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SFML Game Development

You're reading from   SFML Game Development If you've got a firm grasp of C++ with a secret hankering to create a great game, this book is for you. Every practical aspect of programming an interactive game world is here ‚Äì the only real limit is your imagination.

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Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781849696845
Length 296 pages
Edition 1st Edition
Languages
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Authors (4):
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Artur Moreira Artur Moreira
Author Profile Icon Artur Moreira
Artur Moreira
Jan Haller Jan Haller
Author Profile Icon Jan Haller
Jan Haller
 SFML SFML
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SFML
Henrik Valter Vogelius Henrik Valter Vogelius
Author Profile Icon Henrik Valter Vogelius
Henrik Valter Vogelius
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Toc

Table of Contents (18) Chapters Close

SFML Game Development
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Making a Game Tick 2. Keeping Track of Your Textures – Resource Management FREE CHAPTER 3. Forge of the Gods – Shaping Our World 4. Command and Control – Input Handling 5. Diverting the Game Flow – State Stack 6. Waiting and Maintenance Area – Menus 7. Warfare Unleashed – Implementing Gameplay 8. Every Pixel Counts – Adding Visual Effects 9. Cranking Up the Bass – Music and Sound Effects 10. Company Atop the Clouds – Co-op Multiplayer Index

Chapter 9. Cranking Up the Bass – Music and Sound Effects

Since the beginning of video games, sound has been a central media in games. Many games can be recognized only by listening to them. In the last few years, game industries have chosen to neglect audio in favor of better graphics; yet audio takes a very important part in a wide range of games. Independent studios in particular often put a huge effort in making games unique in their art style, which includes audio, graphics, and story. If used appropriately, music themes and sounds can have a tremendous impact on the atmosphere conveyed by a game.

In this chapter, we are going to cover the technical background of embedding audio into a game, taking the opportunity to have a closer look at SFML's Audio module. We are going to do the following:

  • Play different music themes in the background

  • Play sound effects that correspond to game events such as explosions

  • Position sound effects in the 2D world to convey a feeling of spatial sound

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