Class List

Here are the classes, structs, unions and interfaces with brief descriptions:
AkAmbientUse this component to attach a Wwise Event to any object in a scene. The sound can be started at various moments, dependent on the selected Unity trigger. This component is more useful for ambient sounds (sounds related to scene-bound objects) but could also be used for other purposes. Since AkAmbient has AkEvent as its base class, it features the play/stop, play multiple, stop multiple and stop all buttons for previewing the associated Wwise event
AkAudioListenerAdd this script on the game object that represent a listener. This is normally added to the Camera object or the Player object, but can be added to any game object when implementing 3D busses. isDefaultListener determines whether the game object will be considered a default listener - a listener that automatically listens to all game objects that do not have listeners attached to their AkGameObjListenerList's
AkBankLoads and unloads a SoundBank at a specified moment. Vorbis sounds can be decompressed at a specified moment using the decode compressed data option. In that case, the SoundBank will be prepared
AkDragDropHelperThis class is used to perform DragAndDrop operations from the AkWwisePicker to any GameObject. We found out that DragAndDrop operations in Unity do not transfer components, but only scripts. This prevented us to set the name and ID of our components before performing the drag and drop. To fix this, the DragAndDrop operation always transfers a AkDragDropHelper component that gets instantiated on the target GameObject. On its Awake() call, it will parse the DragAndDrop structure, which contains all necessary information to instantiate the correct component, with the correct information
AkEmitterObstructionOcclusionObstructs/Occludes the emitter of the current game object from its listeners if at least one object is between them
AkEnvironmentUse this component to define a reverb zone. This needs to be added to a collider object to work properly. How to use AkEvironment and AkEvironmentPortal with the inspector (Reverb Zones)
AkEnvironment::AkEnvironment_CompareByPrioritySorts AkEnvironment's based on their priorities
AkEnvironment::AkEnvironment_CompareBySelectionAlgorithm
AkEnvironmentPortalUse this component to define an area that straddles two different AkEnvironment's zones and allow mixing between both zones. How to use AkEvironment and AkEvironmentPortal with the inspector (Reverb Zones)
AkEnvironmentPortal::EnvListWrapperThis enables us to detect intersections between portals and environments in the editor
AkEventHelper class that knows a Wwise Event and when to trigger it in Unity. As of 2017.2.0, the AkEvent inspector has buttons for play/stop, play multiple, stop multiple, and stop all. Play/Stop will play or stop the event such that it can be previewed both in edit mode and play mode. When multiple objects are selected, Play Multiple and Stop Multiple will play or stop the associated AkEvent for each object
AkEventCallbackMsgEvent callback information. Event callback functions can receive this structure as a parameter
AkGameObjThis component represents a sound object in your scene tracking its position and other game syncs such as Switches, RTPC and environment values. You can add this to any object that will emit sound, and it will be added to any object that an AkAudioListener is attached to. Note that if it is not present, Wwise will add it automatically, with the default values, to any Unity Game Object that is passed to Wwise
AkInitializer
AkMemBankLoader
AkRoomAn AkRoom is an enclosed environment that can only communicate to the outside/other rooms with AkRoomPortals
AkRoomPortalAn AkRoomPortal can connect two AkRoom components together
AkRoomPortalObstructionObstructs/Occludes the spatial audio portal of the current game object from the spatial audio listener if at least one object is between them
AkSpatialAudioBaseBase class for spatial audio emitter and listener components
AkSpatialAudioEmitterAdd this script on the GameObject which represents an emitter that uses the Spatial Audio API
AkSpatialAudioListenerAdd this script on the game object that represent a listener. This is normally added to the Camera object or the Player object, but can be added to any game object when implementing 3D busses. isDefaultListener determines whether the game object will be considered a default listener - a listener that automatically listens to all game objects that do not have listeners attached to their AkGameObjListenerList's
AkSpatialAudioListener::SpatialAudioListenerListThis class represents the list of active Unity Game Objects that are designated to be spatial audio listeners. Currently, only one spatial audio listener can be active at a time
AkStateThis will call AkSoundEngine.SetState() whenever the selected Unity event is triggered. For example this component could be set on a Unity collider to trigger when an object enters it
AkSurfaceReflectorThis component will convert the triangles of the GameObject's geometry into sound reflective surfaces
AkSwitchThis will call AkSoundEngine.SetSwitch() whenever the selected Unity event is triggered. For example this component could be set on a Unity collider to trigger when an object enters it
AkTerminator
AkTriggerBase
AkWaapiClientThe full Wwise Authoring API is exposed to Unity as a native plugin for the Windows and macOS platforms. All features, including subscriptions, are supported through the AkWAAPIClient class
Generated on Tue Dec 4 10:52:19 2018 for Wwise Unity Integration by  doxygen 1.6.3