Audiokinetic Wwise Knowledge Base

Organizing Objects to Save Memory

To help optimize memory usage, here is some useful information about organizing objects by properties. It is good practice to organize your sounds under a common actor-mixer or container to share the following:
  • Positioning
  • Randomizers
  • States
  • RTPCs

Less memory will be used if you apply these properties to the actor-mixer than if you applied these to individual sounds.

Here is an example:

Let's say you have an actor-mixer containing 10 sounds and you want to set the sound positioning to 3D. You could set the sounds individually to 3D by using the override parent option for each sound. However, doing it this way uses 10 times more memory at run time than if you had set the actor-mixer postioning properties to 3D. Now if you wanted some of the sounds to be 2D, you would still be optimizing memory if you set the actor-mixer's postioning to 3D game-defined. In this case you would override the actor-mixer and apply 2D to the specific sounds because 2D sounds do not require additional memory.




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Last Updated
4th o March, 2008

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