Wwise Fundamentals

Table of Contents

Generate SoundBanks

You'll start by configuring the path where you want SoundBanks to be placed within Cube's file structure. Typically, one of the game programmers will give you this information. Then you'll generate the SoundBank.

[Note]

The images in this exercise reflect using the Windows platform. For Mac users, select the Mac option instead.

  1. In the upper-right corner of the SoundBank Manager, click the SoundBank Settings button, and then click Project SoundBank Settings.

  2. In the dialog that opens, click the SoundBank Paths […] button for the type of computer you're working on.

  3. On Windows, browse to:

    C:\Audiokinetic\Cube20xx.x.x.xxxx\Cube\cube\soundbanks

    Select the Windows folder and click Select Folder.

    On Mac, browse to:

    Applications/Audiokinetic/Cube20xx.x.x.xxxx/Cube/cube/soundbanks

    Select the Mac folder and click Choose.

    The updated SoundBank path appears for the platform you selected.

  4. Click OK to close the SoundBanks Settings dialog.

    Now you're ready to generate SoundBanks. You could click Generate All to generate SoundBanks for all of the game platforms and all of the languages configured in your project. But to save time, you're only going to generate SoundBanks for the platform you're working on.

    [Note]

    English is the only language configured in this project. If you have dialog files for multiple languages, you can configure Wwise to support each of those languages and a check box appears for each one.

  5. In the SoundBank Manager, select Main. Then select the appropriate platform, Mac or Windows depending on the type of computer you're using, and then select English(US).

  6. In the upper-right corner of the SoundBank Manager, click Generate Checked.

    The Generating SoundBanks dialog opens, which shows the progress as Wwise finds and converts all of the audio assets needed to play the Event you added to the SoundBank.

  7. When the process is done, in the Generating SoundBanks dialog, click Close.

  8. Run Cube so you can test your sound in the game.

  9. In Cube, click to fire the ice gem and listen for the sound you just added.

  10. From the Wwise menu bar, click Layouts > Designer (F5) so you're ready to start another module.

Congratulations on completing Module 1! You’ve taken your first steps in learning how to add sound to a game. In this module, you started by creating a Wwise project and exploring the Wwise interface. Then you imported your first sound and created an Event to trigger the sound in response to gameplay. Finally, you created a SoundBank, added the Event to the SoundBank, and then generated SoundBanks so you could hear your design in the game Cube. By mastering these essentials, you're well on your way. Great work!

Up next, Module 2: Using a single WAV file for multiple applications.


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