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Creating Wwise Objects on Import

After you have verified that the files that you want to import are supported by Wwise, you can determine what kind of object that you want to create with the files.

Wwise distinguishes between voice and SFX objects. SFX objects include sound objects and music objects called music segments. Since voice objects may be translated into different languages, they are handled differently in Wwise. To help you differentiate between voice and SFX objects, Wwise uses different icons to represent each object type.

Icon

Represents

SFX - Created by default when you import media files into the Actor-Mixer hierarchy.

check_circle Tip

Hold the Ctrl key while dragging a WAV file to the Project Explorer to automatically create a Sound SFX object.

Voice - Created for the dialogue that is likely to be translated for various language versions of the game.

check_circle Tip

Hold Ctrl and Shift keys while dragging a WAV file to the Project Explorer to automatically create a Sound Voice object for the Reference Language.

Music segment - Created by default when you import media files into the Interactive Music hierarchy.

info Note

When dragging a WAV file on an existing Music Segment, music tracks will be created for every WAV file dragged.

check_circle Tip

Hold the Ctrl key while dragging a WAV file to the Project Explorer in the Interactive Music Hierarchy to automatically create a Music Segment object.

Random Container - Created by default when dragging a folder into the Actor-Mixer hierarchy.

check_circle Tip

Hold the Ctrl key while dragging a folder to the Project Explorer in the Actor-Mixer Hierarchy to automatically create a Random Container with Sound SFX objects for every WAV file found in the folder.


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