Sound objects are the foundation upon which your Actor-Mixer Hierarchy is built. They represent the individual audio assets that you have created for your project. Sound objects can be either Sound Voices, used for dialogue, or Sound SFXs, used for all other sounds within the Actor-Mixer Hierarchy.
Each sound object contains a source, which defines the actual audio content that will be played in game. In Wwise, there are two different types of sources: an audio source and a plug-in source.
The most common type of source is the audio source. The audio source creates a separate layer between the imported audio file and the sound object. It is linked to the audio file imported into your project.
To add power and flexibility, and to accommodate multi-language and multi-platform development, Wwise allows sound objects to contain more than one source. The audio sources can link to different audio files, useful for trying out different possible sounds or in the case where you are using different language versions that represent the same sound.
Only the selected audio sources will be included in the generated SoundBank.
Audio sources can also link to one audio file in the case where you are using different sample rates and other Conversion Settings for each platform.
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