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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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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 - 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...

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