Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Jan 2015
Publisher Packt
ISBN-13 9781783554775
Length 478 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
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
Arrow right icon
View More author details
Toc

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

Summary

In this chapter, you learned how to use LibGDX's four audio interfaces, Sound, Music, AudioDevice, and AudioRecorder, and about their specific use cases. We took a look at the freely available and open source sound generators and used one of them to create sound effects that can be used in Canyon Bunny. We also added background music to the game and understood that LibGDX takes care of when a music instance being played needs to be paused and resumed in terms of the life cycle in a LibGDX application. A manager class called AudioManager was created to gain centralized control over any audio-related actions. Finally, playing music and sounds turned out to be a very straightforward process in conjunction with the use of our audio manager. We had to add just a few new lines of code to trigger the music and sound effects at the right time for each event.

In the next chapter, we will look at some advanced programming techniques. This includes using a physics engine suitable for two...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at AU $24.99/month. Cancel anytime