Created By: Game Audio Resource Ltd Date: 15/08/2018 Version: 1.00
PLEASE NOTE: This guide is based on the old 2017 Wwise version, but the principals will be the same
In this guide we will overview a few basic processes you will need to perform throughout the guide series.
A simple TEST ONLY Switch Container has been added to the project to aid each step in this guide
* STEP 01: Saving Project Updates
* STEP 02: Generating The Sound Banks
* STEP 03: Running An Integrity Report
* STEP 04: Using The Wwise Profiler
Task Time Needed: 1 > 2 hours
Before you start:
- To add a simple switch container to the Wwise hierarchy,
Navigate to the Project Explorer > Audio tab > Actor-Mixer Hierarchy > Default Work Unit.
- Right click the default work unit, then select New Child > Switch Container.
Name it: TEST_ONLY
- Right click the new TEST_ONLY Switch Container, then select New Child > Random Container.
Name it: TEST_01
Please note: This test content is only added to aid this chapters guide steps. The switch container can be deleted after you have finished this chapter’s guide.
Chapter 01 B – Step 01:
Saving project Updates
Like all software when you modify any content in it, you will need to save the updates you have added.
Some content you save will become live in game, However, some content will need to be built into the sound banks to become live in game.
- Once you have added any new content in Wwise either press Ctrl + S on your keyboard or in the Wwise toolbar, select Project > Save.
The content you have saved is now saved to your local PC only. Not to an external central database, e.g. Perforce.
* TIP: If you were working in a professional environment, you most probably will be working to a centralised game project database, using software like Perforce.
Once you have saved your changes locally you will then need to submit them to the project database.
A coder will have coded Wwise to sync to this database. So, it should be as simple as opening the project database software (Perforce) then looking at your submissions list.
Check the content you have saved locally is fully listed. Then submit your updates to the project database.
Obviously ALWAYS test any updates you add, before submitting to a live project database!
Chapter 01 B – Step 02:
Generating the Sound Banks
As mentioned in step 01, some content updates will need to be built into the Wwise sound banks for the game to play the new content.
This step highlights how to generate the sound banks with new updates.
- In the Wwise Toolbar, under Layouts select Sound Banks or press F7
This layout lists all sound banks created for the project.
* TIP: You will see the Main sound bank is highlighted in Red, this is due to the Max size content size being below the amount of content that is actually being packed into the bank. More on this in Chapter 05
- We will build the Main sound:
Sound Banks: Add a tick to the Main sound bank
Platforms: Add a tick next to your operating system
Languages: Add a tick next to the language you wish to add the content to.
* TIP: Languages, play more of a part for dialogue. For Sound design work usually, the default will be your countries or company’s native language. E.g. UK = English
- Click on the Generate UI Button to start generating the sound bank.
- Once completed the Sound bank will say Completed with message(s)
* TIP: you will see in the log window many errors about duplicated content related to music content. For now, ignore.
- If you want to check if your new content has been included in the sound banks. Simply select the sound bank, then in the SoundBank Editor, change to the Edit tab. Then in the search box, type the name of the content you have added.
Chapter 01 B – Step 03:
Running An Integrity Report
It is very easy to forget a simple step when implementing a hierarchy into Wwise.
Thankfully Wwise has a test report of hierarchy structure integrity.
This step will highlight how to use the integrity report
- In the Wwise Tool bar select Views, then Integrity Report or Press Shift+ G on your keyboard.
- Set up the following settings:
Platforms: Tick your operating system
Languages: Tick your default language e.g. English
Report: tick all Available options for the best possible detailed report results
- Now click Generate.
- Depending on the size of your Wwise project, will depend on how long it takes to complete.
- Once the report has completed, if you recognise any items listed related to your new updates, then right click the item, select Find in Project Explorer > Sync Group 1.
This should jump you too the problem content.
Use the Integrity Reports Status & Comments/Suggestions columns to help identify the problem.
* TIP: As highlight the TEST_ONLY has 2 errors, the Switch Container has not been assigned a switch with assigned variables. Also, the Random Container does not have any Child content assigned.
Chapter 01 B – Step 04:
Using the Profiler
Debugging your updates, are a must before submitting your new updates to a live project database.
If you modify anything in Wwise, you should ALWAYS quick test your updates in game.
Then let your Audio QA team know about the update, so that they can in-depth test the changes.
- Boot up the Cube game and connect Wwise to the game
- In the Wwise Tool bar, under Layouts select Profiler or press F6 on your keyboard.
- With Wwise connected to the Cube game, you can identify any content you wish to look at in more detail by using the filter settings.
Quick Searching Content, Example A
- For a quick search use the Filter: box to find content quickly. Type Footstep.
You will now notice that as you play the game only footstep related content is listed.Detailed Searching Content Example B
- Click on the Filter UI Button.
- In the Capture Log Filter Window, tick on the Wwise Objects
Now you can filter the capture Log by a certain Wwise Work Unit or Wwise Container.
Filter by e.g. Footsteps.
- In the Types list you can now adjust what information is listed related to the content you have selected. Change these as needed.
- Then click Apply and close the Capture Log Filter Window.
- Now as you play the game the Capture Log will only fill up with entries related to the Footstep Work Unit