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Wwise GDNative interface
Return value | Signature |
---|---|
bool | load_bank(String bank_name) |
bool | load_bank_id(int bank_id) |
bool | unload_bank(String bank_id) |
bool | unload_bank_id(int bank_id) |
bool | register_listener(Object game_object) |
bool | register_game_obj(Object game_object, String game_object_name) |
bool | unregister_game_obj(Object game_object) |
bool | set_listeners(Object game_object, Object listener) |
bool | set_3d_position(Object game_object, Transform transform) |
bool | set_2d_position(Object game_object, Transform2D transform2D, float z_depth) |
void | set_random_seed(int seed) |
int | post_event(String event_name, Object game_object) |
int | post_event_callback(String event_name, int flags, Object game_object, Object cookie) |
int | post_event_id(int event_id, Object game_object) |
int | post_event_id_callback(int event_id, int flags, Object game_object, Object cookie) |
bool | stop_event(int playing_id, int fade_time, int interpolation) |
bool | set_switch(String switch_group, String switch_state, Object game_object) |
bool | set_switch_id(int switch_group_id, int switch_state_id, Object game_object) |
bool | set_state(String state_group, String state_value) |
bool | set_state_id(int state_group_id, int state_value_id) |
float | get_rtpc(String rtpc_name, Object game_object) |
float | get_rtpc_id(int rtpc_id, Object game_object) |
bool | set_rtpc(String rtpc_name, float rtpc_value, Object game_object) |
bool | set_rtpc_id(int rtpc_id, float rtpc_value, Object game_object) |
bool | post_trigger(String trigger_name, Object game_object) |
bool | post_trigger_id(int trigger_id, Object game_object) |
int | post_external_source(String event_name, Object game_object, String source_object_name, String file_path, int id_codec) |
int | post_external_source_id(int event_id, Object game_object, int source_object_id, String file_path, int id_codec) |
int | get_source_play_position(int playing_id, bool extrapolate) |
Dictionary | get_playing_segment_info(int playing_id, bool extrapolate) |
bool | set_game_obj_output_bus_volume(int game_obj_id, int listener_id, float control_value) |
bool | set_game_obj_aux_send_values(int game_obj_id, Array ak_aux_send_values, int send_values) |
bool | set_obj_obstruction_and_occlusion(int game_obj_id, int listener_id, float calculated_obs, float calculated_occ) |
bool | set_geometry(Array vertices, Array triangles, Resource acoustic_texture, float occlusion_value, Object game_object, bool enable_diffraction, bool enable_diffraction_on_boundary_edges, Object associated_room) |
bool | remove_geometry(Object game_object) |
bool | register_spatial_listener(Object game_object) |
bool | set_room(Object game_object, int ak_aux_bus_id, String room_name) |
bool | remove_room(Object game_object) |
bool | set_portal(Object game_object, Transform transform, Vector3 extent, Object front_room, Object back_room, bool enabled, String portal_name) |
bool | remove_portal(Object game_object) |
bool | set_game_obj_in_room(Object game_object, Object room) |
bool | remove_game_obj_from_room(Object game_object) |
bool | set_early_reflections_aux_send(Object game_object, int aux_bus_id) |
bool | set_early_reflections_volume(Object game_object, float volume) |
bool | add_output(String share_set, int output_id) |
bool | remove_output(int output_id) |
bool | suspend(bool render_anyway) |
bool | wakeup_from_suspend() |
Loads a bank with the given bank_name
. Calls AK::SoundEngine::LoadBank.
Note: You need to check the Use SoundBank names
option in the SoundBank Settings of the authoring application for this to work. Use load_bank_id as the alternative method.
Returns true
if bank loading succeeded.
Loads a bank with the given bank_id
. Calls AK::SoundEngine::LoadBank.
Note: You need to uncheck the Use SoundBank names
option in the SoundBank Settings of the authoring application for this to work. Use load_bank as the alternative method.
Returns true
if bank loading succeeded.
Unloads a bank with the given bank_name
. Calls AK::SoundEngine::UnloadBank.
Note: You need to check the Use SoundBank names
option in the SoundBank Settings of the authoring application for this to work. Use unload_bank_id as the alternative method.
Returns true
if bank unloading succeeded.
Unloads a bank with the given bank_id
. Calls AK::SoundEngine::UnloadBank.
Note: You need to uncheck the Use SoundBank names
option in the SoundBank Settings of the authoring application for this to work. Use unload_bank as the alternative method.
Returns true
if bank unloading succeeded.
Registers a listener with the given game_object
.
Returns true
if registering succeeded.
Registers a game object with the given game_object
and game_object_name
. Calls AK::SoundEngine::RegisterGameObj.
Returns true
if registering succeeded.
Unregisters a game object with the given game_object
. Calls AK::SoundEngine::UnregisterGameObj.
Returns true
if unregistering succeeded.
Associates game object emitter
with listener
object. Calls AK::SoundEngine::SetListeners.
Returns true
if succeded.
Sets the 3D position of the given game_object
with the given transform
. Calls AK::SoundEngine::SetPosition.
Returns true
if positioning succeeded.
Sets the 3D position of the given game_object
with the given transform2D
and z_depth
. Calls AK::SoundEngine::SetPosition.
Use the z_depth
parameter to position the game object on the z-axis.
Returns true
if positioning succeeded.
Sets the random seed value. Can be used to synchronize randomness across instances of the Sound Engine. Calls AK::SoundEngine::SetRandomSeed.
This seeds the number generator used for all container randomizations and the plug-in RNG; since it acts globally, this should be called right before any PostEvent call where randomness synchronization is required, and cannot guarantee similar results for continuous containers.
Posts an Event with the given event_name
on the given game_object
to the sound engine. Calls AK::SoundEngine::PostEvent.
Returns the playing ID of the Event launched, or 0 if posting the Event failed.
Posts an Event (with callbacks) with the given event_name
on the given game_object
to the sound engine. Pass the AKCallbackType
bitmask specified in the AkUtils
class to flags
. The cookie
Object should be a FuncRef
instance variable. Set the instance and the function of the FuncRef that should be called by Wwise.
Example:
extends Node
export(AkUtils.AkCallbackType) var callback_type = AkUtils.AkCallbackType.AK_MusicSyncBeat
var cookie:FuncRef
var playing_id = 0
func _ready():
var register_result = Wwise.register_game_obj(self, "Beat Callback Test")
print("Registering GameObject: ", register_result)
cookie = FuncRef.new() # needs to be an instance variable
cookie.set_instance(self) # instance in which the function should be called
cookie.set_function("beat_callback") # name of the function
playing_id= Wwise.post_event_callback("TestEvent", callback_type, self, cookie)
func beat_callback(data):
print(data)
func _exit_tree():
Wwise.stop_event(playing_id, 100, AkUtils.AkCurveInterpolation.LINEAR)
cookie.free()
Calls AK::SoundEngine::PostEvent.
Returns the playing ID of the Event launched, or 0 if posting the Event failed.
Posts an Event with the given event_id
on the given game_object
to the sound engine. Calls AK::SoundEngine::PostEvent.
Returns the playing ID of the Event launched, or 0 if posting the Event failed.
Posts an Event (with callbacks) with the given event_id
on the given game_object
to the sound engine. Pass the AKCallbackType
bitmask specified in the AkUtils
class to flags
. The cookie
Object should be a FuncRef
instance variable. Set the instance and the function of the FuncRef that should be called by Wwise.
Example:
extends Node
export(AkUtils.AkCallbackType) var callback_type = AkUtils.AkCallbackType.AK_MusicSyncBeat
var cookie:FuncRef
var playing_id = 0
func _ready():
var register_result = Wwise.register_game_obj(self, "Beat Callback Test")
print("Registering GameObject: ", register_result)
cookie = FuncRef.new() # needs to be an instance variable
cookie.set_instance(self) # instance in which the function should be called
cookie.set_function("beat_callback") # name of the function
playing_id= Wwise.post_event_id_callback(AK.EVENTS.MUSIC, callback_type, self, cookie)
func beat_callback(data):
print(data)
func _exit_tree():
Wwise.stop_event(playing_id, 100, AkUtils.AkCurveInterpolation.LINEAR)
cookie.free()
Calls AK::SoundEngine::PostEvent.
Returns the playing ID of the Event launched, or 0 if posting the Event failed.
Stops an Event with the given playing_id
. fade_time
describes the fade time duration in milliseconds. Pass the AkCurveInterpolation
value from the AkUtils
class to interpolation
. Calls AK::SoundEngine::ExecuteActionOnPlayingID.
Always returns true
.
Sets the given switch_state
of the switch_group
on the given game_object
. Calls AK::SoundEngine::SetSwitch.
Returns true
if setting the switch succeeded.
Sets the given switch_state_id
of the switch_group_id
on the given game_object
. Calls AK::SoundEngine::SetSwitch.
Returns true
if setting the switch succeeded.
Sets the given state_value
of the state_group
. Calls AK::SoundEngine::SetState.
Returns true
if setting the state succeeded.
Sets the given state_value_id
of the state_group_id
. Calls AK::SoundEngine::SetState.
Returns true
if setting the state succeeded.
Gets the RTPC value of the given rtpc_name
of the game_object
. Calls AK::SoundEngine::Query::GetRTPCValue.
Returns the RTPC value if succeeded, 1 if failed.
Gets the RTPC value of the given rtpc_id
of the game_object
. Calls AK::SoundEngine::Query::GetRTPCValue.
Returns the RTPC value if succeeded, 1 if failed.
Sets the RTPC rtpc_name
with the given rtpc_value
on the game_object
. Calls AK::SoundEngine::SetRTPCValue.
Returns true
if setting the RTPC succeeded.
Sets the RTPC rtpc_id
with the given rtpc_value
on the game_object
. Calls AK::SoundEngine::SetRTPCValue.
Returns true
if setting the RTPC succeeded.
Posts a trigger with the given trigger_name
on the game_object
. Calls AK::SoundEngine::PostTrigger.
Returns true
if posting the trigger succeeded.
Posts a trigger with the given trigger_id
on the game_object
. Calls AK::SoundEngine::PostTrigger.
Returns true
if posting the trigger succeeded.
- int post_external_source(String event_name, Object game_object, String source_object_name, String file_path, int id_codec)
Posts an Event with the given event_name
with an External Source on the game_object
. source_object_name
is the Wwise External Source SFX name added through the Contents Editor in the authoring application. file_path
refers to the relative file path of the external source specified in the Output Path of the External Sources settings in the authoring application. Pass the AkCodecID value defined in AkUtils
class to id_codec
. Calls AK::SoundEngine::PostEvent.
Returns the playing ID of the Event launched, or 0 if posting the Event failed.
- int post_external_source_id(int event_id, Object game_object, int source_object_id, String file_path, int id_codec)
Posts an Event with the given event_id
with an External Source on the game_object
. source_object_id
is the Wwise External Source SFX ID added through the Contents Editor in the authoring application. file_path
refers to the relative file path of the external source specified in the Output Path of the External Sources settings in the authoring application. Pass the AkCodecID value defined in AkUtils
class to id_codec
. Calls AK::SoundEngine::PostEvent.
Returns the playing ID of the Event launched, or 0 if posting the Event failed.
Gets the current position of the source associated with the given playing_id
, obtained from post_event_callback() or post_event_id_callback(). You need to pass the AK_EnableGetSourcePlayPosition
AkCallbackType flag defined in the AkUtils
class to use this method. Calls AK::SoundEngine::GetSourcePlayPosition.
Returns the current position of the source if succeeded, 0 if failed.
Queries information on the active segment of a music object that is playing, associated with the given playing_id
, obtained from post_event_callback() or post_event_id_callback(). You need to pass the AK_EnableGetMusicPlayPosition
AkCallbackType flag defined in the AkUtils
class to use this method. Calls AK::MusicEngine::GetPlayingSegmentInfo.
Returns a Dictionary with the segment info.
Sets the Output Bus Volume of the given game_object_id
. Calls AK::SoundEngine::SetGameObjectOutputBusVolume.
Returns true
if setting the Output Bus Volume succeeded.
Sets the Auxiliary Busses to route the specified game object with game_obj_id
. Pass an Array of Dictionaries to ak_aux_send_values
representing environments. The Dictionaries should contain the keys aux_bus_id
(the Aux Bus ID) and control_value
(float representing the attenuation or amplification factor applied to the volume of the sound going through the auxiliary bus). Pass the number of environments to send_values
, 0 to clear the game object's auxiliary send. Calls AK::SoundEngine::SetGameObjectAuxSendValues.
Returns true
if succeeded.
- bool set_obj_obstruction_and_occlusion(int game_obj_id, int listener_id, float calculated_obs, float calculated_occ)
Sets a game object's specified with game_obj_id
obstruction and occlusion levels. It's up to you to calculate the calculated_obs
and calculated_occ
values. Calls AK::SoundEngine::SetObjObstructionAndOcclusion.
Returns true
if succeeded.
- bool set_geometry(Array vertices, Array triangles, Resource acoustic_texture, float occlusion_value, Object game_object, bool enable_diffraction, bool enable_diffraction_on_boundary_edges, Object associated_room)
Adds a set of geometry from the SpatialAudio module for geometric reflection and diffaction processing on the given 'game_object'. vertices
should be an Array containing Vertices (Vector3), pass an Array of triangles (int) to triangles
. enable_diffraction
enables or disables geometric diffraction for this geometry, enable_diffraction_on_boundary_edges
enables or disables geometric diffraction on boundary edges for this geometry. Pass the associated_room
object if the geometry is inside a room, null
if the geometry has a global scope. Doing so reduces the search space for ray casting performed by reflection and diffraction calculations. acoustic_texture
is a AkAcousticTexture
resource. Pass null
here if you don't use acoustic textures. Calls AK::SpatialAudio::SetGeometry.
TODO: AcousticTexture
Removes a set of geometry to the SpatialAudio API. Pass the game_object
that was used to register the geometry. Calls AK::SpatialAudio::RemoveGeometry.
Returns true
if removing the geometry set succeeded.
Registers a spatial audio listener with the given game_object
.
Note: There can be only one Spatial Audio listener registered at any given time
Calls AK::SpatialAudio::RegisterListener.
Returns true
if registering the spatial audio listener succeeded.
Adds a room with the given game_object
. Pass the reverb aux bus that is associated with the room to ak_aux_bus_id
. Calls AK::SpatialAudio::SetRoom.
Returns true
if setting the room succeeded.
Removes a room with the given game_object
. Calls AK::SpatialAudio::RemoveRoom.
Returns true
if removing the room succeeded.
- bool set_portal(Object game_object, Transform transform, Vector3 extent, Object front_room, Object back_room, bool enabled, String portal_name)
Adds an acoustic portal with the given
game_object
at thetransform
position.extent
defines the dimensions of the portal relative to its center. Pass room objects created withset_room
tofront_room
andback_room
.enabled
defines wheter the portal is active or enabled. Calls AK::SpatialAudio::SetPortal
Returns true
if setting the portal succeeded.
Removes a portal created previously with set_portal
. Calls AK::SpatialAudio::RemovePortal.
Returns true
if removing the portal succeeded.
Sets the room that the game object is currently located in. Pass a previously registered game object to game_object
and the room to room
. Calls AK::SpatialAudio::SetGameObjInRoom.
Returns true
if setting the game object in a room succeeded.
Removes the given game_object
from any rooms. Calls AK::SpatialAudio::SetGameObjInRoom.
Returns true
if removing the game object from a room succeeded.
Set the given early reflections auxiliary bus aux_bus_id
for the particular game object game_object
. Calls AK::SpatialAudio::SetEarlyReflectionsAuxSend.
Returns true
if setting the early reflections auxiliary bus succeeded.
Set the given early reflections send volume volume
for the particular game_object
. Calls AK::SpatialAudio::SetEarlyReflectionsVolume.
Returns true
if setting the early reflections send volume succeeded.
Adds an output to with the given share_set
name and output_id
to the sound engine. Calls AK::SoundEngine::AddOutput.
Returns true
if adding the output succeeded.
Removes an output with the given output_id
. Calls AK::SoundEngine::RemoveOutput.
Returns true
if removing the output succeeded.
Suspends the sound engine. Set render_anyway
to true
if your game still runs in backround. Calls AK::SoundEngine::Suspend.
Returns true
if suspending the sound engine succeeded.
Wakes up the sound engine and starts processing audio again. Calls AK::SoundEngine::WakeupFromSuspend.
Returns true
if waking up the sound engine succeeded.
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