Book Image

Learning Libgdx Game Development

Book Image

Learning Libgdx Game Development

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

Accessing the audio device directly

In addition to the Music and Sound interfaces Libgdx also provides two more low-level audio interfaces that enable direct access to the audio device. They can be used for recording and playback of raw samples of audio data. Those samples are stored as a PCM-encoded audio signal.


These direct access features are currently unavailable in HTML5/GWT applications.

Exploring the AudioDevice interface

The AudioDevice interface allows you to send PCM-encoded audio samples directly to the audio device. For this to work, a new audio device can be requested using Libgdx's module and called by its newAudioDevice() method as follows:

  AudioDevice audioDevice =, false);

The preceding line of code allocates a new instance of an audio device with a sample rate of 44.1 kHz in stereo mode. Requested instances of AudioDevice need to be disposed using the dispose() method when they are no longer needed in order to avoid memory...