/******************************************************************************* 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. *******************************************************************************/ // AkQueryParameters.h /// \file /// The sound engine parameter query interface. #ifndef _AK_QUERYPARAMS_H_ #define _AK_QUERYPARAMS_H_ #include #include #include #include /// Positioning information obtained from an object struct AkPositioningInfo { AkReal32 fCenterPct; ///< Center % [0..1] AkSpeakerPanningType pannerType; ///< Speaker panning type: type of panning logic when object is not 3D spatialized. Ak3DPositionType e3dPositioningType; ///< 3D position type: defines what acts as the emitter position for computing spatialization against the listener. bool bHoldEmitterPosAndOrient; ///< Hold emitter position and orientation values when starting playback. Ak3DSpatializationMode e3DSpatializationMode; ///< Spatialization mode bool bEnableAttenuation; ///< Attenuation parameter set is active. bool bUseConeAttenuation; ///< Use the cone attenuation AkReal32 fInnerAngle; ///< Inner angle AkReal32 fOuterAngle; ///< Outer angle AkReal32 fConeMaxAttenuation; ///< Cone max attenuation AkLPFType LPFCone; ///< Cone low pass filter value AkLPFType HPFCone; ///< Cone low pass filter value AkReal32 fMaxDistance; ///< Maximum distance AkReal32 fVolDryAtMaxDist; ///< Volume dry at maximum distance AkReal32 fVolAuxGameDefAtMaxDist; ///< Volume wet at maximum distance (if any) (based on the Game defined distance attenuation) AkReal32 fVolAuxUserDefAtMaxDist; ///< Volume wet at maximum distance (if any) (based on the User defined distance attenuation) AkLPFType LPFValueAtMaxDist; ///< Low pass filter value at max distance (if any) AkLPFType HPFValueAtMaxDist; ///< High pass filter value at max distance (if any) }; /// Object information structure for QueryAudioObjectsIDs struct AkObjectInfo { AkUniqueID objID; ///< Object ID AkUniqueID parentID; ///< Object ID of the parent AkInt32 iDepth; ///< Depth in tree }; // Audiokinetic namespace namespace AK { // Audiokinetic sound engine namespace namespace SoundEngine { /// Query namespace /// \remarks The functions in this namespace are thread-safe, unless stated otherwise. We recommend that you use these functions in development builds only, because they can cause CPU spikes. /// /// \akwarning /// The functions in this namespace might stall for several milliseconds before returning /// because they cannot execute while the main sound engine tick is running. /// They should therefore not be called from any game-critical thread, such as the main game loop. /// However, if the function definition states that it does not require the main audio lock, no delay should occur. /// /// There might be a significant delay between a Sound Engine call, such as PostEvent, and /// the information being returned in a Query, such as GetIsGameObjectActive. /// \endakwarning namespace Query { //////////////////////////////////////////////////////////////////////// /// @name Game Objects //@{ /// Get the position of a game object. /// \return AK_Success if succeeded, or AK_IDNotFound if the game object was not registered /// \sa /// - \ref soundengine_3dpositions AK_EXTERNAPIFUNC( AKRESULT, GetPosition )( AkGameObjectID in_GameObjectID, ///< Game object identifier AkSoundPosition& out_rPosition ///< Position to get ); //@} //////////////////////////////////////////////////////////////////////// /// @name Listeners //@{ /// Get a game object's listeners. /// \return AK_Success if succeeded, or AK_IDNotFound if the game object was not registered /// \sa /// - \ref soundengine_listeners AK_EXTERNAPIFUNC( AKRESULT, GetListeners )( AkGameObjectID in_GameObjectID, ///< Source game object identifier AkGameObjectID* out_ListenerObjectIDs, ///< Pointer to an array of AkGameObjectID's. Will be populated with the IDs of the listeners of in_GameObjectID. Pass NULL to querry the size required. AkUInt32& oi_uNumListeners ///< Pass in the the available number of elements in the array 'out_ListenerObjectIDs'. After return, the number of valid elements filled in the array. ); /// Get a listener's position. /// \return AK_Success if succeeded, or AK_InvalidParameter if the index is out of range /// \sa /// - \ref soundengine_listeners_settingpos AK_EXTERNAPIFUNC( AKRESULT, GetListenerPosition )( AkGameObjectID in_uListenerID, ///< Listener game object ID. AkListenerPosition& out_rPosition ///< Position set ); /// Get a listener's spatialization parameters. /// \return AK_Success if succeeded, or AK_InvalidParameter if the index is out of range /// \sa /// - AK::SoundEngine::SetListenerSpatialization(). /// - \ref soundengine_listeners_spatial AK_EXTERNAPIFUNC( AKRESULT, GetListenerSpatialization )( AkGameObjectID in_uListenerID, ///< Listener game object ID. bool& out_rbSpatialized, ///< Spatialization enabled AK::SpeakerVolumes::VectorPtr & out_pVolumeOffsets, ///< Per-speaker vector of volume offsets, in decibels. Use the functions of AK::SpeakerVolumes::Vector to interpret it. AkChannelConfig &out_channelConfig ///< Channel configuration associated with out_rpVolumeOffsets. ); //@} //////////////////////////////////////////////////////////////////////// /// @name Game Syncs //@{ /// Enum used to request a specific RTPC Value. /// Also used to inform the user of where the RTPC Value comes from. /// /// For example, the user may request the GameObject specific value by specifying RTPCValue_GameObject /// and can receive the Global Value if there was no GameObject specific value, and even the /// default value is there was no Global value either. /// \sa /// - GetRTPCValue enum RTPCValue_type { RTPCValue_Default, ///< The value is the Default RTPC. RTPCValue_Global, ///< The value is the Global RTPC. RTPCValue_GameObject, ///< The value is the game object specific RTPC. RTPCValue_PlayingID, ///< The value is the playing ID specific RTPC. RTPCValue_Unavailable ///< The value is not available for the RTPC specified. }; /// Get the value of a real-time parameter control (by ID) /// An RTPC can have a any combination of a global value, a unique value for each game object, or a unique value for each playing ID. /// The value requested is determined by RTPCValue_type, in_gameObjectID and in_playingID. /// If a value at the requested scope (determined by RTPCValue_type) is not found, the value that is available at the the next broadest scope will be returned, and io_rValueType will be changed to indicate this. /// \note /// When looking up RTPC values via playing ID (ie. io_rValueType is RTPC_PlayingID), in_gameObjectID can be set to a specific game object (if it is available to the caller) to use as a fall back value. /// If the game object is unknown or unavailable, AK_INVALID_GAME_OBJECT can be passed in in_gameObjectID, and the game object will be looked up via in_playingID. /// However in this case, it is not possible to retrieve a game object value as a fall back value if the playing id does not exist. It is best to pass in the game object if possible. /// /// \return AK_Success if succeeded, AK_IDNotFound if the RTPC does not exist /// \sa /// - \ref soundengine_rtpc /// - RTPCValue_type AK_EXTERNAPIFUNC(AKRESULT, GetRTPCValue)( AkRtpcID in_rtpcID, ///< ID of the RTPC AkGameObjectID in_gameObjectID, ///< Associated game object ID, ignored if io_rValueType is RTPCValue_Global. AkPlayingID in_playingID, ///< Associated playing ID, ignored if io_rValueType is not RTPC_PlayingID. AkRtpcValue& out_rValue, ///< Value returned RTPCValue_type& io_rValueType ///< In/Out value, the user must specify the requested type. The function will return in this variable the type of the returned value. ); #ifdef AK_SUPPORT_WCHAR /// Get the value of a real-time parameter control (by ID) /// An RTPC can have a any combination of a global value, a unique value for each game object, or a unique value for each playing ID. /// The value requested is determined by RTPCValue_type, in_gameObjectID and in_playingID. /// If a value at the requested scope (determined by RTPCValue_type) is not found, the value that is available at the the next broadest scope will be returned, and io_rValueType will be changed to indicate this. /// \note /// When looking up RTPC values via playing ID (ie. io_rValueType is RTPC_PlayingID), in_gameObjectID can be set to a specific game object (if it is available to the caller) to use as a fall back value. /// If the game object is unknown or unavailable, AK_INVALID_GAME_OBJECT can be passed in in_gameObjectID, and the game object will be looked up via in_playingID. /// However in this case, it is not possible to retrieve a game object value as a fall back value if the playing id does not exist. It is best to pass in the game object if possible. /// /// \return AK_Success if succeeded, AK_IDNotFound if the RTPC does not exist /// \sa /// - \ref soundengine_rtpc /// - RTPCValue_type AK_EXTERNAPIFUNC(AKRESULT, GetRTPCValue)( const wchar_t* in_pszRtpcName, ///< String name of the RTPC AkGameObjectID in_gameObjectID, ///< Associated game object ID, ignored if io_rValueType is RTPCValue_Global. AkPlayingID in_playingID, ///< Associated playing ID, ignored if io_rValueType is not RTPC_PlayingID. AkRtpcValue& out_rValue, ///< Value returned RTPCValue_type& io_rValueType ///< In/Out value, the user must specify the requested type. The function will return in this variable the type of the returned value. ); ); #endif //AK_SUPPORT_WCHAR /// Get the value of a real-time parameter control (by ID) /// An RTPC can have a any combination of a global value, a unique value for each game object, or a unique value for each playing ID. /// The value requested is determined by RTPCValue_type, in_gameObjectID and in_playingID. /// If a value at the requested scope (determined by RTPCValue_type) is not found, the value that is available at the the next broadest scope will be returned, and io_rValueType will be changed to indicate this. /// \note /// When looking up RTPC values via playing ID (ie. io_rValueType is RTPC_PlayingID), in_gameObjectID can be set to a specific game object (if it is available to the caller) to use as a fall back value. /// If the game object is unknown or unavailable, AK_INVALID_GAME_OBJECT can be passed in in_gameObjectID, and the game object will be looked up via in_playingID. /// However in this case, it is not possible to retrieve a game object value as a fall back value if the playing id does not exist. It is best to pass in the game object if possible. /// /// \return AK_Success if succeeded, AK_IDNotFound if the RTPC does not exist /// \sa /// - \ref soundengine_rtpc /// - RTPCValue_type AK_EXTERNAPIFUNC(AKRESULT, GetRTPCValue)( const char* in_pszRtpcName, ///< String name of the RTPC AkGameObjectID in_gameObjectID, ///< Associated game object ID, ignored if io_rValueType is RTPCValue_Global. AkPlayingID in_playingID, ///< Associated playing ID, ignored if io_rValueType is not RTPC_PlayingID. AkRtpcValue& out_rValue, ///< Value returned RTPCValue_type& io_rValueType ///< In/Out value, the user must specify the requested type. The function will return in this variable the type of the returned value. ); ); /// Get the state of a switch group (by IDs). /// \return AK_Success if succeeded, or AK_IDNotFound if the game object was not registered /// \sa /// - \ref soundengine_switch AK_EXTERNAPIFUNC( AKRESULT, GetSwitch )( AkSwitchGroupID in_switchGroup, ///< ID of the switch group AkGameObjectID in_gameObjectID, ///< Associated game object ID AkSwitchStateID& out_rSwitchState ///< ID of the switch ); #ifdef AK_SUPPORT_WCHAR /// Get the state of a switch group. /// \return AK_Success if succeeded, or AK_IDNotFound if the game object was not registered or the switch group name can not be found /// \sa /// - \ref soundengine_switch AK_EXTERNAPIFUNC( AKRESULT, GetSwitch )( const wchar_t* in_pstrSwitchGroupName, ///< String name of the switch group AkGameObjectID in_GameObj, ///< Associated game object ID AkSwitchStateID& out_rSwitchState ///< ID of the switch ); #endif //AK_SUPPORT_WCHAR /// Get the state of a switch group. /// \return AK_Success if succeeded, or AK_IDNotFound if the game object was not registered or the switch group name can not be found /// \sa /// - \ref soundengine_switch AK_EXTERNAPIFUNC( AKRESULT, GetSwitch )( const char* in_pstrSwitchGroupName, ///< String name of the switch group AkGameObjectID in_GameObj, ///< Associated game object ID AkSwitchStateID& out_rSwitchState ///< ID of the switch ); /// Get the state of a state group (by IDs). /// \return AK_Success if succeeded /// \sa /// - \ref soundengine_states AK_EXTERNAPIFUNC( AKRESULT, GetState )( AkStateGroupID in_stateGroup, ///< ID of the state group AkStateID& out_rState ///< ID of the state ); #ifdef AK_SUPPORT_WCHAR /// Get the state of a state group. /// \return AK_Success if succeeded, or AK_IDNotFound if the state group name can not be found /// \sa /// - \ref soundengine_states AK_EXTERNAPIFUNC( AKRESULT, GetState )( const wchar_t* in_pstrStateGroupName, ///< String name of the state group AkStateID& out_rState ///< ID of the state ); #endif //AK_SUPPORT_WCHAR /// Get the state of a state group. /// \return AK_Success if succeeded, or AK_IDNotFound if the state group name can not be found /// \sa /// - \ref soundengine_states AK_EXTERNAPIFUNC( AKRESULT, GetState )( const char* in_pstrStateGroupName, ///< String name of the state group AkStateID& out_rState ///< ID of the state ); //@} //////////////////////////////////////////////////////////////////////// /// @name Environments //@{ /// Get the environmental ratios used by the specified game object. /// \sa /// - \ref soundengine_environments /// - \ref soundengine_environments_dynamic_aux_bus_routing /// - \ref soundengine_environments_id_vs_string /// \return AK_Success if succeeded, or AK_InvalidParameter if io_ruNumSendValues is 0 or out_paEnvironmentValues is NULL, or AK_PartialSuccess if more environments exist than io_ruNumSendValues AK_EXTERNAPIFUNC( AKRESULT, GetGameObjectAuxSendValues )( AkGameObjectID in_gameObjectID, ///< Associated game object ID AkAuxSendValue* out_paAuxSendValues, ///< Variable-size array of AkAuxSendValue structures ///< (it may be NULL if no aux send must be set) AkUInt32& io_ruNumSendValues ///< The number of Auxilliary busses at the pointer's address ///< (it must be 0 if no aux bus is set) ); /// Get the environmental dry level to be used for the specified game object /// The control value is a number ranging from 0.0f to 1.0f. /// 0.0f stands for 0% dry, while 1.0f stands for 100% dry. /// \aknote Reducing the dry level does not mean increasing the wet level. \endaknote /// \sa /// - \ref soundengine_environments /// - \ref soundengine_environments_setting_dry_environment /// - \ref soundengine_environments_id_vs_string /// \return AK_Success if succeeded, or AK_IDNotFound if the game object was not registered AK_EXTERNAPIFUNC( AKRESULT, GetGameObjectDryLevelValue )( AkGameObjectID in_EmitterID, ///< Associated emitter game object ID AkGameObjectID in_ListenerID, ///< Associated listener game object ID AkReal32& out_rfControlValue ///< Dry level control value, ranging from 0.0f to 1.0f ///< (0.0f stands for 0% dry, while 1.0f stands for 100% dry) ); /// Get a game object's obstruction and occlusion levels. /// \sa /// - \ref soundengine_obsocc /// - \ref soundengine_environments /// \return AK_Success if succeeded, AK_IDNotFound if the game object was not registered AK_EXTERNAPIFUNC( AKRESULT, GetObjectObstructionAndOcclusion )( AkGameObjectID in_EmitterID, ///< Associated game object ID AkGameObjectID in_ListenerID, ///< Listener object ID AkReal32& out_rfObstructionLevel, ///< ObstructionLevel: [0.0f..1.0f] AkReal32& out_rfOcclusionLevel ///< OcclusionLevel: [0.0f..1.0f] ); //@} /// Get the list of audio object IDs associated to an event. /// \aknote It is possible to call QueryAudioObjectIDs with io_ruNumItems = 0 to get the total size of the /// structure that should be allocated for out_aObjectInfos. \endaknote /// \return AK_Success if succeeded, AK_IDNotFound if the eventID cannot be found, AK_InvalidParameter if out_aObjectInfos is NULL while io_ruNumItems > 0 /// or AK_PartialSuccess if io_ruNumItems was set to 0 to query the number of available items. AK_EXTERNAPIFUNC( AKRESULT, QueryAudioObjectIDs )( AkUniqueID in_eventID, ///< Event ID AkUInt32& io_ruNumItems, ///< Number of items in array provided / Number of items filled in array AkObjectInfo* out_aObjectInfos ///< Array of AkObjectInfo items to fill ); #ifdef AK_SUPPORT_WCHAR /// Get the list of audio object IDs associated to a event name. /// \aknote It is possible to call QueryAudioObjectIDs with io_ruNumItems = 0 to get the total size of the /// structure that should be allocated for out_aObjectInfos. \endaknote /// \return AK_Success if succeeded, AK_IDNotFound if the event name cannot be found, AK_InvalidParameter if out_aObjectInfos is NULL while io_ruNumItems > 0 /// or AK_PartialSuccess if io_ruNumItems was set to 0 to query the number of available items. AK_EXTERNAPIFUNC( AKRESULT, QueryAudioObjectIDs )( const wchar_t* in_pszEventName, ///< Event name AkUInt32& io_ruNumItems, ///< Number of items in array provided / Number of items filled in array AkObjectInfo* out_aObjectInfos ///< Array of AkObjectInfo items to fill ); #endif //AK_SUPPORT_WCHAR /// Get the list of audio object IDs associated to an event name. /// \aknote It is possible to call QueryAudioObjectIDs with io_ruNumItems = 0 to get the total size of the /// structure that should be allocated for out_aObjectInfos. \endaknote /// \return AK_Success if succeeded, AK_IDNotFound if the event name cannot be found, AK_InvalidParameter if out_aObjectInfos is NULL while io_ruNumItems > 0 /// or AK_PartialSuccess if io_ruNumItems was set to 0 to query the number of available items. AK_EXTERNAPIFUNC( AKRESULT, QueryAudioObjectIDs )( const char* in_pszEventName, ///< Event name AkUInt32& io_ruNumItems, ///< Number of items in array provided / Number of items filled in array AkObjectInfo* out_aObjectInfos ///< Array of AkObjectInfo items to fill ); /// Get positioning information associated to an audio object. /// \return AK_Success if succeeded, AK_IDNotFound if the object ID cannot be found, AK_NotCompatible if the audio object cannot expose positioning AK_EXTERNAPIFUNC( AKRESULT, GetPositioningInfo )( AkUniqueID in_ObjectID, ///< Audio object ID AkPositioningInfo& out_rPositioningInfo ///< Positioning information structure to be filled ); /// List passed to GetActiveGameObjects. /// After calling this function, the list will contain the list of all game objects that are currently active in the sound engine. /// Being active means that either a sound is playing or pending to be played using this game object. /// The caller is responsible for calling Term() on the list when the list is not required anymore /// \sa /// - GetActiveGameObjects typedef AkArray AkGameObjectsList; /// Fill the provided list with all the game object IDs that are currently active in the sound engine. /// The function may be used to avoid updating game objects positions that are not required at the moment. /// After calling this function, the list will contain the list of all game objects that are currently active in the sound engine. /// Being active means that either a sound is playing or pending to be played using this game object. /// \sa /// - AkGameObjectsList AK_EXTERNAPIFUNC( AKRESULT, GetActiveGameObjects )( AkGameObjectsList& io_GameObjectList ///< returned list of active game objects. ); /// Query if the specified game object is currently active. /// Being active means that either a sound is playing or pending to be played using this game object. AK_EXTERNAPIFUNC( bool, GetIsGameObjectActive )( AkGameObjectID in_GameObjId ///< Game object ID ); /// Game object and max distance association. /// \sa /// - \ref AkRadiusList struct GameObjDst { /// Default constructor GameObjDst() : m_gameObjID( AK_INVALID_GAME_OBJECT ) , m_dst( -1.0f ) {} /// Easy constructor GameObjDst( AkGameObjectID in_gameObjID, AkReal32 in_dst ) : m_gameObjID( in_gameObjID ) , m_dst( in_dst ) {} AkGameObjectID m_gameObjID; ///< Game object ID AkReal32 m_dst; ///< MaxDistance }; /// List passed to GetMaxRadius. /// \sa /// - \ref AK::SoundEngine::Query::GetMaxRadius typedef AkArray AkRadiusList; /// Returns the maximum distance used in attenuations associated to all sounds currently playing. /// This may be used for example by the game to know if some processing need to be performed on the game side, that would not be required /// if the object is out of reach anyway. /// /// Example usage: /// \code /// /*******************************************************/ /// AkRadiusList RadLst; //creating the list( array ). /// // Do not reserve any size for the array, /// // the system will reserve the correct size. /// /// GetMaxRadius( RadLst ); /// // Use the content of the list /// (...) /// /// RadLst.Term();// the user is responsible to free the memory allocated /// /*******************************************************/ /// \endcode /// /// \aknote The returned value is NOT the distance from a listener to an object but /// the maximum attenuation distance of all sounds playing on this object. This is /// not related in any way to the curent 3D position of the object. \endaknote /// /// \return /// - AK_Success if succeeded /// - AK_InsuficientMemory if there was not enough memory /// /// \aknote /// The Scaling factor (if one was specified on the game object) is included in the return value. /// The Scaling factor is not updated once a sound starts playing since it /// is computed only when the playback starts with the initial scaling factor of this game object. Scaling factor will /// be re-computed for every playback instance, always using the scaling factor available at this time. /// \endaknote /// /// \sa /// - AkRadiusList AK_EXTERNAPIFUNC( AKRESULT, GetMaxRadius )( AkRadiusList & io_RadiusList ///< List that will be filled with AK::SoundEngine::Query::GameObjDst objects. ); /// Returns the maximum distance used in attenuations associated to sounds playing using the specified game object. /// This may be used for example by the game to know if some processing need to be performed on the game side, that would not be required /// if the object is out of reach anyway. /// /// \aknote The returned value is NOT the distance from a listener to an object but the maximum attenuation distance of all sounds playing on this object. \endaknote /// /// \return /// - A negative number if the game object specified is not playing. /// - 0, if the game object was only associated to sounds playing using no distance attenuation. /// - A positive number represents the maximum of all the distance attenuations playing on this game object. /// /// \aknote /// The Scaling factor (if one was specified on the game object) is included in the return value. /// The Scaling factor is not updated once a sound starts playing since it /// is computed only when the playback starts with the initial scaling factor of this game object. Scaling factor will /// be re-computed for every playback instance, always using the scaling factor available at this time. /// \endaknote /// /// \sa /// - \ref AK::SoundEngine::SetScalingFactor AK_EXTERNAPIFUNC( AkReal32, GetMaxRadius )( AkGameObjectID in_GameObjId ///< Game object ID ); /// Get the Event ID associated to the specified PlayingID. /// This function does not acquire the main audio lock. /// /// \return AK_INVALID_UNIQUE_ID on failure. AK_EXTERNAPIFUNC( AkUniqueID, GetEventIDFromPlayingID )( AkPlayingID in_playingID ///< Associated PlayingID ); /// Get the ObjectID associated to the specified PlayingID. /// This function does not acquire the main audio lock. /// /// \return AK_INVALID_GAME_OBJECT on failure. AK_EXTERNAPIFUNC( AkGameObjectID, GetGameObjectFromPlayingID )( AkPlayingID in_playingID ///< Associated PlayingID ); /// Get the list PlayingIDs associated with the given game object. /// This function does not acquire the main audio lock. /// /// \aknote It is possible to call GetPlayingIDsFromGameObject with io_ruNumItems = 0 to get the total size of the /// structure that should be allocated for out_aPlayingIDs. \endaknote /// \return AK_Success if succeeded, AK_InvalidParameter if out_aPlayingIDs is NULL while io_ruNumItems > 0 AK_EXTERNAPIFUNC( AKRESULT, GetPlayingIDsFromGameObject )( AkGameObjectID in_GameObjId, ///< Game object ID AkUInt32& io_ruNumIDs, ///< Number of items in array provided / Number of items filled in array AkPlayingID* out_aPlayingIDs ///< Array of AkPlayingID items to fill ); /// Get the value of a custom property of integer or boolean type. /// \return AK_PartialSuccess if the object was found but no matching custom property was found on this object. Note that it could mean this value is the default value. AK_EXTERNAPIFUNC( AKRESULT, GetCustomPropertyValue )( AkUniqueID in_ObjectID, ///< Object ID, this is the 32bit ShortID of the AudioFileSource or Sound object found in the .wwu XML file. At runtime it can only be retrieved by the AK_Duration callback when registered with PostEvent(), or by calling Query::QueryAudioObjectIDs() to get all the shortIDs associated with an event. AkUInt32 in_uPropID, ///< Property ID of your custom property found under the Custom Properties tab of the Wwise project settings. AkInt32& out_iValue ///< Property Value ); /// Get the value of a custom property of real type. /// \return AK_PartialSuccess if the object was found but no matching custom property was found on this object. Note that it could mean this value is the default value. AK_EXTERNAPIFUNC( AKRESULT, GetCustomPropertyValue )( AkUniqueID in_ObjectID, ///< Object ID, this is the 32bit ShortID of the AudioFileSource or Sound object found in the .wwu XML file. At runtime it can only be retrieved by the AK_Duration callback when registered with PostEvent(), or by calling Query::QueryAudioObjectIDs() to get all the shortIDs associated with an event. AkUInt32 in_uPropID, ///< Property ID of your custom property found under the Custom Properties tab of the Wwise project settings. AkReal32& out_fValue ///< Property Value ); } //namespace Query } //namespace SoundEngine } //namespace AK #endif // _AK_QUERYPARAMS_H_