85 lines
4.0 KiB
C#
85 lines
4.0 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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/// Structure containing information about system-level support for 3D audio.
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/// "3D Audio" refers to a system's ability to position sound sources in a virtual 3D space, pan them accordingly on a range of physical speakers, and produce a binaural mix where appropriate.
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/// We prefer "3D Audio" to "Spatial" to avoid ambiguity with spatial audio, which typically involves sound propagation and environment effects.
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public class Ak3DAudioSinkCapabilities : global::System.IDisposable {
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private global::System.IntPtr swigCPtr;
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protected bool swigCMemOwn;
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internal Ak3DAudioSinkCapabilities(global::System.IntPtr cPtr, bool cMemoryOwn) {
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swigCMemOwn = cMemoryOwn;
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swigCPtr = cPtr;
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}
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internal static global::System.IntPtr getCPtr(Ak3DAudioSinkCapabilities obj) {
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return (obj == null) ? global::System.IntPtr.Zero : obj.swigCPtr;
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}
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internal virtual void setCPtr(global::System.IntPtr cPtr) {
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Dispose();
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swigCPtr = cPtr;
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}
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~Ak3DAudioSinkCapabilities() {
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Dispose(false);
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}
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public void Dispose() {
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Dispose(true);
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global::System.GC.SuppressFinalize(this);
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}
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protected virtual 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_Ak3DAudioSinkCapabilities(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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}
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}
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/// Channel configuration of the main mix.
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public AkChannelConfig channelConfig { set { AkUnitySoundEnginePINVOKE.CSharp_Ak3DAudioSinkCapabilities_channelConfig_set(swigCPtr, AkChannelConfig.getCPtr(value)); }
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get {
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global::System.IntPtr cPtr = AkUnitySoundEnginePINVOKE.CSharp_Ak3DAudioSinkCapabilities_channelConfig_get(swigCPtr);
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AkChannelConfig ret = (cPtr == global::System.IntPtr.Zero) ? null : new AkChannelConfig(cPtr, false);
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return ret;
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}
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}
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/// Maximum number of System Audio Objects that can be active concurrently. A value of zero indicates the system does not support this feature.
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public uint uMaxSystemAudioObjects { set { AkUnitySoundEnginePINVOKE.CSharp_Ak3DAudioSinkCapabilities_uMaxSystemAudioObjects_set(swigCPtr, value); } get { return AkUnitySoundEnginePINVOKE.CSharp_Ak3DAudioSinkCapabilities_uMaxSystemAudioObjects_get(swigCPtr); }
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}
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/// How many System Audio Objects can currently be sent to the sink. This value can change at runtime depending on what is playing. Can never be higher than uMaxSystemAudioObjects.
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public uint uAvailableSystemAudioObjects { set { AkUnitySoundEnginePINVOKE.CSharp_Ak3DAudioSinkCapabilities_uAvailableSystemAudioObjects_set(swigCPtr, value); } get { return AkUnitySoundEnginePINVOKE.CSharp_Ak3DAudioSinkCapabilities_uAvailableSystemAudioObjects_get(swigCPtr); }
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}
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/// Separate pass-through mix is supported.
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public bool bPassthrough { set { AkUnitySoundEnginePINVOKE.CSharp_Ak3DAudioSinkCapabilities_bPassthrough_set(swigCPtr, value); } get { return AkUnitySoundEnginePINVOKE.CSharp_Ak3DAudioSinkCapabilities_bPassthrough_get(swigCPtr); }
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}
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/// Can handle multi-channel objects
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public bool bMultiChannelObjects { set { AkUnitySoundEnginePINVOKE.CSharp_Ak3DAudioSinkCapabilities_bMultiChannelObjects_set(swigCPtr, value); } get { return AkUnitySoundEnginePINVOKE.CSharp_Ak3DAudioSinkCapabilities_bMultiChannelObjects_get(swigCPtr); }
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}
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public Ak3DAudioSinkCapabilities() : this(AkUnitySoundEnginePINVOKE.CSharp_new_Ak3DAudioSinkCapabilities(), true) {
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}
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}
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#endif // #if !(UNITY_QNX) // Disable under unsupported platforms. |