/******************************************************************************* The content of this file includes portions of the AUDIOKINETIC Wwise Technology released in source code form as part of the SDK installer package. Commercial License Usage Licensees holding valid commercial licenses to the AUDIOKINETIC Wwise Technology may use this file in accordance with the end user license agreement provided with the software or, alternatively, in accordance with the terms contained in a written agreement between you and Audiokinetic Inc. Apache License Usage Alternatively, this file may be used under the Apache License, Version 2.0 (the "Apache License"); you may not use this file except in compliance with the Apache License. You may obtain a copy of the Apache License at http://www.apache.org/licenses/LICENSE-2.0. 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. *******************************************************************************/ #ifndef _AK_SOUNDENGINE_AKDYNAMICSEQUENCE_H #define _AK_SOUNDENGINE_AKDYNAMICSEQUENCE_H #include #include class AkExternalSourceArray; namespace AK { namespace SoundEngine { /// Dynamic Sequence namespace. Use the Dynamic Sequence API to play and sequence Dialogue Events dynamically, according to a set of rules and conditions. For more information, refer to \ref integrating_elements_dynamicdialogue and Understanding the Dynamic Dialogue System. /// \remarks The functions in this namespace are thread-safe, unless stated otherwise. namespace DynamicSequence { /// Playlist Item for Dynamic Sequence Playlist. /// \sa /// - AK::SoundEngine::DynamicSequence::Playlist /// - AK::SoundEngine::PostEvent /// - \ref integrating_external_sources class PlaylistItem { public: PlaylistItem(); PlaylistItem(const PlaylistItem& in_rCopy); ~PlaylistItem(); PlaylistItem& operator=(const PlaylistItem& in_rCopy); bool operator==(const PlaylistItem& in_rCopy) { AKASSERT(pExternalSrcs == NULL); return audioNodeID == in_rCopy.audioNodeID && msDelay == in_rCopy.msDelay && pCustomInfo == in_rCopy.pCustomInfo; }; /// Sets the external sources used by this item. /// \sa /// \ref integrating_external_sources AKRESULT SetExternalSources(AkUInt32 in_nExternalSrc, AkExternalSourceInfo* in_pExternalSrc); /// Get the external source array. Internal use only. AkExternalSourceArray* GetExternalSources(){return pExternalSrcs;} AkUniqueID audioNodeID; ///< Unique ID of Audio Node AkTimeMs msDelay; ///< Delay before playing this item, in milliseconds void * pCustomInfo; ///< Optional user data private: AkExternalSourceArray *pExternalSrcs; }; /// List of items to play in a Dynamic Sequence. /// \sa /// - AK::SoundEngine::DynamicSequence::LockPlaylist /// - AK::SoundEngine::DynamicSequence::UnlockPlaylist class Playlist : public AkArray { public: /// Enqueue an Audio Node. /// \return AK_Success if successful, AK_Fail otherwise AkForceInline AKRESULT Enqueue( AkUniqueID in_audioNodeID, ///< Unique ID of Audio Node AkTimeMs in_msDelay = 0, ///< Delay before playing this item, in milliseconds void * in_pCustomInfo = NULL, ///< Optional user data AkUInt32 in_cExternals = 0, ///< Optional count of external source structures AkExternalSourceInfo *in_pExternalSources = NULL///< Optional array of external source resolution information ) { PlaylistItem * pItem = AddLast(); if ( !pItem ) return AK_InsufficientMemory; pItem->audioNodeID = in_audioNodeID; pItem->msDelay = in_msDelay; pItem->pCustomInfo = in_pCustomInfo; return pItem->SetExternalSources(in_cExternals, in_pExternalSources); } }; /// The DynamicSequenceType is specified when creating a new dynamic sequence.\n /// \n /// The default option is DynamicSequenceType_SampleAccurate. \n /// \n /// In sample accurate mode, when a dynamic sequence item finishes playing and there is another item\n /// pending in its playlist, the next sound will be stitched to the end of the ending sound. In this \n /// mode, if there are one or more pending items in the playlist while the dynamic sequence is playing,\n /// or if something is added to the playlist during the playback, the dynamic sequence\n /// can remove the next item to be played from the playlist and prepare it for sample accurate playback before\n /// the first sound is finished playing. This mechanism helps keep sounds sample accurate, but then\n /// you might not be able to remove that next item from the playlist if required.\n /// \n /// If your game requires the capability of removing the next to be played item from the\n /// playlist at any time, then you should use the DynamicSequenceType_NormalTransition option instead.\n /// In this mode, you cannot ensure sample accuracy between sounds.\n /// \n /// Note that a Stop or a Break will always prevent the next to be played sound from actually being played. /// /// \sa /// - AK::SoundEngine::DynamicSequence::Open enum DynamicSequenceType { DynamicSequenceType_SampleAccurate, ///< Sample accurate mode DynamicSequenceType_NormalTransition ///< Normal transition mode, allows the entire playlist to be edited at all times. }; /// Open a new Dynamic Sequence. /// \return Playing ID of the dynamic sequence, or AK_INVALID_PLAYING_ID in failure case and an error message in the debug console and Wwise Profiler /// /// \sa /// - AK::SoundEngine::DynamicSequence::DynamicSequenceType AK_EXTERNAPIFUNC( AkPlayingID, Open )( AkGameObjectID in_gameObjectID, ///< Associated game object ID AkUInt32 in_uFlags = 0, ///< Bitmask: see \ref AkCallbackType AkCallbackFunc in_pfnCallback = NULL, ///< Callback function void* in_pCookie = NULL, ///< Callback cookie that will be sent to the callback function along with additional information; DynamicSequenceType in_eDynamicSequenceType = DynamicSequenceType_SampleAccurate ///< See : \ref AK::SoundEngine::DynamicSequence::DynamicSequenceType ); /// Close specified Dynamic Sequence. The Dynamic Sequence will play until finished and then /// deallocate itself. /// \return /// - AK_Success if the command was successfully queued /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence AK_EXTERNAPIFUNC( AKRESULT, Close )( AkPlayingID in_playingID ///< AkPlayingID returned by DynamicSequence::Open ); /// Play specified Dynamic Sequence. /// \return /// - AK_Success if the command was successfully queued /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence AK_EXTERNAPIFUNC( AKRESULT, Play )( AkPlayingID in_playingID, ///< AkPlayingID returned by DynamicSequence::Open AkTimeMs in_uTransitionDuration = 0, ///< Fade duration AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition ); /// Pause specified Dynamic Sequence. /// To restart the sequence, call Resume. The item paused will resume its playback, followed by the rest of the sequence. /// \return /// - AK_Success if the command was successfully queued /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence AK_EXTERNAPIFUNC( AKRESULT, Pause )( AkPlayingID in_playingID, ///< AkPlayingID returned by DynamicSequence::Open AkTimeMs in_uTransitionDuration = 0, ///< Fade duration AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition ); /// Resume specified Dynamic Sequence. /// \return /// - AK_Success if the command was successfully queued /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence AK_EXTERNAPIFUNC( AKRESULT, Resume )( AkPlayingID in_playingID, ///< AkPlayingID returned by DynamicSequence::Open AkTimeMs in_uTransitionDuration = 0, ///< Fade duration AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition ); /// Stop specified Dynamic Sequence immediately. /// To restart the sequence, call Play. The sequence will restart with the item that was in the /// playlist after the item that was stopped. /// \return /// - AK_Success if the command was successfully queued /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence AK_EXTERNAPIFUNC( AKRESULT, Stop )( AkPlayingID in_playingID, ///< AkPlayingID returned by DynamicSequence::Open AkTimeMs in_uTransitionDuration = 0, ///< Fade duration AkCurveInterpolation in_eFadeCurve = AkCurveInterpolation_Linear ///< Curve type to be used for the transition ); /// Break specified Dynamic Sequence. The sequence will stop after the current item. /// \return /// - AK_Success if the command was successfully queued /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence AK_EXTERNAPIFUNC( AKRESULT, Break )( AkPlayingID in_playingID ///< AkPlayingID returned by DynamicSequence::Open ); /// Seek inside specified Dynamic Sequence. /// It is only possible to seek in the first item of the sequence. /// If you seek past the duration of the first item, it will be skipped and an error will reported in the Capture Log and debug output. /// All the other items in the sequence will continue to play normally. /// \return /// - AK_Success if the command was successfully queued /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence AK_EXTERNAPIFUNC( AKRESULT, Seek )( AkPlayingID in_playingID, ///< AkPlayingID returned by DynamicSequence::Open AkTimeMs in_iPosition, ///< Position into the the sound, in milliseconds bool in_bSeekToNearestMarker ///< Snap to the marker nearest to the seek position. ); /// Seek inside specified Dynamic Sequence. /// It is only possible to seek in the first item of the sequence. /// If you seek past the duration of the first item, it will be skipped and an error will reported in the Capture Log and debug output. /// All the other items in the sequence will continue to play normally. /// \return /// - AK_Success if the command was successfully queued /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence AK_EXTERNAPIFUNC(AKRESULT, Seek)( AkPlayingID in_playingID, ///< AkPlayingID returned by DynamicSequence::Open AkReal32 in_fPercent, ///< Position into the the sound, in percentage of the whole duration. bool in_bSeekToNearestMarker ///< Snap to the marker nearest to the seek position. ); /// Get pause times. /// \return /// - AK_Success if successful /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence AK_EXTERNAPIFUNC(AKRESULT, GetPauseTimes)( AkPlayingID in_playingID, ///< AkPlayingID returned by DynamicSequence::Open AkUInt32 &out_uTime, ///< If sequence is currently paused, returns time when pause started, else 0. AkUInt32 &out_uDuration ///< Returns total pause duration since last call to GetPauseTimes, excluding the time elapsed in the current pause. ); /// Get currently playing item. Note that this may be different from the currently heard item /// when sequence is in sample-accurate mode. /// \return /// - AK_Success if successful /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence AK_EXTERNAPIFUNC(AKRESULT, GetPlayingItem)( AkPlayingID in_playingID, ///< AkPlayingID returned by DynamicSequence::Open AkUniqueID & out_audioNodeID, ///< Returned audio node ID of playing item. void *& out_pCustomInfo ///< Returned user data of playing item. ); /// Lock the Playlist for editing. Needs a corresponding UnlockPlaylist call. /// \return Pointer to locked Playlist if successful, NULL otherwise (in_playingID not found) /// \sa /// - AK::SoundEngine::DynamicSequence::UnlockPlaylist AK_EXTERNAPIFUNC( Playlist *, LockPlaylist )( AkPlayingID in_playingID ///< AkPlayingID returned by DynamicSequence::Open ); /// Unlock the playlist. /// \return /// - AK_Success if successful /// - AK_PlayingIDNotFound if the playing ID does not match to any open Dynamic Sequence /// \sa /// - AK::SoundEngine::DynamicSequence::LockPlaylist AK_EXTERNAPIFUNC( AKRESULT, UnlockPlaylist )( AkPlayingID in_playingID ///< AkPlayingID returned by DynamicSequence::Open ); } } } #endif // _AK_SOUNDENGINE_AKDYNAMICSEQUENCE_H