When performing in-game preview, the game should link the AtomMonitor which contains the communication function with the tool instead of the usual Atom library.
For information on AtomMonitor library, see CriAtomExMonitor API .
Running the In-game Preview Module
In order to start the in-game preview, after calling the criAtomEx_Initialize_PC function, criAtomExMonitor_Initialize function should be called to initialize the feature.
For the moment, there is no function to be executed repeatedly for the in-game preview function.
After the initialization, the module will wait for the connection from the tool.
Data to Be Loaded by the Application
After initializing the in-game preview function, it hooks the loading of ACF file and ACF file for in-game preview and requests the binary to CRI Atom Craft.
So only specific binary can be previewed by substituting the data to be loaded between normal version and in-game version.
Moreover, when the communication with CRI Atom Craft is not established at time of loading, it is queued in the transmission request list, and the data is updated by CRI Atom Craft when the connection is established. At this time, all the sound using the ACB data to be updated are stopped. (When updating the ACF file, all sounds being played back are stopped.)
Finishing the In-game Preview Module
In order to stop the in-game preview, application must call the criAtomExMonitor_Finalize function to stop the preview.