Lesson 6

Table of Contents

SoundBank Granularity

While a lot of content (graphical models, sounds, code…) can be reused many times throughout a game experience, a common approach is to divide parts of the game into small sections. These sections are then associated or linked to a certain place or time in the game. Just as a specific character could be available in just a specific level of the game, you can associate Events, media, and audio structures with a specific SoundBank and load it only when needed.


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