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Working with user-defined SoundBanks

When determining how many SoundBanks to create, you and your programmers would typically parse the whole game to get a list of all the Wwise Events that are integrated in the game. From there, you can set the size limit and number of SoundBanks that will be required for your game. Then you can organize the Events, object structures, and media into the various SoundBanks based on the strategy chosen as well as the characters, objects, zones, or levels in game.

Wwise does not restrict the number of SoundBanks that can be loaded into memory or the size of the SoundBanks. The only restriction on the size of a SoundBank is the memory available on the system or console. Each project is different, and it is up to you to decide what works best for your project.

Depending on the type of game your are creating as well as the SoundBank strategy you have chosen, your SoundBanks might contain different types of information and media. The strategy you choose ultimately decides the size and contents of your SoundBanks. A SoundBank can include a combination of any of the following types of project elements:

  • Event data

  • Sound, music, or motion structure data

  • Media files

The following tasks are involved when working with user-defined SoundBanks. You can choose to create and populate your SoundBanks manually, using a definition file, or a combination of both.


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