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In today's game environment, with the complexity of games and the pressure to get games to market, it is essential for sound designers, music composers, audio integrators, and audio programmers to be able to work together on the same project. In Wwise, you can do this using Workgroups.

You must use only one Wwise project per game.

In order for several people to work efficiently on the same project, it must be broken up into smaller pieces. In Wwise, these pieces are called Work Units.

These Work Unit files can be then be managed by your source control system.

Each person within your Workgroup can then work on the same or different parts of the project in parallel.

In most cases, you will want different people working on different parts of the project in order to avoid difficult and frequent merging issues. However, there will be cases when two or more people will have to work on the same Work Unit concurrently. When these files are checked back in to your source control system, you will most likely have to deal with merge conflicts. Refer to your source control documentation for more information on how best to deal with merge conflicts.

Although Wwise is not a source control management system, you can use its open architecture to easily integrate your existing source control system. This allows you to manage your project assets and perform many of your source control functions directly in Wwise. For more information on the Wwise source control plug-in, refer to Managing Project Files Using a Workgroup Plug-in.

[Note] Note

In order to create a Workgroup plug-in, your source control system needs to support third-party integration using their API. Perforce and Subversion plug-ins are installed with Wwise.