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Wwise Unreal Integration Documentation
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The Wwise Unreal Integration includes configuration options that control file packaging behavior during Unreal's cooking process. By default, Wwise assets are packaged as "bulk data" during cooking, which means that the assets are packaged within Unreal UAssets when possible. If desired, you can clear the relevant configuration option to package files individually.
There are several reasons to package assets as bulk data:
There are also several reasons to package files as individual additional files instead of as bulk data:
When you package files as bulk data, Wwise assets used in a single location in the Wwise project are packaged inside the Unreal UAssets that reference them. Typically, these are streamed audio files and files generated through the Wwise Auto-Defined SoundBanks.
The final destination of multi-reference assets depends on the file packaging configuration. In this context, a multi-reference asset is a Wwise asset that is referenced by multiple Events in Wwise, even if only some of those Events are used in Unreal. If two Wwise Events, such as Play_Banter and Play_Banter_Test, use the same Wwise assets but there is only an Unreal UAsset for Play_Banter, the packaging system still considers all the Wwise assets to be multi-reference.
All multi-reference assets are packaged as Additional files and after the files are cooked, they appear in the Wwise Staging Directory defined in the Wwise Integration settings. For example, a User-Defined SoundBank called DrumKit.bnk that contains multiple assets used in different Wwise Events would be packaged as an Additional file.
By default, all integrated projects contain a WwiseMultiReferenceAssetLibrary that packages all multi-reference assets.
To change packaging behavior:
注記: If you want to temporarily disable bulk data packaging without changing configuration settings, you can pass the -DisableWwiseBulkData argument to the Cook commandlet. With this argument, the game is packaged using loose files, so you can generate SoundBanks directly in a packaged game. |
The Wwise Asset Libraries are groups that are equivalent to Wwise SoundBanks. However, they are defined inside the Unreal project itself. You can use them to package all the Wwise files (if the Asset Library filter is empty), only the Multi-Reference assets (using the default WwiseMultiReferenceAssetLibrary), particular languages, or other criteria. You can create and configure as many Wwise Asset Libraries as required.
To create a Wwise Asset Library:
The Libraries used for cooking Wwise UAssets as BulkData list is ordered. The first library in the list overrides all items below it, the second library overrides the items below it, and so on. You can therefore create and arrange your libraries in such a way as to package more granular content first by placing the associated libraries at the top of the list, then gradually expanding the scope of the libraries. Be sure to move the default WwiseMultiReferenceAssetLibrary to the bottom position to ensure that it includes all files with multiple references that are not included in any of the higher entries in the list.
The following example Demonstrates a series of Wwise Asset Libraries.
1 | WwiseAssetLibrary_ComplexDLC, which contains certain DLC-specific content. |
2 | WwiseAssetLibrary_fr, which contains exclusive French language assets. |
3 | WwiseAssetLibrary_en, which contains exclusive English language assets. |
4 | WwiseMultiReferenceAssetLibrary, which contains all multi-reference assets that were not included in any of the previous libraries. |
In this case, some Wwise assets might be multi-reference and also tagged as French. If those assets match the filters configured in WwiseAssetLibrary_fr, they are included in it instead of in the WwiseMultiReferenceAssetLibrary, because WwiseAssetLibrary_fr is higher in the list and therefore takes precedence.
注記: Every packaged Asset Library contains individual Bulk Data for every asset it loads. They are loaded on project startup, which means that there is a slight delay to startup timing, as well as a slight increase in memory usage. However, the effect is minimal. For example, in debug, 10 000 assets might cost 10000*500 bytes of memory, or 5 megabytes of RAM. Asset Libraries are not less efficient than individual file access. However, they are much less efficient and out of order than inline asset packaging. It is always faster to access cooked Wwise files inline to the Wwise Event (or other AkAudioType UAsset) to which it relates. Test thoroughly to see if there are any performance issues at load time. |
After you create the Wwise Asset Libraries you need, you can preview the contents before you cook the files.
To preview Wwise Asset Library contents: