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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
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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

The sound emitter component

Within the entity component system paradigm, every possible entity parameter or feature is represented as a component. Emitting sounds is definitely one of those features. In order for that to happen, we do have some setting up to do, starting with creating and implementing it in the C_SoundEmitter.h header. Before that, however, let's define the types of sounds an entity can have:

enum class EntitySound{ None = -1, Footstep, Attack, Hurt,Death };

As you can see, we're only going to be working with four types of sound, one of which is going to be implemented in this chapter. A None value is also set up in order to make error checking easier.

Every sound that an entity can emit will most likely have different frames it plays during, which calls for a new data structure that encapsulates such information:

struct SoundParameters{
  static const int Max_SoundFrames = 5;
  SoundParameters(){
    for (int i = 0; i < Max_SoundFrames; ++i){ m_frames[i] = -1...
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