Lesson 3

Table of Contents

Voice Limits

Each audio structure in Wwise can have its own playback limit. When the limit is reached, the priority settings decide which sounds to keep physical and which to send to virtual voice. Playback limits are exceptionally useful, when a certain feature has the possibility to trigger an unpredictable amount of voices and you want to make sure you won’t overstress the game performance. When setting a voice limit on an object, you’ll have two options:

  • Per Game Object: The limit refers to how many voices can be active per game object. Example: A limit of 1 has been applied to the EvilSpitPlant_Hurt Random Container, so no matter how many times it’s hit at once, only one voice per Evil Spit Plant will be active.

  • Global: A total limit applied to the voice at the Master-Mixer level. Example: A limit of 1 has been applied to the Waterdrops in the Cave, so only one voice for the Waterdrops will ever be active at one time. You’ll do this action yourself later in this lesson.


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