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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

Basics of SFML sound

Anything audio related falls into one of two categories within SFML: sf::Sound that represents short sound effects, or sf::Music that is used to play longer audio tracks. It's prudent that we understand how these two classes are used before continuing further. Let's talk about each one individually.

Playing sounds

The sf::Sound class is extremely lightweight and should only ever be used to play short sound effects that don't take up a lot of memory. The way it stores and utilizes actual audio files is by using a sf::SoundBuffer instance. It is analogous to sf::Sprite and the way it uses an instance of sf::Texture for drawing. The sf::SoundBuffer is used to hold audio data in memory, which the sf::Sound class then reads and plays from. It can be used as follows:

sf::SoundBuffer buffer;
buffer.loadFromFile("SomeSound.ogg");

sf::Sound sound(buffer);
sound.setBuffer(buffer); // Alternative.

As you can see, a sound buffer can be attached to an instance...

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