MajorRenegade, on Mar 16 2016 - 21:03, said:
Which is why I only put a single audio sound into the sixthsense.bnk for now. Still trying to figure out that part
figured it out!
1. open wwise, new project, name it
2. click top left "project", go to project settings/general untick "add action name" then click the source settings tab, set default conversion settings to vorbis quality high
3. right click Default work unit under actor-mixer hierarchy, choose "New Child"/random container, then name it.
4. on the project explorer workspace, click "sharesets" go to conversion setting/vorbis, double click vorbis quality high, slide quality to 6 then close the conversion settings editor box.
5. in the random container settings workspace (top right side) "general settings" tab, playtype box, I switched to shuffle and "unchecked avoid repeating last" then, find the advanced settings tab, "playback limt" box, check "limit sound instances to" box and set it to 1 per game object.
6. back to the project explorer workspace, right click the random container you named, and import your audio files
7. right click your named container again, select "new event" then play.
8. click layouts on the top and select sound bank
9 in the soundbank manager workspace select new, then name your new soundbank. then click the + symbol next to Default work unit to expand the tree and show your named soundbank.
10. from the project explorer workspace drag your named container (and only the container, not the audio files as well) to the soundbank manager workspace onto your named soundbank. you'll see it get added to the bottom right workspace (soundbank editor)
11. in the soundbank workspace put a check in default work unit and also check the box in platorm and language.
12. click generate then find your new soundbank file in generatedsoundbanks/windows folder.
try that and see if it works for you.