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The assets that you import into your project are the foundation for your project hierarchy. The project hierarchy evolved from traditional mixing techniques where different instruments were routed to a bus, so that you could control their sound properties as a single mixed sound. For example, each of the hi hat, ride, crash, bass drum, and snare sounds could be routed to a single bus so that you could control their volume and other parameters as if they were one entity.
In Wwise, a similar approach is used to organize and group the sounds, motion objects, and music in your project. By grouping sound, motion, and music objects in such a manner, you begin to build a hierarchical project structure that creates parent-child relationships between the various objects. This unique and efficient way to create and manage the audio and motion in your game gives you more control and flexibility to build a realistic and immersive environment for your game.
The Wwise project hierarchy consists of three distinct levels:
Actor-Mixer Hierarchy—groups and organizes all the sound and motion assets in your project using a series of Wwise-specific objects.
Interactive Music Hierarchy—groups and organizes all the music assets in your project using a series of Wwise-specific objects.
Master-Mixer Hierarchy—defines the routing and output of the different sound, motion, and music structures using one or more output busses.
|Wwise Project Hierarchies are Workgroup Ready|
Working as part of a team is crucial in today's game development environment. Although only one Wwise project can be used per game, you can divide up a Wwise project hierarchies into different work units so that different people can work on the project concurrently. Work units are distinct XML files that contain information related to a particular section or element within your project. These work units can help you organize and manage the different elements within a project. If you are working as part of a team, these work units can also be managed by your source control system to make it easier for the different members of your team to work on the project concurrently.