/// <summary>URI strings to use in WAAPI calls. For a complete description, refer to the official Wwise SDK documentation.</summary>
publicclassak
{
publicclasssoundengine
{
/// <summary>Set multiple positions for a single game object. Setting multiple positions for a single game object is a way to simulate multiple emission sources while using the resources of only one voice. This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area. See <tt>AK::SoundEngine::SetMultiplePositions</tt>.</summary>
/// <summary>Set the scaling factor of a game object. Modify the attenuation computations on this game object to simulate sounds with a larger or smaller area of effect. See <tt>AK::SoundEngine::SetScalingFactor</tt>.</summary>
/// <summary>Set a game object's obstruction and occlusion levels. This function is used to affect how an object should be heard by a specific listener. See <tt>AK::SoundEngine::SetObjectObstructionAndOcclusion</tt>.</summary>
/// <summary>Set a single game object's active listeners. By default, all new game objects have no listeners active, but this behavior can be overridden with <tt>SetDefaultListeners()</tt>. Inactive listeners are not computed. See <tt>AK::SoundEngine::SetListeners</tt>.</summary>
/// <summary>Execute an action on all nodes that are referenced in the specified event in an action of type play. See <tt>AK::SoundEngine::ExecuteActionOnEvent</tt>.</summary>
/// <summary>Set a listener's spatialization parameters. This lets you define listener-specific volume offsets for each audio channel. See <tt>AK::SoundEngine::SetListenerSpatialization</tt>.</summary>
/// <summary>Reset the value of a real-time parameter control to its default value, as specified in the Wwise project. See <tt>AK::SoundEngine::ResetRTPCValue</tt>.</summary>
/// <summary>Unregister a game object. Registering a game object twice does nothing. Unregistering it once unregisters it no matter how many times it has been registered. Unregistering a game object while it is in use is allowed, but the control over the parameters of this game object is lost. For example, say a sound associated with this game object is a 3D moving sound. It will stop moving when the game object is unregistered, and there will be no way to regain control over the game object. See <tt>AK::SoundEngine::UnregisterGameObj</tt>.</summary>
/// <summary>Seek inside all playing objects that are referenced in Play Actions of the specified Event. See <tt>AK::SoundEngine::SeekOnEvent</tt>.</summary>
/// <summary>Register a game object. Registering a game object twice does nothing. Unregistering it once unregisters it no matter how many times it has been registered. See <tt>AK::SoundEngine::RegisterGameObj</tt>.</summary>
/// <summary>Set a the default active listeners for all subsequent game objects that are registered. See <tt>AK::SoundEngine::SetDefaultListeners</tt>.</summary>
/// <summary>Set the output bus volume (direct) to be used for the specified game object. See <tt>AK::SoundEngine::SetGameObjectOutputBusVolume</tt>.</summary>
/// <summary>Stop playing the current content associated to the specified game object ID. If no game object is specified, all sounds will be stopped. See <tt>AK::SoundEngine::StopAll</tt>.</summary>
/// <summary>Enable or disable the automation mode for Wwise. This reduces the potential interruptions caused by message boxes and dialogs. For instance, enabling the automation mode silently accepts: project migration, project load log, EULA acceptance, project licence display and generic message boxes.</summary>
/// <summary>Enables debug assertions. Every call to enableAsserts with false increments the ref count. Calling with true will decrement the ref count. This is only available with Debug builds.</summary>
/// <summary>Get the min/max peak pairs, in a given region of an audio source, as a collection of binary strings (one per channel). The strings are base-64 encoded 16-bit signed int arrays, with min and max values being interleaved. If getCrossChannelPeaks is true, there will be only one binary string representing peaks across all channels globally.</summary>
/// <summary>Get the min/max peak pairs in the entire trimmed region of an audio source, for each channel, as an array of binary strings (one per channel). The strings are base-64 encoded 16-bit signed int arrays, with min and max values being interleaved. If getCrossChannelPeaks is true, there will be only one binary string representing peaks across all channels globally.</summary>
/// <summary>Connects the Wwise Authoring application to a Wwise Sound Engine running executable. The host must be running code with communication enabled.</summary>
/// <summary>Sent when an item is added to the log. This could be used to retrieve items added to the SoundBank generation log. To retrieve the complete log, refer to ak.wwise.core.log.get.</summary>
/// <summary>Retrieve the latest log for a specific channel. Refer to ak.wwise.core.log.itemadded to be notified when an item is added to the log.</summary>
publicconststringget="ak.wwise.core.log.get";
}
/// <summary>Retrieve global Wwise information.</summary>
publicconststringgetInfo="ak.wwise.core.getInfo";
publicclass@object
{
/// <summary>Sent when an object reference is changed.</summary>
/// <summary>Sets a property value of an object for a specific platform. Refer to ak.wwise.core.object.setreference to set a reference to an object.</summary>
/// <summary>Cancels the last undo group. Please note that this does not revert the operations made since the last ak.wwise.core.undo.begingroup call.</summary>
/// <summary>Begins an undo group. Make sure to call ak.wwise.core.undo.endgroup exactly once for every ak.wwise.core.beginUndoGroup call you make. Calls to ak.wwise.core.undo.beginGroup can be nested.</summary>
/// <summary>Creates a transport object for the given Wwise object. The return transport object can be used to play, stop, pause and resume the Wwise object via the other transport functions.</summary>
/// <summary>Sent when a single SoundBank is generated. This could be sent multiple times during SoundBank generation, for every SoundBank generated and for every platform. To generate SoundBanks, refer to ak.wwise.ui.commands.execute with one of the SoundBank generation commands.</summary>
/// <summary>Modifies a SoundBank's inclusion list. The 'operation' argument determines how the 'inclusions' argument modifies the SoundBank's inclusion list; 'inclusions' may be added to / removed from / replace the SoundBank's inclusion list.</summary>
/// <summary>Create Wwise objects and import audio files. This function is using the same importation processor available through the Tab Delimited import in the Audio File Importer. The function returns an array of all objects created, replaced or re-used. Use the options to specify how the objects are returned.</summary>
/// <summary>Assign a Switch Container's child to a Switch. This is the equivalent of doing a drag&drop of the child to a state in the Assigned Objects view. The child is always added at the end for each state.</summary>
/// <summary>Opens a project, specified by path. Please refer to ak.wwise.core.project.loaded for further explanations on how to be notified when the operation has completed.</summary>
publicconststringopen="ak.wwise.ui.project.open";
}
/// <summary>Bring Wwise main window to foreground. Refer to SetForegroundWindow and AllowSetForegroundWindow on MSDN for more information on the restrictions. Refer to ak.wwise.core.getInfo to obtain the Wwise process ID for AllowSetForegroundWindow.</summary>
/// <summary>Register an array of add-on commands. Registered commands remain until the Wwise process is terminated. Refer to to ak.wwise.ui.commands.executed.</summary>