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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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Toc

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

Selecting a random main track


Currently, the game has no sounds or music. We have been running the game frequently throughout the course of the book, and hearing the same track over and over can get very tedious. So, we've waited until now to put it in. It's a very simple process to add sounds. So, we'll cover this process in its entirety.

To start, we'll add a main music track that will underpin the game. However, instead of having a fixed track, we will add multiple possibilities and randomly choose one during startup.

Let's start by defining all the possibilities in an enumerator in the usual way. Add the following code to Util.h:

// Music tracks.
enum class MUSIC_TRACK {
    ALT_1,
    ALT_2,
    ALT_3,
    ALT_4,
    COUNT
};

As the enum shows, we're going to have four possible tracks. These are already included in the /resources/music/ folder. So, all that we have to do is select one track at random and load it at the start of the game. Since we want this music to start straightaway, we...

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