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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
Languages
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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 FREE CHAPTER 2. Give It Some Structure – Building the Game Framework 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

Adding support for sound

In order to make our entities emit sounds, some preparations have to be made. For now, we're only going to concern ourselves with simply adding the sound of footsteps whenever a character walks. Doing so requires a slight modification of the EntityMessage enumeration in EntityMessages.h:

enum class EntityMessage{ 
  Move, Is_Moving, Frame_Change, State_Changed, Direction_Changed,
  Switch_State, Attack_Action, Dead
};

The highlighted bits are what we're going to be focusing on. Frame_Change is a new type of message that's been added in this chapter, and Direction_Changed will be used to manipulate the sound listener's direction. In order to detect when a frame changes during the animation process, however, we're going to need to make a few more adjustments to our code base.

Animation system hooks

In order to have the ability to send out the Frame_Change message we've just created, our animation system is going to need a few minor additions...

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