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Beginning C++ Game Programming

You're reading from   Beginning C++ Game Programming Learn C++ from scratch by building fun games

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Product type Paperback
Published in May 2024
Publisher Packt
ISBN-13 9781835081747
Length 648 pages
Edition 3rd Edition
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Author (1):
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John Horton John Horton
Author Profile Icon John Horton
John Horton
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Table of Contents (24) Chapters Close

Preface 1. Welcome to Beginning C++ Game Programming Third Edition! 2. Variables, Operators, and Decisions: Animating Sprites FREE CHAPTER 3. C++ Strings, SFML Time: Player Input and HUD 4. Loops, Arrays, Switch, Enumerations, and Functions: Implementing Game Mechanics 5. Collisions, Sound, and End Conditions: Making the Game Playable 6. Object-Oriented Programming – Starting the Pong Game 7. AABB Collision Detection and Physics – Finishing the Pong Game 8. SFML Views – Starting the Zombie Shooter Game 9. C++ References, Sprite Sheets, and Vertex Arrays 10. Pointers, the Standard Template Library, and Texture Management 11. Coding the TextureHolder Class and Building a Horde of Zombies 12. Collision Detection, Pickups, and Bullets 13. Layering Views and Implementing the HUD 14. Sound Effects, File I/O, and Finishing the Game 15. Run! 16. Sound, Game Logic, Inter-Object Communication, and the Player 17. Graphics, Cameras, Action 18. Coding the Platforms, Player Animations, and Controls 19. Building the Menu and Making It Rain 20. Fireballs and Spatialization 21. Parallax Backgrounds and Shaders 22. Other Books You May Enjoy
23. Index

Coding the SoundEngine class

You might recall from the previous project that all the sound code took up quite a few lines. Now, consider that we will need even more code when we add spatialization in Chapter 20; it’s going to get even longer. To keep our code manageable, we will code a class to manage all our sound effects and music being played.

All this code will be very familiar. Even the new feature of playing some music should seem quite intuitive because of what we did in the other games. Create a new class called SoundEngine. In the SoundEngine.h file, add the following code:

#pragma once
#include <SFML/Audio.hpp>
using namespace sf;
class SoundEngine
{
private:
  static Music music;
  static SoundBuffer m_ClickBuffer;
  static Sound m_ClickSound;
  static SoundBuffer m_JumpBuffer;
  static Sound m_JumpSound;
public:
  SoundEngine();
  static SoundEngine* m_s_Instance;
  static bool mMusicIsPlaying;
  static void startMusic();
  static void pauseMusic(...
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