Create sound effects for the game.
- [Instructor] Hi, and welcome to the next video,…Preparing Sound Effects.…In the previous video,…we looked and generated the high score.…In this video, we are going to start by…adding the required SFML includes.…Then we will add the seven Sound Buffer and Sound objects.…And finally, we will modify the code to play sound effects.…In this video,…we will create the sound buffer,…and sound objects that we need to add…a range of sound effects to the game.…First we start by adding the required SFML includes.…
Here, we add hash, include SFML/audio.hpp.…In this highlighted code,…we are adding the seven Sound Buffer and Sound objects…which load and prepare the seven sound files…that we prepared in section six,…object oriented programming, classes, and SFML views.…Let's start with the first one that is hit buffer.…We are creating an object of type…Sound Buffer called hit buffer,…Sound Buffer is used for storing audio samples…which defines a sound.…
Here we are loading a sound file,…that is hit.wav,…and this is an object of sound called.…
This course was created and produced by Packt Publishing. We are honored to host this training in our library.
- Creating the main game loop
- Drawing the game background
- Handling errors
- Manipulating C++ variables
- Randomizing numbers
- Making decisions with if, else, and switch
- Moving game objects
- Pausing and restarting games
- Adding scoring and messages
- Using class enumerations and arrays
- Adding sound effects
- Object-oriented programming in C++
- C++ references
- Texture management
- Collision detection
- Implementing the HUD
- Finishing the game
Skill Level Beginner
1. C++, SFML, Visual Studio, and Starting the First Game
2. Variables, Operators, and Decisions
3. C++ Strings, SFML Time, Player Input, and HUD
4. Loops, Arrays, Switch, Enumerations, and Functions
5. Collisions, Sound, and End Conditions
6. Object-Oriented Programming, Classes, and SFML Views
7. C ++ References, Sprite Sheets, and Vertex Arrays
8. Pointers, the Standard Template Library, and Texture Management
9. Collision Detection, Pickups, and Bullets
10. Layering Views and Implementing the HUD
Updating the HUD each frame3m 24s
11. Sound Effects, File I/O, and Finishing the Game
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