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Wwise Unreal Integration Documentation
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Your SoundBank management strategy has significant implications for your Wwise Unreal Integration project. Your approach affects memory usage, file packaging, file size, and the way in which SoundBanks are loaded. There are three basic strategies: use auto-defined SoundBanks, use user-defined SoundBanks, or take a hybrid approach with auto-defined SoundBanks for some audio assets and user-defined SoundBanks for others.
The preferred strategy is to use auto-defined SoundBanks, which is the simplest and most efficient approach: auto-defined SoundBanks ensure that only the required assets are loaded in memory, and they require the least amount of manipulation in Wwise Authoring. In contrast, user-defined SoundBanks require manual asset management, which can be time-consuming and is more prone to error than using auto-defined SoundBanks.
User-defined SoundBanks were part of the Legacy workflow in Wwise Unreal Integration versions 21.1, 19.2, 19.1 and earlier. Auto-defined SoundBanks were introduced in Wwise 22.1 although the Event-Based Packaging model, which was the default in Wwise 19.2 and 21.1, shared some characteristics with auto-defined SoundBanks.
Auto-defined SoundBanks are created automatically when you enable the corresponding option in your Wwise Project Settings. They automate some of the manual tasks related to SoundBank management but function differently than user-defined SoundBanks. They possess several important characteristics:
You can enable auto-defined SoundBanks in Wwise Authoring. For details, refer to Automatically Defining SoundBanks.
In addition to the memory optimization that auto-defined SoundBanks provide, you can use them in combination with reference-loaded Switch Containers to further optimize memory usage. The Wwise Unreal Integration can determine which assets in a Switch Container are used in the current map, and only loads the media assets when required. For example, you might have a footstep Event that uses different surface types, but only certain types of surface are used in different maps (sand in desert maps but not city maps, leafy surfaces in forest maps but not desert maps, and so on). For more information about this type of Switch Container, refer to Optimizing Memory Usage with Reference-Loaded Switch Containers.
With user-defined SoundBanks, you create the SoundBanks yourself and decide what to include in them. User-defined SoundBanks give you direct control over SoundBank content, although this degree of control requires planning, time, and effort to manage. As with any manual process, it is open to user error.
User-defined SoundBanks possess several important characteristics:
For instructions on how to create user-defined SoundBanks, refer to Creating a SoundBank. The Wwise 251 Certification also describes in detail how to optimize user-defined SoundBanks.
If desired, you can take a hybrid approach to SoundBank management: use both user-defined and auto-defined SoundBanks. With this method, you can optimize your project's use of SoundBanks. There is no ideal hybrid approach, but here are some possible use cases:
Warning: There are many possible ways to manage and generate SoundBanks in Wwise Authoring, but be aware of the potential risks when you are working with the Wwise Unreal Integration. If your desired pattern is very complex, it might not be supported and could cause asset duplication, missing assets, or even cause the Integration to malfunction. |
In order to post Events, you must use UAkAudioEvents to do so regardless of the type of SoundBank that you use. UAkAudioEvent is a lightweight structure that contains only the essential information required to load SoundBanks and Media, and process and package the Event.
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