API Reference¶
Functions¶
-
void iplWwiseGetVersion(unsigned int *major, unsigned int *minor, unsigned int *patch)¶
Returns the version of the Wwise integration being used.
- Parameters
major – Major version number. For example, “1” in “1.2.3”.
minor – Minor version number. For example, “2” in “1.2.3”.
patch – Patch version number. For example, “3” in “1.2.3”.
-
void iplWwiseInitialize(IPLContext context, IPLWwiseSettings *settings)¶
Initializes the Wwise integration.
This function must be called before creating any Steam Audio DSP effects.
- Parameters
context – The Steam Audio context created by the game engine when initializing Steam Audio.
settings – Settings for initializing the Wwise integration. May be
NULL
, in which case default values will be used.
-
void iplWwiseTerminate()¶
Shuts down the Wwise integration.
This function must be called after all Steam Audio DSP effects have been destroyed.
-
void iplWwiseSetHRTF(IPLHRTF hrtf)¶
Specifies the HRTF to use for spatialization in subsequent audio frames.
This function must be called once during initialization, after
iplWwiseInitialize
. It should also be called whenever the game engine needs to change the HRTF.- Parameters
hrtf – The HRTF to use for spatialization.
-
void iplWwiseSetSimulationSettings(IPLSimulationSettings simulationSettings)¶
Specifies the simulation settings used by the game engine for simulating direct and/or indirect sound propagation.
This function must be called once during initialization, after
iplWwiseInitialize
.- Parameters
simulationSettings – The simulation settings used by the game engine.
-
void iplWwiseSetReverbSource(IPLSource reverbSource)¶
Specifies the
IPLSource
object used by the game engine for simulating reverb.Typically, listener-centric reverb is simulated by creating an
IPLSource
object with the same position as the listener, and simulating reflections. To render this simulated reverb, call this function and pass it theIPLSource
object used.- Parameters
reverbSource – The source object used by the game engine for simulating reverb.
-
void iplWwiseAddSource(AkGameObjectID gameObjectID, IPLSource source)¶
Specifies the
IPLSource
object used by the game engine for simulating occlusion, reflections, etc.for the given Wwise game object (identified by its AkGameObjectID).
- Parameters
gameObjectID – The Wwise game object ID.
source – The Steam Audio source.
-
void iplWwiseRemoveSource(AkGameObjectID gameObjectID)¶
Remove any
IPLSource
object associated the given Wwise game object ID.This should be called when the game engine no longer needs to render occlusion, reflections, etc. for the given game object.
- Parameters
gameObjectID – The Wwise game object ID.