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Version
2022.1.18.8567
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
After you have verified that the files that you want to import are supported by Wwise, you can determine what kind of object that you want to create with the files.
Wwise distinguishes between Sound SFX, Sound Voice, and Music Track objects. This allows, for example, Voice objects - which may be translated into different languages - to be handled differently in Wwise. Further, there are different structural objects, such as Containers and Music Segments, which allow the grouping and organization of the base objects. To help you differentiate between all of them, Wwise uses different icons to represent each object type.
Icon |
Represents | |||||||
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SFX - The default object type when you import media files into the Actor-Mixer Hierarchy. | |||||||
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Voice - Created for dialogue that is likely to be translated for various language versions of the game.
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Random Container - Created, by default, when dragging a folder into the Actor-Mixer Hierarchy. But, in the Audio File Importer which is prompted, it is possible to change the folder into another item selected from the Object Type/Action list:
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Music Track - Created when dragging a source file (WAV or AMB) into the Interactive Music Hierarchy under a Music Segment.
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Music Segment - Created, by default, when dragging a folder or a source file (WAV or AMB) into the Interactive Music Hierarchy. But, in the Audio File Importer which is prompted, it is possible to change a folder into another item selected from the Object Type/Action list:
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