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Capturing Data Using the Profiler

After connecting to a PC or game console, you can begin to profile the audio and motion FX in your game by capturing data directly from the sound engine. All the information coming from the sound engine is displayed in the Capture Log.

An entry is recorded in the Capture Log for the following types of information:

  • Notifications

  • Properties

  • Banks

  • Markers

  • States

  • Errors

  • Events

  • Switches

  • Messages

  • Actions

  • Prepared Events

You can monitor each of these entries using the Performance Monitor and Advanced Profiler. These views contain detailed information about memory, voice, and effect usage, streaming, SoundBanks, plug-ins, and so on.

Wwise uses the following special indicators and color to help you quickly sort through the many entries that can appear in the Capture Log. The following illustration shows how the different indicators and colors are used in the Capture Log.

Capture Log showing indicator descriptions


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