Summary

In this chapter, we used SFML's built-in audio modifiers to make alterations to our sound effects. We also utilized the modifiers to create spatialized 3D sounds, bringing more depth to our game scene.

In the next chapter, we're going to use everything that we learned so far to create complex procedural behavior and mechanics in the form of pathfinding and unique level goals. We'll give our enemies the intelligence to traverse levels and chase the player, and we'll create a unique level goal with unique rewards for the player.

Get Procedural Content Generation for C++ Game Development 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.