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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

Creating AudioManager and playing sound effects


You can play sound effects and music on iOS without using any game engine in many different ways, but as I have mentioned before, one of the goals of the game engine such as Cocos2D is to make our lives easier.

This is why Cocos2D uses a great library called ObjectAL that provides a nice interface to the underlying OpenAL framework. A good thing about using ObjectAL is that it provides different levels of control.

For example, there is a class called OALSimpleAudio, which provides a very simple interface to play audio and requires absolutely no knowledge of how things work internally. This class is suitable for most games and provides all the required features to play background and foreground audio files.

On the other hand, you can always go deeper and use some lower-level class that will be more complex, but will also give you more control.

We will start with the basic OALSimpleAudio functionality and will build on top of it along the way.

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