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CryENGINE 3 Game Development: Beginner's Guide

You're reading from   CryENGINE 3 Game Development: Beginner's Guide Discover how to use the CryENGINE 3 free SDK, the next-generation, real-time game development tool with this book and ebook.

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Product type Paperback
Published in Sep 2012
Publisher Packt
ISBN-13 9781849692007
Length 354 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (18) Chapters Close

CryENGINE 3 Game Development Beginner's Guide
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Introducing the CryENGINE 3 Free SDK 2. Breaking Ground with Sandbox FREE CHAPTER 3. Playable Levels in No Time 4. I'm a Scripter, Not a Coder 5. C++ and Compiling Your Own Game Code 6. User Interface and HUD Creation with Flash 7. Creating Assets for the CryENGINE 3 8. Creating Real-time Cutscenes and Cinematic Events 9. Immersion through Audio Design 10. Preparing to Share Your Content Pop Quiz Answers Index

Time for action - creating random sounds


In FMOD, we have the ability to add multiple tracks to individual sound definitions. This can be used to good measure when creating random sound volumes. This example will demonstrate how to create a sound definition with multiple sound files and how to randomly play these within your level.

  1. Open the FMOD project created in the previous example mygame_environment.fdp.

  2. Create a new sound event and name it random_bats_oneshot.

  3. Switch to the Sound Defs view in FMOD.

  4. Right-click in the Sound Defs list and select the Add sound def… option.

  5. Name the new Sound Def file as bat_flying_cave.

  6. Select the bat_flying_cave sound def, and in the Sounds window, right-click and select the Add sound file… option.

  7. Add the three provided .wav files named bat_flying_cave_01.wav , bat_flying_cave_02.wav, and bat_flying_cave_03.wav.

  8. Keep the Play Percentage set to 33.33%, as it gives all sound files an equal chance to play.

  9. The final results of the project and it's settings are seen...

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