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Another quick and easy way to include or exclude sounds from a SoundBank is to use game syncs. When you add Events or sound structures to a SoundBank, a list of related game syncs is automatically created on the Game Syncs tab of the SoundBank Editor. You can remove certain elements from your SoundBank by excluding specific game syncs. When a game sync is excluded from a SoundBank, all object structures and media files that reference that game sync will be excluded as well.
By including/excluding sounds based on their relationship with game syncs, you have more control over what sounds are loaded at specific points in the game. This means you can better manage the memory limitations of the game's platform.
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Game parameters can't be used to exclude project elements from a SoundBank and are therefore not listed on the Game Syncs tab of the SoundBank Editor. |
Let's say you have a small game made up of three different zones. To complete the game, the main character must walk through zones 1, 2, and 3. In Wwise, you are using a Switch Container to handle the footstep sounds of your main character. You have created the following four Switches for the different ground materials on which the character can walk:
Carpet
Tile
Wood
Water
In your game, the water Switch is only used in Zone 2 and 3, whereas the other three Switches are used in all three zones. You decide to create three SoundBanks; one for each zone. Since the Switch Container must be included in each SoundBank, you will want to remove the “water-related” Events, sound structures, and media files from the SoundBank for Zone 1. To do so, you could load the SoundBank for Zone1, switch to the Game Syncs tab, and then deselect the “Water” Switch.
This will exclude “water” related sound structures and media files from the SoundBank “Zone1”. If you switch to the Edit tab, you will notice that the sound structures, Events, and media files that reference this Switch will no longer be included in the SoundBank.
Game syncs can also be excluded from a SoundBank automatically by importing a definition file that includes a game sync exclusion. For more information on using definition files, refer to Populating a SoundBank by Importing a Definition File.
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You may notice that some project elements and media files on the Edit tab are grayed out even before you've started to manually excluded them. This can occur when a Switch Container is added to the SoundBank, and includes objects that have not yet been assigned to a Switch. Since these objects will never be played in game, they are automatically excluded from the SoundBank. |
To exclude project elements from a SoundBank using game syncs:
Load a SoundBank into the SoundBank Editor.
Switch to the Game Syncs tab.
A complete list of game syncs related to the Events and/or objects on the Add tab is displayed.
Locate the game sync you want to exclude from the SoundBank and deselect the corresponding check box.
The game sync and all related objects and media files are now excluded from the SoundBank.
Repeat step 3 until all game syncs that you want removed have been excluded from the SoundBank.
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