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To help you work more efficiently, a SoundBank layout is available in Wwise. This layout contains all the views you will need to create, manage, and generate the SoundBanks for your project, including the SoundBank Manager, SoundBank Editor, Project Explorer, and Event Viewer.
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By default in Wwise, you can switch to the SoundBank layout by pressing F7. |
The SoundBank Editor is where you build your SoundBanks by adding different Events, sound, music, and motion structures, and audio files to the SoundBank. You can open the SoundBank Editor by double-clicking a SoundBank in either the Project Explorer or SoundBank Manager.
The SoundBank Editor consists of the following four tabs:
Add - Displays only the actual Events, object hierarchies, Work Units, and folders, that were added to the SoundBank. Any corresponding child objects that are also automatically added to the SoundBank are only displayed on the Edit tab. On the Add tab, you determine what types of information and/or media will be included in the SoundBank per hierarchical element.
Game Syncs - Displays a list of States, Switches, and Triggers related to the Events and sound structures that have been included on the Add tab. On this tab, you can exclude specific Game Syncs from a SoundBank. By excluding a Game Sync, you also exclude any related sound structures and media files.
Edit - Displays a detailed list of each individual Event, object structure, and media file, including all child objects, that are associated with the project elements on the Add tab. Additional information is displayed for the media files in the SoundBank, including the sample rate, audio format, and file size. By having this information available in this tab, you can easily tweak the Conversion Settings of each individual file to meet the constraints or limitations of a particular platform. You can filter the list by language and object type and then deselect any project elements that you want to exclude from the SoundBank.
Details - Displays detailed information about the size of the different elements within the selected SoundBank as well as reporting any files that may be missing or replaced.
At any point in the development of your project, you can generate your SoundBanks from the SoundBank Manager. The SoundBank Manager displays a list of SoundBanks that have been created along with some basic information about the type and size of each SoundBank. It also includes a separate list of platforms and languages that, when selected, determines which SoundBanks will be generated.
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