Table of Contents
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Lessons
Before you establish a remote connection with Wwise, you can choose between three synchronization methods. The different methods are appropriate in different situations: the two Profile and Edit options are useful when you are editing objects in a scene and want to evaluate those changes in real time, but they also affect performance. For more accurate performance measurements, the Profile Only option does not synchronize with the game, but instead passively captures sound engine behavior and performance.
This lesson explains how to use the Profiler to monitor memory usage, so we'll use the Profile Only option.
Here are full descriptions of the different profiling modes:
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Profile and Edit (Sync all Modified Objects): With this mode, all Wwise objects are synchronized with the game. In other words, any changes to objects in your Wwise project are synchronized with the game when connected, even if you are not inspecting it at the moment.
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Profile and Edit (Sync Inspected Objects Only): Only objects selected in the Project Explorer or Transport Control, or added to the SoundCaster or Mixing Desk, are synchronized. This means that any changes to other parts of your Wwise project (like music) aren’t audible when you inspect your SFX objects as it's not related to your current inspection or selection of objects. This mode is particularly important for large projects because the Sync all modified objects option can cause significant delays when it tries to synchronize a large number of objects with the game.
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Profile Only: This mode will not synchronize any Wwise objects with the game, but only receives profiler data. This option provides the most accurate performance measurements, as it won't use performance on synchronizing Wwise objects with the game.
In the following exercise, we'll record a Capture Session and use the Profiler to view memory usage.
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From the Unity menu, select Audiokinetic > Certification > 251 > Lesson 7 > Main Scene.
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Click Play to start the Wwise Adventure Game.
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In Wwise, open a remote connection and in the Remote Connections dialog, select the Profile Only mode and connect to the Wwise Adventure Game.
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Select Layouts > Profiler. In the Advanced Profiler, on the Memory tab, locate the Profiler row and note the value in the Cur. Allocs column (approximately 250).
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Close and reopen a remote connection, but this time select the Profile and Edit (Sync All Modified Objects) profiler mode.
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Once again, look at the Memory tab and note the Cur. Allocs value in the Profiler row (approximately 1250).
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Exit the game. As you can see, Wwise allocates more memory when it has to synchronize objects. This extra allocation is misleading when measuring performance, because you primarily want to capture the game’s performance, which is how the game will be played after it's published. Curious about this new Memory tab? Let's dive deeper in the following section.