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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

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785886713
Length 304 pages
Edition 1st Edition
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Author (1):
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Dale Green Dale Green
Author Profile Icon Dale Green
Dale Green
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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

3D sound – spatialization


Now let's look at ways to create some 3D audio to bring depth to a game scene. When we walk past a torch, we want to hear it move past us, and we want to be able to hear our enemies coming at us from a direction. Spatialization allows us to do this, and SFML has great features to help us achieve that.

The audio listener

We've already defined what the audio listener is and how it is used to create spatialized audio. As the first step toward achieving this, we need to set the position of the listener after each update, ensuring that all the sounds in the level are heard from the player's perspective.

At the start of each game's update, we recalculate the player's position. Right after this we can update the position of the listener class to this new location. Remember that sf::Listener is a static class and we don't instantiate it. All that we need to do is make a static call to sf::Listener::setPosition.

Let's append this to the Game::Update function, as follows:

// Update...
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