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Learning LibGDX Game Development- Second Edition

You're reading from   Learning LibGDX Game Development- Second Edition Wield the power of the LibGDX framework to create a cross-platform game

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Product type Paperback
Published in Jan 2015
Publisher Packt
ISBN-13 9781783554775
Length 478 pages
Edition 1st Edition
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Authors (2):
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Suryakumar B Nair Suryakumar B Nair
Author Profile Icon Suryakumar B Nair
Suryakumar B Nair
Andreas Oehlke Andreas Oehlke
Author Profile Icon Andreas Oehlke
Andreas Oehlke
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Table of Contents (16) Chapters Close

Preface 1. Introduction to LibGDX and Project Setup FREE CHAPTER 2. Cross-platform Development – Build Once, Deploy Anywhere 3. Configuring the Game 4. Gathering Resources 5. Making a Scene 6. Adding the Actors 7. Menus and Options 8. Special Effects 9. Screen Transitions 10. Managing the Music and Sound Effects 11. Advanced Programming Techniques 12. Animations 13. Basic 3D Programming 14. Bullet Physics Index

Accessing the audio device directly

In addition to the Music and Sound interfaces, LibGDX also provides you with two more low-level audio interfaces, AudioDevice and AudioRecorder, that enable direct access to the audio device. They can be used for recording and playback of raw samples of audio data. These samples are stored as a PCM-encoded audio signal.

Note

These direct access features are currently unavailable in HTML5/GWT applications.

Exploring the AudioDevice interface

The AudioDevice interface allows you to send PCM-encoded audio samples directly to the audio device. For this to work, a new audio device can be requested using LibGDX's Gdx.audio module and called by its newAudioDevice() method as follows:

  AudioDevice audioDevice = Gdx.audio.newAudioDevice(44100, false);

The preceding line of code allocates a new instance of an audio device with a sample rate of 44.1 kHz in stereo mode. Requested instances of AudioDevice need to be disposed using the dispose() method when they are...

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