- Include/exclude objects used per platform with the platform exclusion check box. This is perfect to save memory space; for example, a random container might have 10 child objects for platform X but only 5 for platform Y.
- Use different conversion and compression settings in the Conversion Settings window. his can help save both memory space and/or CPU usage.
- Use the link/unlink feature available on many properties to customize the property values for the mix of your game, and also to reduce CPU usage on some platforms.
Here are some ways that the link/unlink functionality can save on memory and/or CPU usage when applying effects or using the "Limit Sound Instances feature.
- You can unlink the “Limit Sound Instances” functionality to allow more or less sounds to play on different platforms.
- You can also unlink Effects to apply a different effect, for example switch from “RoomVerb” to “Wwise Matrix Reverb” to save on CPU usage, or to use no effect at all from a platform to another.
NOTE: Effects processing is often one of the most costly feature in terms of CPU and memory. You should limit the number of environments (see Environmental effects) that are active at the same time, in order to reduce the number of simultaneous effect instances. However, this has to be done in the game code, because there is no convenient way for Wwise to expose an Environment priority policy that would be flexible enough to accomodate all titles.