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A remote connect session can be used to make modifications to a game that is currently running, without regenerating SoundBanks. These changes to the Wwise project can be extensive and even include new media. This is supported on all platforms and all game engines.
Any changes made during a remote connect session do not change the files deployed on a game console. This means that restarting the game reverts to the content available in the SoundBanks deployed with the game. To reapply the changes made to the Wwise Project, you must reconnect Wwise to the game. To make these changes permanent, you must regenerate the SoundBanks and deploy them with the game.
To enable editing while profiling, in the Remote Connections dialog, set the synchronization method to Profile and Edit (Sync Inspected Objects Only) or Profile and Edit (Sync All Modified Objects).
With Profile and Edit (Sync Inspected Objects Only), only objects that are currently inspected in the Transport Control are updated, in addition to all necessary related objects, such as the Output Bus, Effects, and Attenuation. Each time the object in the Transport Control changes, a new update is done if necessary. With this method, only a small subset of objects is updated at a time.
With Profile and Edit (Sync All Modified Objects), all objects that are modified in the Wwise project and are currently loaded in the game through SoundBanks are updated at the moment of connection. They are also updated each time additional changes are made to the Wwise project during the remote connect session. Because a large number of sound structures can be loaded in game, the connection process can take several seconds while Wwise verifies what needs to be updated.
With the synchronization method set to Profile Only, nothing is updated, so you won't hear any changes if you edit your project while connected to a game. However, this is the preferred method for troubleshooting issues in game.
When either of the Profile and Edit methods is selected, if you change a structure or a playlist that is currently playing, you might hear audible glitches, sounds that start abruptly, or sounds that stop abruptly. All these changes are reflected in the Capture Log. Wwise uses the new structure as if the game loaded it from the start. If you are unsure about the behavior of these new sounds, redo the scenario from the start in game; at this point, the new structures will already be in memory, so no transitional glitches will occur.
If you change media that is currently in use, you will probably hear a click. Wwise automatically seeks to the same point in the new file that it was at in the old file. If the content is different, the sound won't match. Also, the transfer of media takes some time. For this reason, you might see errors related to source starvation.
Editing while profiling increases memory usage in the game. New media is transferred to a region of memory reserved specifically for this feature. This memory is only used in the Debug and Profile configurations and does not count toward the audio memory budget. You can control the maximum amount of memory used for Live Media Transfer in the Setting user preferences. When this memory limit is reached, unused media is evicted from this region of memory. If you experience memory issues, you can disable Live Media Transfer by setting the maximum to 0.
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