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SFML Game Development By Example

You're reading from   SFML Game Development By Example Create and develop exciting games from start to finish using SFML

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Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781785287343
Length 522 pages
Edition 1st Edition
Languages
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Author (1):
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Raimondas Pupius Raimondas Pupius
Author Profile Icon Raimondas Pupius
Raimondas Pupius
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Toc

Table of Contents (16) Chapters Close

Preface 1. It's Alive! It's Alive! – Setup and First Program 2. Give It Some Structure – Building the Game Framework FREE CHAPTER 3. Get Your Hands Dirty – What You Need to Know 4. Grab That Joystick – Input and Event Management 5. Can I Pause This? – Application States 6. Set It in Motion! – Animating and Moving around Your World 7. Rediscovering Fire – Common Game Design Elements 8. The More You Know – Common Game Programming Patterns 9. A Breath of Fresh Air – Entity Component System Continued 10. Can I Click This? – GUI Fundamentals 11. Don't Touch the Red Button! – Implementing the GUI 12. Can You Hear Me Now? – Sound and Music 13. We Have Contact! – Networking Basics 14. Come Play with Us! – Multiplayer Subtleties Index

Managing sounds

Due to the limitations on the number of sounds we can have in an application, it's best to have a centralized way of handling and recycling them. This is where the SoundManager class comes in. Let's begin aliasing a data type for sound IDs:

using SoundID = int;

A simple integer type is more than qualified for the job of keeping sounds identified.

Additionally, we'll want to store some information with the sound instance:

struct SoundInfo{
    SoundInfo(const std::string& l_name): m_name(l_name), m_manualPaused(false){}
    std::string m_name;
    bool m_manualPaused;
};

In order to properly deallocate resources when it counts, we're going to want to store the string identifier of the audio file that the sound is using. Keeping track of whether the sound has been paused automatically or not is important for consistency. That's what the m_manualPaused Boolean flag is there for.

Lastly, before we delve deeper into the sound manager, looking at a few type...

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