34 #ifndef _AK_QUERYPARAMS_H_
35 #define _AK_QUERYPARAMS_H_
139 bool& out_rbSpatialized,
189 #ifdef AK_SUPPORT_WCHAR
205 const wchar_t* in_pszRtpcName,
212 #endif //AK_SUPPORT_WCHAR
228 const char* in_pszRtpcName,
245 #ifdef AK_SUPPORT_WCHAR
251 const wchar_t* in_pstrSwitchGroupName,
255 #endif //AK_SUPPORT_WCHAR
262 const char* in_pstrSwitchGroupName,
276 #ifdef AK_SUPPORT_WCHAR
282 const wchar_t* in_pstrStateGroupName,
285 #endif //AK_SUPPORT_WCHAR
292 const char* in_pstrStateGroupName,
360 #ifdef AK_SUPPORT_WCHAR
368 const wchar_t* in_pszEventName,
372 #endif //AK_SUPPORT_WCHAR
381 const char* in_pszEventName,
555 #endif // _AK_QUERYPARAMS_H_
AkInt32 iDepth
Depth in tree
AKRESULT __cdecl GetPositioningInfo(AkUniqueID in_ObjectID, AkPositioningInfo &out_rPositioningInfo)
AkUInt32 AkStateID
State ID
AkLPFType HPFCone
Cone low pass filter value
AKRESULT __cdecl GetActiveGameObjects(AkGameObjectsList &io_GameObjectList)
bool bUseAttenuation
Use attenuation parameter set
GameObjDst(AkGameObjectID in_gameObjID, AkReal32 in_dst)
Easy constructor
AkUniqueID __cdecl GetEventIDFromPlayingID(AkPlayingID in_playingID)
AkUInt32 AkStateGroupID
State group ID
Object information structure for QueryAudioObjectsIDs
AKRESULT
Standard function call result.
AkUInt32 AkRtpcID
Real time parameter control ID
AkReal32 fCenterPct
Center % [0..1]
The value is the game object specific RTPC.
AKRESULT __cdecl GetGameObjectAuxSendValues(AkGameObjectID in_gameObjectID, AkAuxSendValue *out_paAuxSendValues, AkUInt32 &io_ruNumSendValues)
bool __cdecl GetIsGameObjectActive(AkGameObjectID in_GameObjId)
AKRESULT __cdecl GetListeners(AkGameObjectID in_GameObjectID, AkGameObjectID *out_ListenerObjectIDs, AkUInt32 &oi_uNumListeners)
AKRESULT __cdecl GetObjectObstructionAndOcclusion(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfObstructionLevel, AkReal32 &out_rfOcclusionLevel)
Specific implementation of array
#define AK_EXTERNAPIFUNC(__TYPE__, __NAME__)
AkLPFType HPFValueAtMaxDist
High pass filter value at max distance (if any)
The value is the Default RTPC.
GameObjDst()
Default constructor
AkReal32 AkRtpcValue
Real time parameter control value
Auxiliary bus sends information per game object per given auxiliary bus.
Ak3DSpatializationMode e3DSpatializationMode
Spatialization mode
Ak3DPositionType e3dPositioningType
3D position type: defines what acts as the emitter position for computing spatialization against the ...
AkUniqueID objID
Object ID
AkLPFType LPFValueAtMaxDist
Low pass filter value at max distance (if any)
AkUInt32 AkUniqueID
Unique 32-bit ID
AKRESULT __cdecl GetGameObjectDryLevelValue(AkGameObjectID in_EmitterID, AkGameObjectID in_ListenerID, AkReal32 &out_rfControlValue)
AkGameObjectID __cdecl GetGameObjectFromPlayingID(AkPlayingID in_playingID)
AkReal32 fOuterAngle
Outer angle
AkUniqueID parentID
Object ID of the parent
AKRESULT __cdecl GetListenerSpatialization(AkUInt32 in_uIndex, bool &out_rbSpatialized, AK::SpeakerVolumes::VectorPtr &out_pVolumeOffsets, AkChannelConfig &out_channelConfig)
AkUInt64 AkGameObjectID
Game object ID
AkReal32 fInnerAngle
Inner angle
The value is the playing ID specific RTPC.
AkReal32 fVolAuxGameDefAtMaxDist
Volume wet at maximum distance (if any) (based on the Game defined distance attenuation)
AKRESULT __cdecl GetPlayingIDsFromGameObject(AkGameObjectID in_GameObjId, AkUInt32 &io_ruNumIDs, AkPlayingID *out_aPlayingIDs)
AkReal32 fVolAuxUserDefAtMaxDist
Volume wet at maximum distance (if any) (based on the User defined distance attenuation)
AKRESULT __cdecl GetState(AkStateGroupID in_stateGroup, AkStateID &out_rState)
AkReal32 AkLPFType
Low-pass filter type
AKRESULT __cdecl GetPosition(AkGameObjectID in_GameObjectID, AkSoundPosition &out_rPosition)
AkReal32 fMaxDistance
Maximum distance
AKRESULT __cdecl GetCustomPropertyValue(AkUniqueID in_ObjectID, AkUInt32 in_uPropID, AkInt32 &out_iValue)
AkGameObjectID m_gameObjID
Game object ID
AkReal32 m_dst
MaxDistance
Ak3DPositionType
3D position type: defines what acts as the emitter position for computing spatialization against the ...
AkUInt32 AkPlayingID
Playing ID
AkUInt32 AkSwitchStateID
Switch ID
AKRESULT __cdecl GetListenerPosition(AkGameObjectID in_uIndex, AkListenerPosition &out_rPosition)
Positioning information obtained from an object
AkLPFType LPFCone
Cone low pass filter value
AKRESULT __cdecl QueryAudioObjectIDs(AkUniqueID in_eventID, AkUInt32 &io_ruNumItems, AkObjectInfo *out_aObjectInfos)
AkReal32 * VectorPtr
Volume vector. Access each element with the standard bracket [] operator.
bool bHoldEmitterPosAndOrient
Hold emitter position and orientation values when starting playback.
AKRESULT __cdecl GetMaxRadius(AkRadiusList &io_RadiusList)
The value is not available for the RTPC specified.
static const AkGameObjectID AK_INVALID_GAME_OBJECT
Invalid game object (may also mean all game objects)
AkArray< GameObjDst, const GameObjDst &, ArrayPoolDefault, 32 > AkRadiusList
AkReal32 fVolDryAtMaxDist
Volume dry at maximum distance
AkSpeakerPanningType pannerType
Speaker panning type: type of panning logic when object is not 3D spatialized.
The value is the Global RTPC.
AkSpeakerPanningType
Speaker panning type: type of panning logic when object is not 3D spatialized (i.e....
bool bUseConeAttenuation
Use the cone attenuation
Ak3DSpatializationMode
3D spatialization mode.
AKRESULT __cdecl GetRTPCValue(AkRtpcID in_rtpcID, AkGameObjectID in_gameObjectID, AkPlayingID in_playingID, AkRtpcValue &out_rValue, RTPCValue_type &io_rValueType)
AkReal32 fConeMaxAttenuation
Cone max attenuation
AKRESULT __cdecl GetSwitch(AkSwitchGroupID in_switchGroup, AkGameObjectID in_gameObjectID, AkSwitchStateID &out_rSwitchState)
AkArray< AkGameObjectID, AkGameObjectID, ArrayPoolDefault, 32 > AkGameObjectsList
AkUInt32 AkSwitchGroupID
Switch group ID