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Effects must be packaged in a SoundBank and loaded by your game. How an Effect is packaged in a SoundBank depends on its usage.
Containers hierarchy: Any SoundBank that packages an object in the Containers hierarchy also packages all Effects used by that object, unless specifically excluded in the SoundBank Editor.
Busses hierarchy: Effects used by objects in the Busses hierarchy (Busses, Auxiliary Busses) are packaged in the Init SoundBank.
Devices hierarchy: Effects used by Audio Device objects are packaged in the Init SoundBank.
![]() | Note |
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The Init SoundBank is automatically generated by Wwise during SoundBank generation. |
Although Busses and Audio Device Effects are automatically added to the Init SoundBank, some Effects, or parts of Effects, are not. The following items are not automatically added to the Init SoundBank:
Effect Media: The Init SoundBank does not package any media files. Effect media must be packaged in a user-defined SoundBank and loaded by the game before that Effect is used.
Effects loaded at runtime: Your game may make use of the SDK functions to change a Bus or Audio Device effect at runtime. If the Effect to be loaded is in use by your project during SoundBank generation (i.e. referred to by a Bus, Auxiliary Bus, or Audio Device) then it will be packaged in the Init SoundBank. Otherwse the Effect must be packaged in a user-defined SoundBank and loaded by the game prior to being used.
For more information about SoundBank management, refer to Managing SoundBanks.
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