Book Image

CryENGINE Game Programming with C++, C#, and Lua

Book Image

CryENGINE Game Programming with C++, C#, and Lua

Overview of this book

CryENGINE is a complete 3D game development solution that can run on multiple platforms. It is orientated around giving intuitive tools to the developer. A variety of interactive video games can be created using CryENGINE. CryENGINE is one of the most beginner-friendly engines out there to learn. If you are interested in diving into the various systems and understanding their workings in a way that is easily understood, then this book is for you. This book provides you with the knowledge to tame the powerful but hard-to-master CryENGINE. CryENGINE Game Programming with C++, C#, and Lua dives into the various systems and explains their workings in a way that can be easily understood by developers of all levels. It provides knowledge on the engine along with step-by-step exercises and detailed information on the backend implementation of the subsystems, giving you an excellent foundation to build upon when developing your own CryENGINE games. Written by developers with years of CryENGINE experience, this book breaks down the common confusion that encompasses the CryENGINE engine code, guiding you through a series of chapters aimed towards giving you the ability to create your own games in a rapid yet productive fashion. You will learn everything you need to know in order to create your own CryENGINE-powered games as well as detailed information on how to use the engine to your advantage. By teaching systems such as audio, particle effects, rendering, AI, networking, and more, we'll be exposing the most inner parts of CryENGINE that commonly confuse programmers. If you want to quickly gain the knowledge required to create your own CryENGINE game title, then this book is for you.
Table of Contents (19 chapters)
CryENGINE Game Programming with C++, C#, and Lua
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Playing sounds


When playing audio, we have to differentiate between dynamic sounds triggered by the programmer, and static sounds that are triggered by the level creator.

There are multiple ways of triggering audio events, which should be evaluated based on the purpose of the sound.

Using SoundSpots

The soundspot entity exists to allow level designers to easily place an entity that will play a predefined sound in a specific area. The sound entity supports looping sounds, or playing them once each time it is triggered from a scripted event.

To use a soundspot, start by placing a new instance of the SoundSpot entity via the Rollupbar, or navigate to Sound | Soundspot. Once placed, you should see something similar to the example shown in following screenshot:

We can now assign a sound that should be played within the spot. To do so, click on the Source entity property and then choose a sound via the Sound Browser window as shown in the following screenshot:

You can then set up SoundSpot to either...