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Overview

In a typical game you can have thousands of assets and it is important to know how to manage them efficiently in your project. At a very basic level, Wwise distinguishes between the following two types of assets:

  • Original assets imported into Wwise.

  • Versions of these assets created for the various game platforms.

Wwise stores these two types of assets in different locations within your project folder so they can be managed independently. The original assets are stored in the “Originals” project folder. Since these assets are usually shared by several people on your team, this folder can be located anywhere on your network and can easily be managed by your source control system.

The asset versions created for the various game platforms are stored locally in each user's project cache folder. This allows each user to manage their own platform versions and to experiment with different conversion settings.

Both types of files can be played back in Wwise. The original pre-converted files will be played back whenever the Original control is activated in the Transport Control or Soundcaster. When the Original control is not active, Wwise will attempt to play the converted file, if one exists. It is important to note, however, that there are some restrictions to playing converted files in Wwise. When you convert an audio file for a particular platform, it is converted to meet the specific hardware requirements of that platform. As a result, you may not be able to play back these converted files in Wwise when a platform, other than Windows, is selected.

To test your converted files in Wwise, you can do the following:

  • PCM - Select the Windows platform.

  • ADPCM - Select the Windows platform.

  • Vorbis - Select the Windows platform.

  • XMA - Select the Xbox 360™ platform.


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