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Mastering LibGDX Game Development

You're reading from   Mastering LibGDX Game Development Leverage the power of LibGDX to create a fully functional, customizable RPG game for your own commercial title

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781785289361
Length 420 pages
Edition 1st Edition
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Patrick Hoey Patrick Hoey
Author Profile Icon Patrick Hoey
Patrick Hoey
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Table of Contents (12) Chapters Close

Preface 1. As the Prophecy Foretold, a Hero is Born 2. Welcome to the Land of BludBourne FREE CHAPTER 3. It's Pretty Lonely in BludBourne… 4. Where Do I Put My Stuff? 5. Time to Breathe Some Life into This Town 6. So Many Quests, So Little Time… 7. Time to Show These Monsters Who's the Boss 8. Oh, No! Looks Like Drama! 9. Time to Set the Mood 10. Prophecy Fulfilled, Our Hero Awaits the Next Adventure Index

Sound and music


The first item to note for this section is how the audio resources are managed within the LibGDX framework. As explained in the previous chapters, the implementation of the Application interface for the desktop is LwjglApplication, which is part of the LibGDX backend package called LWJGL (com.badlogic.gdx.backends.lwjgl). LWJGL not only includes OpenGL support for graphics, but also audio support via OpenAL.

OpenAL was developed with a 3D environment in mind, and so velocity, position, direction, and intensity are all parameters supported by this API. These parameters allow more naturally sounding audio as the player moves through their environment. Under the covers, the actual audio buffers contain audio data in raw PCM format, in either mono or stereo format. As powerful as OpenAL is for handling audio, the process of learning a new API, initializing devices, and monitoring audio buffers can be daunting at first. Luckily, LibGDX abstracts away all the underlying complexities...

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