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Populating a SoundBank by Importing a Definition File

One of the methods for creating and populating SoundBanks is by importing a definition file that was generated from the 3D application or level editor that you are currently using to integrate events into your game. A definition file is a tab delimited text file that lists all the events in your game, classified by SoundBank. The definition file must include the name of the SoundBank and the corresponding event name, separated by a tab. The following example demonstrates how a definition file should be written so that it can be read by Wwise. (→ indicates the TAB character)

          SB1→"Event_01"
          SB2→"Event_02"
          SB2→"Event_03"
          SB3→"Event_04"
Using Keywords to Include/Exclude Elements from a SoundBank

The definition file can also include special keywords that define the types of project elements that will be included or excluded from the SoundBanks. The following keywords can be used:

  • Event - Specifies that the SoundBank will include event information.

  • Structure - Specifies that the SoundBank will include sound, music, and/or motion structure information.

  • Media - Specifies that the SoundBank will include media files.

  • -GameSyncExclusion - Specifies that a particular game sync will be excluded from a SoundBank. When you exclude a game sync, all related sound structures and media files are excluded as well. The -GameSyncExclusion keyword must be used in combination with one of the following keywords:

    • State - Specifies that a particular state and all its related objects and media files will be excluded from the SoundBank. This keyword must be followed by the state group name and the state name, separated by tabs.

    • Switch - Specifies that a particular switch and all its related objects and media files will be excluded from the SoundBank. This keyword must be followed by the switch group name and the switch name, separated by tabs.

    • Trigger - Specifies that a particular trigger and all its related objects and media files will be excluded from the SoundBank. This keyword must be followed by the name of the trigger.

  • -DialogueEvent - Specifies that a particular dialogue event will be included in the SoundBank. This keyword must be followed by the name, GUID, or short ID of the dialogue event. It can also be followed by the Event, Structure and/or Media keywords as inclusion options.

  • -EffectShareset - Specifies that a particular effect shareset will be included in the SoundBank. This keyword must be followed by the name, GUID, or short ID of the effect shareset. It can also be followed by the Structure and/or Media keywords as inclusion options.

  • -AuxBus - Specifies that a particular Aux Bus will be included in the SoundBank. This keyword must be followed by the name, GUID, or short ID of the bus. It can also be followed by the Structure and/or Media keywords as inclusion options.

When using the Event, Media, and Structure keywords, you can add one or more of these keywords after the event or effect name, with each one being separated by a tab. If no keywords are included in the definition file, the SoundBank will include all project elements and media. The following illustration demonstrates how these keywords should be used within a definition file. (→ indicates the TAB character)

            SB1→"Event_01"
            SB1→"Event_02"→Structure 
            SB1→"Event_03"→Media→Structure 
            SB1→"Event_04"→Event→Media→Structure

In the previous illustration, the first SoundBank called “My_SoundBank_Normal” will include all event data, structure data, and media files associated with Event_01. The second SoundBank called “My_SoundBank_EventandStructure” will include only the event and structure data associated with Event_02. The third and final SoundBank called “My_SoundBank_Media” will include only the media files associated with Event_03.

[Note] Note

All events included in the definition file must already be created in Wwise. If any are missing, they will appear as “Event Missing” in the Import Definition Log.

When using the -GameSyncExclusion keyword, you must create a separate entry on a new line for each exclusion. By excluding a game sync, you exclude all corresponding object structures and media files as well. The following illustration demonstrates how the -GameSyncExclusion keywords should be written within a definition file.(→ indicates the TAB character)

             SB1→-GameSyncExclusion→State→StateGroupName→StateName 
             SB1→-GameSyncExclusion→Switch→SwitchGroupName→StateName 
             SB1→-GameSyncExclusion→Trigger→Trigger
[Note] Note

The names of the game syncs (state groups, states, switch groups, switches, and triggers) do not require the use of quotes (“).

When using the -EffectShareset keyword, you must create a separate entry on a new line for each effect inclusion. For example: (→ indicates the TAB character)

            SB1→-EffectShareset→"effect1"→Media 
            SB1→-EffectShareset→"effect2"→Structure 
            SB1→-EffectShareset→"effect3"→Media→Structure
Using IDs Instead of Strings to Identify Events and Effects

If your game is not using strings for event names, you can use either of the following systems to define the events in the definition file:

  • Hexadecimal

  • Decimal

[Note] Note

The hexadecimal and decimal systems can be used to identify events within a definition file, but not states, switches, and triggers in game sync exclusions.

The following illustration demonstrates how to define events in a definition file using the three different systems. (→ indicates the TAB character)

            SB1→"Event_01" 
            SB1→26507443 
            SB1→0x19478B3
[Tip] Tip

The SoundBank definition file can also be used to track which events have already been integrated into your game, which ones are missing, and which ones still need to be created in Wwise. One of the programmers can generate the list of events from the game and then you can import the definition file into Wwise. You can use the information in the log file to match up the events in game with those created in Wwise.

To create a SoundBank by importing a definition file:

  1. In the Project Explorer, switch to the SoundBanks tab.

  2. Right-click the work unit into which you want to create the SoundBanks.

  3. From the shortcut menu, select Import SoundBank Definition.

    The Open dialog box opens.

  4. Navigate to the location where the definition file is saved.

  5. Click Open.

    The Import Definition Log dialog box opens.

  6. Review the import activity in the log. The import activity can be any one of the following:

    Inclusion Added - A new event or effect has been added to the existing SoundBank.

    SoundBank Created - A new SoundBank has been created.

    Inclusion Removed - An event or effect has been removed from the existing SoundBank.

    Event Missing - An event no longer exists in the project or has yet to be created.

    Effect Missing - An event no longer exists in the project or has yet to be created.

    Exclusion Added - A game sync was excluded from the existing SoundBank.

    Exclusion Deleted - A game sync was re-included into an existing SoundBank.

    Exclusion Missing - A game sync no longer exists in the project or has yet to be created, so the exclusion could not be added or deleted from the exclusion list.

    No Change Detected - The imported SoundBank is identical to the one already in Wwise.

  7. Click Close.

    The SoundBanks that are defined in the definition file are created in Wwise and populated with the specified events, object structures, and media.


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