Uploaded May 2021 | Updated September 2026, 2 weeks ago
Audio Director Florian Füsslin, Lead Software Engineer Thomas Wollenzin, and Audio Designer, Dominik Zingler deliver a comprehensive overview of how to work with game audio in CRYENGINE.
00:00:00 Introduction
00:00:18 Intro to game audio: linear media
00:00:31 Agenda
00:05:45 Thinking in terms of conditions
00:07:20 Thinking in real time
00:07:37 Audio production
00:08:50 Processing audio through DAW software
00:10:24 Processing audio through audio middleware
00:12:03 Overview of audio setup in CRYENGINE
00:14:37 Dealing with ambience (echo, reverb)
00:16:26 Working with audio code- overview
00:17:01 abstraction and audio middleware
00:17:52 High level overview of audio code design
00:18:59 Core concepts - audio system
00:24:56 Audio Controls Editor overview
00:26:01 Overview: Executing global functionality
00:27:25 Overview: Executing object-specific functionality
00:29:18 Overview: Executing object-specific functionality withint explicitly handling audio objects
00:29:53 Overview: Executing functionality via entities
00:32:35 C++ demo
00:33:32 Enabling audio debugging cVars using a .cfg file
00:34:50 Onscreen debugging information through s_DrawDebug
00:36:15 the Audio Controls Editor
00:36:49 Importing audio files into an ACE library
00:37:18 Assiging an imported audio file to a trigger
00:44:16 Executing object-specific functionality withint explicitly handling audio objects
00:45:29 Making audio follow an entity
00:48:58 Creating an aux audio object on an entity
00:52:35 Flo introduces Dominik's lesson
00:53:22 Hands-on middleware tutorial
00:53:37 ACE, sound banks, and triggers
00:55:35 Finding the sample project source files
00:56:10 The fMod interface
00:56:41 Importing audio files into an FMOD event
00:57:02 Understanding multi-instruments in FMOD
00:57:40 Creating a sound bank
00:58:07 Assing an audio event to a sound bank
00:59:02 Adding a sound bank to a CRYENGINE audio library
01:00:09 Add an audio trigger to a library
01:00:39 Organizing audio entities in Level Explorer
01:01:16 Adding a trigger spot to a level
01:01:42 Making an ambient sound loop continuously
01:02:25 Snapping entities to geometry
01:02:46 Audio debugging
01:04:31 Creating a sound for a particle effect in FMOD
01:04:50 Creating a 3D event in FMOD
01:05:57 Adding a loop region to a multi-instrument in FMOD
01:08:37 Preparing ACE triggers while sound banks are still being created
01:10:08 Adding audio to a particle effect
01:11:48 Setting up attentuation in FMOD
01:13:04 Adding a parameter in FMOD
01:14:10 Adding an EQ effect in FMOD
In under 90 minutes, the presentation introduces audio production, an overview of the core concepts in CRYENGINE's audio system, the audio setup process in CRYENGINE, and more.
The presentation also includes a Middleware tutorial using FMOD as an example.
This section contains an overview of the FMOD interface, adding trigger spots to a level, making ambient sounds that loop continuously, creating a sound bank for particle effects, the debugging process, and more.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at cryengine.com
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Join the discussion on our Forum: forum.cryengine.com and/or CRYENGINE Discord: discord.gg/cryengine
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#AudioDesign #FMOD #GameDesign
Audio Director Florian Füsslin, Lead Software Engineer Thomas Wollenzin, and Audio Designer, Dominik Zingler deliver a comprehensive overview of how to work with game audio in CRYENGINE.
00:00:00 Introduction
00:00:18 Intro to game audio: linear media
00:00:31 Agenda
00:05:45 Thinking in terms of conditions
00:07:20 Thinking in real time
00:07:37 Audio production
00:08:50 Processing audio through DAW software
00:10:24 Processing audio through audio middleware
00:12:03 Overview of audio setup in CRYENGINE
00:14:37 Dealing with ambience (echo, reverb)
00:16:26 Working with audio code- overview
00:17:01 abstraction and audio middleware
00:17:52 High level overview of audio code design
00:18:59 Core concepts - audio system
00:24:56 Audio Controls Editor overview
00:26:01 Overview: Executing global functionality
00:27:25 Overview: Executing object-specific functionality
00:29:18 Overview: Executing object-specific functionality withint explicitly handling audio objects
00:29:53 Overview: Executing functionality via entities
00:32:35 C++ demo
00:33:32 Enabling audio debugging cVars using a .cfg file
00:34:50 Onscreen debugging information through s_DrawDebug
00:36:15 the Audio Controls Editor
00:36:49 Importing audio files into an ACE library
00:37:18 Assiging an imported audio file to a trigger
00:44:16 Executing object-specific functionality withint explicitly handling audio objects
00:45:29 Making audio follow an entity
00:48:58 Creating an aux audio object on an entity
00:52:35 Flo introduces Dominik's lesson
00:53:22 Hands-on middleware tutorial
00:53:37 ACE, sound banks, and triggers
00:55:35 Finding the sample project source files
00:56:10 The fMod interface
00:56:41 Importing audio files into an FMOD event
00:57:02 Understanding multi-instruments in FMOD
00:57:40 Creating a sound bank
00:58:07 Assing an audio event to a sound bank
00:59:02 Adding a sound bank to a CRYENGINE audio library
01:00:09 Add an audio trigger to a library
01:00:39 Organizing audio entities in Level Explorer
01:01:16 Adding a trigger spot to a level
01:01:42 Making an ambient sound loop continuously
01:02:25 Snapping entities to geometry
01:02:46 Audio debugging
01:04:31 Creating a sound for a particle effect in FMOD
01:04:50 Creating a 3D event in FMOD
01:05:57 Adding a loop region to a multi-instrument in FMOD
01:08:37 Preparing ACE triggers while sound banks are still being created
01:10:08 Adding audio to a particle effect
01:11:48 Setting up attentuation in FMOD
01:13:04 Adding a parameter in FMOD
01:14:10 Adding an EQ effect in FMOD
In under 90 minutes, the presentation introduces audio production, an overview of the core concepts in CRYENGINE's audio system, the audio setup process in CRYENGINE, and more.
The presentation also includes a Middleware tutorial using FMOD as an example.
This section contains an overview of the FMOD interface, adding trigger spots to a level, making ambient sounds that loop continuously, creating a sound bank for particle effects, the debugging process, and more.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at cryengine.com
Subscribe: youtube.com/cryengine?sub_confirmation=1
Add us on Twitter: twitter.com/cryengine
Follow us on Facebook: facebook.com/cryengineofficial
Join the discussion on our Forum: forum.cryengine.com and/or CRYENGINE Discord: discord.gg/cryengine
Browse our Marketplace: cryengine.com/marketplace
#AudioDesign #FMOD #GameDesign

![Lighting Techniques in CRYENGINE - CRYENGINE Summer Academy S1E10 - [Developer Insights]
Today’s episode features Learning Manager Brian Dilg in conversation with your regular host Junior Evangelist Roman Perezogin. Over the course of 90 minutes, they discuss lighting in CRYENGINE and, in particular, the lighting in Breeze. The episode is packed full of tips and tricks for lighting your own scenes and features discussions about achieving different aesthetic moods, day and night lighting, using volumetric fog effectively, and much more.
00:00 Introduction to Breeze
08:50 The current light in Breeze
09:30 Environment Editor: Sun
14:00 Suns Shadow
15:30 Environment Probes Explained
18:30 Svogi (Total Illumination)
23:28 CVars that are useful when lighting a scene
27:05 Environment Probes around Breeze
39:00 Sun & Atmosphere Colors
43:20 The Night Sky
01:02:30 Tweaking The Dark Environment
01:10:30 Adding Light Effects to Gameplay Elements
01:16:45 Tips & Tricks about Lighting A Scene
01:19:00 Interior Lighting
01:34:30 Outro
Environment Editor Lighting Series:
https://www.youtube.com/playlist?list=PLpCgy91Y5vMtO9Aghbbf5k6YPtd8HteSs
Learn more:
Lighting & Environment Master Class:
https://www.youtube.com/watch?v=eQZN_jAJciM
Rendering Pipeline:
https://www.youtube.com/watch?v=34S3onEr3r8
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
Subscribe: https://www.youtube.com/cryengine?sub_confirmation=1
Add us on Twitter: https://twitter.com/cryengine
Follow us on Facebook: https://www.facebook.com/cryengineofficial/
Join the discussion on our Forum: https://forum.cryengine.com/ and/or CRYENGINE Discord: https://discord.gg/cryengine
Browse our Marketplace: https://www.cryengine.com/marketplace
#lighting #cryengine #gameengine Lighting Techniques in CRYENGINE - CRYENGINE Summer Academy S1E10 - [Developer Insights]](https://i.ytimg.com/vi/qTk_Hs1v5x0/mqdefault.jpg)








