You've built the game but it has no sound yet. To complete the game, add three sounds. Each sound is be played on a particular game event. Identify what the sounds are and when you'll play them.
- [Instructor] In the previous video,…we learned how to handle players death.…In this video we are going to take a look…at how SFML sound works, when to play the sounds,…and adding the sound code.…We will add three sounds; each sound will be played…on a particular game event.…There will be a simple thud sound…whenever the player chops.…This is the chop sound we'll use,…then a gloomy, losing sound…when the player runs out of time…and a retro-crushing sound when…the player is squished to death.…SFML plays sound effects using two different classes.…
The first class is the sound buffer class.…This is the class that holds…the actual audio data from the sound file.…It is the sound buffer that is responsible…for loading the wall of the files into the PC's RAM,…in a format that can be played without…any further decoding work.…Once we have a sound buffer object, that is,…chopBuffer and our sound stored in it.…We will create another object…of the type sound called chop.…We can then associate the sound object…with the sound buffer object.…
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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