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Populating a SoundBank Manually

After you have created all your SoundBanks by importing a definition file, you can then fine-tune their contents manually adding and excluding individual Events, game syncs, and objects. To help you identify which project elements have been added or excluded manually from a SoundBank, an asterisk (*) is added next to the entry on the Add and Game Syncs tabs of the SoundBank Editor.

When you add a project element to a SoundBank, all corresponding Events, object structures, and media files are automatically added to the SoundBank as well. You can, however, modify the contents of the SoundBank by including only those types of project elements that you want. For example, you may want your SoundBank to include only media.

To help you work more efficiently, Wwise allows you to drag complete structures, Work Units, and folders, from the Project Explorer into the SoundBank Editor. If these project elements contain child objects, they are automatically added to the SoundBank as well, although they are only displayed on the Edit tab.

When a parent object, Work Unit, or folder is added to a SoundBank, an active link to the original project element is maintained. For example, let's say you have a SoundBank that contains one Event Work Unit. When you subsequently add two Events to the Work Unit, they are automatically added to the SoundBank. If you load the SoundBank into the SoundBank Editor, you will notice that the Add tab still only displays the original Event Work Unit, but the Edit tab now displays all the Events within the Work Unit, including the two that were just added. By maintaining this link, Wwise ensures that your SoundBanks always include the latest modifications made to your project.

[Note] Note

If a SoundBank contains a project element that has been unloaded from the project, the project element will appear in yellow on the Add tab of the SoundBank Editor.

To populate a SoundBank manually:

  1. Switch to the SoundBanks layout by doing one of the following:

    • From the menu bar, click Layouts > SoundBank.

    • Press F7.

  2. Double-click one of the SoundBanks in the SoundBank Manager to load it into the SoundBank Editor.

  3. Drag any of the following elements from the Project Explorer to the Add tab of the SoundBank Editor:

    Actor-Mixers, Containers, Sounds, Motion FX, and Music objects.

    Folders

    Events

    Work Units

    The whole hierarchy of project elements and all associated Events, object structures, and media files are automatically added to the SoundBank. You are now ready to further refine the contents of your SoundBank by deciding which types of project elements you want to include.


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