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Attention : vous avez été redirigé vers la plus récente documentation correspondant à votre version générale ( 2023.1.6.8555 ). Si vous souhaitez accéder à la documentation de votre version précise, veuillez télécharger la documentation hors ligne depuis l'Audiokinetic Launcher et sélectionner l'option de documentation Offline dans l'application de création Wwise.

Managing projects

Since one Wwise project contains all the sound, music, motion assets, properties, and SoundBanks for your game audio and motion, it is very important to manage projects carefully.

After the project is created, you can use your computer's file system to manage the project and its project files. You can also open a project directly from its .wproj file in the project folder.

After you have opened a project in Wwise, you can manage it or create projects from the Project menu.

Using the Project Launcher

The Project Launcher dialog opens when you start Wwise or when you close a project. With the Project Launcher you can:

  • Browse the list of Recent Projects and open one by double-clicking it or by clicking Open Selection. To filter the list, click the search icon in the upper-right corner (Ctrl+F3).

  • Click Open Other to search for a project file (.wproj) on your computer.

  • Click New to create a new project.

Creating projects

  1. New projects are created with the New Project dialog. You can access the New Project dialog from:

    • The Project Launcher: click New.

    • The menu bar: click Project > New (Ctrl+N).

    • The Wwise page of the Audiokinetic Launcher: see Wwise in the Launcher documentation.

  2. In the New Project dialog, enter a Name. For other settings, see the following table for a complete reference to the New Project dialog.

  3. Click OK.

New Project dialog

Interface element

Description

Name

The name of the new project.

Each project name in Wwise must be unique. The following characters cannot be used: ':<>*?”|.%. The OK button becomes active after you enter a valid filename.

Location

If projects exist outside the default folder, their folders are listed in the drop down list.

Click the browse button […] to browse to a folder to store the project.

[Caution]Caution

If you select a mapped network for your project, this might result in some audio playback performance issues that Audiokinetic will not be able to support.

Original files

The location where the original media files that you import into Wwise will be stored. You can keep the default, or click the browse button […] to navigate to a location where you want to create your Originals folder.

Project folder

The location of the new folder that will be created for the project. It is created by appending the Name to the Location.

Platforms

An integrated view of the Platform Manager, without the Copy Settings option, where you can define your project's platforms.

Click Add for Adding platforms, Remove for Removing platforms, or Rename to change the name of any of the listed platforms you select. You can change your project's platforms later in the Platform Manager. To access it, from the menu bar, click Projects > Platform Manager (Shift+Alt+P).

Import factory assets to project

Imports selected assets to your project. Assets can include sound examples, Effect Presets, or plug-in media files.

This step can be done later with Import Factory Assets. To access it, from the menu bar, click Project > Import Factory Assets.

To filter the list, click the search icon in the upper-right corner (Ctrl+F3).

Saves the new project, closes the New Project dialog, and opens the new project in Wwise.

Closes the New Project dialog without saving the project.

Opening and closing projects

You can open projects from the Wwise menu bar by clicking Project > Open (Ctrl+O) or from the Audiokinetic Launcher.

Before a project is opened, it is validated by Wwise. If there are XML syntax errors, the project does not load. If there are project inconsistencies, the Project Load Log dialog opens. See Resolving project inconsistencies.

To use the Project Load Log dialog:

  1. In the Project Load Log dialog, review the errors and how they were fixed. To filter the list, click the search icon in the upper-right corner (Ctrl+F3).

  2. Click Accept to accept the suggested fixes and load the project.

  3. Save the project. Fixes that were made are saved only when you save the project.

If your project is slow to load, you can unload certain Work Units, keeping only those that you are working on. See Loading/unloading Work Units from your project.

After the project is loaded, you can consult all the Project Load Log entries in the Project Load Tab of the Logs view.

To close a project

  • From the menu bar, click Project > Close. The project is closed and the Project Launcher opens. If you have deleted objects in your project, the associated audio files are not deleted when you close the project. To delete them, clear your cache. See Clearing your cache.

Saving projects

To save a project, from the menu bar, click Project > Save (Ctrl+S).

If the project contains unsaved content, there will be an asterisk beside its name in the Wwise title bar. In the Project Explorer, there will also be an asterisk beside any Work Units that contain unsaved content.

If a Work Unit is read-only on your file system, you can modify it in Wwise, but you can't save it with the Project > Save command. This command saves the rest of the project, but any read-only objects retain their asterisks denoting unsaved content. Before you begin working on a Work Unit, verify that you can save any changes that you might make. When using a source control system to manage your project files, keep in mind that you will need to check out your project files in order to save them. For more information on saving project files that are managed by a source control system, see Saving your project when using Perforce.


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