Book Image

Learning Libgdx Game Development

By : Andreas Oehlke, Andreas Oehlke
Book Image

Learning Libgdx Game Development

By: Andreas Oehlke, Andreas Oehlke

Overview of this book

Game development is a field of interdisciplinary skills, which also makes it a very complex topic in many respects. One decision that usually needs to be made at the beginning of a game development processis to define the kind of computer system or platform the game will be developed for. This does not pose any problems in general but as soon as the game should also be able to run on multiple platforms it will become a developer's nightmare to maintain several distinct copies of the same game. This is where the libGDX multi-platform game development framework comes to the rescue! "Learning Libgdx Game Development" is a practical, hands-on guide that provides you with all the information you need to know about the libGDX framework as well as game development in general so you can start developing your own games for multiple platforms. You will gradually acquire deeper knowledge of both, libGDX and game development while you work through twelve easy-to-follow chapters. "Learning Libgdx Game Development" will walk you through a complete game development cycle by creating an example game that is extended with new features over several chapters. These chapters handle specific topics such as organizing resources, managing game scenes and transitions, actors, a menu system, using an advanced physics engine and many more. The chapters are filled with screenshots and/or diagrams to facilitate comprehension. "Learning Libgdx Game Development" is the book for you if you want to learn how to write your game code once and run it on a multitude of platforms using libGDX.
Table of Contents (19 chapters)
Learning Libgdx Game Development
About the Author
About the Reviewers

Chapter 10. Managing Music and Sound Effects

In this chapter you will learn how to manage your music and sound effects. Libgdx provides four interfaces to handle different types of audio data. The first two interfaces that we will discuss are targeted at playing back prerecorded audio files. The two remaining interfaces give us even more low-level access to the audio device. They can be used to record and play back raw samples of audio data, which is a so-called PCM (Pulse-Code Modulation)-encoded audio signal. After that, we will take a look at the great world of sound generators. These tools are extremely handy as they allow you to quickly create new sound effects in a short period of time.

Lastly, looping background music and some sound effects for certain in-game events will be added to Canyon Bunny. The game's audio settings can be changed in the options menu of the menu screen through two new checkboxes and sliders for music and sound effects.