버전
This method will apply if:
The game has a limited amount of audio and/or motion assets.
The game has plenty of free memory.
Of course, most games generally don't have memory to waste, but this technique has the major advantage of being very simple to use and to maintain. The main reason for using this technique is to have the entire Wwise project integrated in the game in a minimum amount of time.
To create the “All-in-one” bank in Wwise:
Create one SoundBank, and name it appropriately.
Load the bank into the SoundBank Editor and then drag the following items to the “Add” tab:
The “\Actor-Mixer Hierarchy\Default Work Unit”
The “\Events\Default Work Unit”
The “\Interactive Music Hierarchy\Default Work Unit” (Only required if using interactive music)
The “\Dynamic Dialogue\Default Work Unit” (Only required if using dynamic dialogue)
The check boxes under the Events, Structures, and Media columns are all selected by default. This is good because, for this method, we want everything to be included in the bank.
Note | |
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In a new project, only the default work unit is available. If more work units are created, these work units should also be added to the banks as required. |
After all the work units have been added to the SoundBank, you can generate it and then copy the generated bank folder to the game application.
To integrate the “All-in-one” bank in game:
Since there is only one SoundBank for this game, you can simply load it when initializing the game. Of course, the sound engine must be correctly initialized first.
The following sample of code gives you an idea how the “All-in-one” bank can be loaded in game:
The following table lists the pros and cons of the “All-in-one” bank method.
Pros |
Cons |
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Easiest way to maintain the content of the banks from the sound designer point of view. No need to recompile the game when changing the content of the banks since the game always loads the same bank. No complex in-game loading and unloading of banks. No need to track in-game which sounds are available or not. |
Inefficient usage of memory because all events, structures, and in-memory media for the entire game are loaded at all times. |
Even though this method is a good way to quickly and easily integrate the audio and motion in your game, don't wait until the end of the project to switch to a method that makes better usage of your game's memory.
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