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SFML Game Development By Example

You're reading from   SFML Game Development By Example Create and develop exciting games from start to finish using SFML

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Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781785287343
Length 522 pages
Edition 1st Edition
Languages
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Author (1):
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Raimondas Pupius Raimondas Pupius
Author Profile Icon Raimondas Pupius
Raimondas Pupius
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Toc

Table of Contents (16) Chapters Close

Preface 1. It's Alive! It's Alive! – Setup and First Program FREE CHAPTER 2. Give It Some Structure – Building the Game Framework 3. Get Your Hands Dirty – What You Need to Know 4. Grab That Joystick – Input and Event Management 5. Can I Pause This? – Application States 6. Set It in Motion! – Animating and Moving around Your World 7. Rediscovering Fire – Common Game Design Elements 8. The More You Know – Common Game Programming Patterns 9. A Breath of Fresh Air – Entity Component System Continued 10. Can I Click This? – GUI Fundamentals 11. Don't Touch the Red Button! – Implementing the GUI 12. Can You Hear Me Now? – Sound and Music 13. We Have Contact! – Networking Basics 14. Come Play with Us! – Multiplayer Subtleties Index

Implementing the sound system

With both sound emitter and sound listener components out of the way, we have a green light to begin implementing the sound system that is going to bring all of this code to life. Let's get it started!

class S_Sound : public S_Base{
public:
  S_Sound(SystemManager* l_systemMgr);
  ~S_Sound();

  void Update(float l_dT);
  void HandleEvent(const EntityId& l_entity,
    const EntityEvent& l_event);
  void Notify(const Message& l_message);

  void SetUp(AudioManager* l_audioManager,
    SoundManager* l_soundManager);
private:
  sf::Vector3f MakeSoundPosition(const sf::Vector2f& l_entityPos,
    unsigned int l_elevation);
  void EmitSound(const EntityId& l_entity,
    const EntitySound& l_sound, bool l_useId, bool l_relative,
    int l_checkFrame = -1);
  AudioManager* m_audioManager;
  SoundManager* m_soundManager;
};

Apart from the typical methods that a system is required to implement and a few custom ones, we also have two data members...

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