue.
4157  /// - \c AK_InvalidParameter if one of the parameter is out of range (check the debug console)
4158  /// - \c AK_InvalidFloatValue if one of the occlusion/obstruction values is NaN or Inf.
4159  /// \sa
4160  /// - \ref soundengine_obsocc
4161  /// - \ref soundengine_environments
4162  /// \return AK_Success if occlusion/obstruction values are successfully stored for this emitter
4164  AkGameObjectID in_EmitterID, ///< Emitter game object ID
4165  AkGameObjectID in_uListenerID, ///< Listener game object ID
4166  AkObstructionOcclusionValues* in_fObstructionOcclusionValues, ///< Array of obstruction/occlusion pairs to apply
4167  ///< ObstructionLevel: [0.0f..1.0f]
4168  ///< OcclusionLevel: [0.0f..1.0f]
4169  AkUInt32 in_uNumOcclusionObstruction ///< Number of obstruction/occlusion pairs specified in the provided array
4170  );
4171 
4172  /// Saves the playback history of container structures.
4173  /// This function will write history data for all currently loaded containers and instantiated game
4174  /// objects (for example, current position in Sequence Containers and previously played elements in
4175  /// Random Containers).
4176  /// \remarks
4177  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4178  /// \return
4179  /// - \c AK_Success when successful
4180  /// - \c AK_Fail is in_pBytes could not be parsed (corruption or data is truncated)
4181  /// \sa
4182  /// - <tt>AK::SoundEngine::SetContainerHistory()</tt>
4184  AK::IWriteBytes * in_pBytes ///< Pointer to IWriteBytes interface used to save the history.
4185  );
4186 
4187  /// Restores the playback history of container structures.
4188  /// This function will read history data from the passed-in stream reader interface, and apply it to all
4189  /// currently loaded containers and instantiated game objects. Game objects are matched by
4190  /// ID. History for unloaded structures and unknown game objects will be skipped.
4191  /// \remarks
4192  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4193  /// \return
4194  /// - \c AK_Success if successful
4195  /// - \c AK_InsufficientMemory if not enough memory is available for IReadBytes operation
4196  /// \sa
4197  /// - <tt>AK::SoundEngine::GetContainerHistory()</tt>
4199  AK::IReadBytes * in_pBytes ///< Pointer to IReadBytes interface used to load the history.
4200  );
4201 
4202  //@}
4203 
4204  ////////////////////////////////////////////////////////////////////////
4205  /// @name Capture
4206  //@{
4207 
4208  /// Starts recording the sound engine audio output.
4209  /// StartOutputCapture outputs a wav file per current output device of the sound engine.
4210  /// If more than one device is active, the system will create multiple files in the same output
4211  /// directory and will append numbers at the end of the provided filename.
4212  ///
4213  /// If no device is running yet, the system will return success AK_Success despite doing nothing.
4214  /// Use RegisterAudioDeviceStatusCallback to get notified when devices are created/destructed.
4215  ///
4216  /// \return AK_Success if successful, AK_Fail if there was a problem starting the output capture.
4217  /// \remark
4218  /// - The sound engine opens a stream for writing using <tt>AK::IAkStreamMgr::CreateStd()</tt>. If you are using the
4219  /// default implementation of the Stream Manager, file opening is executed in your implementation of
4220  /// the Low-Level IO interface <tt>AK::StreamMgr::IAkFileLocationResolver::Open()</tt>. The following
4221  /// AkFileSystemFlags are passed: uCompanyID = AKCOMPANYID_AUDIOKINETIC and uCodecID = AKCODECID_PCM,
4222  /// and the AkOpenMode is AK_OpenModeWriteOvrwr. Refer to \ref streamingmanager_lowlevel_location for
4223  /// more details on managing the deployment of your Wwise generated data.
4224  /// \return
4225  /// - \c AK_Success when successful
4226  /// - \c AK_InvalidParameter if in_CaptureFileName is null.
4227  /// - \c AK_InsufficientMemory if not enough memory is available.
4228  /// \sa
4229  /// - <tt>AK::SoundEngine::StopOutputCapture()</tt>
4230  /// - <tt>AK::StreamMgr::SetFileLocationResolver()</tt>
4231  /// - \ref streamingdevicemanager
4232  /// - \ref streamingmanager_lowlevel_location
4233  /// - RegisterAudioDeviceStatusCallback
4235  const AkOSChar* in_CaptureFileName ///< Name of the output capture file
4236  );
4237 
4238  /// Stops recording the sound engine audio output.
4239  /// \return AK_Success if successful, AK_Fail if there was a problem stopping the output capture.
4240  /// \sa
4241  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4243 
4244  /// Adds text marker in audio output file.
4245  /// \return
4246  /// - \c AK_Success when successful
4247  /// - \c AK_InvalidParameter if in_MarkerText is null.
4248  /// - \c AK_InsufficientMemory if not enough memory is available.
4249  /// \sa
4250  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4252  const char* in_MarkerText ///< Text of the marker
4253  );
4254 
4255  /// Gets the system sample rate.
4256  /// \return The sample rate.
4258 
4259  /// Registers a callback used for retrieving audio samples.
4260  /// The callback will be called from the audio thread during real-time rendering and from the main thread during offline rendering.
4261  /// \return
4262  /// - \c AK_Success when successful
4263  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4264  /// - \c AK_InvalidParameter when in_pfnCallback is null
4265  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4266  /// \sa
4267  /// - <tt>AK::SoundEngine::AddOutput()</tt>
4268  /// - <tt>AK::SoundEngine::GetOutputID()</tt>
4269  /// - <tt>AK::SoundEngine::UnregisterCaptureCallback()</tt>
4271  AkCaptureCallbackFunc in_pfnCallback, ///< Capture callback function to register.
4272  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4273  void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4274  );
4275 
4276  /// Unregisters a callback used for retrieving audio samples.
4277  /// \return
4278  /// - \c AK_Success when successful
4279  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4280  /// - \c AK_InvalidParameter when in_pfnCallback is null
4281  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4282  /// \sa
4283  /// - <tt>AK::SoundEngine::AddOutput()</tt>
4284  /// - <tt>AK::SoundEngine::GetOutputID()</tt>
4285  /// - <tt>AK::SoundEngine::RegisterCaptureCallback()</tt>
4287  AkCaptureCallbackFunc in_pfnCallback, ///< Capture callback function to unregister.
4288  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4289  void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4290  );
4291 
4292  /// Starts recording the sound engine profiling information into a file. This file can be read
4293  /// by Wwise Authoring. The file is created at the base path. If you have integrated Wwise I/O,
4294  /// you can use <tt>CAkDefaultIOHookBlocking::SetBasePath()</tt> (or <tt>CAkDefaultIOHookBlocking::AddBasePath()</tt>)
4295  /// to change the location where the file is saved. The profiling session records all data types possible.
4296  /// Note that this call captures peak metering for all the busses loaded and mixing
4297  /// while this call is invoked.
4298  /// \remark This function is provided as a utility tool only. It does nothing if it is
4299  /// called in the release configuration and returns AK_NotCompatible.
4301  const AkOSChar* in_CaptureFileName ///< Name of the output profiler file (.prof extension recommended)
4302  );
4303 
4304  /// Stops recording the sound engine profiling information.
4305  /// \remark This function is provided as a utility tool only. It does nothing if it is
4306  /// called in the release configuration and returns AK_NotCompatible.
4308 
4309  //@}
4310 
4311  ////////////////////////////////////////////////////////////////////////
4312  /// @name Offline Rendering
4313  //@{
4314 
4315  /// Sets the offline rendering frame time in seconds.
4316  /// When offline rendering is enabled, every call to \ref RenderAudio() will generate sample data as if this much time has elapsed. If the frame time argument is less than or equal to zero, every call to RenderAudio() will generate one audio buffer.
4317  /// \return Always returns AK_Success
4319  AkReal32 in_fFrameTimeInSeconds ///< frame time in seconds used during offline rendering
4320  );
4321 
4322  /// Enables/disables offline rendering.
4323  /// \return Always returns AK_Success
4325  bool in_bEnableOfflineRendering ///< enables/disables offline rendering
4326  );
4327 
4328  //@}
4329 
4330  ////////////////////////////////////////////////////////////////////////
4331  /// @name Secondary Outputs
4332  //@{
4333 
4334  /// Adds an output to the sound engine. Use this to add controller-attached headphones, controller speakers, DVR output, etc.
4335  /// 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).
4336  ///
4337  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4338  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4339  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4340  ///
4341  /// \sa AkOutputSettings for more details.
4342  /// \sa \ref integrating_secondary_outputs
4343  /// \sa \ref default_audio_devices
4344  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4345  /// \sa AK::AkDeviceStatusCallbackFunc
4346  /// \return
4347  /// The following codes are returned directly from the function, as opposed to the AkDeviceStatusCallback
4348  /// - \c AK_NotImplemented: Feature not supported, some platforms don't have other outputs.
4349  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations (see parameter list below).
4350  /// - \c AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
4351  /// - \c AK_DeviceNotReady: The idDevice on in_settings 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.
4352  /// - \c AK_NotInitialized: If AK::SoundEngine::Init was not called or if the Init.bnk was not loaded before the call.
4353  /// - \c AK_Success: Parameters are valid.
4354  ///
4355  /// The following codes are returned from the callback.
4356  /// - \c AK_InsufficientMemory : Not enough memory to complete the operation.
4357  /// - \c AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
4358  /// - \c AK_PluginNotRegistered: The audioDeviceShareset exists but the plug-in it refers to is not installed or statically linked with the game.
4359  /// - \c AK_NotCompatible: The hardware does not support this type of output. Wwise will try to use the System output instead, and a separate callback will fire when that completes.
4360  /// - \c AK_DeviceNotCompatible: The hardware does not support this type of output. Wwise will NOT fallback to any other type of output.
4361  /// - \c AK_Fail: Generic code for any non-permanent conditions (e.g. disconnection) that prevent the use of the output. Wwise has created the output and sounds will be routed to it, but this output is currently silent until the temporary condition resolves.
4362  /// - \c AK_NoDistinctListener: Outputs of the same type (same ShareSet, like controller speakers) must have distinct Listeners to make a proper routing. This doesn't happen if there is only one output of that type.
4364  const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4365  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
4366  const AkGameObjectID* in_pListenerIDs = NULL, ///< Specific listener(s) to attach to this device.
4367  ///< If specified, only the sounds routed to game objects linked to those listeners will play in this device.
4368  ///< It is necessary to have separate listeners if multiple devices of the same type can coexist (e.g. controller speakers)
4369  ///< If not specified, sound routing simply obey the associations between Master Busses and Audio Devices setup in the Wwise Project.
4370  AkUInt32 in_uNumListeners = 0 ///< The number of elements in the in_pListenerIDs array.
4371  );
4372 
4373  /// Removes one output added through AK::SoundEngine::AddOutput
4374  /// If a listener was associated with the device, you should consider unregistering the listener prior to call RemoveOutput
4375  /// so that Game Object/Listener routing is properly updated according to your game scenario.
4376  /// \sa \ref integrating_secondary_outputs
4377  /// \sa AK::SoundEngine::AddOutput
4378  /// \return AK_Success: Parameters are valid.
4380  AkOutputDeviceID in_idOutput ///< ID of the output to remove. Use the returned ID from AddOutput, GetOutputID, or ReplaceOutput
4381  );
4382 
4383  /// Replaces an output device previously created during engine initialization or from AddOutput, with a new output device.
4384  /// In addition to simply removing one output device and adding a new one, the new output device will also be used on all of the master buses
4385  /// that the old output device was associated with, and preserve all listeners that were attached to the old output device.
4386  ///
4387  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4388  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4389  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4390  ///
4391  /// \sa AK::SoundEngine::AddOutput
4392  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4393  /// \sa AK::AkDeviceStatusCallbackFunc
4394  /// \return
4395  /// - \c AK_InvalidID: The audioDeviceShareset on in_settings was not valid.
4396  /// - \c AK_IDNotFound: The audioDeviceShareset on in_settings doesn't exist. Possibly, the Init bank isn't loaded yet or was not updated with latest changes.
4397  /// - \c AK_DeviceNotReady: The idDevice on in_settings 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.
4398  /// - \c AK_DeviceNotFound: The in_outputDeviceId provided does not match with any of the output devices that the sound engine is currently using.
4399  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations on in_settings
4400  /// - \c AK_Success: parameters were valid, and the remove and add will occur.
4402  const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4403  AkOutputDeviceID in_outputDeviceId, ///< AkOutputDeviceID of the output to replace. Use 0 to target the current main output, regardless of its id. Otherwise, use the AkOuptutDeviceID returned from AddOutput() or ReplaceOutput(), or generated by GetOutputID()
4404  AkOutputDeviceID *out_pOutputDeviceId = NULL ///< (Optional) Pointer into which the method writes the AkOutputDeviceID of the new output device. If the call fails, the value pointed to will not be modified.
4405  );
4406 
4407  /// Gets the compounded output ID from shareset and device id.
4408  /// 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.
4409  /// Use 0 for in_idShareset & in_idDevice to get the Main Output ID (the one usually initialized during AK::SoundEngine::Init)
4410  /// \return The id of the output
4412  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.
4413  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4414  /// \sa \ref obtaining_device_id
4415  );
4416 
4418  const char* in_szShareSet, ///< Audio Device ShareSet Name, as defined in the Wwise Project. If Null, will select the Default Output shareset (always available)
4419  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4420  /// \sa \ref obtaining_device_id
4421  );
4422 
4423  #ifdef AK_SUPPORT_WCHAR
4425  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)
4426  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4427  /// \sa \ref obtaining_device_id
4428  );
4429  #endif
4430 
4431  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4432  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4433  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4434  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4435  /// \return
4436  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4437  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4439  AkUniqueID in_idBus, ///< Id of the master bus
4440  AkUniqueID in_idNewDevice ///< New device shareset to replace with.
4441  );
4442 
4443  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4444  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4445  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4446  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4447  /// \return
4448  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4449  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4451  const char* in_BusName, ///< Name of the master bus
4452  const char* in_DeviceName ///< New device shareset to replace with.
4453  );
4454 
4455  #ifdef AK_SUPPORT_WCHAR
4456  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4457  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4458  /// SetBusDevice must be preceded by a call to AddOutput for the new device shareset to be registered as an output.
4459  /// \return
4460  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4461  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4463  const wchar_t* in_BusName, ///< Name of the master bus
4464  const wchar_t* in_DeviceName ///< New device shareset to replace with.
4465  );
4466  #endif
4467 
4468  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4469  /// This call is only valid for sink plug-ins that support device enumeration.
4470  /// Prerequisites: the plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4471  /// \return
4472  /// - \c AK_NotImplemented if the sink plug-in does not implement device enumeration
4473  /// - \c AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4474  /// - \c AK_NotCompatible if no device of this type are supported on the current platform
4475  /// - \c AK_Fail in case of system device manager failure (OS related)
4476  ///
4478  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
4479  AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
4480  AkUInt32& io_maxNumDevices, ///< In: The length of the out_deviceDescriptions array. Out: If out_deviceDescriptions is not-null, this will be set to the number of entries in out_deviceDescriptions that was populated. If out_deviceDescriptions is null, this will be set to the number of devices that may be available.
4481  AkDeviceDescription* out_deviceDescriptions ///< The output array of device descriptions.
4482  );
4483 
4484  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4485  /// This call is only valid for sink plug-ins that support device enumeration.
4486  /// Prerequisites:
4487  /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4488  /// * The audio device shareset must have been loaded from a soundbank and a device with this shareset must exist in the pipeline.
4489  /// \return
4490  /// AK_NotImplemented if the sink plug-in does not implement device enumeration
4491  /// AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4493  AkUniqueID in_audioDeviceShareSetID, ///< In: The audio device shareset ID for which to list the sink plug-in devices.
4494  AkUInt32& io_maxNumDevices, ///< In: The length of the out_deviceDescriptions array. Out: If out_deviceDescriptions is not-null, this will be set to the number of entries in out_deviceDescriptions that was populated. If out_deviceDescriptions is null, this will be set to the number of devices that may be available.
4495  AkDeviceDescription* out_deviceDescriptions ///< The output array of device descriptions.
4496  );
4497 
4498  /// Sets the volume of a output device.
4499  /// \return
4500  /// - \c AK_Success if successful
4501  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4503  AkOutputDeviceID in_idOutput, ///< Output ID to set the volume on. As returned from AddOutput or GetOutputID
4504  AkReal32 in_fVolume ///< Volume (0.0 = Muted, 1.0 = Volume max)
4505  );
4506 
4507  /// Returns whether or not the audio device matching the device ID provided supports spatial audio (i.e. the functionality is enabled, and more than 0 dynamic objects are supported).
4508  /// If Spatial Audio is supported, then you can call Init, AddOutput, or ReplaceOutput with an Audio Device Shareset corresponding to the respective platform-specific plug-in that
4509  /// provides spatial audio, such as the Microsoft Spatial Sound Platform for Windows. Note that on Xbox One, you need to call EnableSpatialAudio() before the sound engine is
4510  /// initialized, or initialize the sound engine with AkPlatformInitSettings::bEnableSpatialAudio set to true if you want spatial audio support; otherwise this will always return AK_NotCompatible.
4511  /// \return
4512  /// AK_NotCompatible when the device ID provided does not support spatial audio, or the platform does not support spatial audio
4513  /// AK_Fail when there is some other miscellaneous failure, or the device ID provided does not match a device that the system knows about
4514  /// AK_Success when the device ID provided does support spatial audio
4516  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4517  /// \sa \ref obtaining_device_id
4518  );
4519 
4520 
4521  //@}
4522 
4523  /// 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.
4524  /// Call \c WakeupFromSuspend when your application receives the message from the OS that the process is back in foreground.
4525  /// When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when \ref RenderAudio() is called.
4526  /// It is recommended to match the <b>in_bRenderAnyway</b> parameter with the behavior of the rest of your game:
4527  /// 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.
4528  /// If you want to minimize CPU when in background, then don't allow rendering and never call RenderAudio from the game.
4529  ///
4530  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4531  /// \sa WakeupFromSuspend
4532  /// \sa \ref workingwithsdks_system_calls
4534  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().
4535  bool in_bFadeOut = true ///< Delay the suspend by one audio frame in order to fade-out. When false, the suspend takes effect immediately but audio may glitch.
4536  );
4537 
4538  /// 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.
4539  ///
4540  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4541  /// \sa Suspend
4542  /// \sa \ref workingwithsdks_system_calls
4544  AkUInt32 in_uDelayMs = 0 /// Delay (in milliseconds) before the wake up occurs. Rounded up to audio frame granularity. Adding a delay is useful if there is a possibility that another OS event may override the wake-up in the near future.
4545  );
4546 
4547  /// Obtains the current audio output buffer tick. This corresponds to the number of buffers produced by
4548  /// the sound engine since initialization.
4549  /// \return Tick count.
4551 
4552  /// Obtains the current audio output sample tick. This corresponds to the number of sapmles produced by
4553  /// the sound engine since initialization.
4554  /// \return Sample count.
4556  }
4557 }
4558 
4559 #endif // _AK_SOUNDENGINE_H_
AkOutputSettings settingsMainOutput
Main output device settings.
AKSOUNDENGINE_API AKRESULT RegisterPluginDLL(const AkOSChar *in_DllName, const AkOSChar *in_DllPath=NULL)
AkUInt32 uMonitorQueuePoolSize
Size of the monitoring queue, in bytes. This parameter is not used in Release build.
AkUInt32 AkStateGroupID
State group ID
Definition: AkTypes.h:122
AKSOUNDENGINE_API AKRESULT RemoveDefaultListener(AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT PrepareEvent(PreparationType in_PreparationType, const char **in_ppszString, AkUInt32 in_uNumEvent)
AKSOUNDENGINE_API AkUInt32 GetSampleRate()
void(* AkProfilerPostMarkerFunc)(AkPluginID in_uPluginID, const char *in_pszMarkerName)
AKSOUNDENGINE_API AKRESULT SetRTPCValue(AkRtpcID in_rtpcID, AkRtpcValue in_value, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AKSOUNDENGINE_API AKRESULT SetOutputDeviceEffect(AkOutputDeviceID in_outputDeviceID, AkUInt32 in_uFXIndex, AkUniqueID in_FXShareSetID)
uint16_t AkUInt16
Unsigned 16-bit integer
AKSOUNDENGINE_API AKRESULT SetSpeakerAngles(const AkReal32 *in_pfSpeakerAngles, AkUInt32 in_uNumAngles, AkReal32 in_fHeightAngle, AkOutputDeviceID in_idOutput=0)
Audiokinetic namespace
AkInt32 AkTimeMs
Time in ms
Definition: AkTypes.h:124
AkBackgroundMusicChangeCallbackFunc BGMCallback
Application-defined audio source change event callback function.
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkTypes.h:934
AKSOUNDENGINE_API void ExecuteActionOnPlayingID(AkActionOnEventType in_ActionType, AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
Obstruction/occlusion pair for a position
Definition: AkTypes.h:780
AKSOUNDENGINE_API AKRESULT LoadBankMemoryView(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkBankID &out_bankID)
AkUInt8 * pMediaMemory
Pointer to the data to be set for the source
AkPanningRule ePanningRule
AKSOUNDENGINE_API AKRESULT PrepareGameSyncs(PreparationType in_PreparationType, AkGroupType in_eGameSyncType, const char *in_pszGroupName, const char **in_ppszGameSyncName, AkUInt32 in_uNumGameSyncs)
AKSOUNDENGINE_API AKRESULT GetSourcePlayPositions(AkPlayingID in_PlayingID, AkSourcePosition *out_puPositions, AkUInt32 *io_pcPositions, bool in_bExtrapolate=true)
AKSOUNDENGINE_API AKRESULT Init(AkInitSettings *in_pSettings, AkPlatformInitSettings *in_pPlatformSettings)
AKSOUNDENGINE_API AKRESULT SetSwitch(AkSwitchGroupID in_switchGroup, AkSwitchStateID in_switchState, AkGameObjectID in_gameObjectID)
void(* AkResourceMonitorCallbackFunc)(const AkResourceMonitorDataSummary *in_pdataSummary)
Definition: AkCallback.h:375
void(* AkJobWorkerFunc)(AkJobType in_jobType, AkUInt32 in_uExecutionTimeUsec)
AKSOUNDENGINE_API AKRESULT StopMIDIOnEvent(AkUniqueID in_eventID=AK_INVALID_UNIQUE_ID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkPlayingID in_playingID=AK_INVALID_PLAYING_ID)
AKSOUNDENGINE_API AKRESULT GetSourceStreamBuffering(AkPlayingID in_PlayingID, AkTimeMs &out_buffering, bool &out_bIsBuffering)
@ AkBankContent_StructureOnly
Use AkBankContent_StructureOnly to load only the structural content, including Events,...
IAkSoftwareCodec *(* AkCreateFileSourceCallback)(void *in_pCtx)
Registered file source creation function prototype.
Definition: AkTypes.h:1109
@ AkSetPositionFlags_Default
Definition: AkTypes.h:1187
AKSOUNDENGINE_API AKRESULT StartOutputCapture(const AkOSChar *in_CaptureFileName)
AkUInt32 AkRtpcID
Real time parameter control ID
Definition: AkTypes.h:141
AkProfilerPopTimerFunc fnProfilerPopTimer
External (optional) function for tracking performance of the sound engine that is called when a timer...
AKSOUNDENGINE_API AKRESULT SetMaxNumVoicesLimit(AkUInt16 in_maxNumberVoices)
AKSOUNDENGINE_API AKRESULT RegisterOutputDeviceMeteringCallback(AkOutputDeviceID in_idOutput, AkOutputDeviceMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
AkUInt32 uNumSamplesPerFrame
Number of samples per audio frame (256, 512, 1024, or 2048).
@ AkFloorPlane_Default
The Wwise default floor plane is ZX.
AKSOUNDENGINE_API AKRESULT SetDefaultListeners(const AkGameObjectID *in_pListenerObjs, AkUInt32 in_uNumListeners)
AKSOUNDENGINE_API AKRESULT RegisterBusVolumeCallback(AkUniqueID in_busID, AkBusCallbackFunc in_pfnCallback, void *in_pCookie=NULL)
AKSOUNDENGINE_API AKRESULT UnregisterAllGameObj()
AKSOUNDENGINE_API AKRESULT ResetRTPCValue(AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AkUInt64 AkGameObjectID
Game object ID
Definition: AkTypes.h:128
AkUInt32 AkBankID
Run time bank ID
Definition: AkTypes.h:143
#define AK_EXTERNAPIFUNC(_type, _name)
@ AkFloorPlane_XY
The floor is oriented along the XY-plane. The front vector points towards +X, the up vector towards +...
AkReal32 fDebugOutOfRangeLimit
Debug setting: Only used when bDebugOutOfRangeCheckEnabled is true. This defines the maximum values s...
AKSOUNDENGINE_API AKRESULT RegisterGlobalCallback(AkGlobalCallbackFunc in_pCallback, AkUInt32 in_eLocation=AkGlobalCallbackLocation_BeginRender, void *in_pCookie=NULL, AkPluginType in_eType=AkPluginTypeNone, AkUInt32 in_ulCompanyID=0, AkUInt32 in_ulPluginID=0)
AKSOUNDENGINE_API void CancelEventCallbackCookie(void *in_pCookie)
AKRESULT
Standard function call result.
Definition: AkTypes.h:199
AkUInt32 updateBufferTick
Value of GetBufferTick() at the time the position was updated
AKRESULT(* AkGetDeviceListCallback)(AkUInt32 &io_maxNumDevices, AkDeviceDescription *out_deviceDescriptions)
Registered plugin device enumeration function prototype, used for providing lists of devices by plug-...
Definition: IAkPlugin.h:1335
AKSOUNDENGINE_API AKRESULT RegisterGameObj(AkGameObjectID in_gameObjectID)
void(* AkGlobalCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkGlobalCallbackLocation in_eLocation, void *in_pCookie)
Definition: AkCallback.h:368
@ Preparation_LoadAndDecode
Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
AkMeteringFlags
Metering flags. Used for specifying bus metering, through AK::SoundEngine::RegisterBusVolumeCallback(...
Definition: AkTypes.h:1218
AKSOUNDENGINE_API AKRESULT GetContainerHistory(AK::IWriteBytes *in_pBytes)
AKSOUNDENGINE_API AKRESULT LoadBank(const char *in_pszString, AkBankID &out_bankID, AkBankType in_bankType=AkBankType_User)
AkInt32 AkMemPoolId
Memory pool ID
Definition: AkTypes.h:130
AKSOUNDENGINE_API AKRESULT SetState(AkStateGroupID in_stateGroup, AkStateID in_state)
Platform-independent initialization settings of output devices.
AKSOUNDENGINE_API bool IsInitialized()
@ Preparation_Unload
PrepareEvent() will unload required information to play the specified event.
@ AkBankContent_All
Use AkBankContent_All to load both the media and structural content.
void(* AkBusMeteringCallbackFunc)(AkBusMeteringCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:286
AKSOUNDENGINE_API AKRESULT SetOfflineRenderingFrameTime(AkReal32 in_fFrameTimeInSeconds)
char AkOSChar
Generic character string
Definition: AkTypes.h:60
uint8_t AkUInt8
Unsigned 8-bit integer
AKSOUNDENGINE_API AKRESULT ClearBanks()
AKSOUNDENGINE_API AKRESULT UnregisterAudioDeviceStatusCallback()
Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatus...
AkUInt32 uMaxNumPaths
Maximum number of paths for positioning
AKSOUNDENGINE_API AKRESULT WakeupFromSuspend(AkUInt32 in_uDelayMs=0)
AKSOUNDENGINE_API AKRESULT SetMultipleObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_uListenerID, AkObstructionOcclusionValues *in_fObstructionOcclusionValues, AkUInt32 in_uNumOcclusionObstruction)
AkUInt32 samplePosition
Position of the source (in samples) associated with that playing item
AKSOUNDENGINE_API AKRESULT SetOutputVolume(AkOutputDeviceID in_idOutput, AkReal32 in_fVolume)
AKSOUNDENGINE_API AKRESULT GetPanningRule(AkPanningRule &out_ePanningRule, AkOutputDeviceID in_idOutput=0)
void(* AkOutputDeviceMeteringCallbackFunc)(AkOutputDeviceMeteringCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:296
AKSOUNDENGINE_API AKRESULT ResetRTPCValueByPlayingID(AkRtpcID in_rtpcID, AkPlayingID in_playingID, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
AkFloorPlane eFloorPlane
AKSOUNDENGINE_API AKRESULT SetBankLoadIOSettings(AkReal32 in_fThroughput, AkPriority in_priority)
#define NULL
Definition: AkTypes.h:46
AKSOUNDENGINE_API AKRESULT AddOutputCaptureMarker(const char *in_MarkerText)
AKSOUNDENGINE_API AKRESULT RegisterAudioDeviceStatusCallback(AK::AkDeviceStatusCallbackFunc in_pCallback)
AKSOUNDENGINE_API AKRESULT PostTrigger(AkTriggerID in_triggerID, AkGameObjectID in_gameObjectID)
float AkReal32
32-bit floating point
AKSOUNDENGINE_API AKRESULT PinEventInStreamCache(AkUniqueID in_eventID, AkPriority in_uActivePriority, AkPriority in_uInactivePriority)
AKSOUNDENGINE_API void CancelEventCallbackGameObject(AkGameObjectID in_gameObjectID)
Position and orientation of game objects in the world (i.e. supports 64-bit-precision position)
Definition: AkTypes.h:485
AKSOUNDENGINE_API AKRESULT ReplaceOutput(const AkOutputSettings &in_Settings, AkOutputDeviceID in_outputDeviceId, AkOutputDeviceID *out_pOutputDeviceId=NULL)
AKSOUNDENGINE_API void GetDefaultInitSettings(AkInitSettings &out_settings)
AKSOUNDENGINE_API AKRESULT RegisterPlugin(AkPluginType in_eType, AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID, AkCreatePluginCallback in_pCreateFunc, AkCreateParamCallback in_pCreateParamFunc, AkGetDeviceListCallback in_pGetDeviceList=NULL)
FuncRequestJobWorker fnRequestJobWorker
Function called by the job manager when a new worker needs to be requested. When null,...
AKSOUNDENGINE_API AKRESULT SetActorMixerEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
AkSetPositionFlags
Flags to independently set the position of the emitter or listener component on a game object.
Definition: AkTypes.h:1183
AKSOUNDENGINE_API AKRESULT RegisterCodec(AkUInt32 in_ulCompanyID, AkUInt32 in_ulCodecID, AkCreateFileSourceCallback in_pFileCreateFunc, AkCreateBankSourceCallback in_pBankCreateFunc)
@ MultiPositionType_MultiDirections
Simulate one sound coming from multiple directions. Useful for repositionning sounds based on wall op...
Definition: AkTypes.h:1158
bool bUseLEngineThread
Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAud...
AKSOUNDENGINE_API AKRESULT StopProfilerCapture()
AKSOUNDENGINE_API AKRESULT SetObjectObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 in_fObstructionLevel, AkReal32 in_fOcclusionLevel)
AKSOUNDENGINE_API AkOutputDeviceID GetOutputID(AkUniqueID in_idShareset, AkUInt32 in_idDevice)
AkOutputSettings(const char *in_szDeviceShareSet, AkUniqueID in_idDevice=AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig=AkChannelConfig(), AkPanningRule in_ePanning=AkPanningRule_Speakers)
AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]
The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
AKSOUNDENGINE_API AKRESULT DecodeBank(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkMemPoolId in_uPoolForDecodedBank, void *&out_pDecodedBankPtr, AkUInt32 &out_uDecodedBankSize)
AkUInt32 AkUniqueID
Unique 32-bit ID
Definition: AkTypes.h:120
AKSOUNDENGINE_API AKRESULT StartProfilerCapture(const AkOSChar *in_CaptureFileName)
void(* AkProfilerPopTimerFunc)()
External (optional) function for tracking performance of the sound engine that is called when a timer...
Configured audio settings
Definition: AkTypes.h:285
@ AkFloorPlane_XZ
The floor is oriented along the ZX-plane. The front vector points towards +Z, the up vector towards +...
AkUInt32 uContinuousPlaybackLookAhead
Default is 1 audio quantum, also known as an audio frame. Its size is equal to AkInitSettings::uNumSa...
AKSOUNDENGINE_API AKRESULT RemoveOutput(AkOutputDeviceID in_idOutput)
bool bEnableGameSyncPreparation
Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
AkUInt32 AkPluginID
Source or effect plug-in ID
Definition: AkTypes.h:131
AKSOUNDENGINE_API AkUInt32 GetBufferTick()
AKSOUNDENGINE_API AKRESULT RegisterResourceMonitorCallback(AkResourceMonitorCallbackFunc in_pCallback)
AkOSChar * szPluginDLLPath
When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the gam...
void * pClientData
Arbitrary data that will be passed back to the client when calling FuncRequestJobWorker
AKSOUNDENGINE_API AKRESULT GetOutputDeviceConfiguration(AkOutputDeviceID in_idOutput, AkChannelConfig &io_channelConfig, Ak3DAudioSinkCapabilities &io_capabilities)
AKSOUNDENGINE_API AKRESULT GetDeviceSpatialAudioSupport(AkUInt32 in_idDevice)
AKSOUNDENGINE_API AKRESULT AddListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
AkAssertHook pfnAssertHook
External assertion handling function (optional)
Necessary settings for setting externally-loaded sources
AkUInt32 uMemorySlabSize
Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
AKSOUNDENGINE_API AKRESULT SeekOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkTimeMs in_iPosition, bool in_bSeekToNearestMarker=false, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AkUInt32 uMaxHardwareTimeoutMs
Amount of time to wait for HW devices to trigger an audio interrupt. If there is no interrupt after t...
AKSOUNDENGINE_API AKRESULT SetScalingFactor(AkGameObjectID in_GameObjectID, AkReal32 in_fAttenuationScalingFactor)
AKSOUNDENGINE_API AKRESULT RegisterCaptureCallback(AkCaptureCallbackFunc in_pfnCallback, AkOutputDeviceID in_idOutput=AK_INVALID_OUTPUT_DEVICE_ID, void *in_pCookie=NULL)
@ Preparation_Load
PrepareEvent() will load required information to play the specified event.
AKSOUNDENGINE_API AKRESULT UnregisterGameObj(AkGameObjectID in_gameObjectID)
AKSOUNDENGINE_API AKRESULT SetJobMgrMaxActiveWorkers(AkJobType in_jobType, AkUInt32 in_uNewMaxActiveWorkers)
AKSOUNDENGINE_API AKRESULT RenderAudio(bool in_bAllowSyncRender=true)
AkJobMgrSettings settingsJobManager
Settings to configure the behavior of the Sound Engine's internal job manager
void(* AkCaptureCallbackFunc)(AkAudioBuffer &in_CaptureBuffer, AkOutputDeviceID in_idOutput, void *in_pCookie)
Definition: AkCallback.h:408
Positioning information for a sound, with specified subset of its channels.
Definition: AkTypes.h:787
AKSOUNDENGINE_API AKRESULT SetListenerSpatialization(AkGameObjectID in_uListenerID, bool in_bSpatialized, AkChannelConfig in_channelConfig, AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets=NULL)
AKSOUNDENGINE_API AKRESULT SetGameObjectAuxSendValues(AkGameObjectID in_gameObjectID, AkAuxSendValue *in_aAuxSendValues, AkUInt32 in_uNumSendValues)
AkInt8 AkPriority
Priority
Definition: AkTypes.h:135
AkGroupType
Game sync group type
Definition: AkTypes.h:277
Settings for the Sound Engine's internal job manager
AKSOUNDENGINE_API AkPlayingID PostMIDIOnEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkMIDIPost *in_pPosts, AkUInt16 in_uNumPosts, bool in_bAbsoluteOffsets=false, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, AkPlayingID in_playingID=AK_INVALID_PLAYING_ID)
static const AkUInt32 AK_NUM_JOB_TYPES
Number of possible job types recognized by the Sound Engine
Definition: AkTypes.h:195
void(* AkCallbackFunc)(AkCallbackType in_eType, AkCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:266
AKRESULT(* AkBackgroundMusicChangeCallbackFunc)(bool in_bBackgroundMusicMuted, void *in_pCookie)
AKSOUNDENGINE_API AKRESULT UnregisterCaptureCallback(AkCaptureCallbackFunc in_pfnCallback, AkOutputDeviceID in_idOutput=AK_INVALID_OUTPUT_DEVICE_ID, void *in_pCookie=NULL)
AKSOUNDENGINE_API AkChannelConfig GetSpeakerConfiguration(AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API AKRESULT GetAudioSettings(AkAudioSettings &out_audioSettings)
AkUInt32 uMediaSize
Size, in bytes, of the data to be set for the source
AKSOUNDENGINE_API AKRESULT UnloadBank(const char *in_pszString, const void *in_pInMemoryBankPtr, AkBankType in_bankType=AkBankType_User)
AkReal32 fGameUnitsToMeters
AKSOUNDENGINE_API AKRESULT RegisterBusMeteringCallback(AkUniqueID in_busID, AkBusMeteringCallbackFunc in_pfnCallback, AkMeteringFlags in_eMeteringFlags, void *in_pCookie=NULL)
static const AkUInt32 AK_INVALID_OUTPUT_DEVICE_ID
Invalid Device ID
Definition: AkTypes.h:175
AkCurveInterpolation
Curve interpolation types
Definition: AkTypes.h:911
AKSOUNDENGINE_API void SetRandomSeed(AkUInt32 in_uSeed)
#define AK_CALLBACK(_type, _name)
AkPanningRule
Headphone / speakers panning rules
Definition: AkTypes.h:1192
void(* AkBusCallbackFunc)(AkSpeakerVolumeMatrixCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:276
AkUInt32 uNumMemorySlabs
Number of memory slabs to pre-allocate for job manager memory. At least one slab per worker thread sh...
AKSOUNDENGINE_API void GetDefaultPlatformInitSettings(AkPlatformInitSettings &out_platformSettings)
AKSOUNDENGINE_API AKRESULT TryUnsetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings, AKRESULT *out_pUnsetResults)
AKSOUNDENGINE_API AKRESULT SetMultiplePositions(AkGameObjectID in_GameObjectID, const AkSoundPosition *in_pPositions, AkUInt16 in_NumPositions, MultiPositionType in_eMultiPositionType=MultiPositionType_MultiDirections, AkSetPositionFlags in_eFlags=AkSetPositionFlags_Default)
AKSOUNDENGINE_API AKRESULT GetSourcePlayPosition(AkPlayingID in_PlayingID, AkTimeMs *out_puPosition, bool in_bExtrapolate=true)
AKSOUNDENGINE_API AKRESULT SetDistanceProbe(AkGameObjectID in_listenerGameObjectID, AkGameObjectID in_distanceProbeGameObjectID)
AKSOUNDENGINE_API AKRESULT SetListeners(AkGameObjectID in_emitterGameObj, const AkGameObjectID *in_pListenerGameObjs, AkUInt32 in_uNumListeners)
AKSOUNDENGINE_API AKRESULT SetPosition(AkGameObjectID in_GameObjectID, const AkSoundPosition &in_Position, AkSetPositionFlags in_eFlags=AkSetPositionFlags_Default)
static const AkUniqueID AK_INVALID_UNIQUE_ID
Invalid unique 32-bit ID
Definition: AkTypes.h:163
AKSOUNDENGINE_API AKRESULT SendPluginCustomGameData(AkUniqueID in_busID, AkGameObjectID in_busObjectID, AkPluginType in_eType, AkUInt32 in_uCompanyID, AkUInt32 in_uPluginID, const void *in_pData, AkUInt32 in_uSizeInBytes)
AkUInt32 AkStateID
State ID
Definition: AkTypes.h:121
AkPluginType
Definition: AkTypes.h:1232
@ AkPanningRule_Speakers
Left and right positioned 60 degrees apart (by default - see AK::SoundEngine::GetSpeakerAngles()).
Definition: AkTypes.h:1193
AKSOUNDENGINE_API AKRESULT SetBusEffect(AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID)
void(* AkBankCallbackFunc)(AkUInt32 in_bankID, const void *in_pInMemoryBankPtr, AKRESULT in_eLoadResult, void *in_pCookie)
Definition: AkCallback.h:326
AKSOUNDENGINE_API void MuteBackgroundMusic(bool in_bMute)
@ AkCurveInterpolation_Linear
Linear (Default)
Definition: AkTypes.h:918
AKSOUNDENGINE_API AKRESULT SetContainerHistory(AK::IReadBytes *in_pBytes)
void(* AkAssertHook)(const char *in_pszExpression, const char *in_pszFileName, int in_lineNumber)
AKSOUNDENGINE_API AKRESULT SetMixer(AkUniqueID in_audioNodeID, AkUniqueID in_shareSetID)
static const AkPlayingID AK_INVALID_PLAYING_ID
Invalid playing ID
Definition: AkTypes.h:165
AKSOUNDENGINE_API AkUInt32 GetIDFromString(const char *in_pszString)
AKSOUNDENGINE_API AKRESULT PrepareBank(AK::SoundEngine::PreparationType in_PreparationType, const char *in_pszString, AK::SoundEngine::AkBankContent in_uFlags=AkBankContent_All, AkBankType in_bankType=AkBankType_User)
AKSOUNDENGINE_API AKRESULT SetOfflineRendering(bool in_bEnableOfflineRendering)
AKSOUNDENGINE_API AKRESULT LoadBankMemoryCopy(const void *in_pInMemoryBankPtr, AkUInt32 in_uInMemoryBankSize, AkBankID &out_bankID)
AKSOUNDENGINE_API AKRESULT SetPanningRule(AkPanningRule in_ePanningRule, AkOutputDeviceID in_idOutput=0)
uint64_t AkUInt64
Unsigned 64-bit integer
AKSOUNDENGINE_API AKRESULT AddDefaultListener(AkGameObjectID in_listenerGameObj)
AkUInt32 AkSwitchStateID
Switch ID
Definition: AkTypes.h:140
@ AkActionOnEventType_Resume
Resume
AKSOUNDENGINE_API AKRESULT SetGameObjectOutputBusVolume(AkGameObjectID in_emitterObjID, AkGameObjectID in_listenerObjID, AkReal32 in_fControlValue)
AKSOUNDENGINE_API AKRESULT AddOutput(const AkOutputSettings &in_Settings, AkOutputDeviceID *out_pDeviceID=NULL, const AkGameObjectID *in_pListenerIDs=NULL, AkUInt32 in_uNumListeners=0)
AKSOUNDENGINE_API AKRESULT Suspend(bool in_bRenderAnyway=false, bool in_bFadeOut=true)
AKSOUNDENGINE_API AKRESULT StopOutputCapture()
AkUInt32 uCpuMonitorQueueMaxSize
Maximum size of the CPU monitoring queue, per thread, in bytes. This parameter is not used in Release...
AK::IAkPluginParam *(* AkCreateParamCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin parameter node creation function prototype.
Definition: IAkPlugin.h:1333
AKSOUNDENGINE_API AKRESULT ResetListenersToDefault(AkGameObjectID in_emitterGameObj)
@ AkActionOnEventType_Break
Break
AKSOUNDENGINE_API AKRESULT SetBusDevice(AkUniqueID in_idBus, AkUniqueID in_idNewDevice)
AKSOUNDENGINE_API AKRESULT ExecuteActionOnEvent(AkUniqueID in_eventID, AkActionOnEventType in_ActionType, AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AKSOUNDENGINE_API AKRESULT SetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings)
AKSOUNDENGINE_API void CancelBankCallbackCookie(void *in_pCookie)
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
Definition: AkTypes.h:162
AkUniqueID audioDeviceShareset
@ AkFloorPlane_YZ
The floor is oriented along the YZ-plane. The front vector points towards +Y, the up vector towards +...
AkTimeMs msTime
Position of the source (in ms) associated with that playing item
@ AkActionOnEventType_Stop
Stop
void * BGMCallbackCookie
Application-defined user data for the audio source change event callback function.
AkUniqueID sourceID
Source ID (available in the SoundBank content files)
uint32_t AkUInt32
Unsigned 32-bit integer
AkChannelConfig channelConfig
bool bUseSoundBankMgrThread
Use a separate thread for loading sound banks. Allows asynchronous operations.
void(* AkDeviceStatusCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkUniqueID in_idAudioDeviceShareset, AkUInt32 in_idDeviceID, AkAudioDeviceEvent in_idEvent, AKRESULT in_AkResult)
Definition: AkCallback.h:390
AkUniqueID mediaID
Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file...
@ AkPluginTypeNone
Unknown/invalid plug-in type.
Definition: AkTypes.h:1233
Definition: AkMidiTypes.h:237
AkUInt64 AkOutputDeviceID
Audio Output device ID
Definition: AkTypes.h:153
bool bDebugOutOfRangeCheckEnabled
Debug setting: Enable checks for out-of-range (and NAN) floats in the processing code....
AkUniqueID audioNodeID
Audio Node ID of playing item
AKSOUNDENGINE_API AKRESULT UnpinEventInStreamCache(AkUniqueID in_eventID)
AKSOUNDENGINE_API AKRESULT SetRTPCValueByPlayingID(AkRtpcID in_rtpcID, AkRtpcValue in_value, AkPlayingID in_playingID, AkTimeMs in_uValueChangeDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear, bool in_bBypassInternalValueInterpolation=false)
@ AkBankType_User
User-defined bank.
Definition: AkTypes.h:1132
AkReal32 AkRtpcValue
Real time parameter control value
Definition: AkTypes.h:142
AKSOUNDENGINE_API AKRESULT UnregisterResourceMonitorCallback(AkResourceMonitorCallbackFunc in_pCallback)
AKSOUNDENGINE_API AKRESULT UnregisterGlobalCallback(AkGlobalCallbackFunc in_pCallback, AkUInt32 in_eLocation=AkGlobalCallbackLocation_BeginRender)
AkProfilerPostMarkerFunc fnProfilerPostMarker
External (optional) function for tracking significant events in the sound engine, to act as a marker ...
AkUInt32 AkSwitchGroupID
Switch group ID
Definition: AkTypes.h:139
AKSOUNDENGINE_API AKRESULT ClearPreparedEvents()
Return values for GetSourcePlayPositions.
AKSOUNDENGINE_API AKRESULT SetVolumeThreshold(AkReal32 in_fVolumeThresholdDB)
AKSOUNDENGINE_API AkPlayingID PostEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, AkUInt32 in_cExternals=0, AkExternalSourceInfo *in_pExternalSources=NULL, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)
AKSOUNDENGINE_API void Term()
AkUInt32 uCommandQueueSize
Size of the command queue, in bytes
AKSOUNDENGINE_API AKRESULT GetDeviceList(AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID, AkUInt32 &io_maxNumDevices, AkDeviceDescription *out_deviceDescriptions)
AKSOUNDENGINE_API void StopAll(AkGameObjectID in_gameObjectID=AK_INVALID_GAME_OBJECT)
AK::IAkPlugin *(* AkCreatePluginCallback)(AK::IAkPluginMemAlloc *in_pAllocator)
Registered plugin creation function prototype.
Definition: IAkPlugin.h:1331
IAkSoftwareCodec *(* AkCreateBankSourceCallback)(void *in_pCtx)
Registered bank source node creation function prototype.
Definition: AkTypes.h:1111
AKSOUNDENGINE_API AkUInt64 GetSampleTick()
AKSOUNDENGINE_API AK::IAkGlobalPluginContext * GetGlobalPluginContext()
AkUInt32 AkBankType
Run time bank type
Definition: AkTypes.h:144
AKSOUNDENGINE_API AKRESULT UnsetMedia(AkSourceSettings *in_pSourceSettings, AkUInt32 in_uNumSourceSettings)
@ AkActionOnEventType_ReleaseEnvelope
Release envelope
AkFloorPlane
AKSOUNDENGINE_API AKRESULT SetBusConfig(AkUniqueID in_audioNodeID, AkChannelConfig in_channelConfig)
AkUInt32 AkJobType
Job type identifier
Definition: AkTypes.h:157
AkUInt32 AkPlayingID
Playing ID
Definition: AkTypes.h:123
AKSOUNDENGINE_API bool GetBackgroundMusicMute()
@ AkActionOnEventType_Pause
Pause
void(* AkProfilerPushTimerFunc)(AkPluginID in_uPluginID, const char *in_pszZoneName)
AkProfilerPushTimerFunc fnProfilerPushTimer
External (optional) function for tracking performance of the sound engine that is called when a timer...
AKSOUNDENGINE_API void StopPlayingID(AkPlayingID in_playingID, AkTimeMs in_uTransitionDuration=0, AkCurveInterpolation in_eFadeCurve=AkCurveInterpolation_Linear)
@ AkGlobalCallbackLocation_BeginRender
Start of frame rendering, after having processed game messages.
Definition: AkCallback.h:342
void(* FuncRequestJobWorker)(AkJobWorkerFunc in_fnJobWorker, AkJobType in_jobType, AkUInt32 in_uNumWorkers, void *in_pClientData)
Callback function prototype definition used for handling requests from JobMgr for new workers to perf...
AkUInt32 uBankReadBufferSize
The number of bytes read by the BankReader when new data needs to be loaded from disk during serializ...
AKSOUNDENGINE_API AKRESULT RemoveListener(AkGameObjectID in_emitterGameObj, AkGameObjectID in_listenerGameObj)
AKSOUNDENGINE_API AKRESULT GetBufferStatusForPinnedEvent(AkUniqueID in_eventID, AkReal32 &out_fPercentBuffered, bool &out_bCachePinnedMemoryFull)
AkUInt32 AkTriggerID
Trigger ID
Definition: AkTypes.h:147
AKSOUNDENGINE_API AKRESULT GetSpeakerAngles(AkReal32 *io_pfSpeakerAngles, AkUInt32 &io_uNumAngles, AkReal32 &out_fHeightAngle, AkOutputDeviceID in_idOutput=0)
AKSOUNDENGINE_API void CancelEventCallback(AkPlayingID in_playingID)

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