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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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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

Playing back the music and sound effects

LibGDX provides cross-platform audio playback for prerecorded audio files of the following three supported file formats:

  • .wav (RIFF WAVE)
  • .mp3 (MPEG-2 Audio Layer III)
  • .ogg (Ogg Vorbis)

    Note

    However, Ogg support is not available for the robovm version because iOS doesn't support it.

There are two interfaces, namely Music and Sound. They serve two different use cases of playing back audio files. In terms of LibGDX, sounds are audio files that usually play no longer than one second; think of laser or machine gun sounds. Audio files used as Sound objects are loaded and decoded so that they can be directly sent to the audio device. Obviously, the decoded audio data kept in memory can heavily increase the overall memory usage. On the contrary, audio files are used as the Music objects are streamed, which means that only the necessary portion of it is decoded and held in memory. Therefore, the Music objects should be used for playing long audio files,...

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