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Mastering SFML Game Development by Raimondas Pupius

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Entity sounds

Just like states, an entity can emit multiple different types of sound. Each different type must also have certain parameters associated with it:

enum class EntitySound{ None = -1, Footstep, Attack, 
  Hurt, Death, COUNT }; 
 
struct SoundParameters{ 
  static const int Max_SoundFrames = 5; 
  SoundParameters(){ 
    for (int i = 0; i < Max_SoundFrames; ++i){ m_frames[i] = -1; } 
  } 
  std::string m_sound; 
  std::array<int, Max_SoundFrames> m_frames; 
}; 

struct SoundParameters simply stores the name of the sound, as well as an array of integers for the maximum number of sound frames. A sound frame is the glue between sounds and sprite sheets, as it defines during which animation frames the sound is emitted.

  • Having defined the previous data structure allows ...

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