Leçon 6

Table des matières

Validating SoundBank Load

By now you’ve implemented the Desert SoundBank when entering the Desert Region, and the Quest 5 SoundBank when reaching Quest 5. Let’s now verify your implementations, to make sure both SoundBanks are loaded.

  1. Click Play in the WAG Unity project

  2. In the Wwise toolbar, click the Remote… button.

  3. In the Remote Connections window, select Wwise Adventure Game (Editor).

  4. In WAG, go to the in-game menu and skip to Quest 5.

  5. Run to the Desert and enter the Desert Collider.

  6. Click Play to exit play mode.

  7. Back in Wwise, go to the Profiler layout’s Advanced Profiler dialog, then select the SoundBanks tab.

  8. In the Performance Monitor, drag the time cursor from left to right until you see both the Quest_05.bnk and Desert.bnk SoundBanks in the Memory tab.

    Notice that no other region or quest SoundBanks are loaded, as the system is only loading the SoundBanks for the region the player is in and the reached quest. You’ve now successfully changed WAG to gradually load multiple banks rather than a single big one at the start. As such, you’ve reduced the constant runtime memory from ~16 MB to ~9.3 MB and distributed the rest of the loaded audio content into flexible memory chunks of some 1 or 2 MB.


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