Strategies for managing SoundBanks
The following sections describe the different methods that can be used to create the SoundBanks in your game. In a single game, you can use one or a combination of the different methods. Since every game is different, the method or methods you choose will depend on the specific requirements of your game.
The choices you make when creating your SoundBanks will have a significant impact on the amount of work that will be required to manage the audio and motion assets in the game and will have a direct impact on the performance of your game. It is highly recommended that both the sound designer and programmer review this section carefully so that both are aware of the possibilities that are available. Working together, you can come up with a strategy that meets the specific needs of your game. When deciding on a strategy, take into consideration the memory usage, the I/O access, and the ease of integration in game. In most situations, it is a question of balance between memory usage and ease of integration.
The following methods are described in the following sections:
| Tip |
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When loading a SoundBank with Vorbis-encoded or WEM
Opus-encoded media, it is possible to decode the media files into
uncompressed PCM files using the
PreparationType Preparation_LoadAndDecode. This
increases the size of your SoundBanks but reduces the time to access the media when
it is called because the wait time for decompression is eliminated. This strategy can be applied within a scheme of other approaches to optimize the
management of your assets. |
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