Table des matières
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Lessons
To keep track of SoundBank sizes, you can use the Max Size option, which will let you know when exceeding a certain limit. Let’s now set the Max Size of the All_In_One.bnk SoundBank, both on Windows and Android.
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From the Layouts menu, select SoundBank and expand the Default Work Unit.
In the SoundBank Manager, you’ll find four Work Units and one SoundBank entitled All_In_One.
Let’s now set the SoundBank limits on the SoundBank Sizes defined in Lesson 1.
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In All_In_One’s Max Size column, type in 20,000,000.
You’ve now defined the limit for all platforms (in bytes), but let’s set a special limit for Android.
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Right-click the Link/Unlink indicator in the All_In_One’s Max Size column and select Unlink.
Let’s now set a custom Android limit.
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Set a new Max Size limit of 10,000,000.
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Make sure your working platform, English(US) and only the All_In-One SoundBank is selected, then click Generate Checked.
When generating SoundBanks for the first time, it might take some time. When generating SoundBanks, you’ll receive the following warning: The SoundBank 'All_In_One' is exceeding the specified memory size.
This warning will hinder you from generating SoundBanks, but in development you might want to see how some sound ideas feel in-game without being constrained under a limit. As such, you can allow Wwise to generate SoundBanks anyway.
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Close the Generating SoundBank window and from the Project menu, select Project Settings….
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In the SoundBanks tab, enable the Allow SoundBanks to Exceed Max Size option and click OK.
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In the SoundBank Manager, click Generate Checked.
Your SoundBanks will now be generated despite being too large.