Capturing Data from the Sound Engine
After connecting to a machine, you can begin to profile the audio and motion in your game by capturing data directly from the sound engine.
All the information coming from the sound engine is displayed in the Capture Log. An entry is recorded in the Capture Log for the following types of information:
Notifications
Markers
Events
Actions
Properties
States
Switches
SoundBanks
Events Preparation
Errors
Messages
MIDI Events
API Calls
You can monitor each of these entries using the Performance Monitor and the Advanced Profiler. These views contain detailed information about memory, voice, and effect usage, as well as on streaming, SoundBanks, plug-ins, and so on.
For more information on monitoring performance, refer to Monitoring and Troubleshooting with the Performance Monitor. You can also get Wwise to parse the data captured and provide you with some statistics on certain audio elements in your game or project. For more information on gathering statistics, refer to Gathering Statistical Information from a Capture Session.
You can select an error in the Capture Log to view information about it in the
Contextual Help view, which provides details such as the probable
cause and recommended resolution steps.
Wwise uses the following special indicators and color to help you quickly sort through the many entries that can appear in the Capture Log.
The following illustration shows how the different indicators and colors are used in the Capture Log.
You can also profile some of your ideas or prototypes even before they have been integrated in the game by capturing directly from the Soundcaster in Wwise. For more information on using the Soundcaster, refer to Creating Simulations.
| Note |
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Before profiling your game, you should load all unloaded Work Units back into the project. When Work Units are unloaded, the profiling information may be incomplete and possibly misleading. |
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