Chapter 7. Audio Adrenaline

This is the final chapter on the 2D game that we have been working on. Although our Robo Racer 2D game is almost complete, there is one element that we have yet to include to make it a complete game. Unless you like silent movies, you have probably noticed that we don't have any audio in this game. Most games depend on audio, and ours is no exception. In this chapter, we will cover audio and a few other housekeeping items.

  • Audio formats: It is important to understand how audio is represented in computers and how it is used in games. We will discuss sample rates and bits and help you understand how audio works.
  • Audio engine: We need some kind of audio engine to integrate audio into our game. We will discuss FMOD, a very ...

Get OpenGL Game Development By Example now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.