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Audio File Locations

A custom location for original and cached audio files can be set for the project as well as an override location for the current user.

Defining locations for original audio files used by the project

Overriding the user location can be useful in the following types of situations:

  • You temporarily do not have access to the Originals/Cached folder.

  • You do not have permission to alter the contents of the Originals/Cached folder.

  • You need to create a temporary location for the Originals/Cached folder without changing the location of the project's Originals/Cached folder.

When you import a file into the project, a copy of the original asset is stored in the Originals project folder. Since these assets are usually shared by several people on the team, this folder can be located anywhere on the network and can easily be managed by a source control system.

The asset versions created for the various game platforms are stored locally in each user's project cache folder. This allows each user to manage their own platform versions and to experiment with different conversion settings.

The project's cache folder contains intermediate data generated by Wwise during audio file conversion and SoundBank generation. Its location is initially set to '.cache/' inside the project's directory when a new project is created.

Both types of files can be played back in Wwise. The original pre-converted files will be played back whenever the Original control is activated in the Transport Control or Soundcaster. When the Original control is not active, Wwise will attempt to play the converted file, if one exists.

[Note] Designer Note

There are some restrictions to playing converted files in Wwise. When you convert an audio file for a particular platform, it is converted to meet the specific hardware requirements of that platform. As a result, you may not be able to play back these converted files in Wwise when a platform, other than Windows, is selected.


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