The Wwise profiler is at the heart of most resource centered problem solving. There are few things related to the audio engine that you can't ascertain by connecting the running game to the Wwise authoring application and capturing key performance information in real time. The profiler is a consistent barometer for the state of audio in-game and gives access to a deep level of debug opportunities.
In Wwise you can perform two types of profiling:
Game object profiling
Game profiling focuses on performance requirements and demands, as viewed from the point of view of the sound engine and the various components that make up the project. It demonstrates in real time the cumulative effect the sound and motion in the project have on platform performance. It also allows you to examine the impact of individual voices.
The Game Object Explorer is the starting point for studying game objects and listeners. Within this view, you can see all the registered game objects in your game, as well as control which game objects and listeners will be watched by Wwise. The game objects that you have selected for 'watching' become visible in the Game Sync Monitor, and both game objects and listeners show up in the Game Object 3D Viewer.
Game object profiling also analyzes the output of the sound engine, but from the point of view of individual game objects. Game object profiling tracks game objects so that you can observe their movements and behavior in real time. In this way, you can find out if certain game objects are problematic.
Game objects refer to discrete actors or entities that exist within a game. They are registered or created by the audio programmer for all objects or elements within the game that can emit a sound, such as player characters, non-player characters (NPCs), weapons, vehicles, etc. The game object profiling tools (the Game Object Explorer, Game Object 3D Viewer, and Game Sync Monitor) work together to examine game objects and listeners in a game or simulation.