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Procedural Content Generation for C++ Game Development

Procedural Content Generation for C++ Game Development

By : Dale Green
2.7 (7)
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Procedural Content Generation for C++ Game Development

Procedural Content Generation for C++ Game Development

2.7 (7)
By: Dale Green

Overview of this book

Procedural generation is a growing trend in game development. It allows developers to create games that are bigger and more dynamic, giving the games a higher level of replayability. Procedural generation isn’t just one technique, it’s a collection of techniques and approaches that are used together to create dynamic systems and objects. C++ is the industry-standard programming language to write computer games. It’s at the heart of most engines, and is incredibly powerful. SFML is an easy-to-use, cross-platform, and open-source multimedia library. Access to computer hardware is broken into succinct modules, making it a great choice if you want to develop cross-platform games with ease. Using C++ and SFML technologies, this book will guide you through the techniques and approaches used to generate content procedurally within game development. Throughout the course of this book, we’ll look at examples of these technologies, starting with setting up a roguelike project using the C++ template. We’ll then move on to using RNG with C++ data types and randomly scattering objects within a game map. We will create simple console examples to implement in a real game by creating unique and randomised game items, dynamic sprites, and effects, and procedurally generating game events. Then we will walk you through generating random game maps. At the end, we will have a retrospective look at the project. By the end of the book, not only will you have a solid understanding of procedural generation, but you’ll also have a working roguelike game that you will have extended using the examples provided.
Table of Contents (13 chapters)
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12
Index

Adding sound effects


Now that we have the game's main music, let's add some sounds effects to the mix! We've covered sf::Sound,sf::SoundBuffer, and how to play sounds, so we're ready to jump right in.

We're going to have a few sound effects in our game. One for the death of an enemy, one for us being hit, one for each pickup, and one for the sound of torches that we'll be playing with later.

We'll start by defining the sf::Sound variables for each sound in Game.h:

/**
 * Torch sound.
 */
sf::Sound m_fireSound;

/**
 * Gem pickup sound.
 */
sf::Sound m_gemPickupSound;

/**
 * Coin pickup sound.
 */
sf::Sound m_coinPickupSound;

/**
* Key collect sound.
*/
sf::Sound m_keyPickupSound;

/**
 * Enemy die sound.
 */
sf::Sound m_enemyDieSound;

/**
 * Player hit sound.
 */
sf::Sound m_playerHitSound;

Now, let's initialize these sounds in Game::Initialize, as follows:

// Load all game sounds.
int soundBufferId;

// Load torch sound.
soundBufferId = SoundBufferManager::AddSoundBuffer("../resources/sounds...
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