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Requirements and best practices for DLC SoundBanks

In order to deliver the desired sound structure in a DLC, it is necessary to understand how different changes and additions affect the release structure. 다음 문단은 특별한 고려를 필요로 하는 흔한 상황을 다룹니다.

하위 계층 추가하기

You can add DLC-specific children to various Wwise objects. Depending on which objects you modify, you must either repackage SoundBanks and include them in the DLC package or add new SoundBanks to the DLC package. The following table lists the objects to which you can add DLC-specific children and whether the changes require repackaging of existing SoundBanks or addition of new SoundBanks.

DLC에 하위 계층을 추가할 경우 SoundBank를 다시 패키징해야 하는 오브젝트

DLC에 하위 계층을 추가할 경우 추가적인 SoundBank를 사용하는 오브젝트

  • Random/Sequence Container

  • Switch Container

  • Blend Container

  • Music Switch Container

  • Music Playlist Container

  • Music Segment

  • Actor-Mixer

  • Folder

  • Work Unit

The following example shows a hierarchy before any DLC content is added:

  • WorkUnit

    • ActorMixer

      • ContainerA

        • Sound1

        • Sound2

ContainerA is included in SoundBank1 for the base game. For the DLC, you could add a new container under the Containers hierarchy:

  • WorkUnit

    • ActorMixer

      • ContainerA

        • Sound1

        • Sound2

      • ContainerB

        • Sound1

        • Sound2

그 다음 새로운 SoundBank2를 만들어서 ContainerB를 이 뱅크에 추가하면 됩니다. SoundBank1과 SoundBank2를 불러오면 구조가 자동으로 합쳐집니다. 하지만 DLC를 출시할 때 ContainerA 아래 새로운 사운드를 추가해서 새로운 SoundBank 안에 패키징하는 것은 불가능합니다. To do that, you would have to regenerate SoundBank1 and include it in the DLC. It would replace the base game version.

[작은 정보]작은 정보

If you plan to release DLC, a good strategy is to separate media from other content (Events, structures, and so on). If the DLC does not change the media SoundBanks, you only need to repackage the other SoundBanks, which minimizes the DLC package sizes.

Init 뱅크 변경하기

For DLC, you must repackage the new version of the Init.bnk file in the DLC if you modify busses, game syncs (Game Parameters, Switches, and States), or environmental effects.

여러 개의 DLC 출시하기

If you plan to release multiple DLCs in parallel or over time in a series, ensure that you continually update the project Init.bnk to include all busses added for DLCs so that the base game and any combination of DLCs are supported.

For example, you could release the base game (include Init.bnk and BaseGame.bnk), the DLC-A (include the updated Init.bnk and DLC-A.bnk), and the DLC-B (include the updated Init.bnk and DLC-B.bnk). If the Bus structure is different in the base game, DLC-A, and DLC-B, then any additional busses in DLC-A must also be included in DLC-B.

Each of the three builds need to include an Init.bnk file that includes all busses in the project at the time of that release. Users could have any of the following combinations of products:

  • DLC가 없음

  • DLC-A만 가짐

  • DLC-B만 가짐

  • DLC-A와 DLC-B를 모두 가짐

When users have DLC-A and DLC-B, Wwise loads the Init.bnk provided in DLC-B. Because the Init.bnk in DLC-B was built after the project was updated for DLC-A, the busses required for DLC-A are available.


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