Version
menu

Requirements and best practices for DLC SoundBanks

In order to deliver the desired sound structure in a DLC, it is necessary to understand how different changes and additions affect the release structure. The following paragraphs detail common scenarios that require special considerations.

Adding children

You can add DLC-specific children to various Wwise objects. Depending on which objects you modify, you must either repackage SoundBanks and include them in the DLC package or add new SoundBanks to the DLC package. The following table lists the objects to which you can add DLC-specific children and whether the changes require repackaging of existing SoundBanks or addition of new SoundBanks.

Objects requiring repackaging of SoundBank to add children to DLC

Objects that use additional SoundBanks to add children to DLC

  • Random/Sequence Container

  • Switch Container

  • Blend Container

  • Music Switch Container

  • Music Playlist Container

  • Music Segment

  • Actor-Mixer

  • Folder

  • Work Unit

The following example shows a hierarchy before any DLC content is added:

  • WorkUnit

    • ActorMixer

      • ContainerA

        • Sound1

        • Sound2

ContainerA is included in SoundBank1 for the base game. For the DLC, you could add a new container under the Containers hierarchy:

  • WorkUnit

    • ActorMixer

      • ContainerA

        • Sound1

        • Sound2

      • ContainerB

        • Sound1

        • Sound2

You then create a new SoundBank2 and add ContainerB to it. When loading SoundBank1 and SoundBank2, the structures are merged automatically. However, it would not be possible to add a sound under ContainerA for the DLC and package it inside a new SoundBank. To do that, you would have to regenerate SoundBank1 and include it in the DLC. It would replace the base game version.

[Tip]Tip

If you plan to release DLC, a good strategy is to separate media from other content (Events, structures, and so on). If the DLC does not change the media SoundBanks, you only need to repackage the other SoundBanks, which minimizes the DLC package sizes.

Modifying the Init bank

For DLC, you must repackage the new version of the Init.bnk file in the DLC if you modify busses, game syncs (Game Parameters, Switches, and States), or environmental effects.

Releasing multiple DLCs

If you plan to release multiple DLCs in parallel or over time in a series, ensure that you continually update the project Init.bnk to include all busses added for DLCs so that the base game and any combination of DLCs are supported.

For example, you could release the base game (include Init.bnk and BaseGame.bnk), the DLC-A (include the updated Init.bnk and DLC-A.bnk), and the DLC-B (include the updated Init.bnk and DLC-B.bnk). If the Bus structure is different in the base game, DLC-A, and DLC-B, then any additional busses in DLC-A must also be included in DLC-B.

Each of the three builds need to include an Init.bnk file that includes all busses in the project at the time of that release. Users could have any of the following combinations of products:

  • No DLC

  • DLC-A only

  • DLC-B only

  • DLC-A and DLC-B

When users have DLC-A and DLC-B, Wwise loads the Init.bnk provided in DLC-B. Because the Init.bnk in DLC-B was built after the project was updated for DLC-A, the busses required for DLC-A are available.


Cette page a-t-elle été utile ?

Besoin d'aide ?

Des questions ? Des problèmes ? Besoin de plus d'informations ? Contactez-nous, nous pouvons vous aider !

Visitez notre page d'Aide

Décrivez-nous de votre projet. Nous sommes là pour vous aider.

Enregistrez votre projet et nous vous aiderons à démarrer sans aucune obligation !

Partir du bon pied avec Wwise