Dynamic ambience - FMOD Studio workflow part 4
Tutorial info  
Difficulty Intermediate
Updated July 28, 2020
cryengine 5.6
Fmod studio

Enjoy a practical walkthrough showing you how to create audio layers that grow louder as players move closer, and fade as they move away. This tutorial introduces you to the concepts behind dynamic ambiance, and then walks you step-by-step through the process, including adding audio trigger controls and layers, using fade parameters, creating area shapes, and more. By the end of the tutorial, you will have a finished level with dynamic audio, which you can test to see your results.


  • 0:00 Intro
  • 0:37 Setting up the tutorial assets
  • 1:05 Introduction to dynamic ambiences
  • 1:53 Adding an area box to trigger global ambience
  • 3:25 Setting Group ID and Priority
  • 5:49 Adding audio trigger controls in the ACE
  • 6:32 - Adding audio layers
  • 7:09 Attaching the audio area ambience entity to the area box
  • 7:46 Adding fades in Fmod
  • 8:40 Adding the control for the fade parameter in the ACE
  • 8:51 Adding the fade parameter to the RTPC property
  • 9:20 Implementing remaining parameters in layers
  • 10:07 Creating area shapes for the water
  • 10:57 Creating an area shape for the marketplace
  • 11:54 Creating area shapes for the pagodas, forest, and water
  • 12:44 Setting house roof and floor to obstruct sound
  • 13:13 - Creating audio area ambiences for area shapes
  • 14:44 Testing the finished level 

To complete this course, please download the free Audio Showcase Level from the CRYENGINE Marketplace which includes all of the assets you require.

The tutorial uses FMOD audio middleware, which you can download from their website.

Alongside FMOD, SDL Mixer and Wwise workflows are also covered in the written documentation which you can use to follow along with this tutorial.

Assets required
  • https://www.cryengine.com/marketplace/product/CEMP-2341

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