버전
Your starting place for creating your hierarchy is the Work Unit. You can begin creating your hierarchy directly from the Default Work Unit. Otherwise, as is often the case when working in a team, you will start adding objects to created Work Units. For more information about Work Units and Workgroups, refer to Chapter 6, Managing Workgroups.
To actually build the structure, you can do either of the following:
Set up your project structure and then import your audio files into the structure.
Import your audio files and organize them into a project structure that you create afterwards.
For more information on importing audio files and how they create new objects in the Actor-Mixer Hierarchy, refer to Chapter 7, Managing Media Files in Your Project.
To create a child object using the Project Explorer toolbar:
In the Audio tab of the Project Explorer, select the Work Unit under which you want to create an object.
A series of icons become active in the Project Explorer toolbar.
From the list, click the icon that represents the object that you want to add.
The object is added to the Actor-Mixer Hierarchy under the selected Work Unit.
Note | |
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The first time you create a Motion FX object, a message box is displayed prompting you to enable one or more motion devices for your project. The Motion FX object will be created regardless, but you won't be able to create any sources until a motion device is enabled. For more information on enabling motion devices, refer to Enabling the Motion Devices for Your Project. |
Replace the default name with one that best represents the object.
Note | |
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The following characters may not be used when naming objects in Wwise: ‘:<>%*?”/\|.’ |
You can now start adding other objects to the hierarchy. Take the time up-front to understand the relationships between objects so that you can organize them accordingly. This will save you a great deal of time later on in the project.
To create a child object in the Actor-Mixer Hierarchy:
In the Audio tab of the Project Explorer, right-click the Work Unit under which you want to create an object.
From the shortcut menu, select New Child.
The sub-menu is displayed with a list of objects that you can add.
At this level of the hierarchy, you can add any of the following objects:
Virtual Folder
Actor-Mixer
Switch Container
Random Container
Sequence Container
Blend Container
Sound SFX
Sound Voice
Motion FX
From the list, click the object that you want to add.
The object is added to the Actor-Mixer Hierarchy under the selected Work Unit.
Note | |
---|---|
The first time you create a Motion FX object, a message box is displayed prompting you to enable one or more motion devices for your project. The Motion FX object will be created regardless, but you won’t be able to create any sources until a motion device is enabled. For more information on enabling motion devices, refer to Enabling the Motion Devices for Your Project. |
Replace the default name with one that best represents the object.
Note | |
---|---|
The following characters may not be used when naming objects in Wwise: ‘:<>%*?”/\|.’ |
You can now start adding other objects to the hierarchy. Take the time up-front to understand the relationships between objects so that you can organize them accordingly. This will save you a great deal of time later on in the project.
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