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Libgdx Cross-platform Game Development Cookbook

You're reading from   Libgdx Cross-platform Game Development Cookbook Harness LibGDX to create cross-platform 2D games with more than 75 practical recipes covering everything from AI to building LibGDX Bitmap fonts

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Product type Paperback
Published in Oct 2014
Publisher
ISBN-13 9781783287291
Length 516 pages
Edition 1st Edition
Tools
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Toc

Table of Contents (15) Chapters Close

Preface 1. Diving into Libgdx FREE CHAPTER 2. Working with 2D Graphics 3. Advanced 2D Graphics 4. Detecting User Input 5. Audio and File I/O 6. Font Rendering 7. Asset Management 8. User Interfaces with Scene2D 9. The 2D Maps API 10. Rigid Body Physics with Box2D 11. Third-party Libraries and Extras 12. Performance and Optimizations 13. Giving Back Index

Engine sounds with dynamic audio


Some effects have a dynamic nature and cannot be achieved by simply playing a plain audio file. Imagine a car engine; the sound it makes depends on many factors such as the type of engine and the revolutions per minute it is running at. Since a user can accelerate or hit the brake at any point in time, developers need to play audio in an adaptive manner.

Many games also have a dynamic soundtrack. Shadow of the Colossus (PlayStation 2, 2005) comes to mind when thinking of music that adapts to gameplay. In this game, the player has to defeat a series of giant beasts by climbing on them and striking weak spots. Music would smoothly change to accompany the mood of the moment. We are not talking about changing music tracks when the player reaches a point via script, but blending tracks in and out depending on things such as player performance.

Throughout this recipe, we will show you how to reproduce a car sound as it moves at different speeds. Obviously, we will...

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