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Android Game Programming By Example

You're reading from   Android Game Programming By Example Harness the power of the Android SDK by building three immersive and captivating games

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Product type Paperback
Published in Jun 2015
Publisher
ISBN-13 9781785280122
Length 388 pages
Edition 1st Edition
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Author (1):
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John Horton John Horton
Author Profile Icon John Horton
John Horton
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Table of Contents (13) Chapters Close

Preface 1. Player 1 UP FREE CHAPTER 2. Tappy Defender – First Step 3. Tappy Defender – Taking Flight 4. Tappy Defender – Going Home 5. Platformer – Upgrading the Game Engine 6. Platformer – Bob, Beeps, and Bumps 7. Platformer – Guns, Life, Money, and the Enemy 8. Platformer – Putting It All Together 9. Asteroids at 60 FPS with OpenGL ES 2 10. Move and Draw with OpenGL ES 2 11. Things That Go Bump – Part II Index

The SoundManager class

Throughout the next few chapters, we will be adding sound effects for various events. Sometimes these sounds will be triggered directly in the main PlatformView class, but other times, they will need to be triggered in more remote corners of your code like the InputController class and even within the GameObject class themselves. We will quickly make a simple SoundManager class that can be passed around and used as needed when a beep is required.

Create a new Java class and call it SoundManager. This class has three main parts. In the first part, we simply declare a SoundPool object and a bunch of int variables to hold a reference to each sound effect. Enter the first part of the code, the declaration, and members:

import android.content.Context;
import android.content.res.AssetFileDescriptor;
import android.content.res.AssetManager;
import android.media.AudioManager;
import android.media.SoundPool;
import android.util.Log;

import java.io.IOException;

public class...
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