Summary
In this “audio chapter,” we extensively covered adding audio to our game by introducing an audio manager and individual reusable audio player components. We used the audio manager as a fool-proof implementation for designers and developers alike to target the appropriate mixer group for setting playback levels for the game’s soundscape.
We continued by coding individual audio components for sound playback of the different types of audio common in most games – music, SFX, and ambient sound. We created these reusable audio player components following SOLID programming principles so we can extend additional types of audio components without modifying the manager class. We finished with a footsteps sound example showing how we can compose components for a simple implementation and also quickly add an environmental audio effect with reverb zones.
In the next chapter, we’ll continue to flesh out the game by adding an intelligent non-player...