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- /*******************************************************************************
- 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.
- *******************************************************************************/
- /// \file
- ///! Definition of callbacks used for the Audio Input Plugin
- /// <br><b>Wwise source name:</b> AudioInput
- /// <br><b>Library file:</b> AkAudioInputSource.lib
- #pragma once
- #define AKSOURCEID_AUDIOINPUT 200
- ////////////////////////////////////////////////////////////////////////////////////////////
- // API external to the plug-in, to be used by the game.
- /// Callback requesting for the AkAudioFormat to use for the plug-in instance.
- /// Refer to the Source Input plugin documentation to learn more about the valid formats.
- /// \sa \ref soundengine_plugins_source
- AK_CALLBACK(void, AkAudioInputPluginGetFormatCallbackFunc)(
- AkPlayingID in_playingID, ///< Playing ID (same that was returned from the PostEvent call).
- AkAudioFormat& io_AudioFormat ///< Already filled format, modify it if required.
- );
- /// Function that returns the Gain to be applied to the Input Plugin.
- /// [0..1] range where 1 is maximum volume.
- AK_CALLBACK(AkReal32, AkAudioInputPluginGetGainCallbackFunc)(
- AkPlayingID in_playingID ///< Playing ID (same that was returned from the PostEvent call).
- );
- /// Callback requesting for new data for playback.
- /// \param in_playingID Playing ID (same that was returned from the PostEvent call)
- /// \param io_pBufferOut Buffer to fill
- /// \remarks See IntegrationDemo sample for a sample on how to implement it.
- AK_CALLBACK(void, AkAudioInputPluginExecuteCallbackFunc)(
- AkPlayingID in_playingID,
- AkAudioBuffer* io_pBufferOut
- );
- /// This function should be called at the same place the AudioInput plug-in is being registered.
- AK_EXTERNAPIFUNC(void, SetAudioInputCallbacks)(
- AkAudioInputPluginExecuteCallbackFunc in_pfnExecCallback,
- AkAudioInputPluginGetFormatCallbackFunc in_pfnGetFormatCallback = NULL, // Optional
- AkAudioInputPluginGetGainCallbackFunc in_pfnGetGainCallback = NULL // Optional
- );
- ////////////////////////////////////////////////////////////////////////////////////////////
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