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Lesson 3

Table of Contents

SoundBank Management

To post any Event, all related Audio Sources, Audio Objects, and Game Syncs must be loaded into memory. To conveniently load this content, the necessary Events will be added into SoundBanks. This lesson will introduce you to two methods of SoundBank management within Unity, one being loading SoundBanks using a Trigger and another is loading a SoundBank from a Scene. However, we expect you to know how to manage SoundBanks in Wwise.

[Tip]

An alternative to loading Audio Sources into memory is to use streaming. When an Audio Source is being streamed, it will be stored as a separate file, and a reference to that file will be included in the SoundBank.