https://github.com/alessandrofama/wwise-godot-integration/wiki
Adds an output to with the given [param share_set] and [param output_id] to the
sound engine. Calls [code]AK::SoundEngine::AddOutput[/code].[br][br]
Returns [code]true[/code] if adding the output succeeded.
Queries information on the active segment of a music object that is playing,
associated with the given [param playing_id], obtained from [method
post_event_callback] or
[method post_event_id_callback]. You need to pass the
[code]AK_EnableGetMusicPlayPosition[/code]
[code]AkCallbackType[/code] flag defined in the [AkUtils] class to use this method.
Calls
[code]AK::MusicEngine::GetPlayingSegmentInfo[/code].[br][br]
Returns a Dictionary with the segment info.
Gets the RTPC value with the given [param name] of the [param game_object]. Pass
[code]null[/code] to
[param game_object] to get a global RTPC value. Calls
[code]AK::SoundEngine::Query::GetRTPCValue[/code].[br][br]
Returns the RTPC value if succeeded, 1.0f (INVALID_RTPC_VALUE) if failed.
Gets the RTPC value with the given [param id] of the [param game_object]. Pass
[code]null[/code] to
[param game_object] to get a global RTPC value. Calls
[code]AK::SoundEngine::Query::GetRTPCValue[/code].[br][br]
Returns the RTPC value if succeeded, 1.0f (INVALID_RTPC_VALUE) if failed.
Gets the current position of the source associated with the given [param
playing_id],
obtained from [method post_event_callback] or [method post_event_id_callback]. You
need to
pass
the [code]AK_EnableGetSourcePlayPosition[/code] [code]AkCallbackType[/code] flag
defined in the [AkUtils] class
to use this method. Calls
[code]AK::SoundEngine::GetSourcePlayPosition[/code].[br][br]
Returns the current position of the source if succeeded, 0 if failed.
Initializes the Wwise Soundengine. This is called automatically by the Wwise Runtime
autoload singleton at each game start.
Loads a bank with the given [param bank_name]. Calls
[code]AK::SoundEngine::LoadBank[/code].[br][br]
Returns [code]true[/code] if bank loading succeeded.
Loads a bank with the given [param bank_name]. The [param cookie] Object should be a
[CookieWrapper]
instance variable. Set the [param cookie] property of the wrapper to a [Callable] of
your
choice. Calls [code]AK::SoundEngine::LoadBank[/code].[br][br]
Returns [code]true[/code] if bank loading succeeded.
Loads a bank with the given [param bank_id]. The [param cookie] Object should be a
[CookieWrapper]
instance variable. Set the [param cookie] property of the wrapper to a [Callable] of
your
choice. Calls [code]AK::SoundEngine::LoadBank[/code].[br][br]
Returns [code]true[/code] if bank loading succeeded.
Loads a bank with the given [param bank:id]. Calls
[code]AK::SoundEngine::LoadBank[/code].[br][br]
Returns [code]true[/code] if bank loading succeeded.
Posts an Event with the given [param event_name] on the given [param game_object] to
the sound
engine. Calls [code]AK::SoundEngine::PostEvent[/code].[br][br]
Returns the [code]playing ID[/code] of the Event launched, or [code]0[/code] if
posting the Event failed.
Posts an Event with the given [param event_name] on the given [param game_object] to
the sound
engine. Pass the [code]AkCallbackType[/code] flag defined in the [AkUtils] class to
[param flags]. The
[param cookie] Object should be a [CookieWrapper] instance variable. Set the [param
cookie] property of the wrapper to a [Callable] of your choice.
Calls [code]AK::SoundEngine::PostEvent[/code].[br][br]
Returns the [code]playing ID[/code] of the Event launched, or [code]0[/code] if
posting the Event failed.
Posts an Event with the given [param event_id] on the given [param game_object] to
the sound
engine. Calls [code]AK::SoundEngine::PostEvent[/code].[br][br]
Returns the [code]playing ID[/code] of the Event launched, or [code]0[/code] if
posting the Event failed.
Posts an Event with the given [param event_id] on the given [param game_object] to
the sound
engine. Pass the [code]AkCallbackType[/code] flag defined in the [AkUtils] class to
[param flags]. The
[param cookie] Object should be a [CookieWrapper] instance variable. Set the [param
cookie] property of the wrapper to a [Callable] of your choice.
Calls [code]AK::SoundEngine::PostEvent[/code].[br][br]
Returns the [code]playing ID[/code] of the Event launched, or [code]0[/code] if
posting the Event failed.
Posts an Event with the given [param event_name] with an External Source on the
[param game_object].
[param source_object_name] is the Wwise External Source SFX name added through the
Contents
Editor in the authoring application. [param 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 [code]AkCodecID[/code] value defined in
[AkUtils] class to
[param id_codec]. Calls [code]AK::SoundEngine::PostEvent[/code].[br][br]
Returns the [code]playing ID[/code] of the Event launched, or [code]0[/code] if
posting the Event failed.
Posts an Event with the given [param event_id] with an External Source on the [param
game_object].
[param source_object_id] is the Wwise External Source SFX ID added through the
Contents
Editor in the authoring application. [param 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 [code]AkCodecID[/code] value defined in
[AkUtils] class to
[param id_codec]. Calls [code]AK::SoundEngine::PostEvent[/code].[br][br]
Returns the [code]playing ID[/code] of the Event launched, or [code]0[/code] if
posting the Event failed.
Posts a trigger with the given [param name] on the given [param game_object]. Calls
[code]AK::SoundEngine::PostTrigger[/code].[br][br]
Returns [code]true[/code] if posting the trigger succeeded.
Posts a trigger with the given [param id] on the given [param game_object]. Calls
[code]AK::SoundEngine::PostTrigger[/code].[br][br]
Returns [code]true[/code] if posting the trigger succeeded.
Registers a game object with the given [param game_object] and [param name].
Calls [code]AK::SoundEngine::RegisterGameObj[/code].[br][br]
Returns [code]true[/code] if registering the game object succeeded.
Registers a listener with the given [param game_object].
Returns [code]true[/code] if registering the listener succeeded.
Registers a spatial audio listener with the given [param game_object].Calls
[code]AK::SpatialAudio::RegisterListener[/code].[br][br]
Returns [code]true[/code] if registering the listener succeeded.[br][br]
Note: There can be only one Spatial Audio listener registered at any given time.
Removes the given [param game_object] from any room. Calls
[code]AK::SpatialAudio::SetGameObjectInRoom[/code].[br][br]
Returns [code]true[/code] if removing the game_object from a room succeeded.
Removes a geometry set. Pass the [param game_object] that was
used to register the geometry. Calls
[code]AK::SpatialAudio::RemoveGeometry[/code].[br][br]
Returns [code]true[/code] if removing the geometry set succeeded.
Removes an output with the given [param output_id]. Calls
[code]AK::SoundEngine::RemoveOutput[/code].[br][br]
Returns [code]true[/code] if removing the output succeeded.
Removes a portal created previously with [param set_portal]. Calls
[code]AK::SpatialAudio::RemovePortal[/code].[br][br]
Returns [code]true[/code] if removing the portal succeeded.
Removes a room with the given [param game_object]. Calls
[code]AK::SpatialAudio::RemoveRoom[/code].[br][br]
Returns [code]true[/code] if removing the room succeeded.
Processes all commands in the sound engine's command queue. This is called
automatically by the Wwise Runtime autoload singleton. Calls
[code]AK::SoundEngine::RenderAudio[/code].
Sets the 3D position of the given [param game_object] with the given [param
transform_2d]
and [param z_depth]. Use the [param z_depth] parameter to position the game object
on the z-axis. Calls [code]AK::SoundEngine::SetPosition[/code].[br][br]
Returns [code]true[/code] if setting the position succeeded.
Sets the 3D position of the given [param game_object] with the given [param
transform_3d]. Calls [code]AK::SoundEngine::SetPosition[/code].[br][br]
Returns [code]true[/code] if setting the position succeeded.
Configures the root path for the generated soundbanks. This feature proves
beneficial when loading soundbanks from external sources beyond Godot's virtual
filesystem.
Sets the current language. This is done automatically based on the
[code]startup_language[/code] setting in the Common User Wwise settings (Project
Settings).
Set the given early reflections auxiliary bus [param aux_id] for the particular
[param game_object]. Calls
[code]AK::SpatialAudio::SetEarlyReflectionsAuxSend[/code].[br][br]
Returns [code]true[/code] if setting the early reflections auxiliary bus succeeded.
Set the given early reflections send [param volume] for the particular [param
game_object].
Calls [code]AK::SpatialAudio::SetEarlyReflectionsVolume[/code].[br][br]
Returns [code]true[/code] if setting the early reflections send volume succeeded.
Sets the Auxiliary Busses to route the specified [param game_object]. Pass an Array
of
Dictionaries to [param ak_aux_send_values] representing environments. The
Dictionaries
should contain the keys [code]aux_bus_id[/code] (the Aux Bus ID) and
[code]control_value[/code] (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
[param num_send_values], 0 to clear the game object's auxiliary send. Calls
[code]AK::SoundEngine::SetGameObjectAuxSendValues[/code].[br][br]
Returns [code]true[/code] if succeeded.
Sets the room that the game object is currently located in. Pass a previously
registered game object to [param game_object] and the room to [param room]. Calls
[code]AK::SpatialAudio::SetGameObjectInRoom[/code].[br][br]
Returns [code]true[/code] if setting the game object in a room succeeded.
Sets the Output Bus Volume of the given [param game_object]. Calls
[code]AK::SoundEngine::SetGameObjectOutputBusVolume[/code].[br][br]
Returns [code]true[/code] if setting the Output Bus Volume succeeded.
Sets the outer and inner radius for the specified [param game_object]. Calls
[code]AK::SpatialAudio::SetGameObjectRadius[/code].
Adds a set of geometry from the SpatialAudio module for geometric reflection and
diffaction processing on the given [param game_object]. [param vertices] should be
an Array
containing Vertices (Vector3), pass an Array of triangles (int) to [param
triangles].
[param enable_diffraction] enables or disables geometric diffraction for this
geometry,
[param enable_diffraction_on_boundary_edges] enables or disables geometric
diffraction on
boundary edges for this geometry. [param acoustic_texture] is a AkAcousticTexture
resource (currently not supported). Pass
null here if you don't use acoustic textures. Calls
[code]AK::SpatialAudio::SetGeometry[/code].
Associates the game object [param emitter] with a [param listener] object.[br][br]
Returns [code]true[/code] if succeeded.
Sets the 2D position of the given [param game_object] with the given [param
positions] array.
Specify the number of position with [param num_positions] and the position type with
[enum AkUtils.MultiPositionType]. Calls
[code]AK::SoundEngine::SetMultiplePositions[/code].
Sets the 3D position of the given [param game_object] with the given [param
positions] array.
Specify the number of position with [param num_positions] and the position type with
[enum AkUtils.MultiPositionType]. Calls
[code]AK::SoundEngine::SetMultiplePositions[/code].
Sets the obstruction and occlusion levels of the given [param game_object]. It's up
to you
to calculate the [param calculated_obs] and [param calculated_occ] values. Calls
[code]AK::SoundEngine::SetObjectObstructionAndOcclusion[/code].[br][br]
Returns [code]true[/code] if succeeded.
Adds an acoustic portal with the given [param game_object] at the [param transform]
position. [param extent]
defines the dimensions of the portal relative to its center. Pass room objects
created with [method set_room] to [param front_room] and [param back_room]. [param
enabled] defines wheter the portal
is active or enabled. [code]Calls AK::SpatialAudio::SetPortal[/code].[br][br]
Returns [code]true[/code] if setting the portal succeeded.
Sets the random seed value. Can be used to synchronize randomness across instances
of the Soundengine. Calls [code]AK::SoundEngine::SetRandomSeed[/code].
Adds a room with the given [param game_object]. Pass the reverb aux bus that is
associated
with the room to [param aux_bus_id].
Calls [code]AK::SpatialAudio::SetRoom[/code].[br][br]
Returns [code]true[/code] if setting the room succeeded.
Sets the RTPC [param name] with the given [param value] on the [param game_object].
Pass [code]null[/code] to [param game_object] to set a global RTPC value. Calls
[code]AK::SoundEngine::SetRTPCValue[/code].[br][br]
Returns [code]true[/code] if setting the RTPC succeeded.
Sets the RTPC [param id] with the given [param value] on the [param game_object].
Pass [code]null[/code] to [param game_object] to set a global RTPC value. Calls
[code]AK::SoundEngine::SetRTPCValue[/code].[br][br]
Returns [code]true[/code] if setting the RTPC succeeded.
Sets the given [param state_value] of the [param state_group]. Calls
[code]AK::SoundEngine::SetState[/code].[br][br]
Returns [code]true[/code] if setting the state succeeded.
Sets the given [param state_value_id] of the [param state_group_id]. Calls
[code]AK::SoundEngine::SetState[/code].[br][br]
Returns [code]true[/code] if setting the state succeeded.
Sets the given [param switch_value] of the [param switch_group] on the given [param
game_object]. Calls [code]AK::SoundEngine::SetSwitch[/code].[br][br]
Returns [code]true[/code] if setting the switch succeeded.
Sets the given [param switch_value_id] of the [param switch_group_id] on the given
[param
game_object]. Calls [code]AK::SoundEngine::SetSwitch[/code].[br][br]
Returns [code]true[/code] if setting the switch succeeded.
Shuts down the Wwise sound engine. This is called automatically by the Wwise Runtime
autoload singleton.
Stops an Event with the given [param playing_id]. [param fade_time] describes the
fade time duration
in milliseconds. Pass the [enum AkUtils.AkCurveInterpolation] value to
[param interpolation]. Calls [code]AK::SoundEngine::ExecuteActionOnPlayingID[/code].
Suspends the sound engine. Set [param render_anyway] to true if your game still runs
in
backround. Calls [code]AK::SoundEngine::Suspend[/code].[br][br]
Returns [code]true[/code] if suspending the sound engine succeeded.
Unloads a bank with the given [param bank_name]. Calls
[code]AK::SoundEngine::UnloadBank[/code].[br][br]
Returns [code]true[/code] if bank unloading succeeded.
Unloads a bank with the given [param bank_name]. The [param cookie] Object should be
a
[CookieWrapper] instance variable. Set the [param cookie] property of the wrapper to
a [Callable] of
your choice. Calls [code]AK::SoundEngine::UnloadBank[/code].[br][br]
Returns [code]true[/code] if bank unloading succeeded.
Unloads a bank with the given [param bank_id]. The [param cookie] Object should be a
[CookieWrapper] instance variable. Set the [param cookie] property of the wrapper to
a [Callable] of
your choice. Calls [code]AK::SoundEngine::UnloadBank[/code].[br][br]
Returns [code]true[/code] if bank unloading succeeded.
Unloads a bank with the given [param bank_id]. Calls
[code]AK::SoundEngine::UnloadBank[/code].[br][br]
Returns [code]true[/code] if bank unloading succeeded.
Unregisters a game object with the given [param game_object]. Calls
[code]AK::SoundEngine::UnregisterGameObj[/code].
Wakes up the sound engine and starts processing audio again. Calls
[code]AK::SoundEngine::WakeupFromSuspend[/code].[br][br]
Returns [code]true[/code] if waking up the sound engine succeeded.