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There were 37 articles found for your query:  (Page 1 of 2)      Prev | 1 | 2 | Next

  1. How do I simulate a sound that is not a point sound source?How do I simulate a sound that is not a point sound source?
    ... save CPU when the sound is too low to be heard anyway; virtual voices are very cheap in CPU and in memory, especially when they are in mode PlayFromBeginning). You will also want to adjust volume att...
  2. How do we reference events in game?How do we reference events in game?
    ...n the end (when sound design is finished and stabilized), (and only if required), you can save some memory on the game side by replacing some strings by their pre-hashed IDs. The best way to avoid re...
  3. Sound engine access to I/OSound engine access to I/O
    ...nterface, which is intended to schedule I/O requests in an orderly fashion, as well as managing I/O memory. Since game developers usually want to override only its "low-level part" (to customize the l...
  4. Creating high-level I/O devices with the default Stream ManagerCreating high-level I/O devices with the default Stream Manager
    ...ger level (high-level), I/O devices are in fact scheduler threads, each with their own Streaming IO memory pool. Having separate I/O devices makes it possible to specify different I/O memory pool size...
  5. Stream Manager Device MemoryStream Manager Device Memory
    Audiokinetic's default stream manager creates a memory pool to perform I/O for each device (created using AK::CreateDevice()). These pools appear in the Wwise profiler under the name "Stream I/O". The...
  6. I/O Stream profilingI/O Stream profiling
    ...is the type of stream that is used to read SoundBanks). Standard stream I/O is done in the caller's memory; that memory is not managed by the Stream Manager. Next to the buffer size, you will see a g...
  7. Using file packagesUsing file packages
    ... file package's header, and build its look-up tables. It does not load the actual packaged files in memory. Then, everytime the Stream Manager calls AK::StreamMgr::IAkFileLocationResolver::Open(), the...
  8. On the PC Platform, does Wwise cache commonly used decompressed Vorbis into memory, or does it retain the compressed files and decompress on the fly?On the PC Platform, does Wwise cache commonly used decompressed Vorbis into memory, or does it retain the compressed files and decompress on the fly?
    No, we do not cache any decompressed Vorbis data into memory. All Vorbis decompression is done on the fly.
  9. If AK::SoundEngine::LoadBank can load a bank from memory, will it load and copy to an internal heap, or will it use the bank "inplace" and if so will it modify the memory ?If AK::SoundEngine::LoadBank can load a bank from memory, will it load and copy to an internal heap, or will it use the bank "inplace" and if so will it modify the memory ?
    The LoadBank() that loads from memory does it by reading data in-place, without modifying it. Audio Data is registered in-place and not copied or moved. Meta Data is parsed and related objects are ...
  10. Is any extra detail debug info available for a failed postevent (eg failed unknown event, failed out of memory, failed media not loaded etc) ?Is any extra detail debug info available for a failed postevent (eg failed unknown event, failed out of memory, failed media not loaded etc) ?
    ... the bank containing the event was not previously loaded. (1% of the time) There is insufficient memory to add the request in the message queue. (in such situations, a messages has been sent to the...
  11. Can you describe the behavior if I unload a bank while an event is still playing?Can you describe the behavior if I unload a bank while an event is still playing?
    ...ying sounds hold a reference to their sound structure, and to their in-bank media if applicable: in-memory sounds and streaming sounds using prefetched data ("zero-latency streaming") have in-bank med...
  12. Should I be concerned about memory fragmentation when using Wwise?Should I be concerned about memory fragmentation when using Wwise?
    ...n a separate pool for each LoadBank() calls, or in a user-defined pool, giving you great control on memory management of audio data.The memory allocator used by the Wwise sound engine is extremely eff...
  13. Is it possible to substitute Wwise's memory manager with our different technology, but still use user functions such as malloc() and free() ?If so, what are the steps to do so?Is it possible to substitute Wwise's memory manager with our different technology, but still use user functions such as malloc() and free() ?If so, what are the steps to do so?
    ...tegration Demo, these functions simply call malloc() and free(). The Wwise Memory Manager allocates memory when it creates pools, by calling these hooks (it never calls malloc() and free()directly). T...
  14. Do all requests immediately get added to a queue, with all background processing occurring in a separate thread?Do all requests immediately get added to a queue, with all background processing occurring in a separate thread?
    ... The only case where they will block will be if the message queue is full and there is no available memory. You can set parameters to decide the maxmum allocated memory for this queue in the initializ...
  15. How do LoadBank()/UnloadBank() and PrepareEvent() work together?How do LoadBank()/UnloadBank() and PrepareEvent() work together?
    ...m Actor-Mixer Hierarchy and Interactive Music Hierarchy) and/or audio data (converted WAV files) in memory (depending on what the bank contains – this is defined in the SoundBank Editor). Events and...
  16. Determining an Appropriate Size for Your Memory PoolsDetermining an Appropriate Size for Your Memory Pools
    The default size of the internal memory pools of the sound engine are very large only to ensure that anyone who tries the sound engine for the first time has enough resources to run their worst-case...
  17. Wwise Vorbis Seek GranularityWwise Vorbis Seek Granularity
    ...rget sample position is rounded to the closest seek position. This is true for both streamed and in-memory (soundbank) files. The consequences of this can be noticed with "From Elapsed Time" virtual...
  18. Why is my default memory pool required to be so big?Why is my default memory pool required to be so big?
    The default memory pools contain a lot of different things. One of these thing is the structural information of the audio to be played Each sound that can potentially be played, even when s...
  19. Should we be using switches or states?Should we be using switches or states?
    ...hen you could be using states. Whenever possible, you should use states because they require less memory and are faster. The only situation where it would be required to use switches instead of stat...
  20. Interactive Music Streaming Look-Ahead Time and PrefetchingInteractive Music Streaming Look-Ahead Time and Prefetching
    ...n the transition rule. In order to make your transitions "snappier", you may store track media in memory. If this is unacceptable for you, you may use prefetching: When you check the "Zero Latency" ...
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