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Creating and populating SoundBanks by importing a definition file

One of the methods for creating and populating SoundBanks is to import a tab delimited text file that lists all the Events in your game, classified by SoundBank. Typically, the 3D application or level editor you are using to integrate Events into your game can generate this type of file. Before importing the definition file, you must create the Events in Wwise. If any Events are missing, they will appear as "Event Missing" in the Import Definition Log.

The definition file must include the name of the SoundBank and the corresponding Event name, separated by a tab. The following is an example of a valid definition file. (→ indicates the TAB character)

          SB1→"Event_01"
          SB2→"Event_02"
          SB2→"Event_03"
          SB3→"Event_04"

Using keywords to include/exclude elements from SoundBanks

The definition file can also include special keywords that define the types of project elements that are included or excluded from the SoundBanks. The following keywords can be used:

  • Event: Specifies that the SoundBank includes Event information.

  • Structure: Specifies that the SoundBank includes sound, music, and/or motion structure information.

  • Media: Specifies that the SoundBank includes media files.

  • -GameSyncExclusion: Specifies that a particular game sync is excluded from a SoundBank. When you exclude a game sync, all related sound structures and media files are excluded as well. The -GameSyncExclusion keyword must be used in combination with one of the following keywords:

    • State: Specifies that a particular state and all its related objects and media files are excluded from the SoundBank. This keyword must be followed by the State Group name and the State name, separated by tabs.

    • Switch: Specifies that a particular Switch and all its related objects and media files are excluded from the SoundBank. This keyword must be followed by the Switch Group name and the Switch name, separated by tabs.

    • Trigger: Specifies that a particular Trigger and all its related objects and media files are excluded from the SoundBank. This keyword must be followed by the name of the Trigger.

  • -DialogueEvent: Specifies that a particular Dialogue Event is included in the SoundBank. This keyword must be followed by the name, GUID, or short ID of the dialogue Event. It can also be followed by the Event, Structure and/or Media keywords as inclusion options.

  • -EffectShareset: Specifies that a particular Effect ShareSet is included in the SoundBank. This keyword must be followed by the name, GUID, or short ID of the Effect ShareSet. It can also be followed by the Structure and/or Media keywords as inclusion options.

  • -AuxBus: Specifies that a particular aux bus is included in the SoundBank. This keyword must be followed by the name, GUID, or short ID of the bus. It can also be followed by the Structure and/or Media keywords as inclusion options.

When using the Event, Media, and Structure keywords, you can add one or more of these keywords after the Event or Effect name, with each one being separated by a tab. If no keywords are included in the definition file, the SoundBank will include all project elements and media. The following illustration demonstrates the correct use of these keywords in a definition file. (→ indicates the TAB character)

            My_SoundBank_Normal→"Event_01"
            My_SoundBank_EventandStructure→"Event_02"→Event→Structure 
            My_SoundBank_Media→"Event_03"→Media

In the previous illustration, the first SoundBank called "My_SoundBank_Normal" will include all Event data, structure data, and media files associated with Event_01. The second SoundBank called "My_SoundBank_EventandStructure" will include only the Event and structure data associated with Event_02. The third and final SoundBank called "My_SoundBank_Media" will include only the media files associated with Event_03.

When using the -GameSyncExclusion keyword, you must create a separate entry on a new line for each exclusion. By excluding a game sync, you exclude all corresponding object structures and media files as well. The following illustration demonstrates the correct use of -GameSyncExclusion keywords in a definition file. (→ indicates the TAB character)

            SB1→-GameSyncExclusion→State→StateGroupName→StateName 
            SB1→-GameSyncExclusion→Switch→SwitchGroupName→StateName 
            SB1→-GameSyncExclusion→Trigger→Trigger
[Note]Note

The names of the game syncs (State Groups, States, Switch Groups, Switches, and Triggers) do not require the use of quotes (").

When using the -EffectShareset keyword, you must create a separate entry on a new line for each effect inclusion. For example: (→ indicates the TAB character)

            SB1→-EffectShareset→"effect1"→Media 
            SB1→-EffectShareset→"effect2"→Structure 
            SB1→-EffectShareset→"effect3"→Media→Structure

Using IDs instead of strings to identify Events and Effects

If your game is not using strings for Event names, you can use either of the following systems to define the Events in the definition file:

  • Hexadecimal

  • Decimal

[Note]Note

The hexadecimal and decimal systems can be used to identify Events within a definition file, but not States, Switches, and Triggers in Game Sync exclusions.

The following illustration demonstrates how to define Events in a definition file using the three different systems. (→ indicates the TAB character)

            SB1→"Event_01" 
            SB1→26507443 
            SB1→0x19478B3
[Tip]Tip

The SoundBank definition file can also be used to track which Events have already been integrated into your game, which ones are missing, and which ones still need to be created in Wwise. One of the programmers can generate the list of Events from the game and then you can import the definition file into Wwise. You can use the information in the log file to match up the Events in game with those created in Wwise.

To create a SoundBank by importing a definition file:

  1. In the Project Explorer, switch to the SoundBanks tab.

  2. Right-click the Work Unit into which you want to create the SoundBanks.

  3. From the shortcut menu, select Import SoundBank Definition.

    The Open dialog opens.

  4. Navigate to the location where the definition file is saved.

  5. Click Open.

    The Import Definition Log dialog opens.

  6. Review the import activity in the log. The import activity can be any one of the following:

    • Inclusion Added - A new Event or effect has been added to the existing SoundBank.

    • SoundBank Created - A new SoundBank has been created.

    • Inclusion Removed - An Event or effect has been removed from the existing SoundBank.

    • Event Missing - An Event no longer exists in the project or has yet to be created.

    • Effect Missing - An Event no longer exists in the project or has yet to be created.

    • Exclusion Added - A game sync was excluded from the existing SoundBank.

    • Exclusion Deleted - A game sync was re-included into an existing SoundBank.

    • Exclusion Missing - A game sync no longer exists in the project or has yet to be created, so the exclusion could not be added or deleted from the exclusion list.

    • No Change Detected - The imported SoundBank is identical to the one already in Wwise.

  7. Click Close.

    The SoundBanks that are defined in the definition file are created in Wwise and populated with the specified Events, object structures, and media.


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