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...

Handling spatialization using SFML

SFML has several 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 already, like this:

// 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 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...