Book Image

Getting Started with C++ Audio Programming for Game Development

By : David da L Gouveia
Book Image

Getting Started with C++ Audio Programming for Game Development

By: David da L Gouveia

Overview of this book

Audio plays a fundamental role in video games. From music to sound effects or dialogue, it helps to reinforce the experience, convey the mood, and give feedback to the player. Presently, many games have achieved commercial success by incorporating game sounds that have enhanced the user experience. You can achieve this in your games with the help of the FMOD library. This book provides you with a practical guide to implementing the FMOD toolkit in your games. Getting Started with C++ Audio Programming for Game Developers is a quick and practical introduction to the most important audio programming topics that any game developer is expected to know. Whether you need to play only a few audio files or you intend to design a complex audio simulation, this book will help you get started enhancing your game with audio programs. Getting Started with C++ Audio Programming for Game Developers covers a broad range of topics – from loading and playing audio files to simulating sounds within a virtual environment and implementing interactive sounds that react to events in the game. The book starts off with an explanation of the fundamental audio concepts, after which it proceeds to explain how to use the FMOD Ex library, how to implement a 3D audio simulation, how to use the FMOD Designer toolkit, and how best to work with multi-layered sounds with complex behaviors attached to them. The final part of the book deals with working with audio at a much lower level by manipulating audio data directly. This book will provide you with a good foundation so that you can successfully implement audio into your games and begin pursuing other advanced topics in audio programming with confidence.
Table of Contents (13 chapters)
Getting Started with C++ Audio Programming for Game Development
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Chapter 3. Audio Control

In the previous chapter, we saw how to load and play audio files in FMOD. This time, we will explore some of the ways in which we can control the playback of those files. We will start with controlling the playback flow, by stopping the sound on demand, or seeking to different points in the audio file. Then we will cover how to modify the main properties of sound that were described in Chapter 1, Audio Concepts, such as volume and pitch. We will also see how FMOD lets us group sounds into categories, in order to control multiple sounds at once.

At the end of the chapter, we will expand the audio manager from the previous chapter, and make it more flexible and appropriate for use in games. This extended audio manager will provide a distinction between songs and sound effects, and handle each of them differently. We will see how to implement a fade in/fade out effect using simple volume manipulation, and how to add a variation to sound effects with a bit of randomness...