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Learning Cocos2d-x Game Development

You're reading from   Learning Cocos2d-x Game Development Learn cross-platform game development with Cocos2d-x

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Product type Paperback
Published in Sep 2014
Publisher
ISBN-13 9781783988266
Length 266 pages
Edition 1st Edition
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Author (1):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
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Toc

Table of Contents (13) Chapters Close

Preface 1. Getting Started 2. Displaying the Hero and Controls FREE CHAPTER 3. Enemies and Controls 4. Collision Detection and Scoring 5. HUD, Parallax Background, and the Pause Button 6. Animations 7. Particle Systems 8. Adding Main and Option Menu Scenes 9. Adding Sounds and Effects 10. Publishing to the Windows Phone Store 11. Porting, References, and Final Remarks Index

Adding looped background music


Cocos2d-x has a separate engine for the sound named CocosDenshion and uses the SimpleAudioEngine.h header. Whenever you want to include calls for any of its function, you will have to include this header. Similar to the CCDirector class, the Simple Audio Engine is also a singleton class that you will use to start, pause, resume, and stop a particular background sound or effect.

As you would have noticed, there are two types of audio in games—background music, which lasts for about usually 30 seconds to a minute and gets looped over time, and there are sound effects that get played when a certain event occurs, such as shooting a bullet or enemy getting hurt and it lasts a couple of seconds. Both files are called separately using different functions in Cocos2d-x.

Also, the sound effects and background music need to be preloaded earlier to avoid any delay in playback; otherwise, the first time when you play a sound instead of playing the file instantly, the system...

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