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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
Languages
Tools
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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

Adding music and sounds to Canyon Bunny

Let's now add some music and sound effects to our game. First, we need to know what audio files are needed and then copy them to our assets folder.

Note

All assets shown and discussed in this book, including any other project files, are provided in the code bundle, which can be downloaded from the Packt Publishing website.

The next two tables contain descriptions of each audio file and their function in Canyon Bunny.

For sounds (generated with bfxr), refer to the following table:

Filename

Event

jump.wav

When the player jumps

jump_with_feather.wav

When the player jumps in mid-air (requires an active feather power-up)

pickup_coin.wav

When the player picks up a gold coin

pickup_feather.wav

When the player picks up a feather power-up

live_lost.wav

When the player loses a life (for example, the player falls down into the water)

For music (provided by Klaus "keith303" Spang), refer to the following table:

Filename

Event

keith303_...

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