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At the foundation of Wwise Workgroups is the Work Unit. Work Units are distinct XML files that contain information related to a particular section or element within your project. These Work Units can help you organize and manage the different elements within a project. If you are working as part of a team, these Work Units can also be managed by your source control system to make it easier for the different members of your team to work on the project concurrently.
When a project is created, a Default Work Unit is created for each of the following elements in Wwise:
Actor-Mixer Hierarchy
Audio Devices
Attenuations
Control Surface Sessions
Conversion Settings
Dynamic Dialogue
Effects
Events
Game Parameters
Interactive Music Hierarchy
Master-Mixer Hierarchy
Mixing Sessions
Modulators
Presets
Queries
SoundBanks
Soundcaster Sessions
States
Switches
Triggers
These Default Work Units are located in their respective folders within your project directory. Each one is named “Default Work Unit.wwu.” The Default Work Units are created so that you can begin creating objects, Events, States, and so on, without having to create Work Units for each project element first.
As your project grows or if more people join the project team, you may want to divide up the different project elements into new Work Units. For example, you can create three different Work Units for states called StatesLevel1, StatesLevel2, and StatesLevel3.
If you decide to create new Work Units, you can leave the Default Work Units empty. The Default Work Units, however, are critical project files and should not be renamed or deleted. If you rename or delete these files, Wwise will recreate them the next time you open the project.
Work Units can be organized into physical sub folders on disk. The physical folder structure is replicated in the Project Explorer.
You can create new Work Units for all project elements except Presets and the Master-Mixer Hierarchy. The busses in the Master-Mixer Hierarchy must always remain in their Default Work Unit.
The following example shows how Work Units can be created and organized to divide up the sound structures in the Actor-Mixer Hierarchy.
You can create and manage the contents of your Work Units in the different tabs of the Project Explorer. For more information about organizing your project into Work Units, refer to Dividing Your Project into Work Units.
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