Lesson 3

Table of Contents

Evaluating Your Virtual Voice Behaviors

To fully test your Virtual Voice Behavior settings, you need to see how it handles and prioritizes your voices throughout gameplay. As such, it’s advised that you complete the entire game while profiling; but, for the sake of demonstration, let’s pick a single location with many concurrent voices: the Woodlands. When evaluating your Virtual Voice Behaviors, pay attention to:

  • How many voices are currently playing.

    Using the Profiler layout’s Performance Monitor view, you can get an exact number of active voices.

  • Which voices have been assigned to Over Limit.

  • Which voices are cut off, when there are a lot of concurrent voices.

    Voices will without doubt be cut off while you combat the Evil Spit Plants, and, when they are, consider whether it’s the right sounds that are being cut off. If your weapon impacts are inaudible, while the campfire sound is preserved, maybe your priority settings should be revisited.

Let’s now test your Virtual Voice Settings in Unity.

  1. From the Audiokinetic menu, go to Certification > 251 > Lesson 3 and select Verify your Virtual Voices.

  2. In Wwise, connect the Profiler.

  3. Back to Unity, click Play.

  4. From the WAG in-game menu, teleport to the Woodlands and kill all the Evil Spit Plants.

  5. Click Play to exit playmode.

Now go back to the questions mentioned in the Evaluating your Virtual Voice Behaviors section. Remember that you would rarely have a Max Voice Instance limit as low as 10 in a released game, so the audio experience will not represent the final result. This method is a way to test your virtual voice settings and priorities, and you should reset your Max Voice Instance limit to 50, where it was before the first exercise in this lesson.


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