Wwise Fundamentals

Table of Contents

Generate SoundBanks

Now you're ready to generate SoundBanks. You could click Generate All to generate SoundBanks for all of the game platforms and all of languages configured in your project. But to save time, you're only going to generate SoundBanks for the platform you're working on.

[Note]

The images following each step in this exercise reflect using the Windows platform. For Mac users, select the Mac option instead.

  1. In the SoundBank Manager, select Default Work Unit to quickly select both SoundBanks. Then select the appropriate platform, Mac or Windows depending on the type of computer you're using, and then select English(US).

    [Note]

    Wwise supports dialog for multiple languages, but English is the only language configured in this project.

  2. In the upper-right corner of the SoundBank Manager, click Generate Checked.

    The Generating SoundBanks dialog opens, which shows the progress as Wwise finds and converts all of the audio assets needed to play the Events you added to the SoundBanks. These files are placed in a folder used by the game.

  3. When the process is done, in the Generating SoundBanks dialog, click Close.

  4. In the Event Viewer, select the DCP_Signal02 Event and press Spacebar to play it.

    Play a few other Events that start with DCP. Next, you'll open the dcp_the_core level to listen for these sounds.

  5. Run Cube.

  6. In Cube, press Esc and then use the up and down arrows and the enter key to select single player > start SP map > map dcp_the_core/enter.

    The dcp_the_core level loads.

  7. Move forward and then turn to the right to enter the building. Listen closely for the DCP_Signal02 sound that plays the first time you cross the threshold.

    This confirms that the dcp_the_core SoundBank successfully loaded.

  8. From the Wwise menu bar, click Layouts > Designer (F5) so you're ready to start another module.

Congratulations! You finished module 18. In this module, you started by considering which sounds would be needed in each level of Cube. This helped you decide how many SoundBanks you would need to manage memory most efficiently. Then you created a SoundBank specifically for the dcp_the_core level, added all related Events to the new SoundBank, and added all remaining Events to the existing Main SoundBank. Then you generated SoundBanks and played the dcp_the_core level to confirm the level-specific sounds were heard.

Up next, Module 19: Managing SoundBank size where you'll learn to reduce the size of your SoundBanks with minimal impact on your creative vision.


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