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Using Wwise with Your Source Control System

In your project development environment, you may already be using a source control system to effectively manage your assets and other types of project files. All Wwise project files, including the individual Work Units, are XML-based, which means you can use your source control system to easily manage these files as well.

The following files within your project can be managed by your source control system:

  • Wwise project file - The WPROJ file.

  • Wwise Work Units - The WWU files, including the Default Work Units.

  • Originals folder - The folder that contains the original sound files that were imported into Wwise.

  • Generated SoundBanks - The project's generated SoundBank files generated for each platform and language.

[Caution] Caution

The .cache folder located in your project directory is a local working folder for Wwise. The contents of the .cache folder should not be added to your source control system because it may cause unexpected behaviors in Wwise.

Throughout the development of your game, you can view the status of your project file (WPROJ), Work Unit files (WWU), and audio files in the File Manager. If you are using the Perforce, Subversion, or another Workgroup plug-in, you will be able to perform source control functions directly in Wwise. For more information about using a Workgroup plug-in in Wwise, refer to Managing Project Files Using a Workgroup Plug-in.

When you are working as part of a Workgroup and are using a source control system to manage the files in your project, you should always be aware that others are working on the same project and that there may be merge conflicts that need to be resolved. This is why it is important to sync and merge your work often and to communicate frequently with your team members about the work you are doing. For a complete list of best practices, refer to Workgroup Tips & Best Practices.


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