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How Wwise Manages the Assets in Your Project

A typical game can have thousands of sound, music, and motion assets, so your Wwise project must be able to manage these assets efficiently and effectively, especially when you are creating different versions of the same game for each platform and language.

Originals

The first thing to understand is that Wwise is non-destructive, which means that you can edit the assets in your project without affecting the original files themselves. When you import a file into Wwise, a copy of the file is stored in the project’s “Originals” folder.

Depending on the type of file you are importing, the file will be stored in one of the following folders:

  • Plug-ins

  • SFX

  • Voice

If files are flagged as Voice or plug-in files, they are then further subdivided by language or plug-in type. The following illustration demonstrates how Wwise organizes the original assets imported into your project.

Platform Versions

From these Wwise “Originals”, you can create the versions for each game platform. These platform versions are stored in the project’s “cache” folder.

To help Wwise manage the contents of the cache folder more effectively, the converted assets are divided by:

  • Platform (Windows®, Xbox One™, PlayStation®4, and so on)

  • Type (Plug-ins, SFX, or Voice). If assets are flagged as Voice or plug-in files, they are further subdivided by:

    • Language (English, French, Spanish, and so on)

    • Plug-in Type (Controller)


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