How To Set Up Sfml In Dev C++
The path to the SFML libraries ( sfml-install-path/lib) to the Linker search directories These paths are the same in both Debug and Release configuration, so you can set them globally for your project. The next step is to link your application to the SFML libraries (.a files). SFML-StateMachine is a state machine, state manager or screen manager for the SFML library, written in C. Install SFML-StateMachine by adding the StateMachine folder or the files therein to your project, including.
The SFML community wiki contains code snippets, tutorials and other community-contributed content. » IRC For friendly help and talk about SFML, as well as off-topic discussion, either click on the button on the right to instantly chat in your browser, or connect via any IRC client to the server list below. The path to the SFML headers ( sfml-install-path/include) to C/C » General » Additional Include Directories The path to the SFML libraries ( sfml-install-path/lib) to Linker » General » Additional Library Directories These paths are the same in both Debug and Release configuration.
How do you go about 'properly' setting up SFML for VS 2013? While a few places have given me a bit of information how to do it, nothing quite seems to work except one thing: SFML MS2012 Extension. However, I'd like to know how to do this from scratch for VS 2013 without the need of the extension.
This is intended for newcomers to SFML who want to experiment a bit with the audio library in 2.0. The way sound is loaded in SFML is via the SoundBuffer
class. We give loadFromSamples()
an array of 16 bit integers to load up along with how many samples there are in the array, how many channels we're dealing with (we're only going to be working with mono in this tutorial) and the sample rate of the audio. Sample rate just tells the computer exactly how many samples it should be processing in one second. We're going to use a standard sample rate of 44100 for this and we're going to load up exactly one second of audio. This means that the number of samples will have to match the sample rate. Once we load up the SoundBuffer
, we just create a Sound
class and point it to the buffer we just created with setBuffer()
and set it to loop with setLoop()
so that it continuously plays. After this, the audio is playing but if the program ends, the audio will end, so we put in a while loop that runs infinitely without taking up too many resources by forcing the program to sleep every 100 milliseconds. Here's the code just for playing an Int16
array, but there's no real data in it yet.
Now here comes the fun part. We want to load up raw
with a sine wave that plays at 440hz (A4). We know that specifying the frequency of a sine wave is as simple as sin(x*2π*frequency)
, but we have to remember that the sample rate dictates our time domain. So we have to multiply by increments of 440/44100
in order to get a sine wave that properly fits our sample rate. The last part is the amplitude. We will pick a nice and loud amplitude so you can hear it clearly over your speakers. 30,000 should do.
And that's it! Run the code and see if you can hear it. Remember to compile with -lsfml-audio
. Here is the final code if you just want to copy & paste it:
(this code sample is also available in OCaml)
Now try to get this playing the US dial tone. Here's a hint: it's made up of the frequencies 350hz and 440hz. Sine waves are added when combined.
SFML-StateMachine is a state machine, state manager or screen manager for the SFML library, written in C++.
Install SFML-StateMachine by adding the StateMachine folder or the files therein to your project, including:
Dependencies
This project requires SFML. SFML version 2.4.1 has been tested, but this project should work with any 2.x version.
Using states
To create a state, extend the virtual class sm::State
to create a new concrete class. Ensure to write a constructor that initialises the state, and override the two private virtual methods:
State::Update(sf::Time deltaTime)
: Handles state-specific logicState::Draw(const std::shared_ptr<sf::RenderWindow>& window)
: Handles state-specific SFML draw calls
These methods are private, and should only be called by the friend class sm::StateMachine
.
States can be paused, resumed, shown and hidden via public setters:
Thankfully I couldn't care less about brands. I just use everything that works, is practical, and cheap or freeware. Except the hardware, of course. They want everything for themselves and a buck for every little thing they make. LOL Even though there is Open Source hardware now, too.;)Some of my clients use Pro Tools on Windows and this FXpansion adapter works pretty good, but I wouldn't know about PT higher than 7.4 as that's what they use.
void sm::State::SetPaused(bool paused)
void sm::State::SetVisible(bool visible)
Similarly, these statuses can be retrieved via public getters:
bool sm::State::GetPaused()
bool sm::State::GetVisible()
Using state machines
State machines manage, manipulate and run a set of concurrent states.
How To Set Up Sfml In Dev C Pdf
Initialise state machines via:
sm::StateMachine()
sm::StateMachine(std::shared_ptr<State> initialState)
(if an initial state is desired)
Add and remove states from a state machine via:
sm::StateMachine::AddState(std::shared_ptr<State> state)
sm::StateMachine::QueueRemoveState(const State* state)
(states are removed from the state machine at the end of the current or following update)
A state machine can be reset (all states and pending actions cleared) via:
sm::StateMachine::ClearAll()
States can be updated and drawn to the screen according to game logic via:
sm::StateMachine::UpdateStates(sf::Time deltaTime)
sm::StateMachine::DrawStates(const std::shared_ptr<sf::RenderWindow>& window)
Demo
Demo.cpp demonstrates the basic usage:
General documentation is provided above in the usage section. For detailed documentation, please see the comments within the two header files:
How To Setup Sfml In Dev C++
For current development status, please see the issues page.
How To Set Up Sfml In Dev C Free
Contributions are welcome! Feel free to address issues, or add issues you have identified to the issues page. Comments, feedback and advice are greatly appreciated.