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Wwise SDK 2023.1.13
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 #if defined(AK_NULL_PLATFORM)
42 // null platform has no platform-specific soundengine
43 struct AkPlatformInitSettings { };
44 #elif defined(AK_WIN)
47 
48 #elif defined (AK_MAC_OS_X)
51 
52 #elif defined (AK_IOS)
55 
56 #elif defined(AK_XBOXGC) // Gaming.Xbox platform
59 
60 #elif defined( AK_ANDROID )
63 
64 #elif defined( AK_HARMONY )
67 
68 #elif defined (AK_PS4)
71 
72 #elif defined (AK_PS5)
75 
76 #elif defined( AK_LINUX_DESKTOP )
79 
80 #elif defined( AK_EMSCRIPTEN )
83 
84 #elif defined( AK_QNX )
85 #include <AK/SoundEngine/Platforms/QNX/AkQNXSoundEngine.h>
86 #include <AK/SoundEngine/Platforms/QNX/AkPlatformContext.h>
87 
88 #elif defined( AK_NX )
91 
92 #elif defined( AK_OUNCE )
95 
96 #else
97 #error AkSoundEngine.h: Undefined platform
98 #endif
99 
100 #ifndef AK_ASSERT_HOOK
101  /// Function called on assert handling, optional
102  /// \sa
103  /// - AkInitSettings
105  const char * in_pszExpression, ///< Expression
106  const char * in_pszFileName, ///< File Name
107  int in_lineNumber ///< Line Number
108  );
109  #define AK_ASSERT_HOOK
110 #endif
111 
112 /// Callback function prototype for User Music notifications
113 /// It is useful for reacting to user music playback.
114 ///
115 /// \sa
116 /// - \ref AkGlobalCallbackFunc
117 /// - \ref AkPlatformInitSettings
118 /// - \ref background_music_and_dvr
119 ///
121  bool in_bBackgroundMusicMuted, ///< Flag indicating whether the busses tagged as "background music" in the project are muted or not.
122  void* in_pCookie ///< User-provided data, e.g. a user structure.
123  );
124 
125 /// Platform-independent initialization settings of output devices.
127 {
130  idDevice(0),
132  channelConfig(){};
133 
134  AkOutputSettings(const char* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
135 
136 #ifdef AK_SUPPORT_WCHAR
137  AkOutputSettings(const wchar_t* in_szDeviceShareSet, AkUniqueID in_idDevice = AK_INVALID_UNIQUE_ID, AkChannelConfig in_channelConfig = AkChannelConfig(), AkPanningRule in_ePanning = AkPanningRule_Speakers);
138 #endif
139 
140  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.
141  ///< 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).
142  ///< Typical usage: AkInitSettings.eOutputSettings.audioDeviceShareset = AK::SoundEngine::GetIDFromString("InsertYourAudioDeviceSharesetNameHere");
143  /// \sa <tt>\ref AK::SoundEngine::GetIDFromString()</tt>
144  /// \sa \ref soundengine_plugins_audiodevices
145  /// \sa \ref integrating_secondary_outputs
146  /// \sa \ref default_audio_devices
147 
148  AkUInt32 idDevice; ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
149  /// \sa \ref obtaining_device_id
150 
151  AkPanningRule ePanningRule; ///< Rule for 3D panning of signals routed to a stereo bus. In AkPanningRule_Speakers mode, the angle of the front loudspeakers
152  ///< (uSpeakerAngles[0]) is used. In AkPanningRule_Headphones mode, the speaker angles are superseded by constant power panning
153  ///< between two virtual microphones spaced 180 degrees apart.
154 
155  AkChannelConfig channelConfig; ///< Channel configuration for this output. Call AkChannelConfig::Clear() to let the engine use the default output configuration.
156  ///< Hardware might not support the selected configuration.
157 };
158 
159 /// 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.
160 /// AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
162 {
163  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.
164  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.
165  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.
166  AkFloorPlane_Default = AkFloorPlane_XZ ///< The Wwise default floor plane is ZX.
167 };
168 
169 // Function that the host runtime must call to allow for jobs to execute.
170 // in_jobType is the type originally provided by AkJobMgrSettings::FuncRequestJobWorker.
171 // in_uExecutionTimeUsec is the number of microseconds that the function should execute for before terminating.
172 // Note that the deadline is only checked after each individual job completes execution, so the function may run slightly
173 // longer than intended. The "in_uExecutionTimeUsec" should be considered a suggestion or guideline, not a strict rule.
174 // A value of 0 means that the function will run until there are no more jobs ready to be immediately executed.
176  AkJobType in_jobType,
177  AkUInt32 in_uExecutionTimeUsec
178  );
179 
180 /// Settings for the Sound Engine's internal job manager
182 {
183  /// Callback function prototype definition used for handling requests from JobMgr for new workers to perform work.
185  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.
186  AkJobType in_jobType, ///< The type of job worker that has been requested. This should be passed forward to in_fnJobWorker
187  AkUInt32 in_uNumWorkers, ///< Number of workers requested
188  void * in_pClientData ///< Data provided by client in AkJobMgrSettings
189  );
190 
191  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().
192 
193  AkUInt32 uMaxActiveWorkers[AK_NUM_JOB_TYPES]; ///< The maximum number of concurrent workers that will be requested. Must be >= 1 for each jobType.
194 
195  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.
196  AkUInt32 uMemorySlabSize; ///< Size of each memory slab used for job manager memory. Must be a power of two. Default is 8K.
197 
198  void* pClientData; ///< Arbitrary data that will be passed back to the client when calling FuncRequestJobWorker
199 };
200 
201 /// 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)
202 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Timer was started in.
203 /// 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.
205  AkPluginID in_uPluginID,
206  const char* in_pszZoneName
207  );
208 
209 /// 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)
211 
212 ///< 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)
213 /// in_uPluginID may be non-zero when this function is called, to provide extra data about what context this Marker was posted in.
214 /// 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.
216  AkPluginID in_uPluginID,
217  const char* in_pszMarkerName
218  );
219 
220 /// Platform-independent initialization settings of the sound engine
221 /// \sa
222 /// - <tt>AK::SoundEngine::Init()</tt>
223 /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
224 /// - \ref soundengine_integration_init_advanced
226 {
227  AkAssertHook pfnAssertHook; ///< External assertion handling function (optional)
228 
229  AkUInt32 uMaxNumPaths; ///< Maximum number of paths for positioning
230  AkUInt32 uCommandQueueSize; ///< Size of the command queue, in bytes
231  bool bEnableGameSyncPreparation; ///< Sets to true to enable AK::SoundEngine::PrepareGameSync usage.
232  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.
233  ///< 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.
234 
235  AkUInt32 uNumSamplesPerFrame; ///< Number of samples per audio frame (256, 512, 1024, or 2048).
236 
237  AkUInt32 uMonitorQueuePoolSize; ///< Size of the monitoring queue, in bytes. This parameter is not used in Release build.
238  AkUInt32 uCpuMonitorQueueMaxSize; ///< Maximum size of the CPU monitoring queue, per thread, in bytes. This parameter is not used in Release build.
239 
240  AkOutputSettings settingsMainOutput; ///< Main output device settings.
241  AkJobMgrSettings settingsJobManager; ///< Settings to configure the behavior of the Sound Engine's internal job manager
242 
243  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)
244 
245  bool bUseSoundBankMgrThread; ///< Use a separate thread for loading sound banks. Allows asynchronous operations.
246  bool bUseLEngineThread; ///< Use a separate thread for processing audio. If set to false, audio processing will occur in RenderAudio(). \ref goingfurther_eventmgrthread
247 
248  AkBackgroundMusicChangeCallbackFunc BGMCallback; ///< Application-defined audio source change event callback function.
249  void* BGMCallbackCookie; ///< Application-defined user data for the audio source change event callback function.
250  const AkOSChar * szPluginDLLPath; ///< When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the game executable.
251 
252  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.
253  ///< AkFloorPlane is used in to orient the Game Object 3D Viewer in Wwise, and in the transformation of geometry instances in Wwise Spatial Audio.
254 
255  AkReal32 fGameUnitsToMeters; ///< The number of game units in a meter.
256  ///< 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.
257  ///< This setting is also used to simulate real-world positioning of System Audio Objects, to improve the HRTF in some cases.
258  ///< Note that for legacy reasons, this setting's name is misleading. Its value should represent the number of game units *per* meter.
259  ///< For example, if your game engine sends positions in centimeters, the value of fGameUnitsToMeters should be 100.
260 
261  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.
262 
263  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.
264 
265  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.
266 
267  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)
268  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)
269  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)
270 };
271 
272 /// Necessary settings for setting externally-loaded sources
274 {
275  AkUniqueID sourceID; ///< Source ID (available in the SoundBank content files)
276  AkUInt8* pMediaMemory; ///< Pointer to the data to be set for the source
277  AkUInt32 uMediaSize; ///< Size, in bytes, of the data to be set for the source
278 };
279 
280 /// Return values for GetSourcePlayPositions.
282 {
283  AkUniqueID audioNodeID; ///< Audio Node ID of playing item
284  AkUniqueID mediaID; ///< Media ID of playing item. (corresponds to 'ID' attribute of 'File' element in SoundBank metadata file)
285  AkTimeMs msTime; ///< Position of the source (in ms) associated with that playing item
286  AkUInt32 samplePosition; ///< Position of the source (in samples) associated with that playing item
287  AkUInt32 updateBufferTick; ///< Value of GetBufferTick() at the time the position was updated
288 };
289 
290 /// Audiokinetic namespace
291 namespace AK
292 {
293  class IReadBytes;
294  class IWriteBytes;
295 
296  /// Audiokinetic sound engine namespace
297  /// \remarks The functions in this namespace are thread-safe, unless stated otherwise.
298  namespace SoundEngine
299  {
300  ///////////////////////////////////////////////////////////////////////
301  /// @name Initialization
302  //@{
303 
304  /// Query whether or not the sound engine has been successfully initialized.
305  /// \warning This function is not thread-safe. It should not be called at the same time as \c SoundEngine::Init() or \c SoundEngine::Term().
306  /// \return \c True if the sound engine has been initialized, \c False otherwise.
307  /// \sa
308  /// - \ref soundengine_integration_init_advanced
309  /// - <tt>AK::SoundEngine::Init()</tt>
310  /// - <tt>AK::SoundEngine::Term()</tt>
312 
313  /// Initialize the sound engine.
314  /// \warning This function is not thread-safe.
315  /// \remark The initial settings should be initialized using <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
316  /// and <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt> to fill the structures with their
317  /// default settings. This is not mandatory, but it helps avoid backward compatibility problems.
318  ///
319  /// \return
320  /// - \c AK_Success if the initialization was successful
321  /// - \c AK_MemManagerNotInitialized if the memory manager is not available or not properly initialized
322  /// - \c AK_StreamMgrNotInitialized if the stream manager is not available or not properly initialized
323  /// - \c AK_SSEInstructionsNotSupported if the machine does not support SSE instruction (only on the PC)
324  /// - \c AK_InsufficientMemory if there is not enough memory available to initialize the sound engine properly
325  /// - \c AK_InvalidParameter if some parameters are invalid
326  /// - \c AK_AlreadyInitialized if the sound engine is already initialized, or if the provided settings result in insufficient
327  /// - \c AK_Fail for unknown errors, check with AK Support.
328  /// resources for the initialization.
329  /// \sa
330  /// - \ref soundengine_integration_init_advanced
331  /// - \ref workingwithsdks_initialization
332  /// - <tt>AK::SoundEngine::Term()</tt>
333  /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
334  /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
336  AkInitSettings * in_pSettings, ///< Initialization settings (can be NULL, to use the default values)
337  AkPlatformInitSettings * in_pPlatformSettings ///< Platform-specific settings (can be NULL, to use the default values)
338  );
339 
340  /// Gets the default values of the platform-independent initialization settings.
341  /// \warning This function is not thread-safe.
342  /// \sa
343  /// - \ref soundengine_integration_init_advanced
344  /// - <tt>AK::SoundEngine::Init()</tt>
345  /// - <tt>AK::SoundEngine::GetDefaultPlatformInitSettings()</tt>
347  AkInitSettings & out_settings ///< Returned default platform-independent sound engine settings
348  );
349 
350  /// Gets the default values of the platform-specific initialization settings.
351  ///
352  /// Windows Specific:
353  /// HWND is the handle of the window associated with the audio.
354  /// Each game must specify the HWND of the application for device detection purposes.
355  /// The value returned by GetDefaultPlatformInitSettings is the foreground HWND at
356  /// the moment of the initialization of the sound engine and might not be the correct one for your game.
357  /// Each game must provide the correct HWND to use.
358  ///
359  /// \warning This function is not thread-safe.
360  /// \sa
361  /// - \ref soundengine_integration_init_advanced
362  /// - <tt>AK::SoundEngine::Init()</tt>
363  /// - <tt>AK::SoundEngine::GetDefaultInitSettings()</tt>
365  AkPlatformInitSettings & out_platformSettings ///< Returned default platform-specific sound engine settings
366  );
367 
368  /// Terminates the sound engine.
369  /// If some sounds are still playing or events are still being processed when this function is
370  /// called, they will be stopped.
371  /// \warning This function is not thread-safe.
372  /// \warning Before calling Term, you must ensure that no other thread is accessing the sound engine.
373  /// \sa
374  /// - \ref soundengine_integration_init_advanced
375  /// - <tt>AK::SoundEngine::Init()</tt>
376  AK_EXTERNAPIFUNC( void, Term )();
377 
378  /// Gets the configured audio settings.
379  /// Call this function to get the configured audio settings.
380  ///
381  /// \warning This function is not thread-safe.
382  /// \warning Call this function only after the sound engine has been properly initialized.
383  /// \return
384  /// - \c AK_NotInitialized if <tt>AK::SoundEngine::Init()</tt> was not called
385  /// - \c AK_Success otherwise.
387  AkAudioSettings & out_audioSettings ///< Returned audio settings
388  );
389 
390  /// Gets the output speaker configuration of the specified output.
391  /// Call this function to get the speaker configuration of the output (which may not correspond
392  /// to the physical output format of the platform, in the case of downmixing provided by the platform itself).
393  /// You may initialize the sound engine with a user-specified configuration, but the resulting
394  /// configuration is determined by the sound engine, based on the platform, output type and
395  /// platform settings (for e.g. system menu or control panel option).
396  /// If the speaker configuration of the output is object-based, the speaker configuration of the
397  /// main mix is returned. To query more information on object-based output devices, see AK::SoundEngine::GetOutputDeviceConfiguration.
398  ///
399  /// It is recommended to call GetSpeakerConfiguration anytime after receiving a callback from RegisterAudioDeviceStatusCallback to know if the channel configuration has changed.
400  ///
401  /// \warning Call this function only after the sound engine has been properly initialized.
402  /// 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.
403  /// The Init.bnk must be loaded prior to this call.
404  /// \return The output configuration. An empty AkChannelConfig not AkChannelConfig::IsValid() if device does not exist or if the Init.bnk was not loaded yet.
405  /// \sa
406  /// - AkSpeakerConfig.h
407  /// - AkOutputSettings
408  /// - <tt>AK::SoundEngine::GetOutputDeviceConfiguration()</tt>
410  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
411  );
412 
413  /// Gets the configuration of the specified output device.
414  /// Call this function to get the channel configuration of the output device as well as its 3D audio capabilities.
415  /// If the configuration of the output device is object-based (io_channelConfig.eConfigType == AK_ChannelConfigType_Objects),
416  /// io_capabilities can be inspected to determine the channel configuration of the main mix (Ak3DAudioSinkCapabilities::channelConfig),
417  /// whether or not the output device uses a passthrough mix (Ak3DAudioSinkCapabilities::bPassthrough) and the maximum number of objects
418  /// that can play simultaneously on this output device (Ak3DAudioSinkCapabilities::uMax3DAudioObjects). Note that if
419  /// Ak3DAudioSinkCapabilities::bMultiChannelObjects is false, multi-channel objects will be split into multiple mono objects
420  /// before being sent to the output device.
421  ///
422  /// \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.
423  /// \return
424  /// - \c AK_Success if successful
425  /// - \c AK_IDNotFound is the output was not found in the system.
426  /// - \c AK_NotInitialized if the sound engine is not initialized
427  /// \sa
428  /// - AkSpeakerConfig.h
429  /// - AkOutputSettings
430  /// - <tt>AK::SoundEngine::GetSpeakerConfiguration()</tt>
432  AkOutputDeviceID in_idOutput,
433  AkChannelConfig& io_channelConfig,
434  Ak3DAudioSinkCapabilities& io_capabilities
435  );
436 
437  /// Gets the panning rule of the specified output.
438  /// \warning Call this function only after the sound engine has been properly initialized.
439  /// Returns the supported configuration in out_ePanningRule:
440  /// - AkPanningRule_Speakers
441  /// - AkPanningRule_Headphone
442  /// \return
443  /// - \c AK_Success if successful
444  /// - \c AK_IDNotFound is the output was not found in the system.
445  /// - \c AK_NotInitialized if the sound engine is not initialized
446  /// \sa
447  /// - AkSpeakerConfig.h
449  AkPanningRule & out_ePanningRule, ///< Returned panning rule (AkPanningRule_Speakers or AkPanningRule_Headphone) for given output.
450  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
451  );
452 
453  /// Sets the panning rule of the specified output.
454  /// This may be changed anytime once the sound engine is initialized.
455  /// \warning This function posts a message through the sound engine's internal message queue, whereas GetPanningRule() queries the current panning rule directly.
456  /// \aknote
457  /// The specified panning rule will only impact the sound if the processing format is downmixing to Stereo in the mixing process. It
458  /// will not impact the output if the audio stays in 5.1 until the end, for example.
459  /// \endaknote
461  AkPanningRule in_ePanningRule, ///< Panning rule.
462  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
463  );
464 
465  /// Gets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
466  /// Note that the current version of Wwise only supports positioning on the plane.
467  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180].
468  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
469  /// Angles must be set in ascending order.
470  /// You may call this function with io_pfSpeakerAngles set to NULL to get the expected number of angle values in io_uNumAngles,
471  /// in order to allocate your array correctly. You may also obtain this number by calling
472  /// AK::GetNumberOfAnglesForConfig( AK_SPEAKER_SETUP_DEFAULT_PLANE ).
473  /// If io_pfSpeakerAngles is not NULL, the array is filled with up to io_uNumAngles.
474  /// Typical usage:
475  /// - AkUInt32 uNumAngles;
476  /// - GetSpeakerAngles( NULL, uNumAngles, AkOutput_Main );
477  /// - AkReal32 * pfSpeakerAngles = AkAlloca( uNumAngles * sizeof(AkReal32) );
478  /// - GetSpeakerAngles( pfSpeakerAngles, uNumAngles, AkOutput_Main );
479  /// \aknote
480  /// On most platforms, the angle set on the plane consists of 3 angles, to account for 7.1.
481  /// - 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.
482  /// - When panning to 5.1, the front speakers use angle[0], and the surround speakers use (angle[2] + angle[1]) / 2.
483  /// \endaknote
484  /// \warning Call this function only after the sound engine has been properly initialized.
485  /// \return AK_Success if device exists.
486  /// \sa SetSpeakerAngles()
488  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.
489  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.
490  AkReal32 & out_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
491  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
492  );
493 
494  /// Sets speaker angles of the specified device. Speaker angles are used for 3D positioning of sounds over standard configurations.
495  /// Note that the current version of Wwise only supports positioning on the plane.
496  /// The speaker angles are expressed as an array of loudspeaker pairs, in degrees, relative to azimuth ]0,180], for a 7.1 speaker configuration.
497  /// Supported loudspeaker setups are always symmetric; the center speaker is always in the middle and thus not specified by angles.
498  /// Angles must be set in ascending order.
499  /// Note:
500  /// - This function requires the minimum speaker angle between any pair of speakers to be at least 5 degrees.
501  /// - When setting angles for a 5.1 speaker layout, we recommend that you select an angle for the SL and SR channels, then subtract 15 degrees for in_pfSpeakerAngles[1] and add 15 degrees for in_pfSpeakerAngles[2] to set the arc appropriately.
502  ///
503  /// Typical usage:
504  /// - Initialize the sound engine and/or add secondary output(s).
505  /// - Get number of speaker angles and their value into an array using GetSpeakerAngles().
506  /// - Modify the angles and call SetSpeakerAngles().
507  /// 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().
508  /// \warning This function only applies to configurations (or subset of these configurations) that are standard and whose speakers are on the plane (2D).
509  /// \return
510  /// - \c AK_Success if successful.
511  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
512  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
513  /// - \c AK_InvalidParameter one of the parameter is invalid, check the debug log.
514  /// \sa GetSpeakerAngles()
516  const AkReal32 * in_pfSpeakerAngles, ///< Array of loudspeaker pair angles, in degrees relative to azimuth [0,180].
517  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()).
518  AkReal32 in_fHeightAngle, ///< Elevation of the height layer, in degrees relative to the plane [-90,90].
519  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
520  );
521 
522  /// Allows the game to set the volume threshold to be used by the sound engine to determine if a voice must go virtual.
523  /// This may be changed anytime once the sound engine was initialized.
524  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
525  /// \return
526  /// - \c AK_Success if successful
527  /// - \c AK_InvalidParameter if the threshold was not between 0 and -96.3 dB.
528  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
530  AkReal32 in_fVolumeThresholdDB ///< Volume Threshold, must be a value between 0 and -96.3 dB
531  );
532 
533  /// Allows the game to set the maximum number of non virtual voices to be played simultaneously.
534  /// This may be changed anytime once the sound engine was initialized.
535  /// If this function is not called, the used value will be the value specified in the platform specific project settings.
536  /// \return
537  /// - \c AK_InvalidParameter if the threshold was not between 1 and MaxUInt16.
538  /// - \c AK_Success if successful
540  AkUInt16 in_maxNumberVoices ///< Maximum number of non-virtual voices.
541  );
542 
543  /// Allows the game to set new values for the maximum active workers for the job manager
544  /// This may be changed anytime once the sound engine was initialized.
545  /// This function may only be used if a worker function has been set via \ref AkJobMgrSettings.
546  /// \return
547  /// - \c AK_InvalidParameter in_jobType is not a valid jobtype, or in_uNewMaxActiveWorkers is not greater than 0
548  /// - \c AK_NotInitialized JobMgr system was not already initialized with a function to request for workers
549  /// - \c AK_Success if successful
551  AkJobType in_jobType, ///< JobType to set new uMaxActiveWorkers for
552  AkUInt32 in_uNewMaxActiveWorkers ///< New maximum number of active workers will request
553  );
554 
555  //@}
556 
557  ////////////////////////////////////////////////////////////////////////
558  /// @name Rendering Audio
559  //@{
560 
561  /// Processes all commands in the sound engine's command queue.
562  /// This method has to be called periodically (usually once per game frame).
563  /// \sa
564  /// - \ref concept_events
565  /// - \ref soundengine_events
566  /// - <tt>AK::SoundEngine::PostEvent()</tt>
567  /// \return Always returns AK_Success
569  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.
570  );
571 
572  //@}
573 
574  ////////////////////////////////////////////////////////////////////////
575  /// @name Component Registration
576  //@{
577 
578  /// Query interface to global plug-in context used for plug-in registration/initialization.
579  /// \return Global plug-in context.
581 
582  /// Registers a plug-in with the sound engine and sets the callback functions to create the
583  /// plug-in and its parameter node.
584  /// \aknote
585  /// 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.
586  /// \endaknote
587  /// \sa
588  /// - \ref register_effects
589  /// - \ref plugin_xml
590  /// \return
591  /// - \c AK_Success if successful
592  /// - \c AK_InvalidParameter if invalid parameters were provided
593  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
594  /// \remarks
595  /// Codecs and plug-ins must be registered before loading banks that use them.\n
596  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
597  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
598  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
599  /// posting the event will fail.
601  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
602  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
603  AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
604  AkCreatePluginCallback in_pCreateFunc, ///< Pointer to the plug-in's creation function
605  AkCreateParamCallback in_pCreateParamFunc, ///< Pointer to the plug-in's parameter node creation function
606  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.
607  );
608 
609  /// Loads a plug-in dynamic library and registers it with the sound engine.
610  /// With dynamic linking, all plugins are automatically registered.
611  /// 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.
612  /// \return
613  /// - \c AK_Success if successful.
614  /// - \c AK_FileNotFound if the DLL is not found in the OS path or if it has extraneous dependencies not found.
615  /// - \c AK_InsufficientMemory if the system ran out of resources while loading the dynamic library
616  /// - \c AK_NotCompatible if the file was found but is not binary-compatible with the system's expected executable format
617  /// - \c AK_InvalidFile if the symbol g_pAKPluginList is not exported by the dynamic library
618  /// - \c AK_Fail if an unexpected system error was encountered
620  const AkOSChar* in_DllName, ///< Name of the DLL to load, without "lib" prefix or extension.
621  const AkOSChar* in_DllPath = NULL ///< Optional path to the DLL. Will override szPLuginDLLPath that was set in AkInitSettings.
622  );
623 
624  /// Query whether plug-in is registered with the sound engine.
625  /// \return true when plug-in is registered, false otherwise.
627  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
628  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
629  AkUInt32 in_ulPluginID ///< Plug-in identifier (as declared in the plug-in description XML file)
630  );
631 
632  /// Registers a codec type with the sound engine and set the callback functions to create the
633  /// codec's file source and bank source nodes.
634  /// \aknote
635  /// 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.
636  /// \endaknote
637  /// \sa
638  /// - \ref register_effects
639  /// \return
640  /// - \c AK_Success if successful
641  /// - \c AK_InvalidParameter if invalid parameters were provided
642  /// - \c AK_InsufficientMemory if there isn't enough memory to register the plug-in
643  /// \remarks
644  /// Codecs and plug-ins must be registered before loading banks that use them.\n
645  /// Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
646  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
647  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
648  /// posting the Event will fail.
650  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
651  AkUInt32 in_ulCodecID, ///< Codec identifier (as declared in the plug-in description XML file)
652  AkCreateFileSourceCallback in_pFileCreateFunc, ///< Pointer to the codec's file source node creation function
653  AkCreateBankSourceCallback in_pBankCreateFunc ///< Pointer to the codec's bank source node creation function
654  );
655 
656  /// Registers a global callback function. This function will be called from the audio rendering thread, at the
657  /// location specified by in_eLocation. This function will also be called from the thread calling
658  /// AK::SoundEngine::Term with in_eLocation set to AkGlobalCallbackLocation_Term.
659  /// For example, in order to be called at every audio rendering pass, and once during teardown for releasing resources, you would call
660  /// RegisterGlobalCallback(myCallback, AkGlobalCallbackLocation_BeginRender | AkGlobalCallbackLocation_Term, myCookie, AkPluginTypeNone, 0, 0);
661  /// \remarks
662  /// A Plugin Type, Company ID and Plugin ID can be provided to this function to enable timing in the performance monitor.
663  /// 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.
664  /// It is illegal to call this function while already inside of a global callback.
665  /// This function might stall for several milliseconds before returning.
666  /// \return
667  /// - \c AK_Success if successful
668  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
669  /// \sa
670  /// - <tt>AK::SoundEngine::UnregisterGlobalCallback()</tt>
671  /// - AkGlobalCallbackFunc
672  /// - AkGlobalCallbackLocation
674  AkGlobalCallbackFunc in_pCallback, ///< Function to register as a global callback.
675  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender, ///< Callback location defined in AkGlobalCallbackLocation. Bitwise OR multiple locations if needed.
676  void * in_pCookie = NULL, ///< User cookie.
677  AkPluginType in_eType = AkPluginTypeNone, ///< Plug-in type (for example, source or effect). AkPluginTypeNone for no timing.
678  AkUInt32 in_ulCompanyID = 0, ///< Company identifier (as declared in the plug-in description XML file). 0 for no timing.
679  AkUInt32 in_ulPluginID = 0 ///< Plug-in identifier (as declared in the plug-in description XML file). 0 for no timing.
680  );
681 
682  /// Unregisters a global callback function, previously registered using RegisterGlobalCallback.
683  /// \remarks
684  /// It is legal to call this function while already inside of a global callback, If it is unregistering itself and not
685  /// another callback.
686  /// This function might stall for several milliseconds before returning.
687  /// \return
688  /// - \c AK_Success if successful
689  /// - \c AK_InvalidParameter if parameters are out of range (check debug console or Wwise Profiler)
690  /// \sa
691  /// - <tt>AK::SoundEngine::RegisterGlobalCallback()</tt>
692  /// - AkGlobalCallbackFunc
693  /// - AkGlobalCallbackLocation
695  AkGlobalCallbackFunc in_pCallback, ///< Function to unregister as a global callback.
696  AkUInt32 in_eLocation = AkGlobalCallbackLocation_BeginRender ///< Must match in_eLocation as passed to RegisterGlobalCallback for this callback.
697  );
698 
699  /// Registers a resource monitor callback function that gets all of the resource usage data contained in the
700  /// AkResourceMonitorDataSummary structure. This includes general information about the system, such as CPU usage,
701  /// active Voices, and Events. This function will be called from the audio rendering thread at the end of each frame.
702  /// \remarks
703  /// 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.
704  /// It is illegal to call this function while already inside of a resource callback.
705  /// This function might stall for several milliseconds before returning.
706  /// This function will return AK_Fail in Release
707  /// \sa
708  /// - <tt>AK::SoundEngine::UnregisterResourceMonitorCallback()</tt>
709  /// - AkResourceMonitorCallbackFunc
711  AkResourceMonitorCallbackFunc in_pCallback ///< Function to register as a resource monitor callback.
712  );
713 
714  /// Unregisters a resource monitor callback function, previously registered using RegisterResourceMonitorCallback.
715  /// \remarks
716  /// It is legal to call this function while already inside of a resource monitor callback, If it is unregistering itself and not
717  /// another callback.
718  /// This function might stall for several milliseconds before returning.
719  /// \sa
720  /// - <tt>AK::SoundEngine::RegisterResourceMonitorCallback()</tt>
721  /// - AkResourceMonitorCallbackFunc
723  AkResourceMonitorCallbackFunc in_pCallback ///< Function to unregister as a resource monitor callback.
724  );
725 
726  /// Registers a callback for the Audio Device status changes.
727  /// The callback will be called from the audio thread
728  /// Can be called prior to AK::SoundEngine::Init
729  /// \sa AK::SoundEngine::AddOutput
731  AK::AkDeviceStatusCallbackFunc in_pCallback ///< Function to register as a status callback.
732  );
733 
734  /// Unregisters the callback for the Audio Device status changes, registered by RegisterAudioDeviceStatusCallback
736  //@}
737 
738 #ifdef AK_SUPPORT_WCHAR
739  ////////////////////////////////////////////////////////////////////////
740  /// @name Getting ID from strings
741  //@{
742 
743  /// Universal converter from Unicode string to ID for the sound engine.
744  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
745  /// Note:
746  /// This function does return a AkUInt32, which is totally compatible with:
747  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
748  /// \sa
749  /// - <tt>AK::SoundEngine::PostEvent</tt>
750  /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
751  /// - <tt>AK::SoundEngine::SetSwitch</tt>
752  /// - <tt>AK::SoundEngine::SetState</tt>
753  /// - <tt>AK::SoundEngine::PostTrigger</tt>
754  /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
755  /// - <tt>AK::SoundEngine::LoadBank</tt>
756  /// - <tt>AK::SoundEngine::UnloadBank</tt>
757  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
758  /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
759  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const wchar_t* in_pszString );
760 #endif //AK_SUPPORT_WCHAR
761 
762  /// Universal converter from string to ID for the sound engine.
763  /// This function will hash the name based on a algorithm ( provided at : /AK/Tools/Common/AkFNVHash.h )
764  /// Note:
765  /// This function does return a AkUInt32, which is totally compatible with:
766  /// AkUniqueID, AkStateGroupID, AkStateID, AkSwitchGroupID, AkSwitchStateID, AkRtpcID, and so on...
767  /// \sa
768  /// - <tt>AK::SoundEngine::PostEvent</tt>
769  /// - <tt>AK::SoundEngine::SetRTPCValue</tt>
770  /// - <tt>AK::SoundEngine::SetSwitch</tt>
771  /// - <tt>AK::SoundEngine::SetState</tt>
772  /// - <tt>AK::SoundEngine::PostTrigger</tt>
773  /// - <tt>AK::SoundEngine::SetGameObjectAuxSendValues</tt>
774  /// - <tt>AK::SoundEngine::LoadBank</tt>
775  /// - <tt>AK::SoundEngine::UnloadBank</tt>
776  /// - <tt>AK::SoundEngine::PrepareEvent</tt>
777  /// - <tt>AK::SoundEngine::PrepareGameSyncs</tt>
778  AK_EXTERNAPIFUNC( AkUInt32, GetIDFromString )( const char* in_pszString );
779 
780  //@}
781 
782  ////////////////////////////////////////////////////////////////////////
783  /// @name Event Management
784  //@{
785 
786  /// Asynchronously posts an Event to the sound engine (by event ID).
787  /// The callback function can be used to be noticed when markers are reached or when the event is finished.
788  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
789  /// \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.
790  /// \remarks
791  /// If used, the array of external sources should contain the information for each external source triggered by the
792  /// event. When triggering an event with multiple external sources, you need to differentiate each source
793  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
794  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
795  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
796  /// \endaknote
797  /// \sa
798  /// - \ref concept_events
799  /// - \ref integrating_external_sources
800  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
801  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
802  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
804  AkUniqueID in_eventID, ///< Unique ID of the event
805  AkGameObjectID in_gameObjectID, ///< Associated game object ID
806  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
807  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
808  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
809  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
810  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
811  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.
812  );
813 
814 #ifdef AK_SUPPORT_WCHAR
815  /// Posts an Event to the sound engine (by Event name), using callbacks.
816  /// The callback function can be used to be noticed when markers are reached or when the event is finished.
817  /// An array of wave file sources can be provided to resolve External Sources triggered by the event.
818  /// \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.
819  /// \remarks
820  /// If used, the array of external sources should contain the information for each external source triggered by the
821  /// event. When triggering an event with multiple external sources, you need to differentiate each source
822  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
823  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
824  /// (therefore have a unique cookie) in order to tell them appart when filling the AkExternalSourceInfo structures.
825  /// \endaknote
826  /// \sa
827  /// - \ref concept_events
828  /// - \ref integrating_external_sources
829  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
830  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
831  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
833  const wchar_t* in_pszEventName, ///< Name of the event
834  AkGameObjectID in_gameObjectID, ///< Associated game object ID
835  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
836  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
837  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
838  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
839  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
840  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.
841  );
842 #endif //AK_SUPPORT_WCHAR
843 
844  /// Posts an Event to the sound engine (by Event name), using callbacks.
845  /// The callback function can be used to be noticed when markers are reached or when the event is finished.
846  /// An array of Wave file sources can be provided to resolve External Sources triggered by the event. P
847  /// \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.
848  /// \remarks
849  /// If used, the array of external sources should contain the information for each external source triggered by the
850  /// event. When triggering an Event with multiple external sources, you need to differentiate each source
851  /// by using the cookie property in the External Source in the Wwise project and in AkExternalSourceInfo.
852  /// \aknote If an event triggers the playback of more than one external source, they must be named uniquely in the project
853  /// (therefore have a unique cookie) in order to tell them apart when filling the AkExternalSourceInfo structures.
854  /// \endaknote
855  /// \sa
856  /// - \ref concept_events
857  /// - \ref integrating_external_sources
858  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
859  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
860  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
862  const char* in_pszEventName, ///< Name of the event
863  AkGameObjectID in_gameObjectID, ///< Associated game object ID
864  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
865  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
866  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information.
867  AkUInt32 in_cExternals = 0, ///< Optional count of external source structures
868  AkExternalSourceInfo *in_pExternalSources = NULL,///< Optional array of external source resolution information
869  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.
870  );
871 
872  // If you modify AkActionOnEventType, don't forget to modify the WAAPI validation schema accordingly.
873 
874  /// AkActionOnEventType
875  /// \sa
876  /// - <tt>AK::SoundEngine::ExecuteActionOnEvent()</tt>
878  {
881  AkActionOnEventType_Resume = 2, ///< Resume
883  AkActionOnEventType_ReleaseEnvelope = 4 ///< Release envelope
884  };
885 
886  /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
887  /// \return
888  /// - \c AK_Success if the action was successfully queued.
889  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
890  /// \sa
891  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
893  AkUniqueID in_eventID, ///< Unique ID of the event
894  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
895  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
896  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
897  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
898  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
899  );
900 
901 #ifdef AK_SUPPORT_WCHAR
902  /// Executes an action on all nodes that are referenced in the specified event in an action of type play.
903  /// \return
904  /// - \c AK_Success if the action was successfully queued.
905  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
906  /// \sa
907  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
909  const wchar_t* in_pszEventName, ///< Name of the event
910  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
911  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
912  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
913  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
914  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
915  );
916 #endif //AK_SUPPORT_WCHAR
917 
918  /// Executes an Action on all nodes that are referenced in the specified Event in an Action of type Play.
919  /// \return
920  /// - \c AK_Success if the action was successfully queued.
921  /// - \c AK_IDNotFound if the Event was not found (not loaded or there is a typo in the ID)
922  /// \sa
923  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
925  const char* in_pszEventName, ///< Name of the event
926  AkActionOnEventType in_ActionType, ///< Action to execute on all the elements that were played using the specified event.
927  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
928  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
929  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the transition
930  AkPlayingID in_PlayingID = AK_INVALID_PLAYING_ID ///< Associated PlayingID
931  );
932 
933 
934  /// Executes a number of MIDI Events on all nodes that are referenced in the specified Event in an Action of type Play.
935  /// The time at which a MIDI Event is posted is determined by in_bAbsoluteOffsets. If false, each MIDI event will be
936  /// posted in AkMIDIPost::uOffset samples from the start of the current frame. If true, each MIDI event will be posted
937  /// at the absolute time AkMIDIPost::uOffset samples.
938  /// To obtain the current absolute time, see AK::SoundEngine::GetSampleTick.
939  /// The duration of a sample can be determined from the sound engine's audio settings, via a call to AK::SoundEngine::GetAudioSettings.
940  /// If a playing ID is specified then that playing ID must be active. Otherwise a new playing ID will be assigned.
941  /// \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.
942  /// \sa
943  /// - <tt>AK::SoundEngine::GetAudioSettings</tt>
944  /// - <tt>AK::SoundEngine::GetSampleTick</tt>
945  /// - <tt>AK::SoundEngine::StopMIDIOnEvent</tt>
946  /// - \ref soundengine_midi_event_playing_id
948  AkUniqueID in_eventID, ///< Unique ID of the Event
949  AkGameObjectID in_gameObjectID, ///< Associated game object ID
950  AkMIDIPost* in_pPosts, ///< MIDI Events to post
951  AkUInt16 in_uNumPosts, ///< Number of MIDI Events to post
952  bool in_bAbsoluteOffsets = false, ///< Set to true when AkMIDIPost::uOffset are absolute, false when relative to current frame
953  AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType
954  AkCallbackFunc in_pfnCallback = NULL, ///< Callback function
955  void * in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information
956  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///< Target playing ID
957  );
958 
959  /// Stops MIDI notes on all nodes that are referenced in the specified event in an action of type play,
960  /// with the specified Game Object. Invalid parameters are interpreted as wildcards. For example, calling
961  /// this function with in_eventID set to AK_INVALID_UNIQUE_ID will stop all MIDI notes for Game Object
962  /// in_gameObjectID.
963  /// \return
964  /// - \c AK_Success if the stop command was queued
965  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
966  /// \sa
967  /// - <tt>AK::SoundEngine::PostMIDIOnEvent</tt>
968  /// - \ref soundengine_midi_event_playing_id
970  AkUniqueID in_eventID = AK_INVALID_UNIQUE_ID, ///< Unique ID of the Event
971  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT, ///< Associated game object ID
972  AkPlayingID in_playingID = AK_INVALID_PLAYING_ID ///< Target playing ID
973  );
974 
975 
976  /// 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
977  /// 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
978  /// uMaxCachePinnedBytes is exceeded.
979  /// \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.
980  /// \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::IAkLowLevelIOHook::BatchOpen()</tt> and AkFileSystemFlags.
981  /// \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
982  /// 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.
983  /// \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
984  /// will get cached with active priority, while all other files will get cached with inactive priority.
985  /// \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
986  /// 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.
987  /// \return
988  /// - \c AK_Success if command was queued
989  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
990  /// \sa
991  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
992  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
993  /// - <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen</tt>
994  /// - AkFileSystemFlags
996  AkUniqueID in_eventID, ///< Unique ID of the event
997  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
998  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
999  );
1000 
1001 #ifdef AK_SUPPORT_WCHAR
1002  /// 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
1003  /// 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
1004  /// uMaxCachePinnedBytes is exceeded.
1005  /// \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.
1006  /// \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::IAkLowLevelIOHook::BatchOpen()</tt> and AkFileSystemFlags.
1007  /// \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
1008  /// 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.
1009  /// \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
1010  /// will get cached with active priority, while all other files will get cached with inactive priority.
1011  /// \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
1012  /// 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.
1013  /// \return
1014  /// - \c AK_Success if command was queued
1015  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1016  /// \sa
1017  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1018  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1019  /// - <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen</tt>
1020  /// - AkFileSystemFlags
1022  const wchar_t* in_pszEventName, ///< Name of the event
1023  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
1024  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
1025  );
1026 #endif //AK_SUPPORT_WCHAR
1027 
1028  /// 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
1029  /// 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
1030  /// uMaxCachePinnedBytes is exceeded.
1031  /// \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.
1032  /// \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::IAkLowLevelIOHook::BatchOpen()</tt> and AkFileSystemFlags.
1033  /// \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
1034  /// 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.
1035  /// \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
1036  /// will get cached with active priority, while all other files will get cached with inactive priority.
1037  /// \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
1038  /// 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.
1039  /// \return
1040  /// - \c AK_Success if command was queued
1041  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1042  /// \sa
1043  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1044  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1045  /// - <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen</tt>
1046  /// - AkFileSystemFlags
1048  const char* in_pszEventName, ///< Name of the event
1049  AkPriority in_uActivePriority, ///< Priority of active stream caching I/O
1050  AkPriority in_uInactivePriority ///< Priority of inactive stream caching I/O
1051  );
1052 
1053  /// 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
1054  /// 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.
1055  /// \return
1056  /// - \c AK_Success if command was queued
1057  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1058  /// \sa
1059  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1060  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1062  AkUniqueID in_eventID ///< Unique ID of the event
1063  );
1064 
1065 #ifdef AK_SUPPORT_WCHAR
1066  /// 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
1067  /// 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.
1068  /// \return
1069  /// - \c AK_Success if command was queued
1070  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1071  /// \sa
1072  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1073  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1075  const wchar_t* in_pszEventName ///< Name of the event
1076  );
1077 #endif //AK_SUPPORT_WCHAR
1078 
1079  /// 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
1080  /// 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.
1081  /// \return
1082  /// - \c AK_Success if command was queued
1083  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1084  /// \sa
1085  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1086  /// - <tt>AK::SoundEngine::GetBufferStatusForPinnedEvent</tt>
1088  const char* in_pszEventName ///< Name of the event
1089  );
1090 
1091  /// Returns information about an Event that was requested to be pinned into cache via <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1092  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1093  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1094  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see \c AkDeviceSettings
1095  /// \return
1096  /// - \c AK_Success if command was queued
1097  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1098  /// \sa
1099  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1100  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1101  /// - AkDeviceSettings
1103  AkUniqueID in_eventID, ///< Unique ID of the event
1104  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1105  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1106  );
1107 
1108  /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1109  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1110  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1111  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1112  /// \return
1113  /// - \c AK_Success if command was queued
1114  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1115  /// \sa
1116  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1117  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1118  /// - AkDeviceSettings
1120  const char* in_pszEventName, ///< Name of the event
1121  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1122  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1123  );
1124 
1125 #ifdef AK_SUPPORT_WCHAR
1126  /// Returns information about an Event that was requested to be pinned into cache via \c <tt>AK::SoundEngine::PinEventInStreamCache()</tt>.
1127  /// Retrieves the smallest buffer fill-percentage for each file referenced by the event, and whether
1128  /// the cache-pinned memory limit is preventing any of the files from filling up their buffer.
1129  /// \remarks To set the limit for the maximum number of bytes that can be pinned to cache, see AkDeviceSettings
1130  /// \return
1131  /// - \c AK_Success if command was queued
1132  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1133  /// \sa
1134  /// - <tt>AK::SoundEngine::PinEventInStreamCache</tt>
1135  /// - <tt>AK::SoundEngine::UnpinEventInStreamCache</tt>
1136  /// - AkDeviceSettings
1138  const wchar_t* in_pszEventName, ///< Name of the event
1139  AkReal32& out_fPercentBuffered, ///< Fill-percentage (out of 100) of requested buffer size for least buffered file in the event.
1140  bool& out_bCachePinnedMemoryFull ///< True if at least one file can not complete buffering because the cache-pinned memory limit would be exceeded.
1141  );
1142 #endif
1143 
1144  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1145  ///
1146  /// Notes:
1147  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1148  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1149  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1150  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1151  /// the sound that is currently playing is the first sound of the sequence.
1152  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1153  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1154  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1155  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1156  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1157  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1158  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1159  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1160  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1161  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1162  /// the audio thread consumes it (after a call to RenderAudio()).
1163  ///
1164  /// Notes specific to Music Segments:
1165  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1166  /// value to seek within the Pre-Entry.
1167  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1168  /// in order to restart them if required.
1169  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1170  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1171  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1172  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1173  /// the exact position of a segment. Also, the segment will be silent during that time
1174  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1175  /// also informs you about the remaining look-ahead time.
1176  ///
1177  /// Notes specific to Music Switch Containers:
1178  /// - Seeking triggers a music transition towards the current (or target) segment.
1179  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1180  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1181  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1182  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1183  ///
1184  /// \return
1185  /// - \c AK_Success if command was queued
1186  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1187  /// \sa
1188  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1189  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1190  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1191  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1193  AkUniqueID in_eventID, ///< Unique ID of the event
1194  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1195  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1196  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1197  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.
1198  );
1199 
1200 #ifdef AK_SUPPORT_WCHAR
1201  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1202  ///
1203  /// Notes:
1204  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1205  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1206  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1207  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1208  /// the sound that is currently playing is the first sound of the sequence.
1209  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1210  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1211  /// value to seek within the Pre-Entry.
1212  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1213  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1214  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1215  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1216  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1217  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1218  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1219  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1220  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1221  /// the audio thread consumes it (after a call to RenderAudio()).
1222  ///
1223  /// Notes specific to Music Segments:
1224  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1225  /// value to seek within the Pre-Entry.
1226  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1227  /// in order to restart them if required.
1228  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1229  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1230  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1231  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1232  /// the exact position of a segment. Also, the segment will be silent during that time
1233  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1234  /// also informs you about the remaining look-ahead time.
1235  ///
1236  /// Notes specific to Music Switch Containers:
1237  /// - Seeking triggers a music transition towards the current (or target) segment.
1238  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1239  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1240  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1241  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1242  /// \return
1243  /// - \c AK_Success if command was queued
1244  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1245  /// \sa
1246  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1247  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1248  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1249  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1251  const wchar_t* in_pszEventName, ///< Name of the event
1252  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1253  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1254  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1255  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.
1256  );
1257 #endif //AK_SUPPORT_WCHAR
1258 
1259  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1260  ///
1261  /// Notes:
1262  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1263  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1264  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1265  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1266  /// the sound that is currently playing is the first sound of the sequence.
1267  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1268  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1269  /// value to seek within the Pre-Entry.
1270  /// - Sounds/segments are stopped if in_iPosition is greater than their duration.
1271  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1272  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1273  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1274  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1275  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1276  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1277  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1278  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1279  /// the audio thread consumes it (after a call to RenderAudio()).
1280  ///
1281  /// Notes specific to Music Segments:
1282  /// - With Music Segments, in_iPosition is relative to the Entry Cue, in milliseconds. Use a negative
1283  /// value to seek within the Pre-Entry.
1284  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1285  /// in order to restart them if required.
1286  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1287  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1288  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1289  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1290  /// the exact position of a segment. Also, the segment will be silent during that time
1291  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1292  /// also informs you about the remaining look-ahead time.
1293  ///
1294  /// Notes specific to Music Switch Containers:
1295  /// - Seeking triggers a music transition towards the current (or target) segment.
1296  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1297  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1298  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1299  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1300  ///
1301  /// \return
1302  /// - \c AK_Success if command was queued
1303  /// - \c AK_IDNotFound if the Event ID is unknown (not loaded or typo in the ID)
1304  /// \sa
1305  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1306  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1307  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1308  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1310  const char* in_pszEventName, ///< Name of the event
1311  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1312  AkTimeMs in_iPosition, ///< Desired position where playback should restart, in milliseconds
1313  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1314  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.
1315  );
1316 
1317  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1318  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1319  ///
1320  /// Notes:
1321  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1322  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1323  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1324  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1325  /// the sound that is currently playing is the first sound of the sequence.
1326  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1327  /// - in_iPosition is clamped internally to the beginning of the sound/segment.
1328  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1329  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1330  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1331  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1332  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1333  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1334  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1335  /// the audio thread consumes it (after a call to RenderAudio()).
1336  ///
1337  /// Notes specific to Music Segments:
1338  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1339  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1340  /// post-exit of a segment using this method. Use absolute values instead.
1341  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1342  /// in order to restart them if required.
1343  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1344  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1345  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1346  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1347  /// the exact position of a segment. Also, the segment will be silent during the time that period
1348  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1349  /// also informs you about the remaining look-ahead time.
1350  ///
1351  /// Notes specific to Music Switch Containers:
1352  /// - Seeking triggers a music transition towards the current (or target) segment.
1353  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1354  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1355  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1356  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1357  ///
1358  /// \sa
1359  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1360  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1361  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1362  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1364  AkUniqueID in_eventID, ///< Unique ID of the event
1365  AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1366  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)
1367  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1368  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.
1369  );
1370 
1371 #ifdef AK_SUPPORT_WCHAR
1372  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1373  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1374  ///
1375  /// Notes:
1376  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1377  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1378  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1379  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1380  /// the sound that is currently playing is the first sound of the sequence.
1381  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1382  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1383  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1384  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1385  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1386  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1387  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1388  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1389  /// the audio thread consumes it (after a call to RenderAudio()).
1390  ///
1391  /// Notes specific to Music Segments:
1392  /// - With Music Segments, \c in_fPercent is relative to the Entry Cue, and the segment's duration is the
1393  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1394  /// post-exit of a segment using this method. Use absolute values instead.
1395  /// - Music Segments cannot be looped. You may want to listen to the \c AK_EndOfEvent notification
1396  /// in order to restart them if required.
1397  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1398  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1399  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1400  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1401  /// the exact position of a segment. Also, the segment will be silent during the time that period
1402  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1403  /// also informs you about the remaining look-ahead time.
1404  ///
1405  /// Notes specific to Music Switch Containers:
1406  /// - Seeking triggers a music transition towards the current (or target) segment.
1407  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1408  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1409  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1410  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1411  ///
1412  /// \sa
1413  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1414  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1415  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1416  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1418  const wchar_t* in_pszEventName, ///< Name of the event
1419  AkGameObjectID in_gameObjectID , ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1420  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)
1421  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see note above)
1422  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.
1423  );
1424 #endif //AK_SUPPORT_WCHAR
1425 
1426  /// Seeks inside all playing objects that are referenced in Play Actions of the specified Event.
1427  /// Seek position is specified as a percentage of the sound's total duration, and takes looping into account.
1428  ///
1429  /// Notes:
1430  /// - This works with all objects of the actor-mixer hierarchy, and also with Music Segments and Music Switch Containers.
1431  /// - There is a restriction with sounds that play within a continuous sequence. Seeking is ignored
1432  /// if one of their ancestors is a continuous (random or sequence) container with crossfade or
1433  /// trigger rate transitions. Seeking is also ignored with sample-accurate transitions, unless
1434  /// the sound that is currently playing is the first sound of the sequence.
1435  /// - Seeking is also ignored with voices that can go virtual with "From Beginning" behavior.
1436  /// - If the option "Seek to nearest marker" is used, the seeking position snaps to the nearest marker.
1437  /// With objects of the actor-mixer hierarchy, markers are embedded in wave files by an external wave editor.
1438  /// Note that looping regions ("sampler loop") are not considered as markers. Also, the "add file name marker" of the
1439  /// conversion settings dialog adds a marker at the beginning of the file, which is considered when seeking
1440  /// to nearest marker. In the case of objects of the interactive music hierarchy, user (wave) markers are ignored:
1441  /// seeking occurs to the nearest segment cue (authored in the segment editor), including the Entry Cue, but excluding the Exit Cue.
1442  /// - This method posts a command in the sound engine queue, thus seeking will not occur before
1443  /// the audio thread consumes it (after a call to RenderAudio()).
1444  ///
1445  /// Notes specific to Music Segments:
1446  /// - With Music Segments, in_fPercent is relative to the Entry Cue, and the segment's duration is the
1447  /// duration between its entry and exit cues. Consequently, you cannot seek within the pre-entry or
1448  /// post-exit of a segment using this method. Use absolute values instead.
1449  /// - Music segments cannot be looped. You may want to listen to the AK_EndOfEvent notification
1450  /// in order to restart them if required.
1451  /// - In order to restart at the correct location, with all their tracks synchronized, Music Segments
1452  /// take the "look-ahead time" property of their streamed tracks into account for seeking.
1453  /// Consequently, the resulting position after a call to SeekOnEvent() might be earlier than the
1454  /// value that was passed to the method. Use <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt> to query
1455  /// the exact position of a segment. Also, the segment will be silent during the time that period
1456  /// (so that it restarts precisely at the position that you specified). <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1457  /// also informs you about the remaining look-ahead time.
1458  ///
1459  /// Notes specific to Music Switch Containers:
1460  /// - Seeking triggers a music transition towards the current (or target) segment.
1461  /// This transition is subject to the container's transition rule that matches the current and defined in the container,
1462  /// so the moment when seeking occurs depends on the rule's "Exit At" property. On the other hand, the starting position
1463  /// in the target segment depends on both the desired seeking position and the rule's "Sync To" property.
1464  /// - If the specified time is greater than the destination segment's length, the modulo is taken.
1465  ///
1466  /// \sa
1467  /// - <tt>AK::SoundEngine::RenderAudio()</tt>
1468  /// - <tt>AK::SoundEngine::PostEvent()</tt>
1469  /// - <tt>AK::SoundEngine::GetSourcePlayPosition()</tt>
1470  /// - <tt>AK::MusicEngine::GetPlayingSegmentInfo()</tt>
1472  const char* in_pszEventName, ///< Name of the event
1473  AkGameObjectID in_gameObjectID, ///< Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
1474  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)
1475  bool in_bSeekToNearestMarker = false, ///< If true, the final seeking position will be made equal to the nearest marker (see notes above).
1476  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.
1477  );
1478 
1479  /// Cancels all Event callbacks associated with a specific callback cookie.\n
1480  /// \sa
1481  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1483  void * in_pCookie ///< Callback cookie to be cancelled
1484  );
1485 
1486  /// Cancels all Event callbacks associated with a specific game object.\n
1487  /// \sa
1488  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1490  AkGameObjectID in_gameObjectID ///< ID of the game object to be cancelled
1491  );
1492 
1493  /// Cancels all Event callbacks for a specific playing ID.
1494  /// \sa
1495  /// - \c <tt>AK::SoundEngine::PostEvent()</tt>
1497  AkPlayingID in_playingID ///< Playing ID of the event that must not use callbacks
1498  );
1499 
1500  /// Gets the current position of the source associated with this playing ID, obtained from PostEvent(). If more than one source is playing,
1501  /// the first to play is returned.
1502  /// Notes:
1503  /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1504  /// it returns AK_Fail, even if the playing ID is valid.
1505  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1506  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1507  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1508  /// sound engine update and the source's playback rate.
1509  /// \return
1510  /// - \c AK_Success if successful.
1511  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1512  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1513  /// \sa
1514  /// - \ref soundengine_query_pos
1515  /// - \ref concept_events
1517  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1518  AkTimeMs* out_puPosition, ///< Position of the source (in ms) associated with the specified playing ID
1519  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update.
1520  );
1521 
1522  /// Gets the current position of the sources associated with this playing ID, obtained from PostEvent().
1523  /// Notes:
1524  /// - You need to pass AK_EnableGetSourcePlayPosition to PostEvent() in order to use this function, otherwise
1525  /// it returns AK_Fail, even if the playing ID is valid.
1526  /// - The source's position is updated at every audio frame, and the time at which this occurs is stored.
1527  /// When you call this function from your thread, you therefore query the position that was updated in the previous audio frame.
1528  /// If in_bExtrapolate is true (default), the returned position is extrapolated using the elapsed time since last
1529  /// sound engine update and the source's playback rate.
1530  /// - If 0 is passed in for the number of entries (*in_pcPositions == 0) then only the number of positions will be returned and the
1531  /// position array (out_puPositions) will not be updated.
1532  /// - The io_pcPositions pointer must be non-NULL.
1533  /// out_puPositions may be NULL if *io_pcPositions == 0, otherwise it must be non-NULL.
1534  /// \return
1535  /// - \c AK_Success if successful.
1536  /// - \c AK_InvalidParameter if the provided pointer is not valid.
1537  /// - \c AK_PlayingIDNotFound if the playing ID is invalid (not playing yet, or finished playing).
1538  /// \sa
1539  /// - \ref soundengine_query_pos
1540  /// - \ref concept_events
1542  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1543  AkSourcePosition* out_puPositions, ///< Audio Node IDs and positions of sources associated with the specified playing ID
1544  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
1545  bool in_bExtrapolate = true ///< Position is extrapolated based on time elapsed since last sound engine update
1546  );
1547 
1548  /// Gets the stream buffering of the sources associated with this playing ID, obtained from PostEvent().
1549  /// Notes:
1550  /// - You need to pass AK_EnableGetSourceStreamBuffering to PostEvent() in order to use this function, otherwise
1551  /// it returns AK_Fail, even if the playing ID is valid.
1552  /// - The sources stream buffering is updated at every audio frame. If there are multiple sources associated with this playing ID,
1553  /// the value returned corresponds to the least buffered source.
1554  /// - The returned buffering status out_bIsBuffering will be true If any of the sources associated with the playing ID are actively being buffered.
1555  /// 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.
1556  /// - Purely in-memory sources are excluded from this database. If all sources are in-memory, GetSourceStreamBuffering() will return AK_PlayingIDNotFound.
1557  /// - 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.
1558  /// 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.
1559  /// \return
1560  /// - \c AK_Success if successful.
1561  /// - \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.
1562  /// \sa
1563  /// - \ref concept_events
1565  AkPlayingID in_PlayingID, ///< Playing ID returned by <tt>AK::SoundEngine::PostEvent()</tt>
1566  AkTimeMs & out_buffering, ///< Returned amount of buffering (in ms) of the source (or one of the sources) associated with that playing ID
1567  bool & out_bIsBuffering ///< Returned buffering status of the source(s) associated with that playing ID
1568  );
1569 
1570  /// Stops the current content playing associated to the specified game object ID.
1571  /// If no game object is specified, all sounds will be stopped.
1573  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT ///< (Optional)Specify a game object to stop only playback associated to the provided game object ID.
1574  );
1575 
1576  /// Stop the current content playing associated to the specified playing ID.
1577  /// \aknote
1578  /// This function is deprecated. Please use ExecuteActionOnPlayingID() in its place.
1579  /// \endaknote
1580  /// \sa
1581  /// - <tt>AK::SoundEngine::ExecuteActionOnPlayingID()</tt>
1583  AkPlayingID in_playingID, ///< Playing ID to be stopped.
1584  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
1585  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1586  );
1587 
1588  /// Executes an Action on the content associated to the specified playing ID.
1589  /// \sa
1590  /// - <tt>AK::SoundEngine::AkActionOnEventType</tt>
1592  AkActionOnEventType in_ActionType, ///< Action to execute on the specified playing ID.
1593  AkPlayingID in_playingID, ///< Playing ID on which to execute the action.
1594  AkTimeMs in_uTransitionDuration = 0, ///< Fade duration
1595  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition
1596  );
1597 
1598  /// Sets the random seed value. Can be used to synchronize randomness
1599  /// across instances of the Sound Engine.
1600  /// \remark This seeds the number generator used for all container randomizations
1601  /// and the plug-in RNG; since it acts globally, this should be called right
1602  /// before any PostEvent call where randomness synchronization is required,
1603  /// and cannot guarantee similar results for continuous containers.
1604  /// \sa
1605  /// - <tt>AK::IAkPluginServiceRNG</tt>
1607  AkUInt32 in_uSeed ///< Random seed.
1608  );
1609 
1610  /// Mutes/Unmutes the busses tagged as background music.
1611  /// This is automatically called for platforms that have user-music support.
1612  /// This function is provided to give the same behavior on platforms that don't have user-music support.
1614  bool in_bMute ///< Sets true to mute, false to unmute.
1615  );
1616  //@}
1617 
1618  /// Gets the state of the Background Music busses. This state is either set directly
1619  /// with \c AK::SoundEngine::MuteBackgroundMusic or by the OS, if it has User Music services.
1620  /// \return true if the background music busses are muted, false if not.
1622  //@}
1623 
1624 
1625  /// Sends custom game data to a plug-in that resides on a bus (insert Effect or mixer plug-in).
1626  /// Data will be copied and stored into a separate list.
1627  /// Previous entry is deleted when a new one is sent.
1628  /// Sets the data pointer to NULL to clear item from the list.
1629  /// \aknote The plug-in type and ID are passed and matched with plugins set on the desired bus.
1630  /// This means that you cannot send different data to various instances of a plug-in on the same bus.\endaknote
1631  /// \return AK_Success if data was sent successfully.
1633  AkUniqueID in_busID, ///< Bus ID
1634  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.
1635  AkPluginType in_eType, ///< Plug-in type (for example, source or effect)
1636  AkUInt32 in_uCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
1637  AkUInt32 in_uPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
1638  const void* in_pData, ///< The data blob
1639  AkUInt32 in_uSizeInBytes ///< Size of data
1640  );
1641  //@}
1642 
1643  ////////////////////////////////////////////////////////////////////////
1644  /// @name Game Objects
1645  //@{
1646 
1647  /// Registers a game object.
1648  /// \return
1649  /// - \c AK_Success if successful
1650  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1651  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1652  /// matter how many times it has been registered.
1653  /// \sa
1654  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1655  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1656  /// - \ref concept_gameobjects
1658  AkGameObjectID in_gameObjectID ///< ID of the game object to be registered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF].
1659  );
1660 
1661  /// Registers a game object.
1662  /// \return
1663  /// - \c AK_Success if successful
1664  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1665  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1666  /// matter how many times it has been registered.
1667  /// \sa
1668  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1669  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1670  /// - \ref concept_gameobjects
1672  AkGameObjectID in_gameObjectID, ///< ID of the game object to be registered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF].
1673  const char * in_pszObjName ///< Name of the game object (for monitoring purpose)
1674  );
1675 
1676  /// Unregisters a game object.
1677  /// \return
1678  /// - \c AK_Success if successful
1679  /// - \c AK_InvalidParameter if the specified AkGameObjectID is invalid. Range 0xFFFFFFFFFFFFFFE0 (-32) to 0xFFFFFFFFFFFFFFFF (-1) are invalid inclusively.
1680  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1681  /// matter how many times it has been registered. Unregistering a game object while it is
1682  /// in use is allowed, but the control over the parameters of this game object is lost.
1683  /// For example, say a sound associated with this game object is a 3D moving sound. This sound will
1684  /// stop moving when the game object is unregistered, and there will be no way to regain control over the game object.
1685  /// \sa
1686  /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
1687  /// - <tt>AK::SoundEngine::UnregisterAllGameObj()</tt>
1688  /// - \ref concept_gameobjects
1690  AkGameObjectID in_gameObjectID ///< ID of the game object to be unregistered. Valid range is [0 to 0xFFFFFFFFFFFFFFDF]. Use
1691  /// AK_INVALID_GAME_OBJECT to unregister all game objects.
1692  );
1693 
1694  /// Unregister all game objects, or all game objects with a particular matching set of property flags.
1695  /// This function to can be used to unregister all game objects.
1696  /// \return
1697  /// - \c AK_Success if successful
1698  /// \remark Registering a game object twice does nothing. Unregistering it once unregisters it no
1699  /// matter how many times it has been registered. Unregistering a game object while it is
1700  /// in use is allowed, but the control over the parameters of this game object is lost.
1701  /// For example, if a sound associated with this game object is a 3D moving sound, it will
1702  /// stop moving once the game object is unregistered, and there will be no way to recover
1703  /// the control over this game object.
1704  /// \sa
1705  /// - <tt>AK::SoundEngine::RegisterGameObj()</tt>
1706  /// - <tt>AK::SoundEngine::UnregisterGameObj()</tt>
1707  /// - \ref concept_gameobjects
1709  );
1710 
1711  /// Sets the position of a game object.
1712  /// \warning The object's orientation vector (in_Position.Orientation) must be normalized.
1713  /// \return
1714  /// - \c AK_Success when successful
1715  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1716  /// + in_Position makes an invalid transform
1717  /// + in_eFlags is not one of the valid enum values
1718  /// + the game object ID is in the reserved ID range.
1719  /// \sa
1720  /// - \ref soundengine_3dpositions
1722  AkGameObjectID in_GameObjectID, ///< Game Object identifier
1723  const AkSoundPosition & in_Position,///< Position to set; in_Position.Orientation must be normalized.
1724  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1725  );
1726 
1727  /// Sets multiple positions to a single game object.
1728  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1729  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1730  /// \aknote
1731  /// - Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt>
1732  /// - If a sound has diffraction enabled, it is treated as <tt>MultiPositionType_MultiDirections</tt>. <tt>MultiPositionType_MultiSources</tt> is not supported in this case.
1733  /// \endaknote
1734  /// \return
1735  /// - \c AK_Success when successful
1736  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1737  /// - \c AK_InvalidParameter if parameters are not valid, for example:
1738  /// + in_Position makes an invalid transform
1739  /// + in_eFlags is not one of the valid enum values
1740  /// + the game object ID is in the reserved ID range.
1741  /// \sa
1742  /// - \ref soundengine_3dpositions
1743  /// - \ref soundengine_3dpositions_multiplepos
1744  /// - \ref AK::SoundEngine::MultiPositionType
1746  AkGameObjectID in_GameObjectID, ///< Game Object identifier.
1747  const AkSoundPosition * in_pPositions, ///< Array of positions to apply.
1748  AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array.
1749  MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///< \ref AK::SoundEngine::MultiPositionType
1750  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1751  );
1752 
1753  /// Sets multiple positions to a single game object, with flexible assignment of input channels.
1754  /// Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice.
1755  /// This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area.
1756  /// \aknote Calling <tt>AK::SoundEngine::SetMultiplePositions()</tt> with only one position is the same as calling <tt>AK::SoundEngine::SetPosition()</tt> \endaknote
1757  /// \return
1758  /// - \c AK_Success when successful
1759  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
1760  /// - \c AK_InvalidParameter if parameters are not valid.
1761  /// \sa
1762  /// - \ref soundengine_3dpositions
1763  /// - \ref soundengine_3dpositions_multiplepos
1764  /// - \ref AK::SoundEngine::MultiPositionType
1766  AkGameObjectID in_GameObjectID, ///< Game Object identifier.
1767  const AkChannelEmitter * in_pPositions, ///< Array of positions to apply, each using its own channel mask.
1768  AkUInt16 in_NumPositions, ///< Number of positions specified in the provided array.
1769  MultiPositionType in_eMultiPositionType = MultiPositionType_MultiDirections, ///< \ref AK::SoundEngine::MultiPositionType
1770  AkSetPositionFlags in_eFlags = AkSetPositionFlags_Default ///< Optional flags to independently set the position of the emitter or listener component.
1771  );
1772 
1773  /// Sets the scaling factor of a Game Object.
1774  /// Modify the attenuation computations on this Game Object to simulate sounds with a larger or smaller area of effect.
1775  /// \return
1776  /// - \c AK_Success when successful
1777  /// - \c AK_InvalidParameter if the scaling factor specified was 0 or negative.
1778  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
1780  AkGameObjectID in_GameObjectID, ///< Game object identifier
1781  AkReal32 in_fAttenuationScalingFactor ///< Scaling Factor, 1 means 100%, 0.5 means 50%, 2 means 200%, and so on.
1782  );
1783 
1784  /// Use the position of a separate game object for distance calculations for a specified listener.
1785  /// When <tt>AK::SoundEngine::SetDistanceProbe()</tt> is called, Wwise calculates distance attenuation and filtering
1786  /// based on the distance between the distance probe Game Object (\c in_distanceProbeGameObjectID) and the emitter Game Object's position.
1787  /// In third-person perspective applications, the distance probe Game Object may be set to the player character's position,
1788  /// and the listener Game Object's position to that of the camera. In this scenario, attenuation is based on
1789  /// the distance between the character and the sound, whereas panning, spatialization, and spread and focus calculations are base on the camera.
1790  /// Both Game Objects, \c in_listenerGameObjectID and \c in_distanceProbeGameObjectID must have been previously registered using <tt>AK::SoundEngine::RegisterGameObj</tt>.
1791  /// This funciton is optional. if <tt>AK::SoundEngine::SetDistanceProbe()</tt> is never called, distance calculations are based on the listener Game Object position.
1792  /// 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.
1793  /// \aknote If the distance probe Game Object is assigned multiple positions, then the first position is used for distance calculations by the listener. \endaknote
1794  /// \return
1795  /// - \c AK_Success when successful
1796  /// \sa
1797  /// - <tt>AK::SoundEngine::SetPosition()</tt>
1799  AkGameObjectID in_listenerGameObjectID, ///< Game object identifier for the listener. Must have been previously registered via RegisterGameObj.
1800  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.
1801  );
1802 
1803  //@}
1804 
1805  ////////////////////////////////////////////////////////////////////////
1806  /// @name Bank Management
1807  //@{
1808 
1809  /// Unload all currently loaded banks.
1810  /// It also internally calls ClearPreparedEvents() since at least one bank must have been loaded to allow preparing events.
1811  /// \return
1812  /// - \c AK_Success if successful
1813  /// - \c AK_NotInitialized if the sound engine was not correctly initialized or if there is not enough memory to handle the command
1814  /// \sa
1815  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1816  /// - <tt>AK::SoundEngine::LoadBank()</tt>
1817  /// - \ref soundengine_banks
1819 
1820  /// Sets the I/O settings of the bank load and prepare event processes.
1821  /// The sound engine uses default values unless explicitly set by calling this method.
1822  /// \warning This function must be called before loading banks.
1823  /// \return
1824  /// - \c AK_Success if successful
1825  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1826  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1827  /// \sa
1828  /// - \ref soundengine_banks
1829  /// - \ref streamingdevicemanager
1831  AkReal32 in_fThroughput, ///< Average throughput of bank data streaming (bytes/ms) (the default value is AK_DEFAULT_BANK_THROUGHPUT)
1832  AkPriority in_priority ///< Priority of bank streaming (the default value is AK_DEFAULT_PRIORITY)
1833  );
1834 
1835 #ifdef AK_SUPPORT_WCHAR
1836  /// Load a bank synchronously (by Unicode string).\n
1837  /// The bank name and type are passed to the Stream Manager.
1838  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1839  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1840  /// The function returns when the request has been completely processed.
1841  /// \return
1842  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1843  /// You may use this ID with UnloadBank().
1844  /// - \c AK_Success: Load or unload successful.
1845  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1846  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1847  /// - \c AK_BankReadError: I/O error.
1848  /// - \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.
1849  /// - \c AK_InvalidFile: File specified could not be opened.
1850  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
1851  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1852  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1853  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1854  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure, check the debug console)
1855  /// \remarks
1856  /// - The initialization bank must be loaded first.
1857  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1858  /// initialization bank. If you need to load SoundBanks from a different project, you
1859  /// must first unload ALL banks, including the initialization bank, then load the
1860  /// initialization bank from the other project, and finally load banks from that project.
1861  /// - Codecs and plug-ins must be registered before loading banks that use them.
1862  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1863  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1864  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1865  /// posting the event will fail.
1866  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1867  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1868  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1869  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1870  /// \sa
1871  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1872  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1873  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
1874  /// - \ref soundengine_banks
1875  /// - \ref integrating_elements_plugins
1876  /// - \ref streamingdevicemanager
1877  /// - \ref streamingmanager_lowlevel
1878  /// - \ref sdk_bank_training
1880  const wchar_t* in_pszString, ///< Name of the bank to load
1881  AkBankID & out_bankID, ///< Returned bank ID
1882  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1883  );
1884 #endif //AK_SUPPORT_WCHAR
1885 
1886  /// Loads a bank synchronously.\n
1887  /// The bank name and type are passed to the Stream Manager.
1888  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1889  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1890  /// The function returns when the request has been completely processed.
1891  /// \return
1892  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
1893  /// You may use this ID with UnloadBank().
1894  /// - \c AK_Success: Load or unload successful.
1895  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1896  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1897  /// - \c AK_BankReadError: I/O error.
1898  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1899  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1900  /// - \c AK_InvalidFile: File specified could not be opened.
1901  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1902  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1903  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1904  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
1905  /// \remarks
1906  /// - The initialization bank must be loaded first.
1907  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1908  /// initialization bank. If you need to load SoundBanks from a different project, you
1909  /// must first unload ALL banks, including the initialization bank, then load the
1910  /// initialization bank from the other project, and finally load banks from that project.
1911  /// - Codecs and plug-ins must be registered before loading banks that use them.
1912  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1913  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1914  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1915  /// posting the event will fail.
1916  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
1917  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
1918  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
1919  /// your implementation of the Stream Manager, or in the Low-Level I/O module if you use the default Stream Manager's implementation.
1920  /// \sa
1921  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1922  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1923  /// - <tt>AK::SoundEngine::GetIDFromString</tt>
1924  /// - \ref soundengine_banks
1925  /// - \ref integrating_elements_plugins
1926  /// - \ref streamingdevicemanager
1927  /// - \ref streamingmanager_lowlevel
1928  /// - \ref sdk_bank_training
1930  const char* in_pszString, ///< Name of the bank to load
1931  AkBankID & out_bankID, ///< Returned bank ID
1932  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1933  );
1934 
1935  /// Loads a bank synchronously (by ID).\n
1936  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
1937  /// The bank ID is passed to the Stream Manager.
1938  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
1939  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1940  /// The function returns when the request has been completely processed.
1941  /// \return
1942  /// - \c AK_Success: Load or unload successful.
1943  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1944  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1945  /// - \c AK_BankReadError: I/O error. The bank is either shorter than expected or its data corrupted.
1946  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1947  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1948  /// - \c AK_InvalidFile: File specified could not be opened.
1949  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1950  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console or Wwise Profiler
1951  /// - \c AK_InvalidBankType if the bank type parameter is out of range.
1952  /// - \c AK_FileNotFound if the bank file was not found on disk.
1953  /// - \c AK_FilePermissionError if the file permissions are wrong for the file
1954  /// - \c AK_Fail: Load or unload failed for any other reason. , check the debug console or Wwise Profiler
1955  /// \remarks
1956  /// - The initialization bank must be loaded first.
1957  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
1958  /// initialization bank. If you need to load SoundBanks from a different project, you
1959  /// must first unload ALL banks, including the initialization bank, then load the
1960  /// initialization bank from the other project, and finally load banks from that project.
1961  /// - Codecs and plug-ins must be registered before loading banks that use them.
1962  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
1963  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
1964  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
1965  /// posting the event will fail.
1966  /// \sa
1967  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
1968  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
1969  /// - \ref soundengine_banks
1970  /// - \ref integrating_elements_plugins
1971  /// - \ref sdk_bank_training
1973  AkBankID in_bankID, ///< Bank ID of the bank to load
1974  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
1975  );
1976 
1977  /// Loads a bank synchronously (from in-memory data, in-place, user bank only).\n
1978  ///
1979  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
1980  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
1981  ///
1982  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
1983  /// in a buffer and pass its address to the sound engine.
1984  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
1985  /// A bank load request will be posted, and consumed by the Bank Manager thread.
1986  /// The function returns when the request has been completely processed.
1987  /// \return
1988  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
1989  /// ID with UnloadBank().
1990  /// - \c AK_Success: Load or unload successful.
1991  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
1992  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
1993  /// - \c AK_BankReadError: I/O error.
1994  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
1995  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
1996  /// - \c AK_InvalidFile: File specified could not be opened.
1997  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
1998  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
1999  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2000  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2001  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2002  /// \remarks
2003  /// - The initialization bank must be loaded first.
2004  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2005  /// initialization bank. If you need to load SoundBanks from a different project, you
2006  /// must first unload ALL banks, including the initialization bank, then load the
2007  /// initialization bank from the other project, and finally load banks from that project.
2008  /// - Codecs and plug-ins must be registered before loading banks that use them.
2009  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2010  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2011  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2012  /// posting the event will fail.
2013  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2014  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2015  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2016  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2017  /// \sa
2018  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2019  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2020  /// - \ref soundengine_banks
2021  /// - \ref integrating_elements_plugins
2022  /// - \ref sdk_bank_training
2024  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2025  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2026  AkBankID & out_bankID ///< Returned bank ID
2027  );
2028 
2029  /// Loads a bank synchronously (from in-memory data, in-place, any bank type).\n
2030  ///
2031  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2032  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2033  ///
2034  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2035  /// in a buffer and pass its address to the sound engine.
2036  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2037  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2038  /// The function returns when the request has been completely processed.
2039  /// \return
2040  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2041  /// ID with UnloadBank().
2042  /// - \c AK_Success: Load or unload successful.
2043  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2044  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2045  /// - \c AK_BankReadError: I/O error.
2046  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2047  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2048  /// - \c AK_InvalidFile: File specified could not be opened.
2049  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2050  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2051  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2052  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2053  /// \remarks
2054  /// - The initialization bank must be loaded first.
2055  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2056  /// initialization bank. If you need to load SoundBanks from a different project, you
2057  /// must first unload ALL banks, including the initialization bank, then load the
2058  /// initialization bank from the other project, and finally load banks from that project.
2059  /// - Codecs and plug-ins must be registered before loading banks that use them.
2060  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2061  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2062  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2063  /// posting the event will fail.
2064  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2065  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2066  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2067  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2068  /// \sa
2069  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2070  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2071  /// - \ref soundengine_banks
2072  /// - \ref integrating_elements_plugins
2073  /// - \ref sdk_bank_training
2075  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2076  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2077  AkBankID & out_bankID, ///< Returned bank ID
2078  AkBankType & out_bankType ///< Returned bank type
2079  );
2080 
2081  /// Loads a bank synchronously (from in-memory data, out-of-place, user bank only).\n
2082  ///
2083  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2084  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2085  ///
2086  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2087  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2088  /// allocated memory.
2089  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2090  /// over the in-place version is that there is no duplication of bank structures.
2091  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2092  /// The function returns when the request has been completely processed.
2093  /// \return
2094  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2095  /// ID with UnloadBank().
2096  /// - \c AK_Success: Load or unload successful.
2097  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2098  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2099  /// - \c AK_BankReadError: I/O error.
2100  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2101  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2102  /// - \c AK_InvalidFile: File specified could not be opened.
2103  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2104  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2105  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2106  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2107  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2108  /// \remarks
2109  /// - The initialization bank must be loaded first.
2110  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2111  /// initialization bank. If you need to load SoundBanks from a different project, you
2112  /// must first unload ALL banks, including the initialization bank, then load the
2113  /// initialization bank from the other project, and finally load banks from that project.
2114  /// - Codecs and plug-ins must be registered before loading banks that use them.
2115  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2116  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2117  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2118  /// posting the event will fail.
2119  /// \sa
2120  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2121  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2122  /// - \ref soundengine_banks
2123  /// - \ref integrating_elements_plugins
2124  /// - \ref sdk_bank_training
2126  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)
2127  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2128  AkBankID & out_bankID ///< Returned bank ID
2129  );
2130 
2131  /// Loads a bank synchronously (from in-memory data, out-of-place, any bank type).\n
2132  ///
2133  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2134  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2135  ///
2136  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2137  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly
2138  /// allocated memory.
2139  /// In-memory loading is out-of-place: the buffer can be release as soon as the function returns. The advantage of using this
2140  /// over the in-place version is that there is no duplication of bank structures.
2141  /// A bank load request will be posted, and consumed by the Bank Manager thread.
2142  /// The function returns when the request has been completely processed.
2143  /// \return
2144  /// The bank ID, which is stored in the first few bytes of the bank file. You may use this
2145  /// ID with UnloadBank().
2146  /// - \c AK_Success: Load or unload successful.
2147  /// - \c AK_BankAlreadyLoaded: This bank is already loaded, nothing done.
2148  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2149  /// - \c AK_BankReadError: I/O error.
2150  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2151  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2152  /// - \c AK_InvalidFile: File specified could not be opened.
2153  /// - \c AK_NotInitialized if the sound engine was not correctly initialized
2154  /// - \c AK_InvalidParameter if some parameters are invalid, check the debug console
2155  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2156  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2157  /// \remarks
2158  /// - The initialization bank must be loaded first.
2159  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2160  /// initialization bank. If you need to load SoundBanks from a different project, you
2161  /// must first unload ALL banks, including the initialization bank, then load the
2162  /// initialization bank from the other project, and finally load banks from that project.
2163  /// - Codecs and plug-ins must be registered before loading banks that use them.
2164  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2165  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2166  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2167  /// posting the event will fail.
2168  /// \sa
2169  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2170  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2171  /// - \ref soundengine_banks
2172  /// - \ref integrating_elements_plugins
2173  /// - \ref sdk_bank_training
2175  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)
2176  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2177  AkBankID & out_bankID, ///< Returned bank ID
2178  AkBankType & out_bankType ///< Returned bank type
2179  );
2180 
2181  /// 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.
2182  /// \n
2183  /// 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.
2185  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)
2186  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to decode
2187  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.
2188  void * & out_pDecodedBankPtr, ///< Decoded bank memory location.
2189  AkUInt32 & out_uDecodedBankSize ///< Decoded bank memory size.
2190  );
2191 
2192 #ifdef AK_SUPPORT_WCHAR
2193  /// Loads a bank asynchronously (by Unicode string).\n
2194  /// The bank name is passed to the Stream Manager.
2195  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2196  /// A bank load request will be posted to the Bank Manager consumer thread.
2197  /// The function returns immediately.
2198  /// \return
2199  /// AK_Success if the scheduling was successful, AK_Fail otherwise.
2200  /// Use a callback to be notified when completed, and get the status of the request.
2201  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2202  /// You may use this ID with UnloadBank().
2203  /// \remarks
2204  /// - The initialization bank must be loaded first.
2205  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2206  /// initialization bank. If you need to load SoundBanks from a different project, you
2207  /// must first unload ALL banks, including the initialization bank, then load the
2208  /// initialization bank from the other project, and finally load banks from that project.
2209  /// - Codecs and plug-ins must be registered before loading banks that use them.
2210  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2211  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2212  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2213  /// posting the event will fail.
2214  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2215  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2216  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2217  /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2218  /// (<tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>) if you use the default Stream Manager's implementation.
2219  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2220  // as AkFileSystemFlags::pCustomParam.
2221  /// \sa
2222  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2223  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2224  /// - AkBankCallbackFunc
2225  /// - \ref soundengine_banks
2226  /// - \ref integrating_elements_plugins
2227  /// - \ref streamingdevicemanager
2228  /// - \ref streamingmanager_lowlevel
2229  /// - \ref sdk_bank_training
2231  const wchar_t* in_pszString, ///< Name/path of the bank to load
2232  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2233  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt> as AkFileSystemFlags::pCustomParam)
2234  AkBankID & out_bankID, ///< Returned bank ID
2235  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2236  );
2237 #endif //AK_SUPPORT_WCHAR
2238 
2239  /// Loads a bank asynchronously.\n
2240  /// The bank name is passed to the Stream Manager.
2241  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2242  /// A bank load request will be posted to the Bank Manager consumer thread.
2243  /// The function returns immediately.
2244  /// \return
2245  /// - \c AK_Success if the scheduling was successful,
2246  /// - \c AK_InvalidBankType if in_bankType was invalid
2247  /// Use a callback to be notified when completed, and get the status of the request.
2248  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2249  /// You may use this ID with UnloadBank().
2250  /// \remarks
2251  /// - The initialization bank must be loaded first.
2252  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2253  /// initialization bank. If you need to load SoundBanks from a different project, you
2254  /// must first unload ALL banks, including the initialization bank, then load the
2255  /// initialization bank from the other project, and finally load banks from that project.
2256  /// - Codecs and plug-ins must be registered before loading banks that use them.
2257  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2258  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2259  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2260  /// posting the Event will fail.
2261  /// - The sound engine internally calls GetIDFromString(in_pszString) to return the correct bank ID.
2262  /// Therefore, \c in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2263  /// not the name of the file (if you changed it), nor the full path of the file. The path should be resolved in
2264  /// your implementation of the Stream Manager (<tt>AK::IAkStreamMgr::CreateStd()</tt>), or in the Low-Level I/O module
2265  /// (<tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>) if you use the default Stream Manager's implementation.
2266  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2267  // as <tt>AkFileSystemFlags::pCustomParam</tt>.
2268  /// \sa
2269  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2270  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2271  /// - AkBankCallbackFunc
2272  /// - \ref soundengine_banks
2273  /// - \ref integrating_elements_plugins
2274  /// - \ref streamingdevicemanager
2275  /// - \ref streamingmanager_lowlevel
2276  /// - \ref sdk_bank_training
2278  const char* in_pszString, ///< Name/path of the bank to load
2279  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2280  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt> as AkFileSystemFlags::pCustomParam)
2281  AkBankID & out_bankID, ///< Returned bank ID
2282  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2283  );
2284 
2285  /// Loads a bank asynchronously (by ID).\n
2286  /// \aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2287  /// The bank ID is passed to the Stream Manager.
2288  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2289  /// A bank load request will be posted to the Bank Manager consumer thread.
2290  /// The function returns immediately.
2291  /// \return
2292  /// - \c AK_Success if the scheduling was successful,
2293  /// - \c AK_InvalidBankType if in_bankType was invalid
2294  /// Use a callback to be notified when completed, and get the status of the request.
2295  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2296  /// You may use this ID with \c UnloadBank().
2297  /// \remarks
2298  /// - The initialization bank must be loaded first.
2299  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2300  /// initialization bank. If you need to load SoundBanks from a different project, you
2301  /// must first unload ALL banks, including the initialization bank, then load the
2302  /// initialization bank from the other project, and finally load banks from that project.
2303  /// - Codecs and plug-ins must be registered before loading banks that use them.
2304  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2305  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2306  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2307  /// posting the event will fail.
2308  /// - The file path should be resolved in your implementation of the Stream Manager, or in the Low-Level I/O module if
2309  /// you use the default Stream Manager's implementation. The ID overload of <tt>AK::IAkStreamMgr::CreateStd()</tt> and <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt> are called.
2310  /// - The cookie (in_pCookie) is passed to the Low-Level I/O module for your convenience, in <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>
2311  // as AkFileSystemFlags::pCustomParam.
2312  /// \sa
2313  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2314  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2315  /// - AkBankCallbackFunc
2316  /// - \ref soundengine_banks
2317  /// - \ref integrating_elements_plugins
2318  /// - \ref sdk_bank_training
2320  AkBankID in_bankID, ///< Bank ID of the bank to load
2321  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2322  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function, and also to <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt> as AkFileSystemFlags::pCustomParam)
2323  AkBankType in_bankType = AkBankType_User ///< Type of the bank to load
2324  );
2325 
2326  /// Loads a bank asynchronously (from in-memory data, in-place, user bank only).\n
2327  ///
2328  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2329  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2330  ///
2331  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2332  /// in a buffer and pass its address to the sound engine.
2333  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2334  /// A bank load request will be posted to the Bank Manager consumer thread.
2335  /// The function returns immediately.
2336  /// \return
2337  /// - \c AK_Success if the scheduling was successful,
2338  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2339  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2340  /// Use a callback to be notified when completed, and get the status of the request.
2341  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2342  /// You may use this ID with UnloadBank().
2343  /// \remarks
2344  /// - The initialization bank must be loaded first.
2345  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2346  /// initialization bank. If you need to load SoundBanks from a different project, you
2347  /// must first unload ALL banks, including the initialization bank, then load the
2348  /// initialization bank from the other project, and finally load banks from that project.
2349  /// - Codecs and plug-ins must be registered before loading banks that use them.
2350  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2351  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2352  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2353  /// posting the event will fail.
2354  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2355  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2356  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2357  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2358  /// \sa
2359  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2360  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2361  /// - AkBankCallbackFunc
2362  /// - \ref soundengine_banks
2363  /// - \ref integrating_elements_plugins
2364  /// - \ref sdk_bank_training
2366  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2367  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2368  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2369  void * in_pCookie, ///< Callback cookie
2370  AkBankID & out_bankID ///< Returned bank ID
2371  );
2372 
2373  /// Loads a bank asynchronously (from in-memory data, in-place, any bank type).\n
2374  ///
2375  /// IMPORTANT: Banks loaded from memory with in-place data MUST be unloaded using the UnloadBank function
2376  /// providing the same memory pointer. Make sure you are using the correct UnloadBank(...) overload
2377  ///
2378  /// Use LoadBankMemoryView when you want to manage I/O on your side. Load the bank file
2379  /// in a buffer and pass its address to the sound engine.
2380  /// In-memory loading is in-place: *** the memory must be valid until the bank is unloaded. ***
2381  /// A bank load request will be posted to the Bank Manager consumer thread.
2382  /// The function returns immediately.
2383  /// \return
2384  /// - \c AK_Success if the scheduling was successful,
2385  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2386  /// Use a callback to be notified when completed, and get the status of the request.
2387  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2388  /// You may use this ID with UnloadBank().
2389  /// \remarks
2390  /// - The initialization bank must be loaded first.
2391  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2392  /// initialization bank. If you need to load SoundBanks from a different project, you
2393  /// must first unload ALL banks, including the initialization bank, then load the
2394  /// initialization bank from the other project, and finally load banks from that project.
2395  /// - Codecs and plug-ins must be registered before loading banks that use them.
2396  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2397  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2398  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2399  /// posting the event will fail.
2400  /// - The memory must be aligned on platform-specific AK_BANK_PLATFORM_DATA_ALIGNMENT bytes (see AkTypes.h).
2401  /// - (XboxOne only): If the bank may contain XMA in memory data, the memory must be allocated using the Device memory allocator.
2402  /// - Avoid using this function for banks containing a lot of events or structure data: this data will be unpacked into the sound engine heap,
2403  /// making the supplied bank memory redundant. For event/structure-only banks, prefer LoadBankMemoryCopy().
2404  /// \sa
2405  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2406  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2407  /// - AkBankCallbackFunc
2408  /// - \ref soundengine_banks
2409  /// - \ref integrating_elements_plugins
2410  /// - \ref sdk_bank_training
2412  const void * in_pInMemoryBankPtr, ///< Pointer to the in-memory bank to load (pointer is stored in sound engine, memory must remain valid)
2413  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2414  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2415  void * in_pCookie, ///< Callback cookie
2416  AkBankID & out_bankID, ///< Returned bank ID
2417  AkBankType & out_bankType ///< Returned bank type
2418  );
2419 
2420  /// Loads a bank asynchronously (from in-memory data, out-of-place, user bank only).\n
2421  ///
2422  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2423  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2424  ///
2425  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2426  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2427  /// memory.
2428  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2429  /// over the in-place version is that there is no duplication of bank structures.
2430  /// A bank load request will be posted to the Bank Manager consumer thread.
2431  /// The function returns immediately.
2432  /// \return
2433  /// - \c AK_Success if the scheduling was successful,
2434  /// - \c AK_InvalidBankType if the bank is not a user-defined bank.
2435  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2436  /// Use a callback to be notified when completed, and get the status of the request.
2437  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2438  /// You may use this ID with UnloadBank().
2439  /// \remarks
2440  /// - The initialization bank must be loaded first.
2441  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2442  /// initialization bank. If you need to load SoundBanks from a different project, you
2443  /// must first unload ALL banks, including the initialization bank, then load the
2444  /// initialization bank from the other project, and finally load banks from that project.
2445  /// - Codecs and plug-ins must be registered before loading banks that use them.
2446  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2447  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2448  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2449  /// posting the event will fail.
2450  /// \sa
2451  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2452  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2453  /// - AkBankCallbackFunc
2454  /// - \ref soundengine_banks
2455  /// - \ref integrating_elements_plugins
2456  /// - \ref sdk_bank_training
2458  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)
2459  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2460  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2461  void* in_pCookie, ///< Callback cookie
2462  AkBankID& out_bankID ///< Returned bank ID
2463  );
2464 
2465  /// Loads a bank asynchronously (from in-memory data, out-of-place, any bank type).\n
2466  ///
2467  /// NOTE: Banks loaded from in-memory with out-of-place data must be unloaded using the standard UnloadBank function
2468  /// (with no memory pointer). Make sure you are using the correct UnloadBank(...) overload
2469  ///
2470  /// Use LoadBankMemoryCopy when you want to manage I/O on your side. Load the bank file
2471  /// in a buffer and pass its address to the sound engine, the media section of the bank will be copied into newly allocated
2472  /// memory.
2473  /// In-memory loading is out-of-place: the buffer can be released after the callback function is called. The advantage of using this
2474  /// over the in-place version is that there is no duplication of bank structures.
2475  /// A bank load request will be posted to the Bank Manager consumer thread.
2476  /// The function returns immediately.
2477  /// \return
2478  /// - \c AK_Success if the scheduling was successful,
2479  /// - \c AK_InvalidBankType if in_bankType was invalid
2480  /// - \c AK_DataAlignmentError if the data pointer is not aligned properly
2481  /// Use a callback to be notified when completed, and get the status of the request.
2482  /// The bank ID, which is obtained by hashing the bank name (see GetIDFromString()).
2483  /// You may use this ID with UnloadBank().
2484  /// \remarks
2485  /// - The initialization bank must be loaded first.
2486  /// - All SoundBanks subsequently loaded must come from the same Wwise project as the
2487  /// initialization bank. If you need to load SoundBanks from a different project, you
2488  /// must first unload ALL banks, including the initialization bank, then load the
2489  /// initialization bank from the other project, and finally load banks from that project.
2490  /// - Codecs and plug-ins must be registered before loading banks that use them.
2491  /// - Loading a bank referencing an unregistered plug-in or codec will result in a load bank success,
2492  /// but the plug-ins will not be used. More specifically, playing a sound that uses an unregistered effect plug-in
2493  /// will result in audio playback without applying the said effect. If an unregistered source plug-in is used by an event's audio objects,
2494  /// posting the event will fail.
2495  /// \sa
2496  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2497  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2498  /// - AkBankCallbackFunc
2499  /// - \ref soundengine_banks
2500  /// - \ref integrating_elements_plugins
2501  /// - \ref sdk_bank_training
2503  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)
2504  AkUInt32 in_uInMemoryBankSize, ///< Size of the in-memory bank to load
2505  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2506  void * in_pCookie, ///< Callback cookie
2507  AkBankID & out_bankID, ///< Returned bank ID
2508  AkBankType & out_bankType ///< Returned bank type
2509  );
2510 
2511 #ifdef AK_SUPPORT_WCHAR
2512  /// Unloads a bank synchronously (by Unicode string).\n
2513  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2514  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2515  /// \remarks
2516  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2517  /// then it calls the synchronous version of UnloadBank() by ID.
2518  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2519  /// not the name of the file (if you changed it), nor the full path of the file.
2520  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2521  /// This means that streamed sounds or generated sounds will not be stopped.
2522  /// \sa
2523  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2524  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2525  /// - \ref soundengine_banks
2527  const wchar_t* in_pszString, ///< Name of the bank to unload
2528  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.
2529  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2530  );
2531 #endif //AK_SUPPORT_WCHAR
2532 
2533  /// Unloads a bank synchronously.\n
2534  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2535  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2536  /// \remarks
2537  /// - The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2538  /// then it calls the synchronous version of UnloadBank() by ID.
2539  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2540  /// not the name of the file (if you changed it), nor the full path of the file.
2541  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2542  /// This means that streamed sounds or generated sounds will not be stopped.
2543  /// \sa
2544  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2545  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2546  /// - \ref soundengine_banks
2548  const char* in_pszString, ///< Name of the bank to unload
2549  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.
2550  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2551  );
2552 
2553  /// Unloads a bank synchronously (by ID and memory pointer).\n
2554  /// \return AK_Success if successful, AK_Fail otherwise. AK_Success is returned when the bank was not loaded.
2555  /// \remarks
2556  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2557  /// This means that streamed sounds or generated sounds will not be stopped.
2558  /// \sa
2559  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2560  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2561  /// - \ref soundengine_banks
2563  AkBankID in_bankID, ///< ID of the bank to unload
2564  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.
2565  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2566  );
2567 
2568 #ifdef AK_SUPPORT_WCHAR
2569  /// Unloads a bank asynchronously (by Unicode string).\n
2570  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2571  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2572  /// \remarks
2573  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2574  /// then it calls the synchronous version of UnloadBank() by ID.
2575  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2576  /// not the name of the file (if you changed it), nor the full path of the file.
2577  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2578  /// This means that streamed sounds or generated sounds will not be stopped.
2579  /// \sa
2580  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2581  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2582  /// - AkBankCallbackFunc
2583  /// - \ref soundengine_banks
2585  const wchar_t* in_pszString, ///< Name of the bank to unload
2586  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.
2587  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2588  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2589  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2590  );
2591 #endif //AK_SUPPORT_WCHAR
2592 
2593  /// Unloads a bank asynchronously.\n
2594  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2595  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2596  /// \remarks
2597  /// The sound engine internally calls GetIDFromString(in_pszString) to retrieve the bank ID,
2598  /// then it calls the synchronous version of UnloadBank() by ID.
2599  /// Therefore, in_pszString should be the real name of the SoundBank (with or without the BNK extension - it is trimmed internally),
2600  /// not the name of the file (if you changed it), nor the full path of the file.
2601  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2602  /// This means that streamed sounds or generated sounds will not be stopped.
2603  /// \sa
2604  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2605  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2606  /// - AkBankCallbackFunc
2607  /// - \ref soundengine_banks
2609  const char* in_pszString, ///< Name of the bank to unload
2610  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.
2611  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2612  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2613  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2614  );
2615 
2616  /// Unloads a bank asynchronously (by ID and memory pointer).\n
2617  /// Refer to \ref soundengine_banks_general for a discussion on using strings and IDs.
2618  /// \return AK_Success if scheduling successful (use a callback to be notified when completed)
2619  /// \remarks
2620  /// - In order to force the memory deallocation of the bank, sounds that use media from this bank will be stopped.
2621  /// This means that streamed sounds or generated sounds will not be stopped.
2622  /// \sa
2623  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2624  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2625  /// - AkBankCallbackFunc
2626  /// - \ref soundengine_banks
2628  AkBankID in_bankID, ///< ID of the bank to unload
2629  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.
2630  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2631  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2632  AkBankType in_bankType = AkBankType_User ///< Type of the bank to unload
2633  );
2634 
2635  /// Cancels all Event callbacks associated with a specific callback cookie specified while loading Banks of preparing Events.\n
2636  /// \sa
2637  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2638  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2639  /// - <tt>AK::SoundEngine::UnloadBank()</tt>
2640  /// - <tt>AK::SoundEngine::ClearBanks()</tt>
2641  /// - AkBankCallbackFunc
2643  void * in_pCookie ///< Callback cookie to be canceled
2644  );
2645 
2646  /// Preparation type.
2647  /// \sa
2648  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2649  /// - <tt>AK::SoundEngine::PrepareGameSyncs()</tt>
2650  /// - <tt>AK::SoundEngine::PrepareBank()</tt>
2652  {
2653  Preparation_Load, ///< \c PrepareEvent() will load required information to play the specified event.
2654  Preparation_Unload, ///< \c PrepareEvent() will unload required information to play the specified event.
2655  Preparation_LoadAndDecode ///< Vorbis media is decoded when loading, and an uncompressed PCM version is used for playback.
2656  };
2657 
2658  /// Parameter to be passed to <tt>AK::SoundEngine::PrepareBank()</tt>.
2659  /// Use AkBankContent_All to load both the media and structural content from the bank.
2660  /// 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.
2661  /// \sa
2662  /// - <tt>AK::SoundEngine::PrepareBank()</tt>
2663  /// - \ref soundengine_banks_preparingbanks
2665  {
2666  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.
2667  AkBankContent_All ///< Use AkBankContent_All to load both the media and structural content.
2668  };
2669 
2670 #ifdef AK_SUPPORT_WCHAR
2671  /// 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
2672  /// 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(),
2673  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2674  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2675  /// allowing using PrepareEvent() to load media on demand.
2676  /// \sa
2677  /// - \ref soundengine_banks_preparingbanks
2678  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2679  /// - <tt>AK::SoundEngine::PreparationType</tt>
2680  /// \remarks
2681  /// 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
2682  /// 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;
2683  /// 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.
2685  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2686  const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2687  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2688  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2689  );
2690 #endif //AK_SUPPORT_WCHAR
2691 
2692  /// 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
2693  /// 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(),
2694  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2695  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2696  /// allowing using PrepareEvent() to load media on demand.
2697  /// \sa
2698  /// - \ref soundengine_banks_preparingbanks
2699  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2700  /// - <tt>AK::SoundEngine::PreparationType</tt>
2701  /// \remarks
2702  /// \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
2703  /// 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;
2704  /// 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.
2706  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2707  const char* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2708  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2709  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2710  );
2711 
2712  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2713  /// 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
2714  /// 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(),
2715  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2716  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2717  /// allowing using PrepareEvent() to load media on demand.
2718  /// \sa
2719  /// - \ref soundengine_banks_preparingbanks
2720  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2721  /// - <tt>AK::SoundEngine::PreparationType</tt>
2722  /// \remarks
2723  /// \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
2724  /// 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;
2725  /// 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.
2727  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2728  AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare.
2729  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2730  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2731  );
2732 
2733 #ifdef AK_SUPPORT_WCHAR
2734  /// 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
2735  /// 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(),
2736  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2737  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2738  /// allowing using PrepareEvent() to load media on demand.
2739  /// \sa
2740  /// - \ref soundengine_banks_preparingbanks
2741  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2742  /// - <tt>AK::SoundEngine::PreparationType</tt>
2743  /// \remarks
2744  /// 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
2745  /// 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;
2746  /// 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.
2748  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2749  const wchar_t* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2750  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2751  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2752  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2753  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2754  );
2755 #endif //AK_SUPPORT_WCHAR
2756 
2757  /// 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
2758  /// 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(),
2759  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2760  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2761  /// allowing using PrepareEvent() to load media on demand.
2762  /// \sa
2763  /// - \ref soundengine_banks_preparingbanks
2764  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2765  /// - <tt>AK::SoundEngine::PreparationType()</tt>
2766  /// \remarks
2767  /// 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
2768  /// 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;
2769  /// 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.
2771  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2772  const char* in_pszString, ///< Name of the bank to Prepare/Unprepare.
2773  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2774  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2775  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2776  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2777  );
2778 
2779  /// \n\aknote Requires that the "Use SoundBank names" option be unchecked in the Wwise Project Settings. \endaknote
2780  /// 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
2781  /// 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(),
2782  /// will prevent in-memory duplication of media at the cost of some memory fragmentation.
2783  /// Calling this function specifying the flag AkBankContent_StructureOnly will load only the structural part (including events) of this bank,
2784  /// allowing using PrepareEvent() to load media on demand.
2785  /// \sa
2786  /// - \ref soundengine_banks_preparingbanks
2787  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2788  /// - <tt>AK::SoundEngine::PreparationType()</tt>
2789  /// \remarks
2790  /// \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
2791  /// 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;
2792  /// 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.
2794  AK::SoundEngine::PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2795  AkBankID in_bankID, ///< ID of the bank to Prepare/Unprepare.
2796  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2797  void * in_pCookie, ///< Callback cookie (reserved to user, passed to the callback function)
2798  AK::SoundEngine::AkBankContent in_uFlags = AkBankContent_All, ///< Structures only (including events) or all content.
2799  AkBankType in_bankType = AkBankType_User ///< Type of the bank to Prepare/Unprepare.
2800  );
2801 
2802  /// Clear all previously prepared events.\n
2803  /// \return
2804  /// - \c AK_Success if successful.
2805  /// - \c AK_Fail if the sound engine was not correctly initialized or if there is not enough memory to handle the command.
2806  /// \remarks
2807  /// The function \c ClearBanks() also clears all prepared events.
2808  /// \sa
2809  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
2810  /// - \c <tt>AK::SoundEngine::ClearBanks()</tt>
2812 
2813 #ifdef AK_SUPPORT_WCHAR
2814  /// Prepares or unprepares Events synchronously (by Unicode string).\n
2815  /// The Events are identified by strings, and converted to IDs internally
2816  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2817  /// Before invoking \c PrepareEvent(), use \c LoadBank() to explicitly load the SoundBank(s)
2818  /// that contain the Events and structures. When a request is posted to the
2819  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2820  /// successfully post the specified Events and load the required loose media files.
2821  /// \aknote Before version 2015.1, the required media files could be included
2822  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2823  /// however,\c PrepareEvent() now only looks for loose media files.
2824  /// \endaknote
2825  /// The function returns when the request is completely processed.
2826  /// \return
2827  /// - \c AK_Success: Prepare/un-prepare successful.
2828  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2829  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2830  /// - \c AK_BankReadError: I/O error.
2831  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2832  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2833  /// - \c AK_InvalidFile: File specified could not be opened.
2834  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2835  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2836  /// \remarks
2837  /// Whenever at least one event fails to be resolved, the actions performed for all
2838  /// other events are cancelled.
2839  /// \sa
2840  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2841  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2842  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2843  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2844  /// - \ref soundengine_banks
2845  /// - \ref sdk_bank_training
2847  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2848  const wchar_t** in_ppszString, ///< Array of event names
2849  AkUInt32 in_uNumEvent ///< Number of events in the array
2850  );
2851 #endif //AK_SUPPORT_WCHAR
2852 
2853  /// Prepares or unprepares events synchronously.\n
2854  /// The Events are identified by strings and converted to IDs internally
2855  /// (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2856  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2857  /// that contain the Events and structures. When a request is posted to the
2858  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2859  /// successfully post the specified Events and load the required loose media files.
2860  /// \aknote Before version 2015.1, the required media files could be included
2861  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2862  /// however, PrepareEvent() now only looks for loose media files.
2863  /// \endaknote
2864  /// The function returns when the request is completely processed.
2865  /// \return
2866  /// - \c AK_Success: Prepare/un-prepare successful.
2867  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2868  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2869  /// - \c AK_BankReadError: I/O error.
2870  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2871  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2872  /// - \c AK_InvalidFile: File specified could not be opened.
2873  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2874  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2875  /// \remarks
2876  /// Whenever at least one event fails to be resolved, the actions performed for all
2877  /// other events are cancelled.
2878  /// \aknote The use of PrepareEvent is incompatible with LoadBank, using in-memory data.
2879  /// \endaknote
2880  /// \sa
2881  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2882  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2883  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2884  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2885  /// - \ref soundengine_banks
2886  /// - \ref sdk_bank_training
2888  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2889  const char** in_ppszString, ///< Array of event names
2890  AkUInt32 in_uNumEvent ///< Number of events in the array
2891  );
2892 
2893  /// Prepares or unprepares events synchronously (by ID).
2894  /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2895  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2896  /// that contain the Events and structures. When a request is posted to the
2897  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2898  /// successfully post the specified Events and load the required loose media files.
2899  /// \aknote Before version 2015.1, the required media files could be included
2900  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2901  /// however, PrepareEvent() now only looks for loose media files.
2902  /// \endaknote
2903  /// The function returns when the request is completely processed.
2904  /// \return
2905  /// - \c AK_Success: Prepare/un-prepare successful.
2906  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareEvent() does not exist.
2907  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
2908  /// - \c AK_BankReadError: I/O error.
2909  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
2910  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
2911  /// - \c AK_InvalidFile: File specified could not be opened.
2912  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
2913  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
2914  /// \remarks
2915  /// Whenever at least one event fails to be resolved, the actions performed for all
2916  /// other events are cancelled.
2917  /// \sa
2918  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2919  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2920  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2921  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2922  /// - \ref soundengine_banks
2923  /// - \ref sdk_bank_training
2925  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2926  AkUniqueID* in_pEventID, ///< Array of event IDs
2927  AkUInt32 in_uNumEvent ///< Number of event IDs in the array
2928  );
2929 
2930 #ifdef AK_SUPPORT_WCHAR
2931  /// Prepares or unprepares an event asynchronously (by Unicode string).
2932  /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2933  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2934  /// that contain the Events and structures. When a request is posted to the
2935  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2936  /// successfully post the specified Events and load the required loose media files.
2937  /// \aknote Before version 2015.1, the required media files could be included
2938  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2939  /// however, \c PrepareEvent() now only looks for loose media files.
2940  /// \endaknote
2941  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2942  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
2943  /// \remarks
2944  /// Whenever at least one Event fails to be resolved, the actions performed for all
2945  /// other Events are cancelled.
2946  /// \sa
2947  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2948  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2949  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2950  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2951  /// - AkBankCallbackFunc
2952  /// - \ref soundengine_banks
2953  /// - \ref sdk_bank_training
2955  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2956  const wchar_t** in_ppszString, ///< Array of event names
2957  AkUInt32 in_uNumEvent, ///< Number of events in the array
2958  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2959  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
2960  );
2961 #endif //AK_SUPPORT_WCHAR
2962 
2963  /// Prepares or unprepares an event asynchronously.
2964  /// The Events are identified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2965  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2966  /// that contain the Events and structures. When a request is posted to the
2967  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2968  /// successfully post the specified Events and load the required loose media files.
2969  /// \aknote Before version 2015.1, the required media files could be included
2970  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
2971  /// however, PrepareEvent() now only looks for loose media files.
2972  /// \endaknote
2973  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
2974  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
2975  /// \remarks
2976  /// Whenever at least one event fails to be resolved, the actions performed for all
2977  /// other events are cancelled.
2978  /// \sa
2979  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
2980  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
2981  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
2982  /// - <tt>AK::SoundEngine::LoadBank()</tt>
2983  /// - AkBankCallbackFunc
2984  /// - \ref soundengine_banks
2985  /// - \ref sdk_bank_training
2987  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
2988  const char** in_ppszString, ///< Array of event names
2989  AkUInt32 in_uNumEvent, ///< Number of events in the array
2990  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
2991  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
2992  );
2993 
2994  /// Prepares or unprepares events asynchronously (by ID).\n
2995  /// The Events are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
2996  /// Before invoking PrepareEvent(), use LoadBank() to explicitly load the SoundBank(s)
2997  /// that contain the Events and structures. When a request is posted to the
2998  /// Bank Manager consumer thread, it will resolve all dependencies needed to
2999  /// successfully post the specified Events and load the required loose media files.
3000  /// \aknote Before version 2015.1, the required media files could be included
3001  /// in a separate media SoundBank. As described in \ref whatsnew_2015_1_migration,
3002  /// however, PrepareEvent() now only looks for loose media files.
3003  /// \endaknote
3004  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3005  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3006  /// \remarks
3007  /// Whenever at least one event fails to be resolved, the actions performed for all
3008  /// other events are cancelled.
3009  /// \sa
3010  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3011  /// - <tt>AK::SoundEngine::ClearPreparedEvents()</tt>
3012  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3013  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3014  /// - AkBankCallbackFunc
3015  /// - \ref soundengine_banks
3016  /// - \ref sdk_bank_training
3018  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3019  AkUniqueID* in_pEventID, ///< Array of event IDs
3020  AkUInt32 in_uNumEvent, ///< Number of event IDs in the array
3021  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3022  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3023  );
3024 
3025  /// Indicates the location of a specific Media ID in memory
3026  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3027  /// \return AK_Success if operation was successful, AK_InvalidParameter if in_pSourceSettings is invalid or media sizes are 0.
3029  AkSourceSettings * in_pSourceSettings, ///< Array of Source Settings
3030  AkUInt32 in_uNumSourceSettings ///< Number of Source Settings in the array
3031  );
3032 
3033  /// Removes the specified source from the list of loaded media, even if this media is already in use.
3034  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3035  /// \aknote This function is unsafe and deprecated. Use TryUnsetMedia() in its place.
3036  /// Media that is still in use by the sound engine should not be unset by this function.
3037  /// If the media is still in use, this function will attempt to forcibly kill all sounds and effects referencing this media,
3038  /// and then return AK_ResourceInUse. The client should NOT presume that the memory can be safely released at this point.
3039  /// The moment at which the memory can be safely released is unknown, and the only safe course of action is to keep the memory
3040  /// alive until the sound engine is terminated.
3041  /// \endaknote
3042  /// \return
3043  /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3044  /// - \c AK_ResourceInUse: Specified media is still in use by the sound engine, the client should not release the memory.
3045  /// - \c AK_InvalidParameter: in_pSourceSettings is invalid
3047  AkSourceSettings * in_pSourceSettings, ///< Array of Source Settings
3048  AkUInt32 in_uNumSourceSettings ///< Number of Source Settings in the array
3049  );
3050 
3051  /// Removes the specified source from the list of loaded media, only if this media is not already in use.
3052  /// The sources are identified by their ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3053  /// \aknote Media that is still in use by the sound engine should not be unset. It is marked for removal to prevent additional use.
3054  /// If this function returns AK_ResourceInUse, then the client must not release memory for this media.
3055  /// Instead, the client should retry the TryUnsetMedia operation later with the same parameters and check for AK_Success.
3056  /// \endaknote
3057  /// 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.
3058  /// out_pUnsetResults will be filled with either AK_Success or AK_ResourceInUse, indicating which media was still in use and not unset.
3059  /// \return
3060  /// - \c AK_Success: Operation was successful, and the memory can be released on the client side.
3061  /// - \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.
3062  /// - \c AK_InvalidParameter: in_pSourceSettings is invalid
3064  AkSourceSettings* in_pSourceSettings, ///< Array of Source Settings
3065  AkUInt32 in_uNumSourceSettings, ///< Number of Source Settings in the array
3066  AKRESULT* out_pUnsetResults ///< (optional, can be null) Array of result codes
3067  );
3068 
3069 #ifdef AK_SUPPORT_WCHAR
3070  /// Prepares or unprepares game syncs synchronously (by Unicode string).\n
3071  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3072  /// The game syncs definitions must already exist in the sound engine by having
3073  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3074  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3075  /// dependencies needed to successfully set this game sync group to one of the
3076  /// game sync values specified, and load the required banks, if applicable.
3077  /// The function returns when the request has been completely processed.
3078  /// \return
3079  /// - \c AK_Success: Prepare/un-prepare successful.
3080  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3081  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3082  /// - \c AK_BankReadError: I/O error.
3083  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3084  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3085  /// - \c AK_InvalidFile: File specified could not be opened.
3086  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3087  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3088  /// \remarks
3089  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3090  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3091  /// so you never need to call this function.
3092  /// \sa
3093  /// - \c <tt>AK::SoundEngine::GetIDFromString()</tt>
3094  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
3095  /// - \c <tt>AK::SoundEngine::LoadBank()</tt>
3096  /// - \c AkInitSettings
3097  /// - \ref soundengine_banks
3098  /// - \ref sdk_bank_training
3100  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3101  AkGroupType in_eGameSyncType, ///< The type of game sync.
3102  const wchar_t* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3103  const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3104  AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array.
3105  );
3106 #endif //AK_SUPPORT_WCHAR
3107 
3108  /// Prepares or unprepares game syncs synchronously.\n
3109  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3110  /// The game syncs definitions must already exist in the sound engine by having
3111  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3112  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3113  /// dependencies needed to successfully set this game sync group to one of the
3114  /// game sync values specified, and load the required banks, if applicable.
3115  /// The function returns when the request has been completely processed.
3116  /// \return
3117  /// - \c AK_Success: Prepare/un-prepare successful.
3118  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3119  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3120  /// - \c AK_BankReadError: I/O error.
3121  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3122  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3123  /// - \c AK_InvalidFile: File specified could not be opened.
3124  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3125  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3126  /// \remarks
3127  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3128  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3129  /// so you never need to call this function.
3130  /// \sa
3131  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3132  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3133  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3134  /// - AkInitSettings
3135  /// - \ref soundengine_banks
3136  /// - \ref sdk_bank_training
3138  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3139  AkGroupType in_eGameSyncType, ///< The type of game sync.
3140  const char* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3141  const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3142  AkUInt32 in_uNumGameSyncs ///< The number of game sync in the string array.
3143  );
3144 
3145  /// Prepares or unprepares game syncs synchronously (by ID).\n
3146  /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3147  /// The game syncs definitions must already exist in the sound engine by having
3148  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3149  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3150  /// dependencies needed to successfully set this game sync group to one of the
3151  /// game sync values specified, and load the required banks, if applicable.
3152  /// The function returns when the request has been completely processed.
3153  /// \return
3154  /// - \c AK_Success: Prepare/un-prepare successful.
3155  /// - \c AK_IDNotFound: At least one of the event/game sync identifiers passed to PrepareGameSyncs() does not exist.
3156  /// - \c AK_InsufficientMemory: Insufficient memory to store bank data.
3157  /// - \c AK_BankReadError: I/O error.
3158  /// - \c AK_WrongBankVersion: Invalid bank version: make sure the version of Wwise that
3159  /// you used to generate the SoundBanks matches that of the SDK you are currently using.
3160  /// - \c AK_InvalidFile: File specified could not be opened.
3161  /// - \c AK_InvalidParameter: Invalid parameter, invalid memory alignment.
3162  /// - \c AK_Fail: Load or unload failed for any other reason. (Most likely small allocation failure)
3163  /// \remarks
3164  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3165  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3166  /// so you never need to call this function.
3167  /// \sa
3168  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3169  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3170  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3171  /// - AkInitSettings
3172  /// - \ref soundengine_banks
3173  /// - \ref sdk_bank_training
3175  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3176  AkGroupType in_eGameSyncType, ///< The type of game sync.
3177  AkUInt32 in_GroupID, ///< The State Group ID or the Switch Group ID.
3178  AkUInt32* in_paGameSyncID, ///< Array of ID of the game syncs to either support or not support.
3179  AkUInt32 in_uNumGameSyncs ///< The number of game sync ID in the array.
3180  );
3181 
3182 #ifdef AK_SUPPORT_WCHAR
3183  /// Prepares or unprepares game syncs asynchronously (by Unicode string).\n
3184  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3185  /// The game syncs definitions must already exist in the sound engine by having
3186  /// explicitly loaded the bank(s) that contain them (with <tt>LoadBank()</tt>).
3187  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3188  /// dependencies needed to successfully set this game sync group to one of the
3189  /// game sync values specified, and load the required banks, if applicable.
3190  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3191  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3192  /// \remarks
3193  /// You need to call \c PrepareGameSyncs() if the sound engine was initialized with \c AkInitSettings::bEnableGameSyncPreparation
3194  /// set to \c true. When set to \c false, the sound engine automatically prepares all game syncs when preparing Events,
3195  /// so you never need to call this function.
3196  /// \sa
3197  /// - \c <tt>AK::SoundEngine::GetIDFromString()</tt>
3198  /// - \c <tt>AK::SoundEngine::PrepareEvent()</tt>
3199  /// - \c <tt>AK::SoundEngine::LoadBank()</tt>
3200  /// - \c AkInitSettings
3201  /// - \c AkBankCallbackFunc
3202  /// - \ref soundengine_banks
3203  /// - \ref sdk_bank_training
3205  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3206  AkGroupType in_eGameSyncType, ///< The type of game sync.
3207  const wchar_t* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3208  const wchar_t** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3209  AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array.
3210  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3211  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3212  );
3213 #endif //AK_SUPPORT_WCHAR
3214 
3215  /// Prepares or unprepares game syncs asynchronously.\n
3216  /// The group and game syncs are specified by string (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3217  /// The game syncs definitions must already exist in the sound engine by having
3218  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3219  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3220  /// dependencies needed to successfully set this game sync group to one of the
3221  /// game sync values specified, and load the required banks, if applicable.
3222  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3223  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3224  /// \remarks
3225  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3226  /// set to true. When set to false, the sound engine automatically prepares all game syncs when preparing events,
3227  /// so you never need to call this function.
3228  /// \sa
3229  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3230  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3231  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3232  /// - AkInitSettings
3233  /// - AkBankCallbackFunc
3234  /// - \ref soundengine_banks
3235  /// - \ref sdk_bank_training
3237  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3238  AkGroupType in_eGameSyncType, ///< The type of game sync.
3239  const char* in_pszGroupName, ///< The State Group Name or the Switch Group Name.
3240  const char** in_ppszGameSyncName, ///< The specific ID of the state to either support or not support.
3241  AkUInt32 in_uNumGameSyncs, ///< The number of game sync in the string array.
3242  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3243  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3244  );
3245 
3246  /// Prepares or un-prepare game syncs asynchronously (by ID).\n
3247  /// The group and game syncs are specified by ID (refer to \ref soundengine_banks_general for a discussion on using strings and IDs).
3248  /// The game syncs definitions must already exist in the sound engine by having
3249  /// explicitly loaded the bank(s) that contain them (with LoadBank()).
3250  /// A request is posted to the Bank Manager consumer thread. It will resolve all
3251  /// dependencies needed to successfully set this game sync group to one of the
3252  /// game sync values specified, and load the required banks, if applicable.
3253  /// The function returns immediately. Use a callback to be notified when the request has finished being processed.
3254  /// \return AK_Success if scheduling is was successful, AK_Fail otherwise.
3255  /// \remarks
3256  /// You need to call PrepareGameSyncs() if the sound engine was initialized with AkInitSettings::bEnableGameSyncPreparation
3257  /// set to true. When set to false, the sound engine automatically prepares all Game Syncs when preparing Events,
3258  /// so you never need to call this function.
3259  /// \sa
3260  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3261  /// - <tt>AK::SoundEngine::PrepareEvent()</tt>
3262  /// - <tt>AK::SoundEngine::LoadBank()</tt>
3263  /// - AkInitSettings
3264  /// - AkBankCallbackFunc
3265  /// - \ref soundengine_banks
3266  /// - \ref sdk_bank_training
3268  PreparationType in_PreparationType, ///< Preparation type ( Preparation_Load or Preparation_Unload )
3269  AkGroupType in_eGameSyncType, ///< The type of game sync.
3270  AkUInt32 in_GroupID, ///< The State Group ID or the Switch Group ID.
3271  AkUInt32* in_paGameSyncID, ///< Array of ID of the Game Syncs to either support or not support.
3272  AkUInt32 in_uNumGameSyncs, ///< The number of game sync ID in the array.
3273  AkBankCallbackFunc in_pfnBankCallback, ///< Callback function
3274  void * in_pCookie ///< Callback cookie (reserved to user, passed to the callback function)
3275  );
3276 
3277  //@}
3278 
3279 
3280  ////////////////////////////////////////////////////////////////////////
3281  /// @name Listeners
3282  //@{
3283 
3284  /// Sets a game object's associated listeners.
3285  /// 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.
3286  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3287  /// \return
3288  /// - \c AK_Success if successful
3289  /// - \c AK_CommandTooLarge if the number of positions is too large for the command queue. Reduce the number of positions.
3290  /// \sa
3291  /// - <tt>AK::SoundEngine::AddListener</tt>
3292  /// - <tt>AK::SoundEngine::RemoveListener</tt>
3293  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3294  /// - \ref soundengine_listeners
3296  AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3297  const AkGameObjectID* in_pListenerGameObjs, ///< Array of listener game object IDs that will be activated for in_emitterGameObj.
3298  AkUInt32 in_uNumListeners ///< Length of array
3299  );
3300 
3301  /// Add a single listener to a game object's set of associated listeners.
3302  /// 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.
3303  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3304  /// \sa
3305  /// - <tt>AK::SoundEngine::SetListeners</tt>
3306  /// - <tt>AK::SoundEngine::RemoveListener</tt>
3307  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3308  /// - \ref soundengine_listeners
3310  AkGameObjectID in_emitterGameObj, ///< Emitter game object. Must have been previously registered via RegisterGameObj.
3311  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be activated for in_emitterGameObj.
3312  );
3313 
3314  /// Remove a single listener from a game object's set of active listeners.
3315  /// Calling this function will override the default set of listeners and in_emitterGameObj will now reference its own, unique set of listeners.
3316  /// \sa
3317  /// - <tt>AK::SoundEngine::SetListeners</tt>
3318  /// - <tt>AK::SoundEngine::AddListener</tt>
3319  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3320  /// - \ref soundengine_listeners
3322  AkGameObjectID in_emitterGameObj, ///< Emitter game object.
3323  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be deactivated for in_emitterGameObj. Game objects must have been previously registered.
3324  );
3325 
3326  /// 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
3327  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3328  /// 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.
3329  /// \return Always returns AK_Success
3330  /// \sa
3331  /// - \ref soundengine_listeners
3333  const AkGameObjectID* in_pListenerObjs, ///< Array of listener game object IDs that will be activated for subsequent registrations. Game objects must have been previously registered.
3334  AkUInt32 in_uNumListeners ///< Length of array
3335  );
3336 
3337  /// Add a single listener to the default set of listeners. Upon registration, all game objects reference the default listener set, until
3338  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3339  /// \sa
3340  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3341  /// - <tt>AK::SoundEngine::RemoveDefaultListener</tt>
3342  /// - \ref soundengine_listeners
3344  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be added to the default set of listeners.
3345  );
3346 
3347  /// Remove a single listener from the default set of listeners. Upon registration, all game objects reference the default listener set, until
3348  /// a call to AddListener, RemoveListener, SetListeners or SetGameObjectOutputBusVolume is made on that game object.
3349  /// \sa
3350  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3351  /// - <tt>AK::SoundEngine::AddDefaultListener</tt>
3352  /// - \ref soundengine_listeners
3354  AkGameObjectID in_listenerGameObj ///< Listener game object IDs that will be removed from the default set of listeners.
3355  );
3356 
3357  /// 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>.
3358  /// \return Always returns AK_Success
3359  /// \sa
3360  /// - <tt>AK::SoundEngine::SetListeners</tt>
3361  /// - <tt>AK::SoundEngine::SetDefaultListeners</tt>
3362  /// - <tt>AK::SoundEngine::SetGameObjectOutputBusVolume</tt>
3363  /// - \ref soundengine_listeners
3365  AkGameObjectID in_emitterGameObj ///< Emitter game object.
3366  );
3367 
3368  /// Sets a listener's spatialization parameters. This lets you define listener-specific
3369  /// volume offsets for each audio channel.
3370  /// If \c in_bSpatialized is false, only \c in_pVolumeOffsets is used for this listener (3D positions
3371  /// have no effect on the speaker distribution). Otherwise, \c in_pVolumeOffsets is added to the speaker
3372  /// distribution computed for this listener.
3373  /// Use helper functions of \c AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets.
3374  ///
3375  /// \remarks
3376  /// - If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig,
3377  /// standard up/downmix rules apply.
3378  /// - Sounds with 3D Spatialization set to None will not be affected by these parameters.
3379  /// \return
3380  /// - \c AK_Success if message was successfully posted to sound engine queue
3381  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3382  /// - \c AK_InsufficientMemory if there wasn't enough memory in the message queue
3383  /// \sa
3384  /// - \ref soundengine_listeners_spatial
3386  AkGameObjectID in_uListenerID, ///< Listener game object ID
3387  bool in_bSpatialized, ///< Spatialization toggle (True : enable spatialization, False : disable spatialization)
3388  AkChannelConfig in_channelConfig, ///< Channel configuration associated with volumes in_pVolumeOffsets. Ignored if in_pVolumeOffsets is NULL.
3389  AK::SpeakerVolumes::VectorPtr in_pVolumeOffsets = NULL ///< Per-speaker volume offset, in dB. See AkSpeakerVolumes.h for how to manipulate this vector.
3390  );
3391 
3392  //@}
3393 
3394 
3395  ////////////////////////////////////////////////////////////////////////
3396  /// @name Game Syncs
3397  //@{
3398 
3399  /// Sets the value of a real-time parameter control (by ID).
3400  /// With this function, you may set a game parameter value with global scope or with game object scope.
3401  /// 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
3402  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3403  /// To set a game parameter value with global scope, pass \c AK_INVALID_GAME_OBJECT as the game object.
3404  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3405  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3406  /// according to the interpolation curve. If you call \c <tt><tt>SetRTPCValue()</tt></tt> with <tt>in_uValueChangeDuration = 0</tt> in the
3407  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3408  /// function at every game frame, you should not use \c in_uValueChangeDuration, as it would have no effect and it is less efficient.
3409  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3410  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3411  /// \return
3412  /// - \c AK_Success if the value was successfully set
3413  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3414  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3415  /// \sa
3416  /// - \ref soundengine_rtpc
3417  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3419  AkRtpcID in_rtpcID, ///< ID of the game parameter
3420  AkRtpcValue in_value, ///< Value to set
3421  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3422  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3423  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3424  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.
3425  );
3426 
3427 #ifdef AK_SUPPORT_WCHAR
3428  /// Sets the value of a real-time parameter control (by Unicode string name).
3429  /// With this function, you may set a game parameter value to global scope or to game object scope.
3430  /// 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
3431  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3432  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3433  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3434  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3435  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3436  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3437  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3438  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3439  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3440  /// \return
3441  /// - \c AK_Success if the value was successfully set
3442  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3443  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3444  /// \aknote Strings are case-insensitive. \endaknote
3445  /// \sa
3446  /// - \ref soundengine_rtpc
3448  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3449  AkRtpcValue in_value, ///< Value to set
3450  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3451  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3452  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3453  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.
3454  );
3455 #endif //AK_SUPPORT_WCHAR
3456 
3457  /// Sets the value of a real-time parameter control.
3458  /// With this function, you may set a game parameter value with global scope or with game object scope.
3459  /// 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
3460  /// game objects that not yet registered, or already registered but not overridden with a value with game object scope.
3461  /// To set a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3462  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3463  /// value for \c in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3464  /// according to the interpolation curve. If you call SetRTPCValue() with in_uValueChangeDuration = 0 in the
3465  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3466  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3467  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3468  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3469  /// \return
3470  /// - \c AK_Success if the value was successfully set
3471  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3472  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3473  /// \aknote Strings are case-insensitive. \endaknote
3474  /// \sa
3475  /// - \ref soundengine_rtpc
3477  const char* in_pszRtpcName, ///< Name of the game parameter
3478  AkRtpcValue in_value, ///< Value to set
3479  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3480  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3481  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3482  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.
3483  );
3484 
3485  /// Sets the value of a real-time parameter control (by ID).
3486  /// With this function, you may set a game parameter value on playing id scope.
3487  /// Playing id scope supersedes both game object scope and global scope.
3488  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3489  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3490  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3491  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3492  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3493  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3494  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3495  /// - \c AK_Success if successful
3496  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3497  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3498  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3499  /// \sa
3500  /// - \ref soundengine_rtpc
3501  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3503  AkRtpcID in_rtpcID, ///< ID of the game parameter
3504  AkRtpcValue in_value, ///< Value to set
3505  AkPlayingID in_playingID, ///< Associated playing ID
3506  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3507  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3508  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.
3509  );
3510 
3511 #ifdef AK_SUPPORT_WCHAR
3512  /// Sets the value of a real-time parameter control (by Unicode string name).
3513  /// With this function, you may set a game parameter value on playing ID scope.
3514  /// Playing id scope supersedes both game object scope and global scope.
3515  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3516  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3517  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3518  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3519  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3520  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3521  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3522  /// - \c AK_Success if successful
3523  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3524  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3525  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3526  /// \sa
3527  /// - \ref soundengine_rtpc
3528  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3530  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3531  AkRtpcValue in_value, ///< Value to set
3532  AkPlayingID in_playingID, ///< Associated playing ID
3533  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3534  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3535  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.
3536  );
3537 #endif //AK_SUPPORT_WCHAR
3538 
3539  /// Sets the value of a real-time parameter control (by string name).
3540  /// With this function, you may set a game parameter value on playing id scope.
3541  /// Playing id scope supersedes both game object scope and global scope.
3542  /// With this function, you may also change the value of a game parameter over time. To do so, specify a non-zero
3543  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3544  /// according to the interpolation curve. If you call SetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3545  /// middle of an interpolation, the interpolation stops and the new value is set directly. Thus, if you call this
3546  /// function at every game frame, you should not use in_uValueChangeDuration, as it would have no effect and it is less efficient.
3547  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3548  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3549  /// - \c AK_Success if successful
3550  /// - \c AK_PlayingIDNotFound if in_playingID is not found.
3551  /// - \c AK_InvalidID if in_pszRtpcName is NULL.
3552  /// - \c AK_InvalidFloatValue if the value specified was NaN, Inf or FLT_MAX (3.402823e+38)
3553  /// \sa
3554  /// - \ref soundengine_rtpc
3555  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3557  const char* in_pszRtpcName, ///< Name of the game parameter
3558  AkRtpcValue in_value, ///< Value to set
3559  AkPlayingID in_playingID, ///< Associated playing ID
3560  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3561  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3562  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.
3563  );
3564 
3565  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3566  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3567  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3568  /// game objects that were not overridden with a value with game object scope.
3569  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3570  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3571  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3572  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3573  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3574  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3575  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3576  /// \return
3577  /// - \c AK_Success when successful
3578  /// - \c AK_InvalidID if in_rtpcID is AK_INVALID_UNIQUE_ID (0)
3579  /// \sa
3580  /// - \ref soundengine_rtpc
3581  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3582  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3584  AkRtpcID in_rtpcID, ///< ID of the game parameter
3585  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3586  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3587  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3588  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.
3589  );
3590 
3591 #ifdef AK_SUPPORT_WCHAR
3592  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3593  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3594  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3595  /// game objects that were not overridden with a value with game object scope.
3596  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3597  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3598  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3599  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3600  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3601  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3602  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3603  /// \return
3604  /// - \c AK_Success if successful
3605  /// - \c AK_InvalidID if in_pszParamName is NULL.
3606  /// \aknote Strings are case-insensitive. \endaknote
3607  /// \sa
3608  /// - \ref soundengine_rtpc
3609  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3611  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3612  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3613  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3614  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3615  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.
3616  );
3617 #endif //AK_SUPPORT_WCHAR
3618 
3619  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3620  /// With this function, you may reset a game parameter to its default value with global scope or with game object scope.
3621  /// Game object scope supersedes global scope. Game parameter values reset with global scope are applied to all
3622  /// game objects that were not overridden with a value with game object scope.
3623  /// To reset a game parameter value with global scope, pass AK_INVALID_GAME_OBJECT as the game object.
3624  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3625  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3626  /// according to the interpolation curve. If you call SetRTPCValue() or ResetRTPCValue() with in_uValueChangeDuration = 0 in the
3627  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3628  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3629  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3630  /// \return
3631  /// - \c AK_Success if successful
3632  /// - \c AK_InvalidID if in_pszParamName is NULL.
3633  /// \aknote Strings are case-insensitive. \endaknote
3634  /// \sa
3635  /// - \ref soundengine_rtpc
3636  /// - <tt>AK::SoundEngine::SetRTPCValue()</tt>
3638  const char* in_pszRtpcName, ///< Name of the game parameter
3639  AkGameObjectID in_gameObjectID = AK_INVALID_GAME_OBJECT,///< Associated game object ID
3640  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3641  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3642  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.
3643  );
3644 
3645  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3646  /// With this function, you may reset a game parameter to its default value on playing id scope.
3647  /// Playing id scope supersedes both game object scope and global scope.
3648  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3649  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3650  /// according to the interpolation curve.
3651  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3652  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3653  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3654  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3655  /// \return
3656  /// - \c AK_Success when successful
3657  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0)
3658  /// \sa
3659  /// - \ref soundengine_rtpc
3660  /// - <tt>AK::SoundEngine::SetRTPCValueByPlayingID()</tt>
3662  AkRtpcID in_rtpcID, ///< ID of the game parameter
3663  AkPlayingID in_playingID, ///< Associated playing ID
3664  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3665  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3666  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.
3667  );
3668 
3669 #ifdef AK_SUPPORT_WCHAR
3670  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3671  /// With this function, you may reset a game parameter to its default value on playing id scope.
3672  /// Playing id scope supersedes both game object scope and global scope.
3673  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3674  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3675  /// according to the interpolation curve.
3676  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3677  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3678  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3679  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3680  /// \return
3681  /// - \c AK_Success when successful
3682  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
3683  /// \aknote Strings are case-insensitive. \endaknote
3684  /// \sa
3685  /// - \ref soundengine_rtpc
3686  /// - <tt>AK::SoundEngine::SetRTPCValueByPlayingID()</tt>
3687  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3689  const wchar_t* in_pszRtpcName, ///< Name of the game parameter
3690  AkPlayingID in_playingID, ///< Associated playing ID
3691  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards in_value
3692  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3693  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.
3694  );
3695 #endif //AK_SUPPORT_WCHAR
3696 
3697  /// Resets the value of the game parameter to its default value, as specified in the Wwise project.
3698  /// With this function, you may reset a game parameter to its default value on playing id scope.
3699  /// Playing id scope supersedes both game object scope and global scope.
3700  /// With this function, you may also reset the value of a game parameter over time. To do so, specify a non-zero
3701  /// value for in_uValueChangeDuration. At each audio frame, the game parameter value will be updated internally
3702  /// according to the interpolation curve.
3703  /// If you call SetRTPCValueByPlayingID() or ReetRTPCValueByPlayingID() with in_uValueChangeDuration = 0 in the
3704  /// middle of an interpolation, the interpolation stops and the new value is set directly.
3705  /// Refer to \ref soundengine_rtpc_pergameobject, \ref soundengine_rtpc_buses and
3706  /// \ref soundengine_rtpc_effects for more details on RTPC scope.
3707  /// \return
3708  /// - \c AK_Success when successful
3709  /// - \c AK_InvalidID if in_playingID is AK_INVALID_PLAYING_ID (0) or if if in_pszParamName is NULL.
3710  /// \aknote Strings are case-insensitive. \endaknote
3711  /// \sa
3712  /// - \ref soundengine_rtpc
3713  /// - <tt>AK::SoundEngine::SetRTPCValueByPlayingID()</tt>
3714  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3716  const char* in_pszRtpcName, ///< Name of the game parameter
3717  AkPlayingID in_playingID, ///< Associated playing ID
3718  AkTimeMs in_uValueChangeDuration = 0, ///< Duration during which the game parameter is interpolated towards its default value
3719  AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear, ///< Curve type to be used for the game parameter interpolation
3720  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.
3721  );
3722 
3723  /// Sets the State of a Switch Group (by IDs).
3724  /// \return Always returns AK_Success
3725  /// \sa
3726  /// - \ref soundengine_switch
3727  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3729  AkSwitchGroupID in_switchGroup, ///< ID of the Switch Group
3730  AkSwitchStateID in_switchState, ///< ID of the Switch
3731  AkGameObjectID in_gameObjectID ///< Associated game object ID
3732  );
3733 
3734 #ifdef AK_SUPPORT_WCHAR
3735  /// Sets the State of a Switch Group (by Unicode string names).
3736  /// \return
3737  /// - \c AK_Success if successful
3738  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3739  /// Make sure that the banks were generated with the "include string" option.
3740  /// \aknote Strings are case-insensitive. \endaknote
3741  /// \sa
3742  /// - \ref soundengine_switch
3744  const wchar_t* in_pszSwitchGroup, ///< Name of the Switch Group
3745  const wchar_t* in_pszSwitchState, ///< Name of the Switch
3746  AkGameObjectID in_gameObjectID ///< Associated game object ID
3747  );
3748 #endif //AK_SUPPORT_WCHAR
3749 
3750  /// Sets the state of a Switch Group.
3751  /// \return
3752  /// - \c AK_Success if successful
3753  /// - \c AK_InvalidID if the switch or Switch Group name was not resolved to an existing ID\n
3754  /// Make sure that the banks were generated with the "include string" option.
3755  /// \aknote Strings are case-insensitive. \endaknote
3756  /// \sa
3757  /// - \ref soundengine_switch
3759  const char* in_pszSwitchGroup, ///< Name of the Switch Group
3760  const char* in_pszSwitchState, ///< Name of the Switch
3761  AkGameObjectID in_gameObjectID ///< Associated game object ID
3762  );
3763 
3764  /// Post the specified trigger (by IDs).
3765  /// \return Always returns AK_Success
3766  /// \sa
3767  /// - \ref soundengine_triggers
3768  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3770  AkTriggerID in_triggerID, ///< ID of the trigger
3771  AkGameObjectID in_gameObjectID ///< Associated game object ID
3772  );
3773 
3774 #ifdef AK_SUPPORT_WCHAR
3775  /// Posts the specified trigger (by Unicode string name).
3776  /// \return
3777  /// - \c AK_Success if successful
3778  /// - \c AK_InvalidID if the trigger name was null
3779  /// Make sure that the banks were generated with the "include string" option.
3780  /// \aknote Strings are case-insensitive. \endaknote
3781  /// \sa
3782  /// - \ref soundengine_triggers
3784  const wchar_t* in_pszTrigger, ///< Name of the trigger
3785  AkGameObjectID in_gameObjectID ///< Associated game object ID
3786  );
3787 #endif //AK_SUPPORT_WCHAR
3788 
3789  /// Posts the specified trigger.
3790  /// \return
3791  /// - \c AK_Success if successful
3792  /// - \c AK_InvalidID if the trigger name was null
3793  /// Make sure that the banks were generated with the "include string" option.
3794  /// \aknote Strings are case-insensitive. \endaknote
3795  /// \sa
3796  /// - \ref soundengine_triggers
3798  const char* in_pszTrigger, ///< Name of the trigger
3799  AkGameObjectID in_gameObjectID ///< Associated game object ID
3800  );
3801 
3802  /// Sets the state of a State Group (by IDs).
3803  /// \return Always returns AK_Success
3804  /// \sa
3805  /// - \ref soundengine_states
3806  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3808  AkStateGroupID in_stateGroup, ///< ID of the State Group
3809  AkStateID in_state ///< ID of the state
3810  );
3811 
3812 #ifdef AK_SUPPORT_WCHAR
3813  /// Sets the state of a State Group (by Unicode string names).
3814  /// \return
3815  /// - \c AK_Success if successful
3816  /// - \c AK_InvalidID if the state or State Group name was null
3817  /// Make sure that the banks were generated with the "include string" option.
3818  /// \aknote Strings are case-insensitive. \endaknote
3819  /// \sa
3820  /// - \ref soundengine_states
3821  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3823  const wchar_t* in_pszStateGroup, ///< Name of the State Group
3824  const wchar_t* in_pszState ///< Name of the state
3825  );
3826 #endif //AK_SUPPORT_WCHAR
3827 
3828  /// Sets the state of a State Group.
3829  /// \return
3830  /// - \c AK_Success if successful
3831  /// - \c AK_InvalidID if the state or State Group name was null
3832  /// Make sure that the banks were generated with the "include string" option.
3833  /// \aknote Strings are case-insensitive. \endaknote
3834  /// \sa
3835  /// - \ref soundengine_states
3836  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3838  const char* in_pszStateGroup, ///< Name of the State Group
3839  const char* in_pszState ///< Name of the state
3840  );
3841 
3842  //@}
3843 
3844  ////////////////////////////////////////////////////////////////////////
3845  /// @name Environments
3846  //@{
3847 
3848  /// Sets the Auxiliary Busses to route the specified game object
3849  /// To clear the game object's auxiliary sends, \c in_uNumSendValues must be 0.
3850  /// \sa
3851  /// - \ref soundengine_environments
3852  /// - \ref soundengine_environments_dynamic_aux_bus_routing
3853  /// - \ref soundengine_environments_id_vs_string
3854  /// - <tt>AK::SoundEngine::GetIDFromString()</tt>
3855  /// \return
3856  /// - \c AK_Success if successful
3857  /// - \c AK_InvalidParameter if a duplicated environment is found in the array
3858  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3860  AkGameObjectID in_gameObjectID, ///< Associated game object ID
3861  AkAuxSendValue* in_aAuxSendValues, ///< Variable-size array of AkAuxSendValue structures
3862  ///< (it may be NULL if no environment must be set)
3863  AkUInt32 in_uNumSendValues ///< The number of auxiliary busses at the pointer's address
3864  ///< (it must be 0 if no environment is set)
3865  );
3866 
3867  /// Registers a callback to allow the game to modify or override the volume to be applied at the output of an audio bus.
3868  /// The callback must be registered once per bus ID.
3869  /// Call with <tt>in_pfnCallback = NULL</tt> to unregister.
3870  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
3871  /// \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
3872  /// \sa
3873  /// - \ref goingfurther_speakermatrixcallback
3874  /// - \ref soundengine_environments
3875  /// - AkSpeakerVolumeMatrixCallbackInfo
3876  /// - <tt>AK::IAkMixerInputContext</tt>
3877  /// - <tt>AK::IAkMixerPluginContext</tt>
3878  /// \return
3879  /// - \c AK_Success if successful
3880  /// - \c AK_IDNotFound if the bus is not found
3881  /// - \c AK_NotInitialized if the sound engine is not initialized
3882  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
3884  AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ).
3885  AkBusCallbackFunc in_pfnCallback, ///< Callback function.
3886  void* in_pCookie = NULL ///< User cookie.
3887  );
3888 
3889  /// 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
3890  /// 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.
3891  /// The callback must be registered once per bus ID.
3892  /// Call with in_pfnCallback = NULL to unregister.
3893  /// \aknote The bus in_busID needs to be a mixing bus.\endaknote
3894  /// \sa
3895  /// - \ref goingfurther_speakermatrixcallback
3896  /// - AkBusMeteringCallbackFunc
3897  /// - <tt>AK::AkMetering</tt>
3898  /// \return
3899  /// - \c AK_Success if successful
3900  /// - \c AK_IDNotFound if the bus is not found
3901  /// - \c AK_NotInitialized if the sound engine is not initialized
3902  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
3904  AkUniqueID in_busID, ///< Bus ID, as obtained by GetIDFromString( bus_name ).
3905  AkBusMeteringCallbackFunc in_pfnCallback, ///< Callback function.
3906  AkMeteringFlags in_eMeteringFlags, ///< Metering flags.
3907  void* in_pCookie = NULL ///< User cookie.
3908  );
3909 
3910  /// 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
3911  /// 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.
3912  /// The callback must be registered once per device shareset ID.
3913  /// Call with in_pfnCallback = NULL to unregister.
3914  /// \sa
3915  /// - \ref goingfurther_speakermatrixcallback
3916  /// - AkOutputDeviceMeteringCallbackFunc
3917  /// - <tt>AK::AkMetering</tt>
3918  /// \return
3919  /// - \c AK_Success if successful
3920  /// - \c AK_DeviceNotFound if the device is not found
3921  /// - \c AK_NotInitialized if the sound engine is not initialized
3922  /// - \c AK_InsufficientMemory if there is not enough memory to complete the operation
3924  AkOutputDeviceID in_idOutput, ///< Output ID, as returned from AddOutput or GetOutputID. You can pass 0 for the main (default) output
3925  AkOutputDeviceMeteringCallbackFunc in_pfnCallback, ///< Callback function.
3926  AkMeteringFlags in_eMeteringFlags, ///< Metering flags.
3927  void* in_pCookie = NULL ///< User cookie.
3928  );
3929 
3930  /// Sets the Output Bus Volume (direct) to be used for the specified game object.
3931  /// The control value is a number ranging from 0.0f to 1.0f.
3932  /// 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
3933  /// 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.
3934  /// \sa
3935  /// - \ref AK::SoundEngine::ResetListenersToDefault
3936  /// - \ref soundengine_environments
3937  /// - \ref soundengine_environments_setting_dry_environment
3938  /// - \ref soundengine_environments_id_vs_string
3939  /// \return
3940  /// - \c AK_Success when successful
3941  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
3943  AkGameObjectID in_emitterObjID, ///< Associated emitter game object ID
3944  AkGameObjectID in_listenerObjID, ///< Associated listener game object ID. Pass AK_INVALID_GAME_OBJECT to set the Output Bus Volume for all connected listeners.
3945  AkReal32 in_fControlValue ///< A multiplier in the range [0.0f:16.0f] ( -∞ dB to +24 dB).
3946  ///< A value greater than 1.0f will amplify the sound.
3947  );
3948 
3949  /// Sets an Effect ShareSet at the specified audio node and Effect slot index.
3950  /// \aknote
3951  /// Replacing effects is preferably done through a Set Effect Event Action.
3952  /// \endaknote
3953  /// The target node cannot be a Bus, to set effects on a bus, use SetBusEffect() instead.
3954  /// \aknote The option "Override Parent" in
3955  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's effect will
3956  /// still be the one in use and the call to SetActorMixerEffect will have no impact.
3957  /// \endaknote
3958  /// \return Always returns AK_Success
3960  AkUniqueID in_audioNodeID, ///< Can be a member of the Actor-Mixer or Interactive Music Hierarchy (not a bus).
3961  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3962  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
3963  );
3964 
3965  /// Sets an Effect ShareSet at the specified bus and Effect slot index.
3966  /// \aknote
3967  /// Replacing effects is preferably done through a Set Effect Event Action.
3968  /// \endaknote
3969  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
3970  /// This adds a reference on the audio node to an existing ShareSet.
3971  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3972  /// Bus which does not have any Effects, or removing the last Effect on a currently playing bus.
3973  /// \endaknote
3974  /// \aknote This function will replace existing Effects on the node. If the target node is not at
3975  /// the top of the hierarchy and is in the actor-mixer hierarchy, the option "Override Parent" in
3976  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
3977  /// still be the one in use and the call to SetBusEffect will have no impact.
3978  /// \endaknote
3979  /// \return
3980  /// - \c AK_Success when successfully posted.
3981  /// - \c AK_IDNotFound if the Bus isn't found by in_audioNodeID
3982  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
3984  AkUniqueID in_audioNodeID, ///< Bus Short ID.
3985  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
3986  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the Effect slot
3987  );
3988 
3989 #ifdef AK_SUPPORT_WCHAR
3990  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
3991  /// \aknote
3992  /// Replacing effects is preferably done through a Set Effect Event Action.
3993  /// \endaknote
3994  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
3995  /// This adds a reference on the audio node to an existing ShareSet.
3996  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
3997  /// bus which does not have any Effects, or removing the last Effect on a currently playing Bus.
3998  /// \endaknote
3999  /// \aknote This function will replace existing Effects on the node. If the target node is not at
4000  /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
4001  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4002  /// still be the one in use and the call to \c SetBusEffect will have no impact.
4003  /// \endaknote
4004  /// \returns
4005  /// - \c AK_Success when successfully posted.
4006  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
4007  /// - \c AK_InvalidID if in_pszBusName is null
4008  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range or in_pszBusName is null
4010  const wchar_t* in_pszBusName, ///< Bus name
4011  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
4012  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
4013  );
4014 #endif //AK_SUPPORT_WCHAR
4015 
4016  /// Sets an Effect ShareSet at the specified Bus and Effect slot index.
4017  /// \aknote
4018  /// Replacing effects is preferably done through a Set Effect Event Action.
4019  /// \endaknote
4020  /// The Bus can either be an Audio Bus or an Auxiliary Bus.
4021  /// This adds a reference on the audio node to an existing ShareSet.
4022  /// \aknote This function has unspecified behavior when adding an Effect to a currently playing
4023  /// Bus which does not have any effects, or removing the last Effect on a currently playing bus.
4024  /// \endaknote
4025  /// \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
4026  /// \aknote This function will replace existing Effects on the node. If the target node is not at
4027  /// the top of the hierarchy and is in the Actor-Mixer Hierarchy, the option "Override Parent" in
4028  /// the Effect section in Wwise must be enabled for this node, otherwise the parent's Effect will
4029  /// still be the one in use and the call to SetBusEffect will have no impact.
4030  /// \endaknote
4031  /// \returns
4032  /// - \c AK_Success when successfully posted.
4033  /// - \c AK_IDNotFound if the Bus name doesn't point to a valid bus.
4034  /// - \c AK_InvalidParameter if in_uFXIndex isn't in range
4035  /// - \c AK_InvalidID if in_pszBusName is null
4037  const char* in_pszBusName, ///< Bus name
4038  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
4039  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to clear the effect slot
4040  );
4041 
4042  /// Sets an audio device effect shareset on the specified output device and effect slot index.
4043  /// \aknote
4044  /// Replacing effects is preferably done through a Set Effect Event Action.
4045  /// \endaknote
4046  /// \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
4047  /// \aknote This function will replace existing effects of the audio device shareset. \endaknote
4048  /// \aknote Audio device effects support is limited to one shareset per plug-in type at any time. \endaknote
4049  /// \aknote Errors are reported in the Wwise Capture Log if the effect cannot be set on the output device. \endaknote
4050 
4051  /// \returns Always returns AK_Success
4053  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
4054  AkUInt32 in_uFXIndex, ///< Effect slot index (0-3)
4055  AkUniqueID in_FXShareSetID ///< Effect ShareSet ID
4056  );
4057 
4058  /// Sets a Mixer ShareSet at the specified bus.
4059  /// \aknote This function has unspecified behavior when adding a mixer to a currently playing
4060  /// Bus which does not have any Effects or mixer, or removing the last mixer on a currently playing Bus.
4061  /// \endaknote
4062  /// \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
4063  /// \aknote This function will replace existing mixers on the node.
4064  /// \endaknote
4065  /// \return Always returns AK_Success
4067  AkUniqueID in_audioNodeID, ///< Bus Short ID.
4068  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to remove.
4069  );
4070 
4071 #ifdef AK_SUPPORT_WCHAR
4072  /// Sets a Mixer ShareSet at the specified bus.
4073  /// \aknote This function has unspecified behavior when adding a mixer to a currently playing
4074  /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
4075  /// \endaknote
4076  /// \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
4077  /// \aknote This function will replace existing mixers on the node.
4078  /// \endaknote
4079  /// \returns
4080  /// - \c AK_Success when successful
4081  /// - \c AK_InvalidID if in_pszBusName is null
4083  const wchar_t* in_pszBusName, ///< Bus name
4084  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to remove.
4085  );
4086 #endif //AK_SUPPORT_WCHAR
4087 
4088  /// Sets a Mixer ShareSet at the specified bus.
4089  /// \aknote This function has unspecified behavior when adding a mixer to a currently playing
4090  /// bus which does not have any effects nor mixer, or removing the last mixer on a currently playing bus.
4091  /// \endaknote
4092  /// \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
4093  /// \aknote This function will replace existing mixers on the node.
4094  /// \endaknote
4095  /// \returns
4096  /// - \c AK_Success when successful
4097  /// - \c AK_InvalidID if in_pszBusName is null
4099  const char* in_pszBusName, ///< Bus name
4100  AkUniqueID in_shareSetID ///< ShareSets ID; pass AK_INVALID_UNIQUE_ID to remove.
4101  );
4102 
4103  /// Forces channel configuration for the specified bus.
4104  /// \aknote You cannot change the configuration of the master bus.\endaknote
4105  ///
4106  /// \return Always returns AK_Success
4108  AkUniqueID in_audioNodeID, ///< Bus Short ID.
4109  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4110  );
4111 
4112 #ifdef AK_SUPPORT_WCHAR
4113  /// Forces channel configuration for the specified bus.
4114  /// \aknote You cannot change the configuration of the master bus.\endaknote
4115  ///
4116  /// \returns
4117  /// - \c AK_Success when successful
4118  /// - \c AK_InvalidID if in_pszBusName is null
4120  const wchar_t* in_pszBusName, ///< Bus name
4121  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4122  );
4123 #endif //AK_SUPPORT_WCHAR
4124 
4125  /// Forces channel configuration for the specified bus.
4126  /// \aknote You cannot change the configuration of the master bus.\endaknote
4127  ///
4128  /// \returns
4129  /// - \c AK_Success when successful
4130  /// - \c AK_InvalidID if in_pszBusName is null
4132  const char* in_pszBusName, ///< Bus name
4133  AkChannelConfig in_channelConfig ///< Desired channel configuration. An invalid configuration (from default constructor) means "as parent".
4134  );
4135 
4136  /// Sets a game object's obstruction and occlusion levels. If SetMultiplePositions were used, values are set for all positions.
4137  /// To assign a unique obstruction and occlusion value to each sound position, instead use AK::SoundEngine::SetMultipleObstructionAndOcclusion.
4138  /// This function is used to affect how an object should be heard by a specific listener.
4139  /// \sa
4140  /// - \ref soundengine_obsocc
4141  /// - \ref soundengine_environments
4142  /// \return Always returns AK_Success
4144  AkGameObjectID in_EmitterID, ///< Emitter game object ID
4145  AkGameObjectID in_ListenerID, ///< Listener game object ID
4146  AkReal32 in_fObstructionLevel, ///< ObstructionLevel: [0.0f..1.0f]
4147  AkReal32 in_fOcclusionLevel ///< OcclusionLevel: [0.0f..1.0f]
4148  );
4149 
4150  /// Sets a game object's obstruction and occlusion value for each position defined by AK::SoundEngine::SetMultiplePositions.
4151  /// This function differs from AK::SoundEngine::SetObjectObstructionAndOcclusion as a list of obstruction/occlusion pair is provided
4152  /// and each obstruction/occlusion pair will affect the corresponding position defined at the same index.
4153  /// \aknote In the case the number of obstruction/occlusion pairs is smaller than the number of positions, remaining positions'
4154  /// obstrucion/occlusion values are set to 0.0. \endaknote
4155  /// \return
4156  /// - \c AK_Success if successful
4157  /// - \c AK_CommandTooLarge if the number of obstruction values is too large for the command queue.
4158  /// - \c AK_InvalidParameter if one of the parameter is out of range (check the debug console)
4159  /// - \c AK_InvalidFloatValue if one of the occlusion/obstruction values is NaN or Inf.
4160  /// \sa
4161  /// - \ref soundengine_obsocc
4162  /// - \ref soundengine_environments
4163  /// \return AK_Success if occlusion/obstruction values are successfully stored for this emitter
4165  AkGameObjectID in_EmitterID, ///< Emitter game object ID
4166  AkGameObjectID in_uListenerID, ///< Listener game object ID
4167  AkObstructionOcclusionValues* in_fObstructionOcclusionValues, ///< Array of obstruction/occlusion pairs to apply
4168  ///< ObstructionLevel: [0.0f..1.0f]
4169  ///< OcclusionLevel: [0.0f..1.0f]
4170  AkUInt32 in_uNumOcclusionObstruction ///< Number of obstruction/occlusion pairs specified in the provided array
4171  );
4172 
4173  /// Saves the playback history of container structures.
4174  /// This function will write history data for all currently loaded containers and instantiated game
4175  /// objects (for example, current position in Sequence Containers and previously played elements in
4176  /// Random Containers).
4177  /// \remarks
4178  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4179  /// \return
4180  /// - \c AK_Success when successful
4181  /// - \c AK_Fail is in_pBytes could not be parsed (corruption or data is truncated)
4182  /// \sa
4183  /// - <tt>AK::SoundEngine::SetContainerHistory()</tt>
4185  AK::IWriteBytes * in_pBytes ///< Pointer to IWriteBytes interface used to save the history.
4186  );
4187 
4188  /// Restores the playback history of container structures.
4189  /// This function will read history data from the passed-in stream reader interface, and apply it to all
4190  /// currently loaded containers and instantiated game objects. Game objects are matched by
4191  /// ID. History for unloaded structures and unknown game objects will be skipped.
4192  /// \remarks
4193  /// This function acquires the main audio lock, and may block the caller for several milliseconds.
4194  /// \return
4195  /// - \c AK_Success if successful
4196  /// - \c AK_InsufficientMemory if not enough memory is available for IReadBytes operation
4197  /// \sa
4198  /// - <tt>AK::SoundEngine::GetContainerHistory()</tt>
4200  AK::IReadBytes * in_pBytes ///< Pointer to IReadBytes interface used to load the history.
4201  );
4202 
4203  //@}
4204 
4205  ////////////////////////////////////////////////////////////////////////
4206  /// @name Capture
4207  //@{
4208 
4209  /// Starts recording the sound engine audio output.
4210  /// StartOutputCapture outputs a wav file per current output device of the sound engine.
4211  /// If more than one device is active, the system will create multiple files in the same output
4212  /// directory and will append numbers at the end of the provided filename.
4213  ///
4214  /// If no device is running yet, the system will return success AK_Success despite doing nothing.
4215  /// Use RegisterAudioDeviceStatusCallback to get notified when devices are created/destructed.
4216  ///
4217  /// \return AK_Success if successful, AK_Fail if there was a problem starting the output capture.
4218  /// \remark
4219  /// - The sound engine opens a stream for writing using <tt>AK::IAkStreamMgr::CreateStd()</tt>. If you are using the
4220  /// default implementation of the Stream Manager, file opening is executed in your implementation of
4221  /// the Low-Level IO interface <tt>AK::StreamMgr::IAkLowLevelIOHook::BatchOpen()</tt>. The following
4222  /// AkFileSystemFlags are passed: uCompanyID = AKCOMPANYID_AUDIOKINETIC and uCodecID = AKCODECID_PCM,
4223  /// and the AkOpenMode is AK_OpenModeWriteOvrwr. Refer to \ref streamingmanager_lowlevel_location for
4224  /// more details on managing the deployment of your Wwise generated data.
4225  /// \return
4226  /// - \c AK_Success when successful
4227  /// - \c AK_InvalidParameter if in_CaptureFileName is null.
4228  /// - \c AK_InsufficientMemory if not enough memory is available.
4229  /// \sa
4230  /// - <tt>AK::SoundEngine::StopOutputCapture()</tt>
4231  /// - <tt>AK::StreamMgr::SetFileLocationResolver()</tt>
4232  /// - \ref streamingdevicemanager
4233  /// - \ref streamingmanager_lowlevel_location
4234  /// - RegisterAudioDeviceStatusCallback
4236  const AkOSChar* in_CaptureFileName ///< Name of the output capture file
4237  );
4238 
4239  /// Stops recording the sound engine audio output.
4240  /// \return AK_Success if successful, AK_Fail if there was a problem stopping the output capture.
4241  /// \sa
4242  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4244 
4245  /// Adds text marker in audio output file.
4246  /// \return
4247  /// - \c AK_Success when successful
4248  /// - \c AK_InvalidParameter if in_MarkerText is null.
4249  /// - \c AK_InsufficientMemory if not enough memory is available.
4250  /// \sa
4251  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4253  const char* in_MarkerText ///< Text of the marker
4254  );
4255 
4256  /// Adds binary data to a marker in audio output file.
4257  /// \return
4258  /// - \c AK_Success when successful
4259  /// - \c AK_InvalidParameter if in_pMarkerData is null or in_uMarkerDataSize is zero.
4260  /// - \c AK_InsufficientMemory if not enough memory is available.
4261  /// \sa
4262  /// - <tt>AK::SoundEngine::StartOutputCapture()</tt>
4264  void* in_pMarkerData, ///< Marker data
4265  AkUInt32 in_uMarkerDataSize ///< Size of the marker data
4266  );
4267 
4268  /// Gets the system sample rate.
4269  /// \return The sample rate.
4271 
4272  /// Registers a callback used for retrieving audio samples.
4273  /// The callback will be called from the audio thread during real-time rendering and from the main thread during offline rendering.
4274  /// \return
4275  /// - \c AK_Success when successful
4276  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4277  /// - \c AK_InvalidParameter when in_pfnCallback is null
4278  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4279  /// \sa
4280  /// - <tt>AK::SoundEngine::AddOutput()</tt>
4281  /// - <tt>AK::SoundEngine::GetOutputID()</tt>
4282  /// - <tt>AK::SoundEngine::UnregisterCaptureCallback()</tt>
4284  AkCaptureCallbackFunc in_pfnCallback, ///< Capture callback function to register.
4285  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4286  void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4287  );
4288 
4289  /// Unregisters a callback used for retrieving audio samples.
4290  /// \return
4291  /// - \c AK_Success when successful
4292  /// - \c AK_DeviceNotFound if the audio device ID doesn't match to a device in use.
4293  /// - \c AK_InvalidParameter when in_pfnCallback is null
4294  /// - \c AK_NotInitialized if the sound engine is not initialized at this time
4295  /// \sa
4296  /// - <tt>AK::SoundEngine::AddOutput()</tt>
4297  /// - <tt>AK::SoundEngine::GetOutputID()</tt>
4298  /// - <tt>AK::SoundEngine::RegisterCaptureCallback()</tt>
4300  AkCaptureCallbackFunc in_pfnCallback, ///< Capture callback function to unregister.
4301  AkOutputDeviceID in_idOutput = AK_INVALID_OUTPUT_DEVICE_ID, ///< The audio device specific id, return by AK::SoundEngine::AddOutput or AK::SoundEngine::GetOutputID
4302  void* in_pCookie = NULL ///< Callback cookie that will be sent to the callback function along with additional information
4303  );
4304 
4305  /// Starts recording the sound engine profiling information into a file. This file can be read
4306  /// by Wwise Authoring. The file is created at the base path. If you have integrated Wwise I/O,
4307  /// you can use <tt>CAkDefaultIOHookDeferred::SetBasePath()</tt> (or <tt>CAkDefaultIOHookDeferred::AddBasePath()</tt>)
4308  /// to change the location where the file is saved. The profiling session records all data types possible.
4309  /// Note that this call captures peak metering for all the busses loaded and mixing
4310  /// while this call is invoked.
4311  /// \remark This function is provided as a utility tool only. It does nothing if it is
4312  /// called in the release configuration and returns AK_NotCompatible.
4314  const AkOSChar* in_CaptureFileName ///< Name of the output profiler file (.prof extension recommended)
4315  );
4316 
4317  /// Stops recording the sound engine profiling information.
4318  /// \remark This function is provided as a utility tool only. It does nothing if it is
4319  /// called in the release configuration and returns AK_NotCompatible.
4321 
4322  //@}
4323 
4324  ////////////////////////////////////////////////////////////////////////
4325  /// @name Offline Rendering
4326  //@{
4327 
4328  /// Sets the offline rendering frame time in seconds.
4329  /// 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.
4330  /// \return Always returns AK_Success
4332  AkReal32 in_fFrameTimeInSeconds ///< frame time in seconds used during offline rendering
4333  );
4334 
4335  /// Enables/disables offline rendering.
4336  /// \return Always returns AK_Success
4338  bool in_bEnableOfflineRendering ///< enables/disables offline rendering
4339  );
4340 
4341  //@}
4342 
4343  ////////////////////////////////////////////////////////////////////////
4344  /// @name Secondary Outputs
4345  //@{
4346 
4347  /// Adds an output to the sound engine. Use this to add controller-attached headphones, controller speakers, DVR output, etc.
4348  /// 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).
4349  ///
4350  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4351  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4352  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4353  ///
4354  /// \sa AkOutputSettings for more details.
4355  /// \sa \ref integrating_secondary_outputs
4356  /// \sa \ref default_audio_devices
4357  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4358  /// \sa AK::AkDeviceStatusCallbackFunc
4359  /// \return
4360  /// The following codes are returned directly from the function, as opposed to the AkDeviceStatusCallback
4361  /// - \c AK_NotImplemented: Feature not supported, some platforms don't have other outputs.
4362  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations (see parameter list below).
4363  /// - \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.
4364  /// - \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.
4365  /// - \c AK_NotInitialized: If AK::SoundEngine::Init was not called or if the Init.bnk was not loaded before the call.
4366  /// - \c AK_Success: Parameters are valid.
4367  ///
4368  /// The following codes are returned from the callback.
4369  /// - \c AK_InsufficientMemory : Not enough memory to complete the operation.
4370  /// - \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.
4371  /// - \c AK_PluginNotRegistered: The audioDeviceShareset exists but the plug-in it refers to is not installed or statically linked with the game.
4372  /// - \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.
4373  /// - \c AK_DeviceNotCompatible: The hardware does not support this type of output. Wwise will NOT fallback to any other type of output.
4374  /// - \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.
4375  /// - \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.
4377  const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4378  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
4379  const AkGameObjectID* in_pListenerIDs = NULL, ///< Specific listener(s) to attach to this device.
4380  ///< If specified, only the sounds routed to game objects linked to those listeners will play in this device.
4381  ///< It is necessary to have separate listeners if multiple devices of the same type can coexist (e.g. controller speakers)
4382  ///< If not specified, sound routing simply obey the associations between Master Busses and Audio Devices setup in the Wwise Project.
4383  AkUInt32 in_uNumListeners = 0 ///< The number of elements in the in_pListenerIDs array.
4384  );
4385 
4386  /// Removes one output added through AK::SoundEngine::AddOutput
4387  /// If a listener was associated with the device, you should consider unregistering the listener prior to call RemoveOutput
4388  /// so that Game Object/Listener routing is properly updated according to your game scenario.
4389  /// \sa \ref integrating_secondary_outputs
4390  /// \sa AK::SoundEngine::AddOutput
4391  /// \return AK_Success: Parameters are valid.
4393  AkOutputDeviceID in_idOutput ///< ID of the output to remove. Use the returned ID from AddOutput, GetOutputID, or ReplaceOutput
4394  );
4395 
4396  /// Replaces an output device previously created during engine initialization or from AddOutput, with a new output device.
4397  /// 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
4398  /// that the old output device was associated with, and preserve all listeners that were attached to the old output device.
4399  ///
4400  /// Like most functions of AK::SoundEngine, AddOutput is asynchronous. A successful return code merely indicates that the request is properly queued.
4401  /// Error codes returned by this function indicate various invalid parameters. To know if this function succeeds or not, and the failure code,
4402  /// register an AkDeviceStatusCallbackFunc callback with RegisterAudioDeviceStatusCallback.
4403  ///
4404  /// \sa AK::SoundEngine::AddOutput
4405  /// \sa AK::SoundEngine::RegisterAudioDeviceStatusCallback
4406  /// \sa AK::AkDeviceStatusCallbackFunc
4407  /// \return
4408  /// - \c AK_InvalidID: The audioDeviceShareset on in_settings was not valid.
4409  /// - \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.
4410  /// - \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.
4411  /// - \c AK_DeviceNotFound: The in_outputDeviceId provided does not match with any of the output devices that the sound engine is currently using.
4412  /// - \c AK_InvalidParameter: Out of range parameters or unsupported parameter combinations on in_settings
4413  /// - \c AK_Success: parameters were valid, and the remove and add will occur.
4415  const AkOutputSettings & in_Settings, ///< Creation parameters for this output. \ref AkOutputSettings
4416  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()
4417  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.
4418  );
4419 
4420  /// Gets the compounded output ID from shareset and device id.
4421  /// 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.
4422  /// Use 0 for in_idShareset & in_idDevice to get the Main Output ID (the one usually initialized during AK::SoundEngine::Init)
4423  /// \return The id of the output
4425  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.
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 
4431  const char* in_szShareSet, ///< Audio Device ShareSet Name, as defined in the Wwise Project. If Null, will select the Default Output shareset (always available)
4432  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4433  /// \sa \ref obtaining_device_id
4434  );
4435 
4436  #ifdef AK_SUPPORT_WCHAR
4438  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)
4439  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4440  /// \sa \ref obtaining_device_id
4441  );
4442  #endif
4443 
4444  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4445  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4446  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4447  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4448  /// \return
4449  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4450  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4452  AkUniqueID in_idBus, ///< Id of the master bus
4453  AkUniqueID in_idNewDevice ///< New device shareset to replace with.
4454  );
4455 
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  /// \aknote This function is useful only if used before the creation of an output, at the beginning of the sound engine setup.
4459  /// Once active outputs using this Bus have been created, it is imperative to use AK::SoundEngine:ReplaceOutput instead to change the type of output.
4460  /// \return
4461  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4462  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4464  const char* in_BusName, ///< Name of the master bus
4465  const char* in_DeviceName ///< New device shareset to replace with.
4466  );
4467 
4468  #ifdef AK_SUPPORT_WCHAR
4469  /// Sets the Audio Device to which a master bus outputs. This overrides the setting in the Wwise project.
4470  /// Can only be set on top-level busses. The Init bank should be successfully loaded prior to this call.
4471  /// SetBusDevice must be preceded by a call to AddOutput for the new device shareset to be registered as an output.
4472  /// \return
4473  /// AK_IDNotFound when either the Bus ID or the Device ID are not present in the Init bank or the bank was not loaded
4474  /// AK_InvalidParameter when the specified bus is not a Master Bus. This function can be called only on busses that have no parent bus.
4476  const wchar_t* in_BusName, ///< Name of the master bus
4477  const wchar_t* in_DeviceName ///< New device shareset to replace with.
4478  );
4479  #endif
4480 
4481  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4482  /// \remarks
4483  /// This call is only valid for sink plug-ins that support device enumeration.
4484  /// Prerequisites:
4485  /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4486  /// * A physical device recognized by this plug-in must exist in the system.
4487  ///
4488  /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4489  /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4490  /// Note that it is optional to implement device enumeration on custom sink plug-ins.
4491  /// \return
4492  /// - \c AK_NotImplemented if the sink plug-in does not implement device enumeration
4493  /// - \c AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4494  /// - \c AK_NotCompatible if no device of this type are supported on the current platform
4495  /// - \c AK_Fail in case of system device manager failure (OS related)
4496  ///
4498  AkUInt32 in_ulCompanyID, ///< Company identifier (as declared in the plug-in description XML file)
4499  AkUInt32 in_ulPluginID, ///< Plug-in identifier (as declared in the plug-in description XML file)
4500  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.
4501  AkDeviceDescription* out_deviceDescriptions ///< The output array of device descriptions.
4502  );
4503 
4504  /// Returns a listing of the current devices for a given sink plug-in, including Device ID, friendly name, and state.
4505  /// \remarks
4506  /// This call is only valid for sink plug-ins that support device enumeration.
4507  /// Prerequisites:
4508  /// * The plug-in must have been initialized by loading the init bank or by calling \ref AK::SoundEngine::RegisterPlugin.
4509  /// * The audio device shareset must have been loaded from a soundbank, and a physical device recognized by this plug-in must exist in the system.
4510  ///
4511  /// The built-in audio devices (System, Communication, Headphones, Personal, Pad Speaker) all support enumeration, on all platforms.
4512  /// The only Wwise plug-in that support device enumeration is Motion, for the Windows platform only.
4513  /// Note that it is optional to implement device enumeration on custom sink plug-ins.
4514  /// \return
4515  /// AK_NotImplemented if the sink plug-in does not implement device enumeration
4516  /// AK_PluginNotRegistered if the plug-in has not been registered yet either by loading the init bank or by calling RegisterPluginDLL.
4518  AkUniqueID in_audioDeviceShareSetID, ///< In: The audio device shareset ID for which to list the sink plug-in devices.
4519  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.
4520  AkDeviceDescription* out_deviceDescriptions ///< The output array of device descriptions.
4521  );
4522 
4523  /// Sets the volume of a output device.
4524  /// \return
4525  /// - \c AK_Success if successful
4526  /// - \c AK_InvalidFloatValue if the value specified was NaN or Inf
4528  AkOutputDeviceID in_idOutput, ///< Output ID to set the volume on. As returned from AddOutput or GetOutputID
4529  AkReal32 in_fVolume ///< Volume (0.0 = Muted, 1.0 = Volume max)
4530  );
4531 
4532  /// 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).
4533  /// 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
4534  /// 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
4535  /// 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.
4536  /// \return
4537  /// AK_NotCompatible when the device ID provided does not support spatial audio, or the platform does not support spatial audio
4538  /// AK_Fail when there is some other miscellaneous failure, or the device ID provided does not match a device that the system knows about
4539  /// AK_Success when the device ID provided does support spatial audio
4541  AkUInt32 in_idDevice ///< Device specific identifier, when multiple devices of the same type are possible. If only one device is possible, leave to 0.
4542  /// \sa \ref obtaining_device_id
4543  );
4544 
4545 
4546  //@}
4547 
4548  /// 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.
4549  /// Call \c WakeupFromSuspend when your application receives the message from the OS that the process is back in foreground.
4550  /// When suspended, the sound engine will process API messages (like PostEvent and SetSwitch) only when \ref RenderAudio() is called.
4551  /// It is recommended to match the <b>in_bRenderAnyway</b> parameter with the behavior of the rest of your game:
4552  /// 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.
4553  /// If you want to minimize CPU when in background, then don't allow rendering and never call RenderAudio from the game.
4554  ///
4555  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4556  /// \sa WakeupFromSuspend
4557  /// \sa \ref workingwithsdks_system_calls
4559  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().
4560  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.
4561  );
4562 
4563  /// 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.
4564  ///
4565  /// Consult \ref workingwithsdks_system_calls to learn when it is appropriate to call this function for each platform.
4566  /// \sa Suspend
4567  /// \sa \ref workingwithsdks_system_calls
4569  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.
4570  );
4571 
4572  /// Obtains the current audio output buffer tick. This corresponds to the number of buffers produced by
4573  /// the sound engine since initialization.
4574  /// \return Tick count.
4576 
4577  /// Obtains the current audio output sample tick. This corresponds to the number of sapmles produced by
4578  /// the sound engine since initialization.
4579  /// \return Sample count.
4581  }
4582 }
4583 
4584 #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:54
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:56
AkBackgroundMusicChangeCallbackFunc BGMCallback
Application-defined audio source change event callback function.
Auxiliary bus sends information per game object per given auxiliary bus.
Definition: AkTypes.h:876
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:717
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)
AKSOUNDENGINE_API bool IsPluginRegistered(AkPluginType in_eType, AkUInt32 in_ulCompanyID, AkUInt32 in_ulPluginID)
void(* AkResourceMonitorCallbackFunc)(const AkResourceMonitorDataSummary *in_pdataSummary)
Definition: AkCallback.h:376
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:1055
@ AkSetPositionFlags_Default
Definition: AkTypes.h:1133
AKSOUNDENGINE_API AKRESULT StartOutputCapture(const AkOSChar *in_CaptureFileName)
AkUInt32 AkRtpcID
Real time parameter control ID
Definition: AkTypes.h:73
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:60
AkUInt32 AkBankID
Run time bank ID
Definition: AkTypes.h:75
#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:131
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:1309
AKSOUNDENGINE_API AKRESULT RegisterGameObj(AkGameObjectID in_gameObjectID)
void(* AkGlobalCallbackFunc)(AK::IAkGlobalPluginContext *in_pContext, AkGlobalCallbackLocation in_eLocation, void *in_pCookie)
Definition: AkCallback.h:369
@ 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:1164
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:62
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:287
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:297
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:422
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:1129
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:1104
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:52
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:222
@ 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:63
AKSOUNDENGINE_API AkUInt32 GetBufferTick()
AKSOUNDENGINE_API AKRESULT RegisterResourceMonitorCallback(AkResourceMonitorCallbackFunc in_pCallback)
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:409
Positioning information for a sound, with specified subset of its channels.
Definition: AkTypes.h:724
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:67
AkGroupType
Game sync group type
Definition: AkTypes.h:214
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:127
void(* AkCallbackFunc)(AkCallbackType in_eType, AkCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:267
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 AKRESULT AddOutputCaptureBinaryMarker(void *in_pMarkerData, AkUInt32 in_uMarkerDataSize)
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:107
AkCurveInterpolation
Curve interpolation types
Definition: AkTypes.h:853
AKSOUNDENGINE_API void SetRandomSeed(AkUInt32 in_uSeed)
#define AK_CALLBACK(_type, _name)
AkPanningRule
Headphone / speakers panning rules
Definition: AkTypes.h:1138
const AkOSChar * szPluginDLLPath
When using DLLs for plugins, specify their path. Leave NULL if DLLs are in the same folder as the gam...
void(* AkBusCallbackFunc)(AkSpeakerVolumeMatrixCallbackInfo *in_pCallbackInfo)
Definition: AkCallback.h:277
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:95
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:53
AkPluginType
Definition: AkTypes.h:1178
@ AkPanningRule_Speakers
Left and right positioned 60 degrees apart (by default - see AK::SoundEngine::GetSpeakerAngles()).
Definition: AkTypes.h:1139
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:327
AKSOUNDENGINE_API void MuteBackgroundMusic(bool in_bMute)
@ AkCurveInterpolation_Linear
Linear (Default)
Definition: AkTypes.h:860
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:97
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:72
@ 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:1307
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:94
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:391
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:1179
Definition: AkMidiTypes.h:237
AkUInt64 AkOutputDeviceID
Audio Output device ID
Definition: AkTypes.h:85
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:1078
AkReal32 AkRtpcValue
Real time parameter control value
Definition: AkTypes.h:74
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:71
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:1305
IAkSoftwareCodec *(* AkCreateBankSourceCallback)(void *in_pCtx)
Registered bank source node creation function prototype.
Definition: AkTypes.h:1057
AKSOUNDENGINE_API AkUInt64 GetSampleTick()
AKSOUNDENGINE_API AK::IAkGlobalPluginContext * GetGlobalPluginContext()
AkUInt32 AkBankType
Run time bank type
Definition: AkTypes.h:76
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:89
AkUInt32 AkPlayingID
Playing ID
Definition: AkTypes.h:55
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:343
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:79
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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