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Re: Multiple basic questions

10. How can Audio be triggered from C++? Again this was pretty easy inside of LUA. Hi Jannis, There are several ways of "executing an audio trigger" via C++ depending on what you want to achieve. 1. play 2D 2. play 3D without explicitly handling the audio object 3. play 3D with explicitly handling ...

Re: LostTime

We were wondering what improvement can cause this jump ? Improving performance is an ongoing task for the entire engine team. Over time we identify and fix bottlenecks in a combined effort. While at the time of this writing 5.5 isn't even out yet we already have further performance improvements wai...

Re: LostTime

...There is the "Audio"thread which seems to cause issues.... Hi, let me clarify what you're seeing there in regards to audio. Those 44ms in the first screenshot is the accumulated waiting time of the audio thread during one main frame. Meaning in that particular example the main thread took 45.8ms...

Re: CryEngine 3 vs Cryengine 5... where did the vehicles and AI sounds go ?

We re-implemented those sounds only for the GameSDK Wwise project. As the engine boots with SDL_mixer by default you'll have to tell it to load Wwise instead. The simplest is to add this cvar to system.cfg or user.cfg.

Code: Select all

s_AudioImplName = CryAudioImplWwise

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