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Version
2018.1.11.6987
2024.1.4.8780
2023.1.12.8706
2022.1.18.8567
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
2024.1.4.8780
2023.1.12.8706
2022.1.18.8567
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
The various voice and sfx assets in your game are represented in Wwise by special audio objects called sound objects. These sound objects contain sources that are linked to the original audio file.
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The audio source is a separate layer between the imported audio file and the sound object. By adding an abstraction layer, you can have multiple sources and audio files all contained within the same sound object.
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This not only makes it easy to test different conversion settings but also allows you to efficiently manage multi-language development.
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Note: Wwise uses a similar method to manage the music and motion assets in your project.
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