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

You're reading from   CryENGINE Game Programming with C++, C#, and Lua For developers wanting to create 3D games, CryENGINE offers the intuitive route to success and this book is the complete guide to using it. Learn to use sophisticated tools and build super-real, super-addictive games.

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Product type Paperback
Published in Nov 2013
Publisher Packt
ISBN-13 9781849695909
Length 276 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (14) Chapters Close

Preface 1. Introduction and Setup 2. Visual Scripting with Flowgraph FREE CHAPTER 3. Creating and Utilizing Custom Entities 4. Game Rules 5. Creating Custom Actors 6. Artificial Intelligence 7. The User Interface 8. Multiplayer and Networking 9. Physics Programming 10. Rendering Programming 11. Effects and Sound 12. Debugging and Profiling 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:

Using SoundSpots

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:

Using SoundSpots

You can then set up SoundSpot to either...

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