Table of Contents
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Modules
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SoundBanks are the collection of both the code that executes your sound design and the audio assets used by your sound design. Every game created by Wwise must have at least one SoundBank. In larger, more complex games, there might be many SoundBanks. In this case, you’ll create a single SoundBank and place it in the directory where the Cube game engine expects to find it. To achieve this, you’ll switch to a different layout.
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From the menu bar, click Layouts > SoundBank (F7).
The SoundBank layout opens with the SoundBank Manager in the upper-right area.
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In the SoundBank Manager, click the Create new User-Defined SoundBank button.
Cube was coded to look for a SoundBank named Main, so it's imperative that you give your SoundBank that exact name.
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In the dialog that opens, type Main in the Name field and click OK.
Now you need to populate the SoundBank you just created by dragging Events or objects onto the SoundBank.
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In the Event Viewer, select the Fire_IceGem_Player Event and drag it onto the Main SoundBank.
The Event and all audio assets needed to play the Event are added to the SoundBank.