Table of Contents
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Modules
Many video games are based on levels and often there are sounds that are only used in particular levels, such as the sound of fireworks that might mark the end of the last level. To manage memory efficiently, it's important to consider whether any of your objects will only be used in certain levels, and then group them in SoundBanks accordingly.
For example, in the project you're working with, there's an Actor-Mixer object called Map Voices that contains objects that are only heard in a level of Cube called dcp_the_core. So you’ll create a SoundBank specifically for sounds only used in that level. This way, all of those sounds can be left unloaded until the player starts the level in which they might be heard.
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Launch Wwise and open a project file. Make sure you open the Module 18 project file.
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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, expand Default Work Unit.
Notice the project already includes the Main SoundBank created in Module 1: From silence to sound.
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Click the Create new User-Defined SoundBank button.
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In the dialog that opens, type DCP_the_core in the Name field and click OK.
Cube was coded to look for a SoundBank named DCP_the_core, so it's imperative that you give your SoundBank that exact name.
The SoundBank you just created is now visible in the SoundBank Manager along with the Main SoundBank.
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In the upper-left corner of the toolbar, ensure the Platform Selector is set to the platform you are working on, either Windows or Mac.
The platform you select affects the information displayed in the SoundBank Manager, so the selected platform is also indicated there.
Notice the Data Size of the SoundBanks is 0. This is because you still need to add objects to them and generate them. You'll do that in the following exercises.