Table of Contents
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Modules
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Now you'll take a moment to familiarize yourself with the Wwise user interface.
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From the menu bar, select Layouts and ensure Designer is selected.
If you used Wwise previously and closed it while you were in a different layout, it opens in that layout.
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In the Project Explorer, select Audio Devices so that all possible views are displayed.
Now take a look around Wwise. The interface features a menu bar across the top and a toolbar below that. These are always visible.
Below the toolbar, you’ll see multiple areas called views. Each view offers different functionality. You'll get to know them as you progress through the modules. Different views are displayed depending on which layout is selected from the menu bar. A layout is a collection of views that facilitates a specific workflow.
By default, Wwise displays the Designer layout, which includes the views shown in the following image. While there are other layouts and other views, this is the layout you'll use for most of this certification.
Note, the primary and secondary editors shown in the middle of Wwise are not actually views. These are locations where various views are displayed.
As you work in Wwise, you might want to resize the views so that they better fit the content within. To do this, hover over the division between two views and drag in the desired direction.
Notice in the Project Explorer there is a Default Work Unit at the highest level in each hierarchy. Throughout this certification, all of your work will be done in the Default Work Units. However, in game development, it's common for many people or companies to work concurrently on different parts of a game. Work Units make this possible. For example, one team might work on all of the magic sounds, while another focuses on ambient sounds. Each team can have its own copy of Wwise and create their own Work Units for the content they're working on. Later in production, multiple Work Units can be brought into a single project to bring all of the elements together.