Table of Contents
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Lessons
To reduce the amount of memory loaded, you can split your big SoundBanks into smaller SoundBanks. By doing so, you’ll reduce the memory usage significantly at runtime. Let’s first get an estimate of the current SoundBank memory usage when everything is loaded, and we’ll then compare it with the more optimized loading of SoundBanks.
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From the WAG Unity project’s Audiokinetic menu, go to Certification > 251 > Lesson 6 and select All In One.
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Click Play.
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Switch to the WAG Wwise project, click the Remote… button in the toolbar.
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In the Remote Connections’ Available tab, double-click on the running WAG game.
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Head back to the Unity project and click Play to exit play mode.
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In the Wwise project, go to the Layouts menu and select Profiler.
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In the Advanced Profiler, select the SoundBanks tab.
In the list under All_In_One, you’ll see it has a memory usage of ~16.9 MB in the Object Memory column. Throughout this lesson, you'll separate the All_In_One SoundBank into smaller SoundBanks that will be loaded and unloaded when necessary. It will not reduce the total size of the SoundBanks, but less audio content will be loaded constantly, which reduces the runtime memory required for audio.