Understanding the CryENGINE sound event system
The CryENGINE sound event system introduces some new terms, which we will explain here. The sound event system can be seen from two different perspectives:
From the view of the sound designer, who works mostly with a sound specification tool called FMOD Designer to create sound events and to organize them.
From the programmer's perspective, who sees the event system as a data structure where information and sound data gets loaded and from which sound events get spawned.
The examples given in this chapter will focus principally on the first perspective; however, in some of the later examples, simple code blocks will be used to add sound events to weapons and other entities in the game.