Community Q&A

Welcome to Audiokinetic’s community-driven Q&A forum. This is the place where Wwise and Strata users help each other out. For direct help from our team, please use the Support Tickets page. To report a bug, use the Bug Report option in the Audiokinetic Launcher. (Note that Bug Reports submitted to the Q&A forum will be rejected. Using our dedicated Bug Report system ensures your report is seen by the right people and has the best chance of being fixed.)

To get the best answers quickly, follow these tips when posting a question:

  • Be Specific: What are you trying to achieve, or what specific issue are you running into?
  • Include Key Details: Include details like your Wwise and game engine versions, operating system, etc.
  • Explain What You've Tried: Let others know what troubleshooting steps you've already taken.
  • Focus on the Facts: Describe the technical facts of your issue. Focusing on the problem helps others find a solution quickly.

+1 vote
When developing a mobile game, reducing download size is a high priority. Playback, however, requires fully decompressed sound to prevent stalls/stuttering; especially when playing numerous, relatively short sounds.  I'd like to know the optimal method for achieving this with wwise. Can I decompress a sound bank on load? Do I need to write a plugin? Is there a way to convert and save PCM sound when the app is first launched? Thanks for any help.
in General Discussion by Daniel H. (110 points)

1 Answer

0 votes
There is no way (that I know of) that could do what you want with WWISE. What you could do is use External Sources instead which means you have more control over how you handle files. You can download compressed files, unpack them to RAM and stream them from there using External Sources.

// Erik
by Erik P. (180 points)
...