Postscript: SoundBank Optimization

About soundbank optimization, I asked a practitioner in a related industry, and his suggestion was: “Don’t split the soundbanks into too many parts. If it is only for categorization, I suggest categorizing inside the events. But since you already made them, you might as well just load them all in WwiseGlobal, and that also saves you from loading them again and again in scripts.”

I followed his suggestion, because after thinking carefully, according to my logic, wouldn’t something like a UI Click have to load the UI Bank every time it was clicked? It is still okay while the project is small, but if it became a larger project, the optimization would completely explode.

And I also asked around and found that different Soundbanks exist so that not everything stays loaded all the time, thereby reducing the runtime burden…

For example, when the player is near a town, you can load a SoundBank containing ambient sounds (voices, footsteps, marketplace atmosphere, etc.); when the player gradually moves away from the town, these sounds are no longer important, so the corresponding SoundBank can be unloaded, thereby reducing memory usage.

When switching between different scenes (for example forest / cave / town), different SoundBanks can be used respectively, loading the corresponding ambient sounds when the player enters an area, and unloading them when the player leaves, thereby avoiding unrelated audio occupying resources for a long time.

For UI sound effects (such as button click sounds), they are usually placed in a separate smaller SoundBank and loaded once during game initialization, rather than being loaded repeatedly every time they are triggered.

2 responses

  1. […] Postscript: SoundBank Optimization […]

  2. […] I should not split SoundBanks like this, but as shown earlier, I misunderstood the meaning of SoundBank, and I am worried that changing it now might cause bugs, […]

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