The CryENGINE sound event system introduces some new terms, which we will explain here. The sound event system can be seen from two different perspectives:
From the view of the sound designer, who works mostly with a sound specification tool called FMOD Designer to create sound events and to organize them.
From the programmer's perspective, who sees the event system as a data structure where information and sound data gets loaded and from which sound events get spawned.
The examples given in this chapter will focus principally on the first perspective; however, in some of the later examples, simple code blocks will be used to add sound events to weapons and other entities in the game.