Lesson 5

Table of Contents

SoundBank Limits

To keep track of SoundBank sizes, you can use the Max Size option, which will let you know when exceeding a certain limit. Let’s now set the Max Size of the All_In_One.bnk SoundBank, both on Windows and Android.

  1. From the Layouts menu, select SoundBank and expand the Default Work Unit.

    In the SoundBank Manager, you’ll find four Work Units and one SoundBank entitled All_In_One.

    Let’s now set the SoundBank limits on the SoundBank Sizes defined in Lesson 1.

  2. In All_In_One’s Max Size column, type in 20,000,000.

    You’ve now defined the limit for all platforms (in bytes), but let’s set a special limit for Android.

  3. Right-click the Link/Unlink indicator in the All_In_One’s Max Size column and select Unlink.

    Let’s now set a custom Android limit.

  4. Set a new Max Size limit of 10,000,000.

  5. Make sure your working platform, English(US) and only the All_In-One SoundBank is selected, then click Generate Checked.

    When generating SoundBanks for the first time, it might take some time. When generating SoundBanks, you’ll receive the following warning: The SoundBank 'All_In_One' is exceeding the specified memory size.

    This warning will hinder you from generating SoundBanks, but in development you might want to see how some sound ideas feel in-game without being constrained under a limit. As such, you can allow Wwise to generate SoundBanks anyway.

  6. Close the Generating SoundBank window and from the Project menu, select Project Settings….

  7. In the SoundBanks tab, enable the Allow SoundBanks to Exceed Max Size option and click OK.

  8. In the SoundBank Manager, click Generate Checked.

    Your SoundBanks will now be generated despite being too large.


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