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OpenGL Game Development By Example

You're reading from   OpenGL Game Development By Example Design and code your own 2D and 3D games efficiently using OpenGL and C++

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Product type Paperback
Published in Mar 2016
Publisher
ISBN-13 9781783288199
Length 340 pages
Edition 1st Edition
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Authors (2):
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Robert Madsen Robert Madsen
Author Profile Icon Robert Madsen
Robert Madsen
Stephen Madsen Stephen Madsen
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Stephen Madsen
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Toc

Table of Contents (14) Chapters Close

Chapter 7. Audio Adrenaline

This is the final chapter on the 2D game that we have been working on. Although our Robo Racer 2D game is almost complete, there is one element that we have yet to include to make it a complete game. Unless you like silent movies, you have probably noticed that we don't have any audio in this game. Most games depend on audio, and ours is no exception. In this chapter, we will cover audio and a few other housekeeping items.

  • Audio formats: It is important to understand how audio is represented in computers and how it is used in games. We will discuss sample rates and bits and help you understand how audio works.
  • Audio engine: We need some kind of audio engine to integrate audio into our game. We will discuss FMOD, a very popular engine that allows you to easily integrate audio using C++.
  • SFX: Sound effects play a huge role in most games and, we will add sound effects to our game to bring it to life.
  • Music: Most games utilize some kind of music. Music...
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