目录
Being aware of the many minute details of a Wwise project early on in development can contribute to a positive workflow methodology. By making many small changes over time you can avoid the common pitfalls that occur towards the end of a project. Ideally when you reach milestones within the production that can benefit from optimization, there has already been some thought on how best to manage limited resources. Through a combination of understanding and conscious implementation, the tools to realize great sound for any game are within reach.
Throughout this chapter we have discussed:
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Platform Inclusion / Exclusion
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Linking / Unlinking Properties
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Effects Rendering
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Understanding the Different Types of Profiling in Wwise
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Connecting to the Game
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Capturing Data using the Profiler
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Profiling the Sound In-Game
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Instance Limiting, Prioritization, and Virtual Voices
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Playback Limits
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Setting a Playback Limit Per Game Object
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Global Playback Limit
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Setting Playback Priority
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Understanding Virtual Voice Behavior
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Bridging the Game Engine Integration Gap
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How Does SoundFrame Work?
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Additional Game Engine Integration Techniques