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Best practices for UE4 soundbank event assignments

0 votes
I'm trying to fully grasp the best way to use soundbanks in UE4 opposed to how I have used soundbanks in Wwise in the past.

 

Do I want to assign a lot of events to a few soundbanks or do I want to keep only related sounds in the same soundbank? The documentation lays out what seems to be a 1 event to 1 soundbank scheme but I assume this is just for tutorial purposes.
asked Feb 4, 2015 in General Discussion by Jack M. (430 points)

1 Answer

+1 vote
 
Best answer
There is no "right" or "wrong" way to manage your banks. The same principles apply for the UE4 integration as for another game not using UE. The 1 event to 1 soundbank in the documentation is indeed for tutorial purposes. Depending on your game, you might prefer large SoundBanks to streamline IO access, or you might want small SoundBanks to improve memory usage.

You can keep on basing your decision on the experience you've acquired by using Wwise in the past!

Sorry if this answer is not clear enough. What I'm trying to say is that the SoundBank vs Event assignment is not different with UE4 compared on another game.
answered Feb 6, 2015 by Benoit S. (Audiokinetic) (16,000 points)
selected Feb 9, 2015 by Jack M.
Thanks Benoit!

Now do the conversion settings in Wwise affect the UE4 version of soundbanks?
Yessir! I tested that out myself by using extremely different conversion settings. The Wwise UE4 integration was really well done in that way.
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