버전
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.
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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.
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Note |
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This option is not available on PS3. |
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