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
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

Arrow left icon
Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785886713
Length 304 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Dale Green Dale Green
Author Profile Icon Dale Green
Dale Green
Arrow right icon
View More author details
Toc

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

Chapter 7. Procedurally Modifying Audio

Now that our game art has received procedural treatment, let's turn our attention to its neighbor, sound. Great sound is imperative for a good game. Think about how iconic the sound of Super Mario's jump is, or the sound of chomping ghosts in Packman! A great soundtrack and accompanying game sounds help players immerse themselves in the worlds that we create as game developers. It's an area that needs to be done correctly, and there needs to be enough diversity here so that your players don't get sick of hearing the same sound effects over and over again.

We could manually create lots of variants of sound effects, but that's not the procedural way! Instead, we'll alter sounds randomly at runtime to create a slightly different sound each time it's played. Then, we'll utilize SFML's audio functions to create spatialized 3D sounds, thus adding more depth and immersion to the game.

Procedurally generating...

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