48 lines
2.5 KiB
C#
48 lines
2.5 KiB
C#
#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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/// Bit field of various locations in the audio processing loop where the game can be called back.
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public enum AkGlobalCallbackLocation {
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/// 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.
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AkGlobalCallbackLocation_Register = (1 << 0),
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/// Start of audio processing. The number of frames about to be rendered depends on the sink/end-point and can be zero.
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AkGlobalCallbackLocation_Begin = (1 << 1),
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/// Start of frame rendering, before having processed game messages.
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AkGlobalCallbackLocation_PreProcessMessageQueueForRender = (1 << 2),
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/// After one or more messages have been processed, but before updating game object and listener positions internally.
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AkGlobalCallbackLocation_PostMessagesProcessed = (1 << 3),
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/// Start of frame rendering, after having processed game messages.
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AkGlobalCallbackLocation_BeginRender = (1 << 4),
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/// End of frame rendering.
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AkGlobalCallbackLocation_EndRender = (1 << 5),
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/// End of audio processing.
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AkGlobalCallbackLocation_End = (1 << 6),
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/// Sound engine termination.
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AkGlobalCallbackLocation_Term = (1 << 7),
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/// Send monitor data
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AkGlobalCallbackLocation_Monitor = (1 << 8),
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/// Send monitor data connection to recap.
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AkGlobalCallbackLocation_MonitorRecap = (1 << 9),
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/// Sound engine initialization.
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AkGlobalCallbackLocation_Init = (1 << 10),
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/// Sound engine suspension through \ref AK::SoundEngine::Suspend
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AkGlobalCallbackLocation_Suspend = (1 << 11),
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/// Sound engine awakening through \ref AK::SoundEngine::WakeupFromSuspend
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AkGlobalCallbackLocation_WakeupFromSuspend = (1 << 12),
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/// Wwise Profiler has connected to the game.
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AkGlobalCallbackLocation_ProfilerConnect = (1 << 13),
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/// Wwise Profiler has disconnected from the game.
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AkGlobalCallbackLocation_ProfilerDisconnect = (1 << 14),
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/// Total number of global callback locations.
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AkGlobalCallbackLocation_Num = 15
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}
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#endif // #if !(UNITY_QNX) // Disable under unsupported platforms. |