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 - nesting ambient sounds and using other parameters for sound events


As we saw previously, each AmbientVolume has a radius. As you get closer to an area, the ambience will begin to fade at a certain distance away from the perimeter of the area shape. That distance is controlled by setting the radius in the AmbientVolume properties. However, in this scenario where the player goes from natural exterior into a man-made building, we need to nest a smaller shape inside the large one.

  1. Create a large area shape.

  2. Inside the large area shape, create a smaller second shape.

  3. Following the previous example, link two separate and unique AmbientVolume entities to each area shape.

  4. Select the area shapes and assign a GroupID of 1 or higher to each; the GroupID parameter can be found in the entity parameters rollout of the Areashape entity.

    Assigning the same GroupID to both areas causes them to interact with respect to their ambient sounds.

    An example of this setup is seen in the following screenshot...