Files
Ipseity-Demo/Assets/Wwise/API/Runtime/Generated/Common/AkGlobalCallbackLocation.cs
T
2026-03-23 14:28:21 +01:00

48 lines
2.5 KiB
C#

#if !(UNITY_QNX) // Disable under unsupported platforms.
//------------------------------------------------------------------------------
// <auto-generated />
//
// 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.