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Defining Custom SoundBank Settings

The SoundBank settings determine what information will be part of the generation process, how it will be included, and in what format it will be generated. Although this information is defined at the project level, there may be circumstances where you will want to override it to create your own custom settings. The settings you choose will depend on how the data and media within the SoundBanks are accessed by your game.

[Note] Note

These custom settings will only be available to you and will only affect the SoundBanks that you generate.

To define custom SoundBank user settings:

  1. In the SoundBank Manager, click User Settings.

    The SoundBank User Settings dialog box opens.

  2. Select the Override Project SoundBank Settings option.

  3. Select any of the following options to define custom settings for your SoundBanks:

    • Allow SoundBanks to exceed maximum size to generate SoundBanks even if they exceed the maximum size specified.

    • Generate SoundBank content files to create files that list the contents of each SoundBank. The content files include information on Events, busses, States, and Switches, as well as a complete list of streamed and in memory media files.

    • Generate header file to create a header file that maps Event, State, Switch, and Game Parameter names to IDs.

    • Max attenuation to include maximum attenuation information in the SoundBanksInfo.xml file for each Event.

    • Estimated duration to include the estimated maximum and minimum duration for each Event, as well as whether a sound loops infinitely or is a one-shot sound, in the SoundBanksInfo.xml file for each Event.

    • Use SoundBank Names to use SoundBank names (checked) or IDs (unchecked) to name generated .bnk SoundBank files and to reference one SoundBank within another SoundBank. For more information, refer to SoundBanks Tab.

  4. If you chose to generate a header file, you must decide where it will be saved. To do so, do the following:

    • Type a path directly in the text box.

    • Click the Browse button (...) and use the browser to navigate to the location of your choice.

      [Note] Note

      You can use a full path or a relative path to specify the location where the header file will be saved. When using a relative path, use the project folder as the origin of the path.

  5. If you chose to generate SoundBank content files, you can select the desired text file format with the SoundBank content file format option.

    [Tip] Tip

    If you have file paths, object names or object notes that contain non-ANSI characters, you should use the Unicode format.

  6. Click OK to apply the settings.

    [Note] Note

    These custom user settings will be used to generate your SoundBanks until you remove the override.


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