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2024.1.3.8749
2023.1.11.8682
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
One of the biggest challenges for game developers is to create rich and immersive experiences for game players while respecting the limitations and constraints of the various platforms. Wwise에서는 다양한 플랫폼에 따라 게임 음향와 모션을 맞춤 제작할 수 있는 다양한 방법들이 있습니다. You can, however, take it one step further by using Wwise's Game Profiler and Game Object Profiler to test how your audio and motion performs on each platform. These two sets of tools allow you to profile specific aspects of the audio and motion in your game at any point in the production process on any platform. You can connect to a remote game console and then capture profiling information directly from the sound engine. By monitoring the activities of the sound engine, you can detect and troubleshoot specific problems related to memory, voices, streaming, effects, SoundBanks, and so on. You can profile in game, use the Game Simulator and Soundcaster, or use the Wwise Authoring API to profile prototypes even before they have been integrated into your game.
To help you find the information you need, the Game Profiler layout is divided into the following three views:
Capture Log—a log that captures and records all information coming from the sound engine.
Performance Monitor—a graphical representation of the performance, such as CPU, memory, and bandwidth, for each activity performed by the sound engine. 사운드 엔진에서 캡처되는 정보가 실시간으로 표시됩니다.
Advanced Profiler—a comprehensive set of sound engine metrics that can help you monitor performance and troubleshoot problems.
The Game Object Profiler layout contains the following views:
Game Object Explorer—the control center for the Wwise game object profiling tools, where you select game objects and listeners to be watched in real time.
Game Object 3D Viewer—A three-dimensional visual representation of game objects and listeners.
Game Sync Monitor—A tool for analyzing RTPC values in real time. 게임 플레이 도중 주시하는 게임 오브젝트의 RTPC 값이 그래프로 그려집니다.
Because these views are so tightly integrated, you can locate problem areas, determine which Events, actions, or objects are causing the problems, determine how the sound engine is handling the different elements, and then fix the problems quickly and efficiently.
프로젝트를 등록하세요. 아무런 조건이나 의무 사항 없이 빠른 시작을 도와드리겠습니다.
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