Simple audio in LibGDX is pretty straight forward if you look at the code demos. But as we show in this lecture, a proper game engine should be able to do so much more, provided that you understand how game audio works.
A large part of game audio is just understandig Linear PCM, the primary representation of digital audio. Once you understand that you, can see how to use effects, mixers, and sequencers to build up a DSP graph for processing your audio. That is, if you had a game engine that supported it. So unfortunately, this is more an advertisement for the advanced class.
IMPORTANT: The demos for this lecture do not just include the
SoundController mentioned in lecture. They also include both the frontend and backend (and instructions) for using the GDX audio classes. Those of you who built your game on Lab 4 are probably already using this classes. However, we have fixed some important bugs that have to do with the
NoSuchMethodError some of you are experiencing. This happens when you run the game with a different Java than the one used to compile it. But we do have a workaround in the current version of these classes.
|April 17, 2023