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Version
2017.2.10.6745
2024.1.6.8842
2023.1.14.8770
2022.1.19.8584
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
menu
2024.1.6.8842
2023.1.14.8770
2022.1.19.8584
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
Being aware of the many minute details of a Wwise project early on in development can contribute to a positive workflow methodology. By making many small changes over time you can avoid the common pitfalls that occur towards the end of a project. Ideally when you reach milestones within the production that can benefit from optimization, there has already been some thought on how best to manage limited resources. Through a combination of understanding and conscious implementation, the tools to realize great sound for any game are within reach.
Throughout this chapter we have discussed:
Platform Inclusion / Exclusion
Linking / Unlinking Properties
Effects Rendering
Understanding the Different Types of Profiling in Wwise
Connecting to the Game
Capturing Data using the Profiler
Profiling the Sound In-Game
Instance Limiting, Prioritization, and Virtual Voices
Playback Limits
Setting a Playback Limit Per Game Object
Global Playback Limit
Setting Playback Priority
Understanding Virtual Voice Behavior
Bridging the Game Engine Integration Gap
How Does SoundFrame Work?
Additional Game Engine Integration Techniques
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