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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.

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s_AudioImplName = CryAudioImplWwise

Re: Loading Localisation Soundbanks

It just makes sure that the ACE displays localized soundbanks properly which are as well equipped with a dedicated icon. See screenshot below. Those banks can then be handled like any other bank. The only difference is that those get swapped out whenever the language cvar changes.
temp3.png (14.8 KiB) Viewed 1780 times

Re: Loading Localisation Soundbanks

Hi tomavis, That's expected behavior as the engine expects to find localized data under <projectroot>/localization/<language>/audio/<middleware>/assets In your case <middleware> is wwise <language> is the string set via the g_languageAudio cvar We do provide scripts that can be run as a "Post-Genera...

Re: Wwise version

From what I have heard it's safe to use Wwise 2016.2.6 assets against a Wwise 2016.2.0 code base. That Wwise version is still available via the Wwise Launcher.
temp24.png (16.02 KiB) Viewed 2738 times

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