Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
C++ Game Development Cookbook

You're reading from   C++ Game Development Cookbook

Arrow left icon
Product type Paperback
Published in May 2016
Publisher Packt
ISBN-13 9781785882722
Length 346 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Druhin Mukherjee Druhin Mukherjee
Author Profile Icon Druhin Mukherjee
Druhin Mukherjee
Arrow right icon
View More author details
Toc

Table of Contents (15) Chapters Close

Preface 1. Game Development Basics FREE CHAPTER 2. Object-Oriented Approach and Design in Games 3. Data Structures in Game Development 4. Algorithms for Game Development 5. Event-Driven Programming – Making Your First 2D Game 6. Design Patterns for Game Development 7. Organizing and Backing Up 8. AI in Game Development 9. Physics in Game Development 10. Multithreading in Game Development 11. Networking in Game Development 12. Audio in Game Development 13. Tips and Tricks Index

Dealing with multiple sound file names

In games, there will not be one sound file, but multiple sound files that we will have to deal with. Each will have a different name, type, and location. So it is not a wise move to define all of them separately. It will work, but it will be very messy coding if we have over 20 sound effects in our game, so there is a need for a slight improvement to the code.

Getting ready

For this recipe, you will need a Windows machine and an installed version of an SVN client. A versioned project is also necessary.

How to do it…

In this recipe, you will see how easy it is to deal with multiple sound file names. All you have to do is add a source file called Source.cpp. Add the following code to it:

#pragma once

#include <string>
using namespace std;

class AudioDataHandler
{
public:
  AudioDataHandler();
  ~AudioDataHandler();
  string GetAudio(int data) // Set one of the enum values here from the driver program
  {
    return Files[data];
  }

  enum...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime