Crytek: Features of the Cryengine 3 explained - page 7
Sound and music
The sound system in CryENGINE 3 offers many features and improvements with its data-driven concept which guaranties a flawless and low-risk audio development. Each sound carries its own specification with it, so sound designers are in full control of the dynamic behaviour and the final quality of the sound.
• Data-driven Sound System
Complex sounds can be easily created and delivered with studio quality while supporting any available surround sound speaker configuration up to 7.1. Multi-platform compatibility, improved data streaming, and individual performance optimization for Xbox 360 or PlayStation 3 are guaranteed by the included sound library FMOD Ex.
• In Game Mixing & Profiling
Integrated editor functionality and advanced sound specification tools ensure the WYSIWYP method. Turn around times of only a few seconds constantly guarantee a well mixed game in every development stage. Reviewing and polishing the game audio through network auditioning and profiling it on any target platform is easy and possible at any time.
• Dynamic Sounds & Interactive Music
With minimal coding effort sounds can automatically react in a complex manner to parameters like distance, time-of-day, or battle noise using real time DSP effects. This technique provides non-repetitive and responsive audio feedback in an interactive and physicalized game world. The customizable music system reacts to any desired game event in order to give the player an interactive and movie-like emotional experience.
• Environmental Audio
Sound designers can create a dense sound impression by accurately reproducing sounds from nature, with seamless blending between different environments sweetened with oneshot sounds ontop. New technology allows an ambience sound to be directional in the distance and then to open up into a surround mix the closer the player gets.
• Key frame Accurate Sounds in Animations
In CryENGINE 3 sounds can now be triggered by adding them directly onto blended animations to improve implementation of all foley effects, allowing for example, limping characters over several walk cycles. Adding audio assets onto animation attachments increases character individualization efficiently.
• Sound Moods
Audio mixes can be defined to match any gameplay situation. Not only volume and pitch are controllable but also DSP effects like filters and equalizers can be added. In-game the audio mix blends into the predefined sound moods in realtime and mimics the current environmental effect, for example, when driving inside a tank.
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