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Managing SoundBanks in Unity

In early development, loading all audio assets at once might be the easiest and preferred method when being creative. However, as the game reaches a certain size, you might want to divide the amount of loaded assets into levels or regions in order to reduce general memory usage. Ideally, you want to follow the same approach to dividing up assets as the rest of the game, so that everything works well in a modular structure. This way, all necessary assets corresponding to a level will be loaded as a whole, and the rest of your game development team will not have to manually load audio assets, as they will be following the structure of the game. In this lesson, you will learn the structure of the Wwise Adventure Game and especially how audio is integrated into that system.