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Procedural Content Generation for C++ Game Development

You're reading from   Procedural Content Generation for C++ Game Development Get to know techniques and approaches to procedurally generate game content in C++ using Simple and Fast Multimedia Library

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785886713
Length 304 pages
Edition 1st Edition
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Author (1):
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Dale Green Dale Green
Author Profile Icon Dale Green
Dale Green
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Table of Contents (13) Chapters Close

Preface 1. An Introduction to Procedural Generation FREE CHAPTER 2. Project Setup and Breakdown 3. Using RNG with C++ Data Types 4. Procedurally Populating Game Environments 5. Creating Unique and Randomized Game Objects 6. Procedurally Generating Art 7. Procedurally Modifying Audio 8. Procedural Behavior and Mechanics 9. Procedural Dungeon Generation 10. Component-Based Architecture 11. Epilogue Index

Editing sound effects


With the sound effects added, we can now alter them to create variety. SFML offers a number of ways in which we can manipulate sounds, which includes the following:

  • Pitch

  • Volume

  • Position

We'll start with the simplest: the pitch. Then, we'll cover both the volume and position by creating spatialized sounds. These values will be set randomly each time we play a sound effect. Before we get into it, let's create a function to encapsulate the modification and playing of sounds. This will save us from having repeated code throughout the class.

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