Lesson 6

Table of Contents

Splitting SoundBanks

While most of the content and Events have already been sorted into their respective SoundBanks, the Desert SoundBank is missing from the regions. Let’s first create it and then add the needed content to it.

  1. From the Layouts menu, select SoundBank.

  2. In the Project Explorer, select the SoundBanks tab and expand SoundBanks > Default Work Unit.

  3. Right-click the Region Work Unit, then select New Child > SoundBank.

  4. Name the new SoundBank Desert.

  5. In the Project Explorer, select the Events tab.

  6. Expand the Destruction Work Unit > RegionSpecific folder and find the Destruction_VulcanicBoulder_Impact Event.

  7. Click and hold the Destruction_VulcanicBoulder_Impact Event and drag it into the Desert SoundBank, now appearing in the SoundBank Manager view.

    You’ve now added the Volcanic Boulder sound to load from the Desert SoundBank. Lastly, as each region has an ambience you also add the Ambient_Region_Desert to the Desert SoundBank.

  8. Expand Ambient Work Unit > SoundBankSpecific folder, click and hold the Ambient_Region_Desert Event and drag it into the Desert SoundBank.

[Note]

If you sort your Events into folders like your SoundBank structure, you can simply drag the folder into the SoundBank. All Events within that folder will then be added to the SoundBank, and you’ll avoid having to repeatedly drag Events into a SoundBank by instead just placing it in the folder. This method is applied several places in WAG, for example with the General folders that have all been dragged into General SoundBank.


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