Book Image

C++ Game Development Cookbook

By : Druhin Mukherjee
Book Image

C++ Game Development Cookbook

By: Druhin Mukherjee

Overview of this book

<p>C++ is one of the preferred languages for game development as it supports a variety of coding styles that provides low-level access to the system. C++ is still used as a preferred game programming language by many as it gives game programmers control of the entire architecture, including memory patterns and usage. However, there is little information available on how to harness the advanced features of C++ to build robust games.</p> <p>This book will teach you techniques to develop logic and game code using C++. The primary goal of this book is to teach you to create high-quality games using C++ game programming scripts and techniques, regardless of the library or game engine you use. It will show you how to make use of the object-oriented capabilities of C++ so you can write well-structured and powerful games of any genre. The book also explores important areas such as physics programming and audio programming, and gives you other useful tips and tricks to improve your code.</p> <p>By the end of this book, you will be competent in game programming using C++, and will be able to develop your own games in C++.</p>
Table of Contents (20 chapters)
C++ Game Development Cookbook
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
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. The structure...