Table of Contents
Now that you’ve completed the certification, you can use the knowledge from it and apply it to your own game productions. If you’re not familiar with game design or programming, you’re more than welcome to take the WAG project and make your own version of it. Every small piece of code, every graphical mesh of objects, every audio source is there for you to use, and we highly recommend you to continue your journey with Wwise development.
Let’s sum up what you’ve learned so far:
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Understanding Resource Usage: You touched the very initial steps of loading audio and monitoring system activity. You learned how to load a SoundBank, how to stream your content instead of loading it into memory, and how to monitor your system activity using the Profiler.
Learn more about the Profiler at Profiling.
Learn more about SoundBanks at Managing SoundBanks.
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Conversion and Compression : You learned how to manage audio settings for all Audio Sources in your project using Conversion Setting ShareSets, and you compared audio formats, sample rates, and modes to understand when and what to use in a certain context.
To learn more, please visit Creating audio Conversion Settings ShareSets.
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Voice Management : Using the Wwise Virtual Voice Behaviors, you analyzed and modified the priorities of all audio assets. You made sure your most important assets would not be hindered or stopped in any way, and you declared which audio assets Wwise was allowed to take out when needed. Lastly, you utilized these features in two types of LOD systems, and verified your settings even with an extremely low voice count.
To learn more, please visit Understanding how Wwise prioritizes objects.
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Effects : With knowledge of how to control your audio assets using Virtual Voice Behaviors, you learned about Effect placement and optimized the use of Effects in WAG. You created optimized soundscape diversity, while comparing quality and resource usage of Reverbs.
To learn more about Effect resource usage, please visit Wwise CPU Optimizations: General Guidelines.
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Platform Management : You adapted the game for mobile platforms and set platform specific settings. You adjusted and utilized your audio assets on mobile, by excluding audio sources and properties, reducing concurrent music layers, and unlinking features.
Learn more about excluding elements at Excluding project elements from a platform.
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SoundBank Granularity : With a content-complete Wwise project, you converted the loading of SoundBanks into a granular process, therefore minimizing the runtime memory usage. You took steps in Unity, possibly for the first time, applying your changes without programming and you learned how to load multiple SoundBanks using triggers and systems.
Find even more tips and best practices at SoundBank tips and best practices.
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Runtime Management : With a final touch, you estimated and assigned memory pools. You learned how to understand the different types of runtime memory, assign new values based on performance testing, and avoid system starvation errors.
Learn more about memory pools at Tips to Reduce Memory Usage.
From the introduction you’ve also learned the basics of how to play WAG and how to get the right software for managing a Unity project with Wwise.