Book Image

Learning AWS Lumberyard Game Development

By : Dr. Edward Lavieri
Book Image

Learning AWS Lumberyard Game Development

By: Dr. Edward Lavieri

Overview of this book

Amazon’s Lumberyard is a 3D cross-platform game development engine for building high-quality AAA games. It makes the process of creating multi-player games and adding realistic characters, stunning terrains, and special effects much faster and more efficient. This book will show you how to use Lumberyard to create a multiplayer 3D game with cloud computing, storage, and Twitch integration for user engagement. We will start with an introduction to Lumberyard and provide an overview of its capabilities and integration options. Once the game engine is installed, we’ll guide you through the creation of an immersive game world with characters. You’ll add animations and audio to bring the game to life. We’ll explore external interactions to support live multiplayer game play, data storage, user engagement, and the back end. By the end of the book, you will be efficient in building cross-platform games using Lumberyard.
Table of Contents (18 chapters)
Learning AWS Lumberyard Game Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface

Getting started with the Lumberyard Audio System


Lumberyard's method of handling in-game audio is a bit complex. Audio assets are not created in Lumberyard; they are created using the Wwise software. Wwise is an acronym for Wave Works Interactive Sound Engine by Audiokinetic. There are two versions of Wwise: a full, for-pay, version and a free, lite, Wwise LTX version.

Game audio works through collaboration and communication between Lumberyard, the Audio Transition Layer, and Wwise. When an in-game event requiring audio is triggered, Lumberyard notifies, using the Audio Transition Layer, the audio middleware to play the sound. The following diagram graphically illustrates a high-level view of the audio system pipeline:

Lumberyard's audio pipeline might seem unnecessarily complex, especially when compared to how other game engines implement their audio systems. This complexity results in great efficiencies and mitigates frustrations due to frequent changes. To explain, since the Audio Transition...