Search found 10 matches

Re: Sound Occlusion Problem

There are two things that could potentially cause this behavior. On the path rays encounter objects/materials with either no surface type assigned or a "pierceability" of 0. Those are then considered to be "solid" and ray-casting stops there. Can you clarify that this is not the ...

Re: Sound problem

Hi, The engine's default audio solution is SDL_mixer. The audio specific tutorial videos and the audio setup of the GameSDK example project use Wwise as their main audio middleware. There's a minimal setup for Fmod Studio and SDL_mixer. Therefore only a few selected events produce sounds. If you wan...

Re: Sound

Hi, The engine's default audio solution is SDL_mixer. The audio specific tutorial videos and the audio setup of the GameSDK example project use Wwise as their main audio middleware. There's a minimal setup for Fmod Studio and SDL_mixer. Therefore only a few selected events produce sounds. If you wan...

Re: does anyone ever be a winner of fighting against C2220 error?

Default configuration is Debug which I just tried as well and which as well compiled successfully. So the only differences then seem to be that you're building against the source code provided via the archive and that you're running on Windows 8. Do you have means of verifying your issue against a W...

Re: does anyone ever be a winner of fighting against C2220 error?

Hi, Can you clarify for us which repository you are trying to compile in what configuration using what compiler on what exact OS? I just tried the Release repository in Win32|Profile via vc140 (VS2015 IDE) on Windows 10 x64 which compiled successfully. Can you confirm that the Windows 10 SDK is inst...

Re: Creating an interactive sink in Cryengine through flowgraph

Agreed, nice tutorial that even contains an audio setup for once. ;) There's a small thing that I would like to add in regards to audio. I noticed that you used three ATS in your setup. The same behavior can be achieved by using just one ATS or none at all and triggering audio straight via the parti...

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