Book Image

Torque 3D Game Development Cookbook

By : DAVID WYAND
Book Image

Torque 3D Game Development Cookbook

By: DAVID WYAND

Overview of this book

Torque 3D is a popular game engine that supports you in every step along the way to making your game a reality. Even with all of the power and tools that Torque 3D provides, finishing a high quality 3D game requires time and knowledge."Torque 3D Game Development Cookbook" is a practical guide that takes you through each of the major steps on the journey to creating your game, while learning a few tricks along the way.The recipes in this book start off with learning some of the finer points about TorqueScript. The book then moves on to each of Torque 3D's subsystems and ends with a variety of game play recipes.The various topics covered include activating level-specific game code and scheduling game events, dragging and dropping items between windows to work with an in-game inventory system, and covering the seams between objects with well placed decals. Some of the advanced topics include writing custom shaders and postFX, using zones to improve rendering performance, and enhancing your game's ambience through sound.Once you are done with Torque 3D Game Development Cookbook you'll be on your way to creating amazing 3D games and gain expert knowledge of Torque 3D.
Table of Contents (17 chapters)
Torque 3D Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Using SFXEmitter to create networked sound effects


While Torque 3D makes it easy to play single, short sound effects at any time (see the previous recipe), there are times when we need to play longer sound effects that all clients need to hear when they connect to the game server, or when they are in range (for 3D effects).

In this recipe, we will learn how to set up a sound source that will be in scope for all clients, new or old, and will automatically handle clients that come in range.

Getting ready

We will be making TorqueScript changes and working with World Editor in a project based on the Torque 3D's FPS Tutorial template. We will then try them out using the China Town Day level.

If you haven't already, use the Torque Project Manager (Project Manager.exe) to create a new project from the FPS Tutorial template; it can be found under the My Projects directory. Then start your favorite script editor, such as Torsion, and let's get going!

How to do it...

In the following steps, we will play...