Book Image

Marmalade SDK Mobile Game Development Essentials

By : Sean Scaplehorn
Book Image

Marmalade SDK Mobile Game Development Essentials

By: Sean Scaplehorn

Overview of this book

Modern mobile devices are capable of supporting video games of amazing quality but there are so many different devices and platforms how can you support them all? The answer is to use the Marmalade SDK to write your code once and deploy it to all popular mobile platforms at the touch of a button.Marmalade SDK Mobile Game Development Essentials will provide you with everything you need to know to transfer your existing C++ videogame programming knowledge to mobile devices. From graphics and sound to input methods and actual deployment to device, this book covers the lot.Learn how to make use of keys, touch screen and accelerometer inputs for controlling your game.Take the pain out of supporting a varied range of target devices, both across multiple platforms and multiple specifications.Step by step from "Hello World" to a complete game, this book will show how to use the Marmalade SDK to develop games for mobile devices.Learn how to make dazzling 2D and 3D games complete with fully animated characters, music and sound effects that can be deployed to all the leading mobile platforms, whilst ensuring it can run on a wide range of possible devices, from low specification to high end.If you want to join the exciting world of mobile videogames then Learning Mobile Game Development with Marmalade will show you how to do so, fast!
Table of Contents (17 chapters)
Marmalade SDK Mobile Game Development Essentials
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

The SoundEngine module


As the previous section of this chapter shows, the basics of using s3eSound are actually fairly straightforward. The main issue that we have to deal with as developers is the fact that s3eSound can only support raw uncompressed 16-bit PCM samples, which means it is our responsibility to get the sound data into memory so it can be played.

One of the most common file formats for storing sound samples is the WAV file, so wouldn't it be great if we could use this format to store our sound effects? Wouldn't it also be great if we could load these files into memory using the same resource manager code that we've used for textures and 3D models?

The answer to our prayers is the SoundEngine module, which is a layer that sits on top of s3eSound and allows us to easily load and access sound effects using the resource manager.

The SoundEngine module doesn't just stop there though. It also wraps up the s3eSound calls we've learnt about in this chapter and it allows us to support...