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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

Time for action – playing a sound at position


We are going to use the pan parameter of the playEffect: method to play the sound effect when a bird is hit at the position where the bird was actually hit. For example, when the bird is on the left-hand side of the screen and if it is hit, the sound will be louder in the left headphone, and when the bird is on the right-hand side of the screen and if it is hit, the sound will be played louder in the right headphone. The farther the bird is from the center of the screen, the higher the volume will be of the sound in the corresponding headphone. To test this, you will require headphones. Now perform the following steps:

  1. Open the AudioManager.h file and add the following method declaration:

    -(void)playSoundEffect:(NSString *)soundFile
              withPosition:(CGPoint)pos;

    Then, open the AudioManager.m file and import the cocos2d.h header at the top as follows:

    #import "cocos2d.h"
  2. After this, add the following implementation of the playSoundEffect:withPosition...

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