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Re: Steps to compile gamesdk

...The second headache is that the sound seems to be missing, more specifically Wwise is not working - what could we be missing... Hi, the audio system loads by default the SDL_mixer implementation. In order to make it load Wwise you'll have to set the cvar s_AudioImplName to CryAudioImplWwise . Fi...

Re: Text over Entity

Hi, You want to look at: Vec3 screenPos(ZERO); gEnv->pRenderer->ProjectToScreen(entityPos.x, entityPos.y, entityPos.z, &screenPos.x, &screenPos.y, &screenPos.z); screenPos.x = screenPos.x * 0.01f * gEnv->pRenderer->GetWidth(); screenPos.y = screenPos.y * 0.01f * gEnv->pRenderer->GetHeight(); gEnv->p...

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 case in your setup?

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...

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