s3eWwiseResult s3eWwiseSoundEngineSetPosition(s3eWwiseGameObjectID in_gameObjectID, const s3eWwiseSoundPosition* in_Position) { IwTrace(WWISE_VERBOSE, ("calling s3eWwise[33] func: s3eWwiseSoundEngineSetPosition")); if (!_extLoad()) return s3eWwise_NotImplemented; #ifdef LOADER_CALL_LOCK s3eDeviceLoaderCallStart(S3E_TRUE, NULL); #endif s3eWwiseResult ret = g_Ext.m_s3eWwiseSoundEngineSetPosition(in_gameObjectID, in_Position); #ifdef LOADER_CALL_LOCK s3eDeviceLoaderCallDone(S3E_TRUE, NULL); #endif return ret; }
s3eWwiseResult s3eWwiseSoundEngineSetPosition(s3eWwiseGameObjectID in_gameObjectID, const s3eWwiseSoundPosition* in_Position, uint32 in_uListenerIndex) { IwTrace(WWISE_VERBOSE, ("calling s3eWwise[32] func: s3eWwiseSoundEngineSetPosition")); if (!_extLoad()) return s3eWwise_NotImplemented; #ifdef __mips // For MIPs platform we do not have asm code for stack switching // implemented. So we make LoaderCallStart call manually to set GlobalLock s3eDeviceLoaderCallStart(S3E_TRUE, NULL); #endif s3eWwiseResult ret = g_Ext.m_s3eWwiseSoundEngineSetPosition(in_gameObjectID, in_Position, in_uListenerIndex); #ifdef __mips s3eDeviceLoaderCallDone(S3E_TRUE, NULL); #endif return ret; }