Lesson 7

Table of Contents

Including or Excluding Audio

In some cases, compressing files may simply not be enough to get your memory footprint low enough, and you may need to remove certain audio elements from the game altogether. It wouldn’t make sense to remove an audio file that represents the only sound available for an item, such as the firing of the ice gem. However, in cases where multiple audio files have been used as part of a Random Container, you may find that removing a few from that pool of sounds may not be noticeable and would help get you under budget.

Rather than deleting objects, you can simply exclude them from the build of a SoundBank by clearing the check box that appears next to each object in the Project Explorer.

  1. Find the Random Containers Jump and Pain and clear the check box of some included SFX objects.

    When an object is deselected, it is treated as if it was never put there in the first place.

  2. Play the Jump and Pain Random Containers.

    While there may not be as much variety when these objects are played, the variety is still good enough and the container uses less memory.


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