We will add three sounds. Each sound will be played on a particular game event. A simple thud sound whenever the player chops, 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
SoundBuffer class. This is the class that holds the actual audio data from the sound file. It is the
SoundBuffer that is responsible for loading the
.wav files into the PC's RAM in a format that can be played without any further decoding work.
In a minute, when we write code for the sound effects, we will see that, once we have a
SoundBuffer object with our sound stored in it, we will then ...