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For audio designers, dealing with different platforms usually means creating different projects for each platform. In Wwise, this can all be done in one project. When you create your project, you are automatically ready to develop across platforms, even simultaneously if you want to. By default, all available platforms are active in a project, but you can remove a platform from a project to improve the efficiency of your workflow. For information on removing platforms from a project, refer to Removing platforms.
After you have created your project and imported your assets and music, you set up a series of conversion setting ShareSets that can be customized for each platform and, also, define how you want to use your assets based on the strengths and limitations of each platform.
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In Wwise, authoring across platforms implies that you have the rights to develop for the platforms. If you acquire additional platform rights, you need to update your installation package to include the added platforms. |
Wwise allows you to customize your project for each active platform using the following:
In Wwise, when you define your sound properties for a particular platform in your project, these properties are set across all active platforms by default. These properties are said to be linked across platforms. This streamlines creating projects across platforms. But, if you want to customize the properties for a specific platform you can unlink its properties, and define the properties that you want. When you unlink properties, the link indicator becomes orange.
When you are defining the properties for your platforms, you can easily tell if the properties are unlinked on another platform. The link/unlink indicator will be partly orange indicating that it is partially unlinked.
To unlink a property for a platform:
Right-click the link indicator beside the property that you want to unlink.
The shortcut menu is displayed.
Click Unlink.
The indicator turns orange and the values that you define will only apply to the current platform.
When you switch to platforms where the same property is linked, the indicator will display that this property is unlinked on another platform.
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To link the properties again, right-click the property indicator and select Link in the shortcut menu. |
In Wwise, an object can have multiple sources. By default, an object uses the same source when it is played across platforms. However, you can specify different sources for each platform by unlinking the sources in the Contents Editor. The source that you have selected will be used when the SoundBank is generated for that platform.
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For voice sound objects, you can unlink the source Use property separately for each language in your project. |
For example, let's say the characters in your fighting game have been given different names depending on which platform the game will be played. The hero of your game was originally named Max, but that character has been renamed Arthur on Windows. Certain voice sound objects would therefore contain two different audio sources, each a nearly identical line of dialogue mentioning a different name. You could unlink the sound object Use property in the Windows version so that the sound object in that version would use Arthur's lines instead of Max's.
When you are defining which sources will be used for your platforms, you can use the link/unlink indicator to check each source's status. When a source is unlinked on the current platform, the link/unlink indicator is completely orange. However, when the source is unlinked on another platform, the indicator is partly orange.
To select a source for a platform:
In the Contents Editor, select the source that you want to use by clicking the corresponding Use option.
The selected source will be used across all platforms.
If you only want to use this source on the current platform, right-click the Use link indicator in the language row.
The shortcut menu is displayed.
Click Unlink.
The indicator turns orange and the audio source you decide to use will only be used on the current platform for the selected language.
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To link the source Use property again, right-click the property indicator and select Link from the shortcut menu. |
When you are developing your audio, you need to keep in mind the memory requirements for the game and for the game platform. You also need to consider which platforms can adequately handle certain assets. To optimize each platform you may need to include or exclude certain objects. When you have excluded an object, that object is not included in the SoundBanks that are generated for that platform.
You can decide to include or exclude a specific object, folder, Event Action, or language from a platform using the inclusion check boxes found in many different Wwise views, including the following:
Project Explorer (untitled check boxes to the left of objects, Effects, Audio Devices, and the Virtual Folders and Work Units that contain them)
Property Editor (untitled check boxes to the left of the item icons)
Contents Editor (the Inc. "Language" check box, where "Language" corresponds to any of the languages in your project)
Event Editor (Inclusion)
List View (Inclusion)
Multi Editor (Inclusion)
Query Editor (Inclusion)
After you have decided which objects to include or exclude, you can audition your platform-specific audio in the Transport Control. You can also use the Soundcaster and the Game Profiler to help decide which objects to include or exclude in a platform. For more information about profiling and simulations, refer to the following sections:
To exclude a project element in a Wwise view:
In any of the Wwise views where items have an Inclusion check box, clear the Inclusion check box directly or use the shortcut menu's Inclusion > Exclude Selection option.
The project element is no longer included in the current platform.
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You can select multiple elements at the same time to include or exclude elements in one step. |
To exclude project elements from all platforms:
Ensure that the project elements to exclude are linked by verifying that the link indicator is gray.
If the link indicator is orange, then select Inclusion > Link.
If the link indicator is orange on top, then change the selected platform to find the ones that are unlinked (fully orange) and change them all to linked.
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See more about the link indicator in Linking or unlinking property values. |
Follow the same one-step as the To exclude a project element in a Wwise view: list.
Since your Wwise project contains all active platform versions, you can easily switch from one platform to another at any point in the development cycle. For example, you might be developing on more than one platform simultaneously, and you want to systematically define a specific object property for each platform. After you have switched platforms, the current platform version is displayed.
To switch between active platforms:
On the left side of the toolbar, click the arrow to display the Platform Selector list.
From the Platform Selector list, select the new platform.
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Each platform in the alphabetical list has an associated shortcut. For example, if you had three platforms, A, B, and C, then Alt+1 would open the platform A version and Alt+3 would open the platform C version of your Wwise project. You can press the corresponding shortcut at any time to select a different platform version of your Wwise project. |
The platform version that you have selected is displayed.
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Only platforms added to the project are displayed in the Platform Selector list. For information on adding a platform, see Managing platforms. |
Since Wwise allows platform-specific editing in your project, at some point you may want to copy these settings from one platform to another. For example, if you have been working on two platforms for some time and are now ready to add a third one, you might want to start with a copy of one of the platforms you have already customized.
The Copy Platform Settings dialog, accessed through the Platform Manager, lets you do just that. Simply specify the source and target platforms, and Wwise will copy over all platform-specific settings from the source to the target platform.
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Platform settings are distinct from the Base Platform. Once the latter is selected for a platform, it does not change. If you need a new Base Platform, then you will have to create a new platform. |
Platform-specific settings that are copied over from the source to the target platform:
Unlinked object parameters
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There are a few exceptions: platform-specific settings from the SoundBanks and External Sources tabs within the Project Settings dialog are not copied to the target platform. |
Inclusion/exclusion
Unlinked active source (specified in the Contents Editor for Sound )
Conversion settings
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If a conversion format used on the source platform is not supported on the target platform, the default format for the target will be used instead, and a warning will appear in the log. Also, if the sample rate specified on the source platform is not supported by the format on the target platform, it will be fixed and a warning will appear in the log. |
Unlinked 3D Attenuation (specified in the Positioning category of the Property Editor)
Unlinked 3D Attenuation curves (defined in the Attenuation Editor)
Unlinked Effects (specified in the Effects tab of the Primary Editor)
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If an Effect used on the source platform is not supported on the target platform, no effect will be set for the corresponding effect ID on the target platform. |
Unlinked Dialogue Event path target object
When a setting is unlinked on the source platform, it is unlinked and copied to the target platform. When a setting is linked on the source platform but unlinked on the target platform, it is relinked on the target platform.
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