Finishing your projects

This section includes information on how to create the final mix, troubleshoot and simulate different aspects of your project, and generate the SoundBanks and file packages for your game.

  • Managing output—specifying the output routing of objects, using User-Defined Auxiliary Sends and Game-Defined Auxiliary Sends, using Loudness Normalization or Make-up Gain to adjust volume, understanding the voice pipeline, using built-in Audio Devices, Secondary Outputs, and HDR, converting audio files, understanding bus processing status, monitoring signal levels, using the Master-Mixer Console, building a Mixing Session, and working with the Mixing Desk.

  • Managing platform and language versions—customizing object properties and sources per platform, working with inclusion and linking, copying settings from one platform to another, and localizing your project, including auditioning and profiling different languages.

  • Creating simulations—working with the Soundcaster, managing the playback of your simulation, simulating with Game Syncs, fine-tuning properties in a simulation, real-time mixing and positioning, and using the Reset function.

  • Optimizing CPU usage—an overview of the major factors that contribute to CPU usage in Wwise projects, as well as high-level recommendations and best practices for CPU optimization.

  • Managing memory in Wwise—a high-level overview of memory allocations, how they are tracked, and platform-specific device memory.

  • Profiling—remote connection, capturing data from the Sound Engine, filtering profiler data, gathering statistical information from a Capture Session, working with the Capture Log, Performance Monitor, Voice Inspector, Game Object 3D Viewer, and Audio Object profiling views.

  • Managing SoundBanks —loading a SoundBank in game, preparing Action Events, building, managing, and generating SoundBanks, importing a definition file, automatically defining SoundBanks, using scripts to generate SoundBanks, understanding output folder layout, managing SoundBank media, strategies for managing SoundBanks, and DLC considerations.

  • Managing file packages—working with File Packager projects, populating, ordering, and generating File Packages within a project, configuring block size, an overview of DLC, and using File Packager command line arguments.

  • Migrating your projects—upgrading to a new major version of Wwise and then migrating Wwise projects, upgrading the SDK, testing a migrated game, and upgrading Wwise on all workstations.

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