Feat : Wwise Integration
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#if !(UNITY_QNX) // Disable under unsupported platforms.
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//------------------------------------------------------------------------------
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// <auto-generated />
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//
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// This file was automatically generated by SWIG (https://www.swig.org).
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// Version 4.4.0
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//
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// Do not make changes to this file unless you know what you are doing - modify
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// the SWIG interface file instead.
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//------------------------------------------------------------------------------
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/// List of items to play in a Dynamic Sequence.
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/// <seealso cref="
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/// - AK.SoundEngine.DynamicSequence.LockPlaylist
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/// - AK.SoundEngine.DynamicSequence.UnlockPlaylist"/>
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public class AkPlaylist : AkPlaylistArray {
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private global::System.IntPtr swigCPtr;
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internal AkPlaylist(global::System.IntPtr cPtr, bool cMemoryOwn) : base(AkUnitySoundEnginePINVOKE.CSharp_AkPlaylist_SWIGUpcast(cPtr), cMemoryOwn) {
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swigCPtr = cPtr;
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}
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internal static global::System.IntPtr getCPtr(AkPlaylist obj) {
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return (obj == null) ? global::System.IntPtr.Zero : obj.swigCPtr;
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}
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internal override void setCPtr(global::System.IntPtr cPtr) {
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base.setCPtr(AkUnitySoundEnginePINVOKE.CSharp_AkPlaylist_SWIGUpcast(cPtr));
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swigCPtr = cPtr;
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}
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protected override void Dispose(bool disposing) {
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lock(this) {
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if (swigCPtr != global::System.IntPtr.Zero) {
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if (swigCMemOwn) {
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swigCMemOwn = false;
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AkUnitySoundEnginePINVOKE.CSharp_delete_AkPlaylist(swigCPtr);
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}
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swigCPtr = global::System.IntPtr.Zero;
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}
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global::System.GC.SuppressFinalize(this);
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base.Dispose(disposing);
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}
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}
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/// Enqueue an Audio Node.
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/// <returns>AK_Success if successful, AK_Fail otherwise</returns>
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/// <param name="in_audioNodeID"> Unique ID of Audio Node</param>
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/// <param name="in_msDelay"> Delay before playing this item, in milliseconds</param>
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/// <param name="in_pCustomInfo"> Optional user data</param>
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/// <param name="in_cExternals"> Optional count of external source structures</param>
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/// <param name="in_pExternalSources"> Optional array of external source resolution information</param>
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public AKRESULT Enqueue(uint in_audioNodeID, int in_msDelay, global::System.IntPtr in_pCustomInfo, uint in_cExternals, AkExternalSourceInfoArray in_pExternalSources) { return (AKRESULT)AkUnitySoundEnginePINVOKE.CSharp_AkPlaylist_Enqueue__SWIG_0(swigCPtr, in_audioNodeID, in_msDelay, in_pCustomInfo, in_cExternals, in_pExternalSources.GetBuffer()); }
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/// Enqueue an Audio Node.
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/// <returns>AK_Success if successful, AK_Fail otherwise</returns>
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/// <param name="in_audioNodeID"> Unique ID of Audio Node</param>
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/// <param name="in_msDelay"> Delay before playing this item, in milliseconds</param>
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/// <param name="in_pCustomInfo"> Optional user data</param>
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/// <param name="in_cExternals"> Optional count of external source structures</param>
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public AKRESULT Enqueue(uint in_audioNodeID, int in_msDelay, global::System.IntPtr in_pCustomInfo, uint in_cExternals) { return (AKRESULT)AkUnitySoundEnginePINVOKE.CSharp_AkPlaylist_Enqueue__SWIG_1(swigCPtr, in_audioNodeID, in_msDelay, in_pCustomInfo, in_cExternals); }
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/// Enqueue an Audio Node.
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/// <returns>AK_Success if successful, AK_Fail otherwise</returns>
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/// <param name="in_audioNodeID"> Unique ID of Audio Node</param>
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/// <param name="in_msDelay"> Delay before playing this item, in milliseconds</param>
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/// <param name="in_pCustomInfo"> Optional user data</param>
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public AKRESULT Enqueue(uint in_audioNodeID, int in_msDelay, global::System.IntPtr in_pCustomInfo) { return (AKRESULT)AkUnitySoundEnginePINVOKE.CSharp_AkPlaylist_Enqueue__SWIG_2(swigCPtr, in_audioNodeID, in_msDelay, in_pCustomInfo); }
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/// Enqueue an Audio Node.
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/// <returns>AK_Success if successful, AK_Fail otherwise</returns>
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/// <param name="in_audioNodeID"> Unique ID of Audio Node</param>
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/// <param name="in_msDelay"> Delay before playing this item, in milliseconds</param>
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public AKRESULT Enqueue(uint in_audioNodeID, int in_msDelay) { return (AKRESULT)AkUnitySoundEnginePINVOKE.CSharp_AkPlaylist_Enqueue__SWIG_3(swigCPtr, in_audioNodeID, in_msDelay); }
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/// Enqueue an Audio Node.
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/// <returns>AK_Success if successful, AK_Fail otherwise</returns>
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/// <param name="in_audioNodeID"> Unique ID of Audio Node</param>
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public AKRESULT Enqueue(uint in_audioNodeID) { return (AKRESULT)AkUnitySoundEnginePINVOKE.CSharp_AkPlaylist_Enqueue__SWIG_4(swigCPtr, in_audioNodeID); }
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public AkPlaylist() : this(AkUnitySoundEnginePINVOKE.CSharp_new_AkPlaylist(), true) {
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}
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}
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#endif // #if !(UNITY_QNX) // Disable under unsupported platforms.
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