Chapter 5. Audio and File I/O
In this chapter, we will cover:
- Playing short sound effects
- Audio streaming for background music
- Optimizing audio files to reduce download sizes
- Procedural audio generators
- Engine sounds with dynamic audio
- The 2D space sound system
- The first approach to file handling in Libgdx
- Using preferences to store game states and options
- The XML parsing primer
- JSON serialization and deserialization