버전
menu_open

Overview

With Wwise, the possibilities to create rich and sophisticated soundscapes for your game are endless. It is important, however, to remember that memory resources are limited on the various platforms. When designing the audio for your game, you should keep these limitations in mind. As you build the audio elements within your project, you can use the tools provided by Wwise, such as playback limits, virtual voices, and the volume threshold, to efficiently manage the memory in your game.

The Profiler provides you with a wealth of information that can help you troubleshoot memory issues in your game. To fully understand the information provided in the Profiler and to take full advantage of the memory saving tools in Wwise, you must first understand how Wwise manages all the different aspects of your project, including the final media files, sound structures, events, game syncs, effects, and so on.

This chapter provides you with a general overview of the different components of the memory manager as well as some tips and best practices on how best to manage the memory for your game. For more information about the different components of the Memory Manager, refer to the Wwise SDK documentation.


이 페이지가 도움이 되었나요?

지원이 필요하신가요?

질문이 있으신가요? 문제를 겪고 계신가요? 더 많은 정보가 필요하신가요? 저희에게 문의해주시면 도와드리겠습니다!

지원 페이지를 방문해 주세요

작업하는 프로젝트에 대해 알려주세요. 언제든지 도와드릴 준비가 되어 있습니다.

프로젝트를 등록하세요. 아무런 조건이나 의무 사항 없이 빠른 시작을 도와드리겠습니다.

Wwise를 시작해 보세요