#if !(UNITY_QNX) // Disable under unsupported platforms. //------------------------------------------------------------------------------ // // // This file was automatically generated by SWIG (https://www.swig.org). // Version 4.4.0 // // Do not make changes to this file unless you know what you are doing - modify // the SWIG interface file instead. //------------------------------------------------------------------------------ /// Bit field of various locations in the audio processing loop where the game can be called back. public enum AkGlobalCallbackLocation { /// Right after successful registration of callback/plugin. Typically used by plugins along with AkGlobalCallbackLocation_Term for allocating memory for the lifetime of the sound engine. AkGlobalCallbackLocation_Register = (1 << 0), /// Start of audio processing. The number of frames about to be rendered depends on the sink/end-point and can be zero. AkGlobalCallbackLocation_Begin = (1 << 1), /// Start of frame rendering, before having processed game messages. AkGlobalCallbackLocation_PreProcessMessageQueueForRender = (1 << 2), /// After one or more messages have been processed, but before updating game object and listener positions internally. AkGlobalCallbackLocation_PostMessagesProcessed = (1 << 3), /// Start of frame rendering, after having processed game messages. AkGlobalCallbackLocation_BeginRender = (1 << 4), /// End of frame rendering. AkGlobalCallbackLocation_EndRender = (1 << 5), /// End of audio processing. AkGlobalCallbackLocation_End = (1 << 6), /// Sound engine termination. AkGlobalCallbackLocation_Term = (1 << 7), /// Send monitor data AkGlobalCallbackLocation_Monitor = (1 << 8), /// Send monitor data connection to recap. AkGlobalCallbackLocation_MonitorRecap = (1 << 9), /// Sound engine initialization. AkGlobalCallbackLocation_Init = (1 << 10), /// Sound engine suspension through \ref AK::SoundEngine::Suspend AkGlobalCallbackLocation_Suspend = (1 << 11), /// Sound engine awakening through \ref AK::SoundEngine::WakeupFromSuspend AkGlobalCallbackLocation_WakeupFromSuspend = (1 << 12), /// Wwise Profiler has connected to the game. AkGlobalCallbackLocation_ProfilerConnect = (1 << 13), /// Wwise Profiler has disconnected from the game. AkGlobalCallbackLocation_ProfilerDisconnect = (1 << 14), /// Total number of global callback locations. AkGlobalCallbackLocation_Num = 15 } #endif // #if !(UNITY_QNX) // Disable under unsupported platforms.