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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...

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