Book Image

Mastering AndEngine Game Development

By : Maya Posch
Book Image

Mastering AndEngine Game Development

By: Maya Posch

Overview of this book

AndEngine is a popular and easy-to-use game framework, best suited for Android game development. After learning the basics of creating an Android game using AndEngine it's time you move beyond the basics to explore further. For this you need to understand the theory behind many of the technologies AndEngine uses. This book aims to provide all the skills and tools you need to learn more about Android game development using AndEngine. With this book you will get a quick overview of the basics of AndEngine and Android application development. From there, you will learn how to use 3D models in a 2D scene, render a visual representation of a scene's objects, and create interaction between these objects. You will explore frame-based animations and learn to use skeletal animations. As the book progresses, you will be guided through exploring all the relevant aspects of rendering graphics with OpenGL ES, generating audio using OpenSL ES and OpenAL, making the best use of Android's network API, implementing anti-aliasing algorithms, shaders, dynamic lighting and much more. With all this, you will be ready to enhance the look and feel of your game with its user interface, sound effects and background music. After an in-depth study of 2D and 3D worlds and multi-player implementations, you will be a master in AndEngine and Android game development.
Table of Contents (21 chapters)
Mastering AndEngine Game Development
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Positional audio


While the basic SoundPool class and related classes are excellent if you only need to play back sounds, these will always be limited to prerecorded and precomposed audio. The only real effect you can add is changing the volume on either the left or right output side, or both simultaneously. This can be used to somewhat create the illusion of the sound traveling with, for example, an on-screen character, but this adds a fair bit of complexity, which is already part of the basic OpenSL ES functionality, that is, positional audio.

Both OpenSL ES and OpenAL function with the concept of 3D sources, with the ability to set a source in a three-dimensional space and listeners capturing the resulting audio. This can create effects such as an audio source circling around the player's head.

Unfortunately, this is also where you come across the first major gotcha with OpenSL ES. Google has decided in its infinite wisdom that it only needs to provide a token implementation of OpenSL ES...