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By enabling an adaptive SoundBank loading system, you’ve reduced a significant amount of runtime memory in WAG. However, keep in mind that WAG is designed as a playground for audio design with Wwise, and many games are immensely larger with a more comprehensive selection of sounds. As such, splitting SoundBanks might be even more essential in other games, and they might not even be able to execute unless you set it up. Like many optimizations, splitting SoundBanks is often a later part of development, but nevertheless essential for learning how to optimize any game.
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