This article was first written in early March, and after listening to the company's invitation to Wwise, he continued to refine the article. Starting at (Http:zhutaorun.win) one. Why use the third plug- in because unity itself does not do sound system good enough, for a lot of sound effects really can not be satisfied, need more complex effect native to meet not because of the third plug-in, Let the program and Sound division between the more convenient, the original cooperation is the process requires a lot of work, and the Sound division can play a limited space, accurately speaking, Wwise provides a set of sound division and program to cooperate with the process of mature, take wwise as an example, engaged in sound this piece for many years, the company was founded in 2000, By 2015 King Glory use, many projects selected to use, End tour Overwatch
Brief
Unity3d with the version progress update, about the audio section. It's also the original 2D sound, and 3D sound. Unity provides sound playback, as well as third-party solutions, Fmode and wwise.
How to use Fmode Studio in Unity
Unity in Fmod audio plug-in use
Wwise
Why does the audio engine recommend using Wwise two? Practice Section
The individual is the wwise on the official website of the course 101 completed. When I was on the digital audio in college, I saw a little familiarity with the lever. The process of re-adding the official cube to the game sound is really good.
The event name for the program as long as the corresponding sound is agreed.
Optimized for sound resource files, due to personal version limitations, and not completed three. Course Content
The presenter is a program born and does audio program development. Joined Wwise in 2006, currently responsible for the promotion and training of the Greater China region, 1. Work on the division of Labor Designer package Specifies that the event is loaded into the specified package Soundbank subcontracting by gameplay, memory and IO need to merge or split packet stream playback Set music and other long files from the disk stream play incremental update by Project release plan reasonable add or reuse programmer Set load path, load package
Setbasepath (), Addbasepath () Loadbank () "Blocking vs. asynchronous" split media after loading
Prepareevent () Preparebank () optional custom underlying IO 2.Wwise optimizations
Sound-based optimization requires sound designer and program mates A. Package optimization
Sound artist section
* Set the size of exceeding the warning
* Design codec scheme, Vorbis encoding format can make the sound package body 20 times times smaller
* Choice of content by platform
* Using synthetic and MIDI B. Memory
Sound artist section
* Design Sub-Package
* Design Stream Playback
Program section
* Design memory pool and threshold, (out of time, according to the sound priority, low-level uninstall)
* Load/Unload Package
* Can select the System Manager CPU
Sound artist section
* Set Volume lower limit
* Design Maximum number of voices
* Design Priority
* Design Imaginary part behavior
* Optimization effect Device
Program section
* Decoding Cache
* Thread-optimized I/O
Program section
* Selectable platform Bottom I/O
* Can be selected for monitoring and commissioning of the production flow Manager
Sound Division
* Online to in-game monitoring
* Profiling Profiler Data
Program Section
* Online to in-game monitoring
* Recording Profiler data
* Recording sound effects
* Performance Callback
* Optional custom Log summary as long as the mobile device can be tested online under the same local area network, it's good to have the profiler record file, to be assigned to the sound artist to find the problem, and to provide the documentation for the subcontracting design when the official timing support You need a sound engineer for the game project to be aware of the debug package and release package, the CPU occupied on the debug package about 20, the release package about 0.5 or so. A good sound system has a great difference in the game experience.