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You can create individual SoundBanks manually in Wwise or you can create a batch of SoundBanks, and optionally populate them, by importing a definition file that was generated from the 3D application or level editor that you are currently using to integrate Events into your game. For more information on importing definition files, refer to Creating and Populating SoundBanks by Importing a Definition File. Wwise can also be configured to automatically define SoundBanks for Events and Auxiliary Busses. Refer to Automatically Defining SoundBanks.
You can manually create SoundBanks from two different areas of Wwise:
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When you first create a SoundBank, Wwise automatically names it "New_SoundBank_X". You can rename the SoundBank to give it a more meaningful name. If you rename a SoundBank, do it early in the development process because making a change later on might require additional programming. |
To create a SoundBank from the Project Explorer:
Switch to the SoundBank layout by doing one of the following:
From the menu bar, click Layouts > SoundBank.
Press F7.
In the Project Explorer, switch to the SoundBanks tab.
Do one of the following:
Select a Virtual Folder or Work Unit and click the SoundBank icon in the Project Explorer toolbar.
Right-click a Virtual Folder or work and select New Child > SoundBank from the shortcut menu.
A new SoundBank is highlighted in the Project Explorer.
Type the new name of the SoundBank and press Enter.
The SoundBank is created and added to the SoundBank list.
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SoundBank names can contain only unaccented Roman letters, numbers, and underscores. They must also start with either a letter or underscore. |
In the Max Size text box, specify the maximum amount of in-game memory that you want to allocate for the SoundBank.
To create a SoundBank from the SoundBank Manager:
Switch to the SoundBank layout by doing one of the following:
From the menu bar, click Layouts > SoundBank.
Press F7.
In the SoundBank Manager, click the New button.
The New SoundBank dialog box opens.
In the SoundBanks hierarchy, select the Work Unit into which you want to create the SoundBank.
In the name field, replace the default name with a suitable name for the new SoundBank.
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SoundBank names can contain only unaccented Roman letters, numbers, and underscores. They must also start with either a letter or underscore. |
Click OK.
The SoundBank is created and added to the SoundBank list.
In the Max Size text box, specify the maximum amount of in-game memory that you want to allocate for the SoundBank.
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If you are using a Workgroup plug-in and the Work Unit in which you created the new SoundBank is not checked out, Wwise asks you if you want to check out the Work Unit only when you try to save the project. |
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