Version
In Wwise, a project contains all your assets, and the properties and behaviors that you set for your assets for each platform and language that you are developing. That same project also contains Wwise elements such as events, presets, logs, and simulations as well as the SoundBanks that you will generate. A project contains all your work and, if you work with others, that of your colleagues as well.
You must use only one Wwise project per game. You can, however, divide up a project into separate Work Units. For information on using Work Units, refer to Dividing Your Project into Work Units.
The starting point for developing your project in Wwise is the Project Launcher where you can create and open your project. When you create a project, a series of folders are created in the location that you choose on your workstation or the network.
The Wwise project folder structure consists of various folders containing XML files for the different project elements to make it easier to manage project versions and multiple users. A typical project folder contains the following:
.cache - Converted versions of the SFX, Voice, and Plugin assets imported into your project. Do not include this folder in your source control system.
Actor-Mixer Hierarchy - Default and user-created Work Units for the project's sound and motion structures.
Attenuations - Default and user-created Work Units for the project's attenuations.
Conversion Settings - Default and user-created Work Units for the project's Conversion Settings ShareSets.
Dynamic Dialogue - Default and user-created Work Units for the project's Dialogue Events.
Effects - Default and user-created Work Units for the project effect ShareSets.
Events - Default and user-created Work Units for the project events.
Game Parameters - Default and user-created Work Units for Game Parameters.
Interactive Music Hierarchy - Default and user-created Work Units for the project's music structures.
Master-Mixer Hierarchy - Default and user-created Work Units for the project output routing.
Mixing Sessions - Default and user-created Work Units for mixing sessions.
Originals - Exact copies of the original versions of the assets imported into your project.
Presets - Default and user-created Work Units for project presets.
Queries - Default and user-created Work Units for Queries.
SoundBanks - Default and user-created Work Units for SoundBanks. After you generate SoundBanks for your project, a new Generated SoundBanks folder is displayed.
Soundcaster Sessions - Default and user-created Work Units for Soundcaster Sessions.
States - Default and user-created Work Units for States.
Switches - Default and user-created Work Units for Switches.
Triggers - Default and user-created Work Units for Triggers.
IncrementalSoundBankData.xml - Converted versions of the SFX, Voice, and Plugin assets imported into your project. Do not include this folder in your source control system.
.validationcache - A list of all project files that have been validated against the current XML schema version. By keeping track of the validated files, Wwise no longer needs to validate the files each time it loads the project. This greatly reduces the time it takes Wwise to load a project. This file should not be managed by your source control system.
.wsettings - Default conversion and miscellaneous object settings defined for the current project. These settings are saved per user. This file should not be managed by your source control system.
.wproj - Wwise project file. Double-click the project icon to open your project.
After you have created your project, you can begin dividing up the work into Work Units and building asset structures based on the game design. At the same time, you can also build the structure for your project routing in the Master-Mixer Hierarchy, and create the project Game Syncs.
In addition to these folders in your project, you may also have other files such as integrity reports and SoundBank project header files.
The Wwise project and its folders have been designed so that it can be easily integrated into your external source control management tools. For more information about how to manage multiple project users, refer to Chapter 6, Managing Workgroups.
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