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C++ Game Development Cookbook

You're reading from   C++ Game Development Cookbook

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Product type Paperback
Published in May 2016
Publisher Packt
ISBN-13 9781785882722
Length 346 pages
Edition 1st Edition
Languages
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Author (1):
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Druhin Mukherjee Druhin Mukherjee
Author Profile Icon Druhin Mukherjee
Druhin Mukherjee
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Toc

Table of Contents (15) Chapters Close

Preface 1. Game Development Basics FREE CHAPTER 2. Object-Oriented Approach and Design in Games 3. Data Structures in Game Development 4. Algorithms for Game Development 5. Event-Driven Programming – Making Your First 2D Game 6. Design Patterns for Game Development 7. Organizing and Backing Up 8. AI in Game Development 9. Physics in Game Development 10. Multithreading in Game Development 11. Networking in Game Development 12. Audio in Game Development 13. Tips and Tricks Index

Adding sound effects

Sound effects are a neat way of adding some sense of tension or achievement to the game. Playing, pausing, and stopping sound effects all work in the same way that we used for background music, which we saw in the previous recipe. However, we can add some variety to the sound files by controlling their position, volume, and pitch.

Getting ready

You need to have a working Windows machine.

How to do it…

Add a source file called Source.cpp and add the following code to it:

struct SampleInfo
{
  double volume;
  double pitch;
};

SampleInfo info;
info.volume = 1.0;
info.pitch = 0.7298149802137;

AudioObject sound(info, data);
sound.SetPos(0.0);

How it works…

In this example, we are only looking at that part of the game that involves modifying the pitch, volume, and position of the sound file. These three things can be considered to be the attributes of the sound file, but there are other attributes as well. Therefore, the first thing to do would be to create a structure...

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