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

Audio options


There are several ways we can add audio to our Lumberyard games: Audio triggers, ambient or background audio, and sound effects. We will take a look at these three methods next.

Audio triggers

Our next task is to add an Audio Trigger Spot to the level. Here are the steps:

  1. In the RollupBar, select Objects | Audio | AudioTriggerSpot:

  2. Next, click the Entity: AudioTriggerSpot bar from the RollupBar to your level. Clicking in the Viewport adds an Audio Trigger to the level. You can review the settings in the RollupBar and edit the script using the Edit Script button. If you do not see the Edit Script button, click the Entity:AudioTriggerSpot bar.

Ambient (background) audio

We can add ambient or background sounds to our Lumberyard games. To do this, we will identify an area in the game where the audio can be heard. There are fade levels associated with ambient sounds, so the closer the player gets to the identified area, the louder the sound level will be:

  1. Our first step is to define a...