Book Image

CryENGINE 3 Game Development: Beginner's Guide

Book Image

CryENGINE 3 Game Development: Beginner's Guide

Overview of this book

CryENGINE is a complete game development environment used by AAA game development studio Crytek to produce blockbuster games such as Crysis 1, 2 and 3. This complete Beginner's Guide takes the would be game developer through the steps required to create a game world complete with event scripting, user interface and 3D environment in the free CryENGINE SDK. Learn to create game worlds with the CryENGINE 3 Sandbox, the tool used to create AAA games like the soon to be released Crysis 3. Follow straightforward examples to sculpt the terrain, place vegetation, set up lighting, create game sounds, script with Lua and code with C++. Learn to navigate the interface within the CryENGINE 3 Sandbox, the tool used to create AAA games like Crysis 1 and 2, as well as the soon to be released Crysis 3. Learn to create your own worlds by following straight forward examples to sculpt the terrain, place vegetation, set up lighting, create game sounds, and script with the Lua language. The book covers all beginner aspects of game development including an introduction to C++ for non- coders.
Table of Contents (18 chapters)
CryENGINE 3 Game Development Beginner's Guide
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Time for action - add a sound to a particle effect


Let's say we have an explosion sound and an explosion particle effect.

  1. Select a particle effect of the subeffect in the Particles editor within Sandbox.

  2. Browse and add a sound event. The sound event will start when the effect or subeffect starts. If you wish to delay the start of the sound, attach it to a subeffect and use spawn delay to delay the start time.

  3. Sounds will stop when the particle effect stops. It is recommended that a fade out time be set in the sound event properties in the FMOD Designer project, to enable a smooth stopping of the sound.

What just happened?

You've now added a sound to a particle effect: It will play every time this particle is triggered. This way we don't have to add secondary entities to play the sound in addition to explosions and other particle effects, which would have some obvious sound within it. There is, however, an exception to this as weapon particle effects do not usually have the sound assigned within...