社区问答

欢迎来到 Audiokinetic 社区问答论坛。在此,Wwise 和 Strata 用户可互帮互助。如需我们团队直接提供协助,请前往技术支持申请单页面。若要报告问题,请在 Audiokinetic Launcher 中选择“报告错误”选项(注意,问答论坛并不会接收错误报告)。我们内部设有专门的错误报告系统,会有专人查看报告并设法解决问题。

要想尽快得到满意的解答,请在提问时注意以下几点:

  • 描述尽量具体:比如,想达到什么样的目的,或者具体哪里有问题。
  • 包含关键细节:比如,Wwise 和游戏引擎版本以及所用操作系统等等。
  • 阐明所做努力:阐明自己为了排除故障都采取了哪些措施。
  • 聚焦问题本身:聚焦于问题本身的相关技术细节,以便别人可以快速找到解决方案。

0 投票

Hi, 

I would like to leave an inquiry regarding Event Based Packaging(EBP) workflow. 
After we started using EBP, it seems like I'm unable to profile total media(memory) via profiler in Wwise. the section at the bottom right in 'Performance Monitor' tab.

I wanted to check how much spaces or memories are taken by the media. but is keep holding the amount 0% whatsoever. Would there be a way to verify the amount of media memories otherwise? 

 

I also have question how exactly does Soundbank works using EBP. As far as I know, I was sure that Soundbanks in WwiseProject folder 'GeneratedSoundBanks' doesn't affect actual game memories.

As I know unreal engine loads the audio assets from 'WwiseAudio' folder
However, according to this document Blog | Audiokinetic
I didn't fully understand the part 'loading the Soundbank' and realized again that Soundbank does load but then can't find any filesnames regarding soundbanks in 'WwiseAudio' Folder. 

The document says the Soundbank will automatically load which is confusing. Is Soundbank being loaded from within Wwise or from where. 
Is Soundbank being automatically created with no rules by during the process of loading event.assets?
So I theoretically want how the Soundbank is being loaded. 

I hope I have delivered my questions fine enough. I will be looking forward to your answer.

Thank you
Jay Kim

分类:General Discussion | 用户: 재의 (100 分)

Please sign-in or register to answer this question.

...