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Babushka/addons/Wwise/native/doc/Wwise.xml

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<?xml version="1.0" encoding="UTF-8"?>
<class name="Wwise" inherits="Object" version="4.1"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
<link title="Wwise Integration for Godot Wiki">
https://github.com/alessandrofama/wwise-godot-integration/wiki</link>
</tutorials>
<methods>
<method name="add_output">
<return type="bool" />
<param index="0" name="share_set" type="String" />
<param index="1" name="output_id" type="int" />
<description>
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.
</description>
</method>
<method name="get_playing_segment_info">
<return type="Dictionary" />
<param index="0" name="playing_id" type="int" />
<param index="1" name="extrapolate" type="bool" />
<description>
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.
</description>
</method>
<method name="get_rtpc_value">
<return type="float" />
<param index="0" name="name" type="String" />
<param index="1" name="game_object" type="Object" />
<description>
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.
</description>
</method>
<method name="get_rtpc_value_id">
<return type="float" />
<param index="0" name="id" type="int" />
<param index="1" name="game_object" type="Object" />
<description>
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.
</description>
</method>
<method name="get_source_play_position">
<return type="int" />
<param index="0" name="playing_id" type="int" />
<param index="1" name="extrapolate" type="bool" />
<description>
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.
</description>
</method>
<method name="init">
<return type="void" />
<description>
Initializes the Wwise Soundengine. This is called automatically by the Wwise Runtime
autoload singleton at each game start.
</description>
</method>
<method name="load_bank">
<return type="bool" />
<param index="0" name="bank_name" type="String" />
<description>
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.
</description>
</method>
<method name="load_bank_async">
<return type="bool" />
<param index="0" name="bank_name" type="String" />
<param index="1" name="cookie" type="CookieWrapper" />
<description>
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.
</description>
</method>
<method name="load_bank_async_id">
<return type="bool" />
<param index="0" name="bank_id" type="int" />
<param index="1" name="cookie" type="CookieWrapper" />
<description>
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.
</description>
</method>
<method name="load_bank_id">
<return type="bool" />
<param index="0" name="bank_id" type="int" />
<description>
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.
</description>
</method>
<method name="post_event">
<return type="int" />
<param index="0" name="event_name" type="String" />
<param index="1" name="game_object" type="Object" />
<description>
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.
</description>
</method>
<method name="post_event_callback">
<return type="int" />
<param index="0" name="event_name" type="String" />
<param index="1" name="flags" type="int" enum="AkUtils.AkCallbackType" />
<param index="2" name="game_object" type="Object" />
<param index="3" name="cookie" type="CookieWrapper" />
<description>
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.
</description>
</method>
<method name="post_event_id">
<return type="int" />
<param index="0" name="event_id" type="int" />
<param index="1" name="game_object" type="Object" />
<description>
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.
</description>
</method>
<method name="post_event_id_callback">
<return type="int" />
<param index="0" name="event_id" type="int" />
<param index="1" name="flags" type="int" enum="AkUtils.AkCallbackType" />
<param index="2" name="game_object" type="Object" />
<param index="3" name="cookie" type="CookieWrapper" />
<description>
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.
</description>
</method>
<method name="post_external_source">
<return type="int" />
<param index="0" name="event_name" type="String" />
<param index="1" name="game_object" type="Object" />
<param index="2" name="source_object_name" type="String" />
<param index="3" name="filename" type="String" />
<param index="4" name="id_codec" type="int" enum="AkUtils.AkCodecID" />
<description>
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.
</description>
</method>
<method name="post_external_source_id">
<return type="int" />
<param index="0" name="event_id" type="int" />
<param index="1" name="game_object" type="Object" />
<param index="2" name="source_object_id" type="int" />
<param index="3" name="filename" type="String" />
<param index="4" name="id_codec" type="int" enum="AkUtils.AkCodecID" />
<description>
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.
</description>
</method>
<method name="post_trigger">
<return type="bool" />
<param index="0" name="name" type="String" />
<param index="1" name="game_object" type="Object" />
<description>
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.
</description>
</method>
<method name="post_trigger_id">
<return type="bool" />
<param index="0" name="id" type="int" />
<param index="1" name="game_object" type="Object" />
<description>
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.
</description>
</method>
<method name="register_game_obj">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="name" type="String" />
<description>
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.
</description>
</method>
<method name="register_listener">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<description>
Registers a listener with the given [param game_object].
Returns [code]true[/code] if registering the listener succeeded.
</description>
</method>
<method name="register_spatial_listener">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<description>
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.
</description>
</method>
<method name="remove_game_object_from_room">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<description>
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.
</description>
</method>
<method name="remove_geometry">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<description>
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.
</description>
</method>
<method name="remove_output">
<return type="bool" />
<param index="0" name="output_id" type="int" />
<description>
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.
</description>
</method>
<method name="remove_portal">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<description>
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.
</description>
</method>
<method name="remove_room">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<description>
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.
</description>
</method>
<method name="render_audio">
<return type="void" />
<description>
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].
</description>
</method>
<method name="set_2d_position">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="transform_2d" type="Transform2D" />
<param index="2" name="z_depth" type="float" />
<description>
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.
</description>
</method>
<method name="set_3d_position">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="transform_3d" type="Transform3D" />
<description>
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.
</description>
</method>
<method name="set_base_path">
<return type="bool" />
<param index="0" name="base_path" type="String" />
<description>
Configures the root path for the generated soundbanks. This feature proves
beneficial when loading soundbanks from external sources beyond Godot's virtual
filesystem.
</description>
</method>
<method name="set_current_language">
<return type="void" />
<param index="0" name="language" type="String" />
<description>
Sets the current language. This is done automatically based on the
[code]startup_language[/code] setting in the Common User Wwise settings (Project
Settings).
</description>
</method>
<method name="set_early_reflections_aux_send">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="aux_id" type="int" />
<description>
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.
</description>
</method>
<method name="set_early_reflections_volume">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="volume" type="float" />
<description>
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.
</description>
</method>
<method name="set_game_object_aux_send_values">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="ak_aux_send_values" type="Array" />
<param index="2" name="num_send_values" type="int" />
<description>
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.
</description>
</method>
<method name="set_game_object_in_room">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="room" type="Object" />
<description>
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.
</description>
</method>
<method name="set_game_object_output_bus_volume">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="listener" type="Object" />
<param index="2" name="f_control_value" type="float" />
<description>
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.
</description>
</method>
<method name="set_game_object_radius">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="outer_radius" type="float" />
<param index="2" name="inner_radius" type="float" />
<description>
Sets the outer and inner radius for the specified [param game_object]. Calls
[code]AK::SpatialAudio::SetGameObjectRadius[/code].
</description>
</method>
<method name="set_game_object_to_portal_obstruction">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="portal" type="Object" />
<param index="2" name="obstruction_value" type="float" />
<description>
</description>
</method>
<method name="set_geometry">
<return type="bool" />
<param index="0" name="vertices" type="Array" />
<param index="1" name="triangles" type="Array" />
<param index="2" name="acoustic_texture" type="Resource" />
<param index="3" name="transission_loss_value" type="float" />
<param index="4" name="game_object" type="Object" />
<param index="5" name="enable_diffraction" type="bool" />
<param index="6" name="enable_diffraction_on_boundary_edges" type="bool" />
<description>
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].
</description>
</method>
<method name="set_listeners">
<return type="bool" />
<param index="0" name="emtter" type="Object" />
<param index="1" name="listener" type="Object" />
<description>
Associates the game object [param emitter] with a [param listener] object.[br][br]
Returns [code]true[/code] if succeeded.
</description>
</method>
<method name="set_multiple_positions_2d">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="positions" type="Transform2D[]" />
<param index="2" name="z_depths" type="float[]" />
<param index="3" name="num_positions" type="int" />
<param index="4" name="multi_position_type" type="int" enum="AkUtils.MultiPositionType" />
<description>
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].
</description>
</method>
<method name="set_multiple_positions_3d">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="positions" type="Transform3D[]" />
<param index="2" name="num_positions" type="int" />
<param index="3" name="multi_position_type" type="int" enum="AkUtils.MultiPositionType" />
<description>
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].
</description>
</method>
<method name="set_object_obstruction_and_occlusion">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="listener" type="Object" />
<param index="2" name="calculated_obs" type="float" />
<param index="3" name="calculated_occ" type="float" />
<description>
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.
</description>
</method>
<method name="set_portal">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="transform" type="Transform3D" />
<param index="2" name="extent" type="Vector3" />
<param index="3" name="front_room" type="Object" />
<param index="4" name="back_room" type="Object" />
<param index="5" name="enabled" type="bool" />
<description>
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.
</description>
</method>
<method name="set_portal_obstruction_and_occlusion">
<return type="bool" />
<param index="0" name="portal" type="Object" />
<param index="1" name="obstruction_value" type="float" />
<param index="2" name="occlusion_value" type="float" />
<description>
</description>
</method>
<method name="set_portal_to_portal_obstruction">
<return type="bool" />
<param index="0" name="portal0" type="Object" />
<param index="1" name="portal1" type="Object" />
<param index="2" name="obstruction_value" type="float" />
<description>
</description>
</method>
<method name="set_random_seed">
<return type="void" />
<param index="0" name="seed" type="int" />
<description>
Sets the random seed value. Can be used to synchronize randomness across instances
of the Soundengine. Calls [code]AK::SoundEngine::SetRandomSeed[/code].
</description>
</method>
<method name="set_room">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<param index="1" name="aux_bus_id" type="int" />
<param index="2" name="reverb_level" type="float" />
<param index="3" name="transmission_loss" type="float" />
<param index="4" name="front_vector" type="Vector3" />
<param index="5" name="up_vector" type="Vector3" />
<param index="6" name="keep_registered" type="bool" />
<param index="7" name="associated_geometry" type="Object" />
<description>
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.
</description>
</method>
<method name="set_rtpc_value">
<return type="bool" />
<param index="0" name="name" type="String" />
<param index="1" name="value" type="float" />
<param index="2" name="game_object" type="Object" />
<description>
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.
</description>
</method>
<method name="set_rtpc_value_id">
<return type="bool" />
<param index="0" name="id" type="int" />
<param index="1" name="value" type="float" />
<param index="2" name="game_object" type="Object" />
<description>
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.
</description>
</method>
<method name="set_state">
<return type="bool" />
<param index="0" name="state_group" type="String" />
<param index="1" name="state_value" type="String" />
<description>
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.
</description>
</method>
<method name="set_state_id">
<return type="bool" />
<param index="0" name="state_group_id" type="int" />
<param index="1" name="state_value_id" type="int" />
<description>
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.
</description>
</method>
<method name="set_switch">
<return type="bool" />
<param index="0" name="switch_group" type="String" />
<param index="1" name="switch_value" type="String" />
<param index="2" name="game_object" type="Object" />
<description>
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.
</description>
</method>
<method name="set_switch_id">
<return type="bool" />
<param index="0" name="switch_group_id" type="int" />
<param index="1" name="switch_value_id" type="int" />
<param index="2" name="game_object" type="Object" />
<description>
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.
</description>
</method>
<method name="shutdown">
<return type="void" />
<description>
Shuts down the Wwise sound engine. This is called automatically by the Wwise Runtime
autoload singleton.
</description>
</method>
<method name="stop_event">
<return type="void" />
<param index="0" name="playing_id" type="int" />
<param index="1" name="fade_time" type="int" />
<param index="2" name="interpolation" type="int" enum="AkUtils.AkCurveInterpolation" />
<description>
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].
</description>
</method>
<method name="suspend">
<return type="bool" />
<param index="0" name="render_anyway" type="bool" />
<description>
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.
</description>
</method>
<method name="unload_bank">
<return type="bool" />
<param index="0" name="bank_name" type="String" />
<description>
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.
</description>
</method>
<method name="unload_bank_async">
<return type="bool" />
<param index="0" name="bank_name" type="String" />
<param index="1" name="cookie" type="CookieWrapper" />
<description>
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.
</description>
</method>
<method name="unload_bank_async_id">
<return type="bool" />
<param index="0" name="bank_id" type="int" />
<param index="1" name="cookie" type="CookieWrapper" />
<description>
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.
</description>
</method>
<method name="unload_bank_id">
<return type="bool" />
<param index="0" name="bank_id" type="int" />
<description>
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.
</description>
</method>
<method name="unregister_game_obj">
<return type="bool" />
<param index="0" name="game_object" type="Object" />
<description>
Unregisters a game object with the given [param game_object]. Calls
[code]AK::SoundEngine::UnregisterGameObj[/code].
</description>
</method>
<method name="wakeup_from_suspend">
<return type="bool" />
<description>
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.
</description>
</method>
</methods>
</class>