Book Image

Beginning C++ Game Programming - Second Edition

By : John Horton
Book Image

Beginning C++ Game Programming - Second Edition

By: John Horton

Overview of this book

The second edition of Beginning C++ Game Programming is updated and improved to include the latest features of Visual Studio 2019, SFML, and modern C++ programming techniques. With this book, you’ll get a fun introduction to game programming by building five fully playable games of increasing complexity. You’ll learn to build clones of popular games such as Timberman, Pong, a Zombie survival shooter, a coop puzzle platformer and Space Invaders. The book starts by covering the basics of programming. You’ll study key C++ topics, such as object-oriented programming (OOP) and C++ pointers, and get acquainted with the Standard Template Library (STL). The book helps you learn about collision detection techniques and game physics by building a Pong game. As you build games, you’ll also learn exciting game programming concepts such as particle effects, directional sound (spatialization), OpenGL programmable shaders, spawning objects, and much more. Finally, you’ll explore game design patterns to enhance your C++ game programming skills. By the end of the book, you’ll have gained the knowledge you need to build your own games with exciting features from scratch
Table of Contents (25 chapters)
23
Chapter 23: Before You Go...

Simple sound FX

In this section, we will add three sounds. Each sound will be played on a particular game event, that is, a simple thud sound whenever the player chops, a gloomy losing sound when the player runs out of time, and a retro crushing sound when the player is squashed to death.

How SFML sound works

SFML plays sound effects using two different classes. The first class is the SoundBuffer class. This is the class that holds the actual audio data from the sound file. It is SoundBuffer that is responsible for loading the .wav files into the PC's RAM in a format that can be played without any further decoding work.

When we write code for the sound effects in a minute, we will see that, once we have a SoundBuffer object with our sound stored in it, we will then create another object of the Sound type. We can then associate this Sound object with a SoundBuffer object. Then, at the appropriate moment in our code, we will be able to call the play function of the appropriate...