버전

menu_open

Preparing a SoundBank (All Content)

To overcome some of the drawbacks of the LoadBank() mechanism, you can prepare your SoundBanks instead of loading them using AkBankContent_All(). When using this method, your SoundBanks may still include all content types (Events, structure data, and media files); but, instead of loading the media files outright, this method loads all media into memory by using the PrepareEvent() mechanism. By using this mechanism to load media, Wwise first checks to see if a media file already exists in memory before loading it. This keeps memory usage at a minimum by avoiding any duplication of media files in memory.

Along with memory savings, this method also guarantees that disk access will be sequential. This avoids the random disk seeking that is likely to occur when Events are prepared one at a time using PrepareEvent().

The following illustration demonstrates how the “Prepare Bank (All Content)” mechanism loads metadata and content into your platform's memory.

Vorbis Offline Decompression

When loading a SoundBank with Vorbis-encoded media, it is possible to decode these media files into uncompressed PCM files with the Preparation_LoadAndDecode preparation type. This results in a larger SoundBank, but your media will be immediately available without needing to decode when an Event calls them.

[Note] Note

This option is not available on PS3.


이 페이지가 도움이 되었나요?

지원이 필요하신가요?

질문이 있으신가요? 문제를 겪고 계신가요? 더 많은 정보가 필요하신가요? 저희에게 문의해주시면 도와드리겠습니다!

지원 페이지를 방문해 주세요

작업하는 프로젝트에 대해 알려주세요. 언제든지 도와드릴 준비가 되어 있습니다.

프로젝트를 등록하세요. 아무런 조건이나 의무 사항 없이 빠른 시작을 도와드리겠습니다.

Wwise를 시작해 보세요