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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

Introducing sound design


The sound system within the CryENGINE is a hierarchical class system that supports many different sound libraries and different target platforms. The sound system offers interfaces and is used by sound entities in a level, or can even be called from code to play sounds systematically. The principal focus was set to support the FMOD-EX library by FireLight Technologies (http://www.fmod.org/), but there is also support for the Xaudio port for Xbox360 and a dummy/null system.

A typical production workflow for integrating a new project contains the following steps:

  1. Create a new project using the FMOD Design tool. Projects are stored as .fdp files.

  2. Add groups, events, and sound definitions.

  3. Organize sound assets into wavebanks.

  4. Build the project that converts source .wav files to the target more compressed and optimized format for real-time playback formats such as .fev and .fsb. These formats are discussed later in the chapter.

  5. Reference a sound event name in code or in the...

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