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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

An introduction to SFML audio


SFML has its own module dedicated to audio, which provides a number of useful functions that we can use to modify sounds. There are two main sound types in SFML: sf::Sound and sf::Music. We'll cover the difference between these two types in detail shortly. It also provides a number of functions to edit the properties of sounds, such as pitch and volume. We'll use these to give our sound effects some variance.

sf::Sound versus sf::Music

Before we start working with audio, we need to look at the difference between sf::Sound and sf::Music:

  • Sf::Sound is intended for shorter sound clips such as picking up an object or footsteps. The sound is loaded in its entirety into the memory, and it is ready to be played with no latency.

  • Sf::Music is intended for longer, bigger sound files and is not loaded into the memory; it is streamed as it is used.

This might seem like a slight difference, but it's very important to use the correct type. For example, if we were to load a game...

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