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

Dealing with multiple sound file names


In games, there will not be one sound file, but multiple sound files that we will have to deal with. Each will have a different name, type, and location. So it is not a wise move to define all of them separately. It will work, but it will be very messy coding if we have over 20 sound effects in our game, so there is a need for a slight improvement to the code.

Getting ready

For this recipe, you will need a Windows machine and an installed version of an SVN client. A versioned project is also necessary.

How to do it…

In this recipe, you will see how easy it is to deal with multiple sound file names. All you have to do is add a source file called Source.cpp. Add the following code to it:

#pragma once

#include <string>
using namespace std;

class AudioDataHandler
{
public:
  AudioDataHandler();
  ~AudioDataHandler();
  string GetAudio(int data) // Set one of the enum values here from the driver program
  {
    return Files[data];
  }

  enum AUDIO
 ...