Version
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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