Game Development Reference
In-Depth Information
The preceding code has the same structure as the code for AssetMan-
ager::GetTexture() . First, we try to find whether a sound buffer with that filename
already exists and, if it does, we return it. If it doesn't exist, we create an entry in our
sound buffer map, load the buffer from a file, and return the new buffer.
Outside AssetManager , we can create sounds by simply doing the following:
Search WWH ::




Custom Search