Table of Contents
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Lessons
While distributing Events into the different region SoundBanks, you can also separate a single Event using Switches. Take the Player_Footstep Event, which is added to all Region SoundBanks. This Event could have been added to the General SoundBank, but by adding it in every Region SoundBank, you can exclude the footstep surfaces that are not present in that region.
You can only load a SoundBank once, but you are allowed to have the same content in multiple SoundBanks. |
Let’s now add the Player_Footstep Event to the newly created Desert SoundBank, and exclude the surfaces that aren’t in that region.
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In the Project Explorer's Event tab, expand Events > Player > SoundBankSpecific and drag the Player_Footsteps Event into the Desert SoundBank.
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Select the Desert SoundBank.
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In the SoundBank Editor, select the Game Syncs tab.
In the Game Syncs tab you’ll see all Switch elements in the Player_Footstep Event. In the Include column, you’ll see that all the types of surfaces are included. In the Desert there are Sand, Stone, Wood, and Water types of surfaces, and for each type of material there are both Run and Walk Switches.
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Unselect all Switches, except the Surface_Type Switches Sand, Stone, Wood, and Water.
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Make sure the Player_MovementSpeed Run and Walk Switches are still selected.
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In the SoundBank Manager, click Generate All.
You’ve now added the player footsteps to the Desert SoundBank, but only for the relevant surfaces. As such, you’ve reduced the runtime memory usage in the Desert from ~2.6 MB to ~1.5 MB.