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Optimization Summary

Being aware of the many minute details of a Wwise project early on in development can contribute to a positive workflow methodology. By making many small changes over time you can avoid the common pitfalls that occur towards the end of a project. Ideally when you reach milestones within the production that can benefit from optimization, there has already been some thought on how best to manage limited resources. Through a combination of understanding and conscious implementation, the tools to realize great sound for any game are within reach.

Throughout this chapter we have discussed:

  • Platform Inclusion / Exclusion

  • Linking / Unlinking Properties

  • Effects Rendering

  • Understanding the Different Types of Profiling in Wwise

  • Connecting to the Game

  • Capturing Data using the Profiler

  • Profiling the Sound In-Game

  • Instance Limiting, Prioritization, and Virtual Voices

  • Playback Limits

  • Setting a Playback Limit Per Game Object

  • Global Playback Limit

  • Setting Playback Priority

  • Understanding Virtual Voice Behavior

  • Bridging the Game Engine Integration Gap

  • How Does SoundFrame Work?

  • Additional Game Engine Integration Techniques


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