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Generating SoundBanks for a Project

You can generate SoundBanks for each game platform and language that you intend to create. SoundBanks can be generated at any point in the development process so that you can test how they integrate into the various game platforms. For added convenience, Wwise also allows you to generate the SoundBanks for all platforms and all languages simultaneously.

When a SoundBank is generated, it can include any of the following information:

  • Event information

  • Sound, music, motion, actor-mixer, and container information

  • Sound, music, or motion data for in-memory media

  • Prefetch data for streamed media files with zero-latency

  • References to streamed media files

The information contained in the SoundBanks is project exclusive, which means that a SoundBank can only be used with other SoundBanks generated from the same project.

If your SoundBanks contain Events or object structures that have been deleted from your project, you will still be able to generate. These invalid project elements are ignored by Wwise during the generation process and will not cause errors or take up additional space. You should, however, remove these invalid Events and object structures from your SoundBanks in order to maintain the integrity of your project.

[Note] Note

When an Event or object structure within a SoundBank becomes invalid, the corresponding icon is removed and the word “Missing” appears after its name on the Add tab of the SoundBank Editor.

Before generating your SoundBanks, you need to set a series of options that define whether content and header files will be generated, whether SoundBank names can be used, the location where your SoundBanks will be saved, whether streamed files need to be copied to the SoundBank directory, among other things. These SoundBank settings are defined at two separate levels within Wwise:

  • Project level - To create default settings for your project. These settings are defined in the Project Settings dialog box. For more information on defining the SoundBank settings at the project level, refer to Defining the SoundBank Settings for Your Project.

  • User level - To create custom user settings that override the project settings. User settings are defined in the SoundBank User Settings dialog box. For more information on defining custom user settings, refer to Defining Custom SoundBank Settings.

To generate the SoundBanks for your project:

  1. Switch to the SoundBank layout by doing one of the following:

    • From the menu bar, click Layouts > SoundBank.

    • Press F7.

    [Tip] Tip

    You can open a floating view of the SoundBank Manager from any other layout by clicking Views > SoundBank Manager or by using the shortcut key (Shift+B).

  2. In the SoundBank Manager, select the SoundBanks that you want to generate.

  3. From the Platforms list, select the platforms for which you want to generate SoundBanks.

  4. From the Languages list, select the languages for which you want to generate SoundBanks.

  5. To begin generating the SoundBanks, click Generate Selected.

    The Generating SoundBanks dialog opens where you can view the progress of the SoundBank generation process. When the SoundBanks are generated, the Generating SoundBanks - Completed dialog box opens.

    [Note] Note

    SoundBanks that were previously generated and have not changed will not be regenerated. In this case, "Up to date" appears in the Created column of the Results panel.

  6. Review the messages in the dialog box to ensure that all SoundBanks have been generated successfully.

  7. As a final verification, review the entries in the log. The SoundBank log contains a complete list of errors, warnings, and other messages that were encountered during the generation process. For more information on the SoundBank Log, refer to Troubleshooting SoundBank Issues Encountered During Generation.

  8. When you are finished reviewing the SoundBank Log, you can close it along with the Generating SoundBanks - Completed dialog box.

    The SoundBank files are located in the folder that you specified, and can now be integrated into your game.


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