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Building Android Games with Cocos2d-x

You're reading from   Building Android Games with Cocos2d-x Learn to create engaging and spectacular games for Android using Cocos2d-x

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Product type Paperback
Published in Mar 2015
Publisher Packt
ISBN-13 9781785283833
Length 160 pages
Edition 1st Edition
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Author (1):
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Raydelto Hernandez Raydelto Hernandez
Author Profile Icon Raydelto Hernandez
Raydelto Hernandez
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Table of Contents (10) Chapters Close

Preface 1. Setting Up Your Development Environment 2. Graphics FREE CHAPTER 3. Understanding Game Physics 4. User Input 5. Handling Text and Fonts 6. Audio 7. Creating Particle Systems 8. Adding Native Java Code Index

Playing background music and sound effects


In order to add the background music to our game by using the CocosDenshion audio engine, the first step is to add the following file inclusion to our HelloWorldScene.cpp implementation file:

#include "SimpleAudioEngine.h"

In this header file, within the private member segment, we will also add the declaration of our new initAudio method, which we are going to use for starting our background music and for preloading the audio effect that is going to be played each time a bomb crashes into our player sprite:

void initAudio();

Now in the HelloWorld.cpp implementation file, we are going to use the CocosDenshion namespace so that we don't have to implicitly refer to this namespace each time that we access the audio engine singleton instance:

using namespace CocosDenshion;

Now in the same implementation file, we are going to write the body of the initAudio method, which as we have previously mentioned will start playing a looped music background. We are providing...

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