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LibGDX Game Development By Example

You're reading from   LibGDX Game Development By Example Learn how to create your very own game using the libGDX cross-platform framework

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Product type Paperback
Published in Aug 2015
Publisher
ISBN-13 9781785281440
Length 280 pages
Edition 1st Edition
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Author (1):
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James Cook James Cook
Author Profile Icon James Cook
James Cook
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Table of Contents (13) Chapters Close

Preface 1. Getting to Know LibGDX FREE CHAPTER 2. Let's Get These Snakes Out of This Book! 3. Making That Snake Slick 4. What the Flap Is the Hype About? 5. Making Your Bird More Flightworthy 6. Onto the Next Platform...Game 7. Extending the Platform 8. Why Are All the Birds Angry? 9. Even Angrier Birds! 10. Exporting Our Games to the Platforms 11. Third-party Services Index

Let's make some noise


So far, across all the games we have made, we can note that they all have something in common. They are completely silent! As any good game-maker knows, sounds and music add an awful lot to the experience. What we are going to look at now is how to use LibGDX to introduce sounds to our simple platform.

Before we dive into coding up some beeps and boops, let's first look at how LibGDX handles making sounds!

Sound effects

LibGDX splits the handling of audio into two parts. The first part is the sound effects with smaller audio files and the second part is the music, which generally has larger audio files. We will start off with looking at the Sound class of LibGDX, the one that looks after the smaller sound effects.

According to the LibGDX wiki (https://github.com/libgdx/libgdx/wiki/Sound-effects), the definition of which audio falls in the sound effects category is:

Sound effects are small audio samples, usually no longer than a few seconds, that are played back on specific...

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