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Method 2: Multiple Complete Banks

This method will apply if:

  • The game or its audio/motion content can be split into multiple sections.

This method works well for single player games, where all possible sounds and motion are only driven by the current location of the player in the game. By splitting the content into multiple banks, you can manage memory more efficiently than the first method, yet still benefit from a relatively easy integration of audio and motion in your game.

To begin with, you must first determine how to split up your banks. For example, you may decide to split up your banks as follows:

  • One general bank containing all the events that can occur at any point in the game. This bank would be loaded into memory at all times.

  • One bank per level, or one per environment. For sounds and motion that depend on the actual location of the main character.

  • And possibly some additional banks, depending on the requirements of your particular game.

To create multiple complete banks in Wwise:

  1. Create the banks you will need for the game and then name them appropriately, for example, “CommonEvents”, “Level_1”, “Level_2”, and “Level_3”.

  2. Group your events into virtual folders in Wwise. Create one virtual folder per bank and then drag each virtual folder into its corresponding bank. By adding virtual folders to your SoundBanks, you can avoid having to edit the contents of your SoundBanks every time a new event is added to your project. When the contents of your virtual folder change, the SoundBank automatically gets updated.

  3. Add all events to their respective banks. This step is only required to add events that fall outside the original folders, if any. If an event needs to be in multiple banks, then simply add it to the required banks.

  4. Generate the banks and copy the generated bank folder to the game application.

To integrate the multiple complete banks in game:

  1. In the game, simply load the right bank at the right time. For example, the game could load the general bank at the beginning and then load the other banks based on the player's actual location in the game. Note that some games will need to have enough memory to load more than one “level” at a time, to allow for transitions between levels.

    The following sample of code gives you an idea how these banks can be loaded in game.

    [Note] Note

    As an alternative to the LoadBank command, you could prepare your banks using the AkBankContent_All command. The advantage of preparing your banks is that you avoid the possibility of duplicating media in memory. Refer to the section “Preparing Banks” in the Wwise SDK documentation.

Additional Notes on this Method

The following table lists the pros and cons of the “All-in-one” bank method.

Pros

Cons

May require a lot less memory than the “All-in-one” bank technique.

Very easy to integrate in game.

Not well adapted for online or event-based games, where the audio or motion requirements are driven by more than just simple facts like the main character's location.

May cause some media file duplication loaded in memory, because banks can contain duplicated data.

May increase the total space of the banks on disk because different banks may have similar content.


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