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Learning iPhone Game Development with Cocos2D 3.0

You're reading from   Learning iPhone Game Development with Cocos2D 3.0 Harness the power of Cocos2D to create your own stunning and engaging games for iOS

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Product type Paperback
Published in Jun 2014
Publisher
ISBN-13 9781782160144
Length 434 pages
Edition 1st Edition
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Author (1):
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Kirill Muzykov Kirill Muzykov
Author Profile Icon Kirill Muzykov
Kirill Muzykov
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Toc

Table of Contents (14) Chapters Close

Preface 1. All About Cocos2D FREE CHAPTER 2. Hello Cocos2D 3. Cocos2D – Under the Hood 4. Rendering Sprites 5. Starting the Action 6. Rendering Text 7. Animations and Particle Systems 8. Adding Sound Effects and Music 9. User Interface and Navigation 10. Physics 11. Working with Tile Maps A. Pop Quiz Answers Index

Time for action – adding the AudioManager class


We are going to create a simple singleton class and put all the code related to the audio playback into it.

Note

Although we could play any sound effect with just a single line of code by using OALSimpleAudio, we are going to create a special class called AudioManager. This will allow us to keep the audio playback code separate from the rest of our code.

This is a good idea as it allows you to tweak the playback in one place and even switch to some other audio framework without going through all the code and searching and replacing the code. It also decentralizes the access to the audio playback, which means the main screen, game screen, and cut scenes can all control audio.

We will start from almost an empty class, and we will fill it with code as we complete the tasks of adding sound effects and music to our game by performing the following steps:

  1. Open the Cocohunt Xcode project at the point where we left it in the previous chapter.

    Note

    If you...

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