Table of Contents

Specifying the Type of Information that Will Be Captured

Because of the potentially large amount of data being transferred, capturing from the sound engine may affect Wwise's performance. Therefore, you may want to limit the type of information that is being generated by the Advanced Profiler by using the Profiler Settings dialog box. By deselecting one or more of the information types, you can:

  • Save network transfer bandwidth.

  • Save memory space in Wwise.

  • Save CPU time in game by not calculating the data.

  • Save CPU time in Wwise by not processing or drawing the data.

You can also specify whether you want Wwise to dump the entire contents of a capture session, from all views of the Profiler and Game Object Profiler layouts, to a profiling session file. The data within this file can be loaded back into Wwise at a later time for further analysis of the audio in your game.

[Note] Note

Wwise erases the oldest capture session when the limit is surpassed. So, if you want to save older capture sessions, you will have to either rename the oldest file after each profiling session or increase the Number of sessions kept.

To specify the type of information that will be generated and captured:

  1. Do one of the following:

    • In the Advanced Profiler title bar, click the View Settings icon.

    • From the menu bar, click Project > Profiler Settings.

    • Press Alt+G.

    The Profiler Settings dialog box opens.

  2. Select one or more of the following information types:

    • Plug-in Data to capture information related to the various plug-ins.

    • Memory Data to capture information related to the memory pools registered in the sound engine's Memory Manager.

    • Stream Data to capture information related to the streams managed by the sound engine.

    • Voices Data to capture information related to each of the voices managed by the sound engine.

    • Listener Data to capture information related to each of the listeners managed by the sound engine.

    • Obstruction/Occlusion Data to capture information related to the obstruction and occlusion affecting game objects.

    • Markers Notification Data to capture information related to marker notifications in audio files and custom cue notifications in Music Segments.

    • Output Data to capture information related to output peak and output DC offset.

    • SoundBanks to capture information related to the SoundBanks that have been loaded into memory.

    • Loaded Media to capture information related to the media loaded into memory.

    • Prepared Events to capture information related to Events that have been prepared using the PrepareEvent function.

    • Prepared Game Syncs to capture information related to Game Syncs that have been prepared using the PrepareGameSyncs function.

    • Music Transitions to capture information related to the transitions that occur between music objects.

    • Streaming Device Data to capture information from all streaming devices.

    • Meter to capture information related to the usage of signal metering data to drive meters on busses and meter views.

    • Auxiliary Sends Data to capture information related to each of the Auxiliary Sends managed by the sound engine.

    • API Calls to capture information on calls to the Wwise API.

    [Note] Note

    When you deselect one of the information types, the corresponding tab is removed from the Advanced Profiler.

  3. Under Capture Log, type the maximum amount of memory to be used. The minimum size allowed is 10 MB, and the maximum is 4,000 MB.

    The Game Profiler will use no more than the amount of memory you specify for the capture log.

  4. Number of sessions kept lets you specify the number of profiling sessions kept on disk. When more files exist, the oldest is deleted.

  5. Click OK.

    The Game Profiler will only capture data for the information types that you selected.