Lesson 5

Table of Contents

Optimizing Music

The two-piece multilayered music system in WAG is undoubtedly taking way more memory resources than any other audio asset in the game. The music in WAG is produced with separate instrument tracks, all of which have variation using Sub-Tracks, Randomizers, and so on. This method works well for creating a diverse and varying soundscape, but it does maintain a very high number of voices depending on which Music Segment is playing. Potentially up to 25 layers can play concurrently. For desktops (Mac/Windows), the diversity features a constantly changing soundscape, no matter how long you stay in a certain region. But, on mobile (iOS/Android), having this many layers can be a struggle in relation to performance. You will now learn how to reduce variation in a music composition for mobile, meanwhile reducing the number of layers without removing musical instruments.


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