1.2) Profiling the Game
To integrate sound into the Platformer Game, you need to first evaluate the kind of information that is being sent from the game to Wwise. The Platformer Game for this learning course is a development build containing all necessary information for profiling.
Launch the Platformer Game. Play it!
You’ll need to now return to Wwise. In fact you’ll be switching back and forth between the game and Wwise quite often throughout this course, so you’ll want to become familiar with using Alt+Tab on Windows, or Command+Tab on a Mac to switch between programs.
Press Alt+Tab on Windows or Command+Tab on Mac to return to Wwise.
There are a number of views that work together to show you information related to reviewing information being received from the game by Wwise, but rather than opening them one at a time you can quickly open them in one step using a layout. A layout is a predefined collection of views that are commonly used together.
In the main menu click Layouts and choose Profiler or press F6.
The Profiler layout is displayed. You can use the views in this layout to evaluate information about messages generated in the game and monitor details about sound engine performance. You’re going to use the Capture Log view (Pic01 Capture Log) in the upper left to display information that is being generated in game. To access this information, you need to connect Wwise to the game that you should still have running in the background.
In the toolbar, click Connect to Remote Platform.
The Remote Connections window (Pic02 Remote Connections) opens displaying computers on the network (including your own local computer) that are running a version of the game that uses the Wwise Audio Engine and are designed to communicate with Wwise.
Select your computer from the list and click Connect.
The window closes and because the Start Capture check box (Pic03 Start Capture) was selected, you’ll see the capture button in the toolbar turn red, while a counter ticks next to it. Capturing is the process of recording, in real-time, a log of any information coming from the Wwise Audio Engine in your game related to the game play, an invaluable asset as you develop the sound for your game.
Return to the Platformer Game, play it again and then return to Wwise to view the Capture Log.
In the Capture Log view you’ll see a few lines of information, confirming that the game transmitted information to Wwise. When connected to a game, some Wwise parameters cannot be adjusted. So, once you have the desired Capture Log information, you should disconnect from the game.
Click Disconnect. (Pic04 Disconnect)
The capture process stops and Wwise disconnects from the game. You can now evaluate what just happened. These message are referred to as Game Calls and there are a variety of different types of calls such as Events, Actions or Game Syncs that may be triggered. You’ll learn more about the different types of calls later, but for now you can look at them more closely and try to find out some of the different types by yourself.
Click Filters. (Pic05 Filters)
The Capture Log Filter dialog box allows you to include or remove entries from the Capture Log based on a series of filter options, such as item type, Wwise Object name, and scope. Since the Capture Log displays quite a lot of information, you can only display Events and Errors for now. The reasons why those two filters are relevant right now are, because the built Platformer Game calls an Event for every sound it wants to play and because those missing in the Wwise project at this point of the course are shown as Errors. So make sure to filter out everything except Events and Errors at this point. You can now see the names of Events being called and Errors. (Pic06 Errors)
After inspecting the Capture Log, go to the Project Folder of the Wwise Project on your harddrive. (Pic07 Profiling Session)
At the bottom of the folder, you will see a Profiling Session file. Every time a profiling is being done such a file is being created. Since they can get quite big in file size, you can delete them regularly and exclude them in an Ignore file when you are using Source Control for your own project.