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Using single audio files in multiple Sound SFXs: good practice?

+2 votes
Hello!

I'm working on a fairly 'heavy' 3D PC game and am finding I can use currently used audio assets in other places.  I would just like to know what all happens to the system when I duplicate a Sound SFX (or perhaps random container, or other object containing Sound SFXs).

1. The file (WAV, Vorbis, etc) is not not duplicated, correct? (Unless you have unique conversion settings?)

2. Only a small amount of memory is used to store volume, Positioning, Pitch, etc data, correct?

I guess my bottomline question is: Is it good practice to duplicate a sound when used on another event, or is it better to try and save system resources by reusing the same Sound SFX?

Once again, not developing for mobile, PC.

 

Thanks in advance for any input, advice, or good directions you can point me towards.  :)

 

-Blake
asked Jun 2, 2017 in General Discussion by Blake (420 points)
I've been wondering about this too, and I'm having trouble finding answers.

In addition to your questions, I also wonder how that affects soundbanks. I've heard that if you duplicate a Sound SFX object, you won't be able to put it in a different bank than the original. That's worrisome if true, but I couldn't corroborate it via Google search.

Sorry if I'm hijacking your thread, but this has been a burning question in my mind!

1 Answer

+1 vote
Hey! Yes it's good practice! It can be a great way to reduce the amount of raw audio in your project. The two important things to note is that first, if you alter the lowest level audio object at all by changing start time or adding fades in the source editor (doing that WILL duplicate the raw audio file, shortening each version to the custom specs), and second, if you place the two sounds which use the same source wav in two different soundbanks, that will also duplicate the file, as Ian S. noted. You can do it, but your soundbanks will contain two copies.
answered Mar 5, 2019 by Beatrix Moersch (3,280 points)
So I'm I right by saying that duplicate any Sound SFX using EBP with UE double the memory size used if we use different events?
(based on the fact that EBP automatically create a soundbank per event)

If yes, it's a bit of an issue then…
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