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In Wwise, each sound object is linked to a specific source. The source is the sound that plays, for example, when triggered by an Event. Typically, the source is an audio file found in a static SoundBank that is generated before the game is played.
With the External Source plug-in, the source can be an audio file that is not part of a SoundBank. Instead, the file is provided externally and loaded dynamically at runtime. This is especially useful for scenarios where there are large numbers of sounds. Without the plug-in, you would need to create a sound object and an Event in Wwise for each sound, and manage the resulting SoundBanks. The plug-in also supports the playback of audio generated at runtime, such as that based on user input or preferences.
However, compared to using precompiled SoundBanks, the External Source plug-in introduces complexity to the workflow, and some manual setup in the Wwise SDK. For detailed instructions, see the Integrating External Sources and Using External Sources sections of the Wwise SDK documentation. It also requires implementation in Wwise Authoring, as in this example:
On a sound object, add an External Source:
Open the Contents Editor of the sound object. See Sound objects.
Click Add Source, and select External Source.
In the Contents Editor, if multiple SFXs are present, select the one to use in the Use column. For this and other properties, see Contents Editor: External Source.
Create a play Event with the sound object as its Target.
Add the Event to a SoundBank, unless Enable Auto-Defined SoundBanks is enabled in the SoundBanks Tab.
Add the target sound files to the External Sources List file. This is an XML file containing paths to your input files and their conversion settings. WAV files must be converted to WEM to be used by the sound engine at runtime. The conversion can be done either when the banks are generated, or by the audio programmer from the Wwise command line.
In Project Settings, set the location of the External Sources List file, and the directory for the converted output files. See Specifying project settings for External Sources. To override these project settings for your user, go to the SoundBanks Settings - External Sources Tab and enable Override Project SoundBank Settings.
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