1.5 Soundbanks


1.5) SoundBanks



While playing the footstep sound in Wwise is getting you closer to your goal, it’s not complete until you can play the game and hear the result of your work. In many respects, this last step is like the process of bouncing a playable mix of a music project, with the exception that there is a lot more going on than simply generating a single sound file. This is where you get to see the real benefits of the Wwise Audio Engine, as it essentially writes the code necessary to apply your Sound Design to the game for you. In order for Wwise to do this, you must add your Events to so called SoundBanks, generate them and move them to the asset folder of your game project.

Pic01 SoundBank Layout

Pic02 Add Events to SoundBank

Pic03 Platforms + Languages

Pic04 User Settings

Pic05 SoundBank Paths

Pic06 Generate SoundBank

Pic07 SoundBank Generation View

  1. In the Main Menu Bar, click Layouts > SoundBank or press F7. (Pic01 SoundBank Layout)

    In the upper right area of the screen you can see the SoundBank Manager and, like other areas of Wwise, it contains a Default Work Unit. The Platformer Game has been coded to look for SoundBanks called Music, PreMixed, Robot, Sfx, Utility and Voice. You can already find them in the Default Work Unit of the project’s SoundBanks, so you don’t have to create them yourself for this game. If you are working on your own projects, you will have to create them on your own.

    SoundBanks need to be populated with Events that you intend to have as part of that SoundBank. Events can be assigned to a SoundBank by dragging them to the desired SoundBank.

  2. Drag the playFoleyFootstep Event from the Event Viewer to the Robot SoundBank in the SoundBank Manager. (Pic02 Add Events to Soundbank)

    In the lower right View, you can see the Event you just added in the SoundBank Editor. Wwise can simultaneously generate SoundBanks for multiple game platforms and even multiple languages (if you’ve provided dialogue content and used Wwise’s Localization features) in one swift step . This is a huge time saver considering that different game platforms have different ways in which Code must be implemented. In essence, Wwise is like having multiple code-writers working for you, that know the specifics of each game platform. Because of this, you need to specify which game system and language you want to generate SoundBanks for.

    The specific steps you'll need to take in the following exercises will differ depending on if you are using a Windows or Mac computer. The images following each step reflect using the Windows platform. For Mac users, simply choose the available Mac option instead.

    Because multiple SoundBanks can be generated for a single game, you must select the SoundBanks you want generated.

  3. Select the Robot SoundBank and appropriate Platform and English (US) language checkboxes. (Pic03 Platforms + Languages)

    Next you must define the path indicating where the SoundBanks should be placed within the game’s file structure. This information would typically be given to you by the game programmers.

  4. In the SoundBank Manager, click User Settings.

    You can see that there is a default SoundBank path. This path is a folder called GeneratedSoundBanks in the Wwise Project folder on your hard drive. (Pic04 User Settings) If you leave it as it is and like to hear the SoundBank changes in your Game after generating the SoundBanks, you have to manually copy the SoundBanks from this location to the asset folder of your game engine’s project directory. Sounds difficult? It is! Instead you could specify the path to the asset folder of your game engine’s project directory directly by clicking the Override Project SoundBank Paths checkbox and tell Wwise where your SoundBanks need to go.

  5. Click the button of your respected platform and navigate to the subfolder WindowsNoEditor\Platformer_Game\Content\WwiseAudio of the Platformer_DevBuild folder. Choose the folder for your platform and click Select Folder. (Pic05 SoundBank Paths)

    The updated SoundBank path appears in the dialog box.

  6. Click OK to close the SoundBanks Settings window then click Generate Selected in the SoundBank Manager. (Pic06 Generate SoundBank)

    The SoundBank Generation View is displayed. In this moment, the code and all necessary files to implement your footstep sound have been generated. The SoundBank Generation View always shows you which SoundBanks have been newly created and if there are any problems and errors within your playback systems. (Pic07 SoundBank Generation View)

  7. Click Close for this View.

  8. Play the Game and listen to the footstep sound.