社区问答

欢迎来到 Audiokinetic 社区问答论坛。在此,Wwise 和 Strata 用户可互帮互助。如需我们团队直接提供协助,请前往技术支持申请单页面。若要报告问题,请在 Audiokinetic Launcher 中选择“报告错误”选项(注意,问答论坛并不会接收错误报告)。我们内部设有专门的错误报告系统,会有专人查看报告并设法解决问题。

要想尽快得到满意的解答,请在提问时注意以下几点:

  • 描述尽量具体:比如,想达到什么样的目的,或者具体哪里有问题。
  • 包含关键细节:比如,Wwise 和游戏引擎版本以及所用操作系统等等。
  • 阐明所做努力:阐明自己为了排除故障都采取了哪些措施。
  • 聚焦问题本身:聚焦于问题本身的相关技术细节,以便别人可以快速找到解决方案。

0 投票
Q: Are json files generated by Auto Defined SoundBanks loaded at runtime?
分类:Beta Feedback | 用户: Damian K. (530 分)

1个回答

+1 投票
This is a good question. No. Not in the final packaged games. Some of its data remains, but the json contents are digested before runtime use.

The json files are loaded in the Unreal Editor, and the information they provide are stored in-memory in parsed structures, so the Editor can have all the information on the current platform's SoundBanks. Whenever you see the Wwise Picker, it actually polls all the information from the WwiseProjectDatabase module, that is a 1:1 in-memory representation of the json themselves.

Then, there is another module, WwiseResourceCooker, that takes the individual information bits from the json files, and creates a binary representation, pre-chewed, of the specified asset. That binary representation is stored in the final .uasset file of your cooked and packaged game (but not the editor uncooked assets). The information itself is very sparse. There are some IDs, file names for the assets stored in Unreal's IO Store, and optional debug name.

This cooked information is what's used to play events and sounds, either in editor, Play-In-Editor, or in the final packaged game.
用户: Michel D. (510 分)
...