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Beginning C++ Game Programming

You're reading from   Beginning C++ Game Programming Learn C++ from scratch and get started building your very own games

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Product type Paperback
Published in Oct 2016
Publisher Packt
ISBN-13 9781786466198
Length 520 pages
Edition 1st Edition
Languages
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Author (1):
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John Horton John Horton
Author Profile Icon John Horton
John Horton
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Table of Contents (18) Chapters Close

Preface 1. C++, SFML, Visual Studio, and Starting the First Game FREE CHAPTER 2. Variables, Operators, and Decisions ā€“ Animating Sprites 3. C++ Strings, SFML Time, Player Input, and HUD 4. Loops, Arrays, Switch, Enumerations, and Functions ā€“ Implementing Game Mechanics 5. Collisions, Sound, and End Conditions ā€“ Making the Game Playable 6. Object-Oriented Programming, Classes, and SFML Views 7. C++ References, Sprite Sheets, and Vertex Arrays 8. Pointers, the Standard Template Library, and Texture Management 9. Collision Detection, Pickups, and Bullets 10. Layering Views and Implementing the HUD 11. Sound Effects, File I/O, and Finishing the Game 12. Abstraction and Code Management ā€“ Making Better Use of OOP 13. Advanced OOP ā€“ Inheritance and Polymorphism 14. Building Playable Levels and Collision Detection 15. Sound Spatialization and HUD 16. Extending SFML Classes, Particle Systems, and Shaders 17. Before you go...

How SFML handles spatialization

SFML has a number of functions that allow us to handle emitters, attenuation, and listeners. Let's take a look at them hypothetically, and then we will write some code to add spatialized sound to our project for real.

We can set up a sound effect ready to be played, as we have done so often, as follows:

// Declare SoundBuffer in the usual way 
SoundBuffer zombieBuffer; 
// Declare a Sound object as-per-usual 
Sound zombieSound; 
// Load the sound from a file like we have done so often 
zombieBuffer.loadFromFile("sound/zombie_growl.wav"); 
// Associate the Sound object with the Buffer 
zombieSound.setBuffer(zombieBuffer); 

We can set the position of the emitter using the setPosition function, as shown in the following code:

// Set the horizontal and vertical positions of the emitter 
// In this case the emitter is a zombie 
// In the Zombie Arena project we could have used  
// getPosition().x and getPosition().y 
// These values are arbitrary...
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