Cry engine for beginners and vs unreal 5
Specs hp victus amd Ryzen 7 260 RTX 5050 24gb ram
Specs hp victus amd Ryzen 7 260 RTX 5050 24gb ram
I am having this weird audio glitch. The sound starts to repeat a single effect or note, like a broken/scratched record. Then the game (loses audio then) freezes and CTD (sometimes it does not CTD, but most of the time it does).
I have not found anyone else posting about this either here on Reddit or anywhere else (official forums, Steam forums, PC Gaming Wiki etc.). Please help. I bought a new PC mostly because I wanted to play this game.
I have tried updating and reinstalling the game, the same for my graphics card drivers, the same for my Windows. I have also tried disabling windows sound effects enhancements, changing windows sound settings to multiple different ones, using different sound outputs (both cable and bluetooth), disabling exclusive audio device control. I even tried installing Linux and playing the game via Steam Proton Experimental and Proton-GE 11 (as you will see on the extended log - since this specific crash report was extracted from the Linux test-run's CTD).
The issue happens on vanilla install (even though I am currently playing with mods - which are not the issue, since it happens on vanilla the same way).
Click here for a pastebin link with the full log.
Below are the last lines of the .log file:
<Audio>: Out of memory when requesting 67108872 bytes via 'CryAudioImplFmod_Allocator'
MemSize: 146800640
MemFree: 75025640
FragmentCount: 0
GetSmallAllocsSize: 0
GetSmallAllocsCount: 0
========
----- CallStack (Frame: 323697) -----
========
=============================================================================
*ERROR
=============================================================================
<Audio>: This is a fatal error.
<CrySystem> Last System Error: File already exists.
<Audio>: This is a fatal error.
Windows 10 64 bit (build 10.0.19045)
System language: English
Windows Directory: "C:\windows"
Local time is 23:33:02 06/27/26, system running for 94 minutes
23957MB physical memory installed, 14132MB available, 26004MB total page file, 16180MB available page file, 134217727MB virtual memory installed, 134211079MB virtual memory available, 41 percent of memory in use
9823MB system total commit, 26004MB commit limit, 0MB commit peak, 0MB system cache, 0MB kernel total, 0MB kernel paged, 0MB kernel non-paged
Available Windows drive space: 389580 MB
PageFile usage: 6079MB, Working Set: 6648MB, Peak PageFile usage: 6079MB,
Current display mode is 1920x1080x32, (Unknown graphics card)
IBM enhanced (101/102-key) keyboard and 3+ button mouse installed
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Since I started my game using cry engine I had scaling issues on CE's provided flowgraph.
Made a small update and reworked flowgraph using CE's provided QT lib(which is rest of interface made with)
It fully works on top of existing flowgraph backend and can be used together with original flowgraph
It has all features except debugging(I didnt need it for my own needs, hence didnt add).
I also added tab menu like in Unreal Engine for quick access to nodes.
Code is open source and free to use here - https://github.com/avdept/ce5-flow-graph-qt
if you spot bugs, feel free to open an issue and I will take a look
Hello folks
I'm working on a game and I decided to redo flowgraph to use QT same as rest of editor which fixed issues with scaling and now I can add more features I missed from original one
As of now - this is fully functioning flowgraph editor without debugging capabilities and missing few minor features that original FG has.
I also added tab quick search to drop new nodes right away(like its done in unreal engine)