Wwise exports
Wwise exports
Section titled “Wwise exports”The Wwise exporter builds Wwise Work Units (.wwu files) from your Poneglyph audio data: dialogue, barks, ambient. The result is ready to drop into a Wwise project.
Opening the exporter
Section titled “Opening the exporter”Wwise → Export to Wwise opens the export window. Pick:
- A node profile (defines naming, hierarchy, and randomisation).
- The target tables (typically
barks,conversations,ui). - The languages to include.
What gets generated
Section titled “What gets generated”| Artefact | Purpose |
|---|---|
| Work Unit XML files | Hierarchy of audio nodes, ready for Wwise to import |
| Speaker switches | Switch containers wrapping per-character variants |
| Random / sequence containers | Built from IsWwiseSwitchContainer and bark-type folder flags |
| 3D positions / spatialisation | Per-line spatial settings if configured |
| Audio file source references | Links to the WAV files in Wwise Originals |
| Bus assignments | From the configured busses.ini profile |
Orphan management
Section titled “Orphan management”When you remove lines from Poneglyph, the matching nodes in Wwise become orphans. Wwise → Manage Orphan Work Units opens a window listing them — review and delete in bulk.
Cleaning up
Section titled “Cleaning up”The export can be configured to auto-clean orphans (CleanOrphansAction), to flush in-flight files, or to delete leftover work units. These options are part of the node profile and can be saved per project.