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Unless required by applicable law or agreed to in writing, software distributed under the Apache License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the Apache License for the specific language governing permissions and limitations under the License. Copyright (c) 2023 Audiokinetic Inc. *******************************************************************************/ /// \file AK/Comm/AkCommunication.h /// The main communication interface (between the in-game sound engine and /// authoring tool). /// \sa /// - \ref initialization_comm /// - \ref termination_comm #ifndef _AK_COMMUNICATION_H #define _AK_COMMUNICATION_H #include #include #include #define AK_COMM_SETTINGS_MAX_STRING_SIZE 64 #define AK_COMM_SETTINGS_MAX_URL_SIZE 128 /// Platform-independent initialization settings of communication module between the Wwise sound engine /// and authoring tool. /// \sa /// - AK::Comm::Init() struct AkCommSettings { AkCommSettings() : commSystem(AkCommSystem_Socket) { szAppNetworkName[0] = 0; szCommProxyServerUrl[0] = 0; } /// Ports used for communication between the Wwise authoring application and your game. /// All of these ports are opened in the game when Wwise communication is enabled. /// /// \sa /// - \ref initialization_comm_ports /// - AK::Comm::GetDefaultInitSettings() /// - AK::Comm::Init() struct Ports { /// Constructor Ports() : uDiscoveryBroadcast( AK_COMM_DEFAULT_DISCOVERY_PORT ) #if defined( AK_COMM_NO_DYNAMIC_PORTS ) , uCommand( AK_COMM_DEFAULT_DISCOVERY_PORT + 1 ) #else , uCommand( 0 ) #endif { } /// This is where the authoring application broadcasts "Game Discovery" requests /// to discover games running on the network. Default value: 24024. /// /// \warning Unlike the other port in this structure, this port cannot be dynamic: setting it /// to 0 will disable discovery. Refer to \ref initialization_comm_ports_discovery_broadcast /// for more details. AkUInt16 uDiscoveryBroadcast; /// Used by the "command" channel. /// \remark Set to 0 to request a dynamic/ephemeral port. AkUInt16 uCommand; }; /// Ports used for communication between the Wwise authoring application and your game. /// \sa /// - \ref initialization_comm /// - AkCommSettings::Ports /// - AK::Comm::Init() Ports ports; /// Allows selecting the communication system used to connect remotely the Authoring tool on the device. enum AkCommSystem { AkCommSystem_Socket, /// The recommended default communication system AkCommSystem_HTCS /// HTCS when available only, will default to AkCommSystem_Socket if the HTCS system is not available. }; /// Select the device of the communication system. /// By default, connecting to the Authoring tool /// \sa /// - \ref initialization_comm /// - AkCommSettings::AkCommSystem /// - AK::Comm::Init() AkCommSystem commSystem; /// Tells if the base console communication library should be initialized. /// If set to false, the game should load/initialize the console's communication library prior to calling this function. /// Set to false only if your game already use sockets before the sound engine initialization. /// Some consoles have critical requirements for initialization, see \ref initialization_comm_console_lib bool bInitSystemLib; /// Optional name that will be displayed over network remote connection of Wwise. /// It must be a NULL terminated string. char szAppNetworkName[AK_COMM_SETTINGS_MAX_STRING_SIZE]; /// Optional URL of Comm proxy server (only applicable for platforms incapable of acting as raw UDP/TCP servers) char szCommProxyServerUrl[AK_COMM_SETTINGS_MAX_URL_SIZE]; }; namespace AK { namespace Comm { /////////////////////////////////////////////////////////////////////// /// @name Initialization //@{ /// Initializes the communication module. When this is called, and AK::SoundEngine::RenderAudio() /// is called periodically, you may use the authoring tool to connect to the sound engine. /// /// \warning This function must be called after the sound engine and memory manager have /// been properly initialized. /// /// /// \remark The AkCommSettings structure should be initialized with /// AK::Comm::GetDefaultInitSettings(). You can then change some of the parameters /// before calling this function. /// /// \return /// - AK_Success if initialization was successful. /// - AK_InvalidParameter if one of the settings is invalid. /// - AK_InsufficientMemory if the specified pool size is too small for initialization. /// - AK_Fail for other errors. /// /// \sa /// - \ref initialization_comm /// - AK::Comm::GetDefaultInitSettings() /// - AkCommSettings::Ports AK_EXTERNAPIFUNC( AKRESULT, Init )( const AkCommSettings & in_settings///< Initialization settings. ); /// Gets the last error from the OS-specific communication library. /// \return The system error code. Check the code in the platform manufacturer documentation for details about the error. AK_EXTERNAPIFUNC(AkInt32, GetLastError()); /// Gets the communication module's default initialization settings values. /// \sa /// - \ref initialization_comm /// - AK::Comm::Init() AK_EXTERNAPIFUNC( void, GetDefaultInitSettings )( AkCommSettings & out_settings ///< Returned default initialization settings. ); /// Terminates the communication module. /// \warning This function must be called before the memory manager is terminated. /// \sa /// - \ref termination_comm AK_EXTERNAPIFUNC( void, Term )(); /// Terminates and reinitialize the communication module using current settings. /// /// \return /// - AK_Success if initialization was successful. /// - AK_InvalidParameter if one of the settings is invalid. /// - AK_InsufficientMemory if the specified pool size is too small for initialization. /// - AK_Fail for other errors. /// /// \sa /// - \ref AK::SoundEngine::iOS::WakeupFromSuspend() AK_EXTERNAPIFUNC( AKRESULT, Reset )(); /// Get the initialization settings currently in use by the CommunicationSystem /// /// \return /// - AK_Success if initialization was successful. AK_EXTERNAPIFUNC( const AkCommSettings&, GetCurrentSettings )(); /// Get the port currently in used by the command channel. /// /// \return /// - Port number. AK_EXTERNAPIFUNC( AkUInt16, GetCommandPort )(); //@} } } #endif // _AK_COMMUNICATION_H