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Profiling and Troubleshooting

One of the biggest challenges for game developers is to create rich and immersive experiences for game players while respecting the limitations and constraints of the various platforms. In Wwise, there are many ways to tailor your game audio and motion to the various platforms. You can, however, take it one step further by using Wwise's Game Profiler and Game Object Profiler to test how your audio and motion performs on each platform. These two sets of tools allow you to profile specific aspects of the audio and motion in your game at any point in the production process on any platform. You can connect to a remote game console and then capture profiling information directly from the sound engine. By monitoring the activities of the sound engine, you can detect and troubleshoot specific problems related to memory, voices, streaming, effects, SoundBanks, and so on. You can profile in game, use the Game Simulator and Soundcaster, or use SoundFrame applications to profile prototypes even before they have been integrated into your game.

To help you find the information you need, the Game Profiler layout is divided into the following three views:

  • Capture Log—a log that captures and records all information coming from the sound engine.

  • Performance Monitor—a graphical representation of the performance, such as CPU, memory, and bandwidth, for each activity performed by the sound engine. The information is displayed in real time as it is captured from the sound engine.

  • Advanced Profiler—a comprehensive set of sound engine metrics that can help you monitor performance and troubleshoot problems.

The Game Object Profiler layout contains the following views:

  • Game Object Explorer—the control center for the Wwise game object profiling tools, where you select game objects and listeners to be watched in real time.

  • Game Object 3D Viewer—A three-dimensional visual representation of game objects and listeners.

  • Game Sync Monitor—A tool for analyzing RTPC values in real time. During gameplay, graphs are drawn for the RTPC values that change for watched game objects.

Because these views are so tightly integrated, you can locate problem areas, determine which Events, actions, or objects are causing the problems, determine how the sound engine is handling the different elements, and then fix the problems quickly and efficiently.


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