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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

Creating an audio component


The final component that we're going to create is an audio component. Now, this is the first component that we'll create from scratch. However, our experience with the two previous components should make this one easy to implement.

Defining the behavior of an audio component

This is slightly different from our past components. Instead of encapsulating existing behavior, we need to define it. We're going to create a simple audio component, and the only behavior that we're going to have is the ability to play a single sound effect. For this, we'll require a single variable to hold the sound object, a function to set a sound buffer, and a function to play the sound.

In the function that will be used to set the sound buffer, we're going to make use of function overloading. If we think about how we may want to use this function, we might either want to pass an already created sound buffer into the component or pass a path to one and create it before we use it. We covered...

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