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Audio
polyrain edited this page Aug 1, 2021
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Audio, e.g. Sounds and music files, can be easily added into the game using libgdx Sound and Music. There is no single audio service, instead audio can be played when and where needed once loaded by the ResourceService
.
-
Load sound: Ensure the sound file has been loaded in an active resource batch by the
Resource Service
usingloadSounds()
.
private static final String[] soundsToLoad = {"sounds/sound.ogg"};
resourceService.loadSounds(soundsToLoad);
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Play sound: Retrieve the sound from the
Resource Service
usinggetAsset()
. Configure the playback settings, then useplay()
to play the file.
Sound sound = ServiceLocator.getResourceService().getAsset("sounds/sound.ogg", Sound.class);
sound.play();
-
Load music: Ensure the music file has been loaded in an active resource batch by the
Resource Service
usingloadMusic()
.
private static final String[] musicToLoad = {"sounds/music.mp3"};
resourceService.loadMusic(musicToLoad );
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Play music: Retrieve the music from the
Resource Service
usinggetAsset()
. Configure the playback settings, then useplay()
to play the music. The following example is set to loop, and to play with volume at 30%.
Music music = ServiceLocator.getResourceService().getAsset("sounds/music.mp3", Music.class);
music.setLooping(true);
music.setVolume(0.3f);
music.play();
Design Document
- Story
- Music
-
Characters
- Main Character
- Bosses
-
Enemies
- Sprint 1: Final Design
-
Sprint 2: Elvish Boss
- Decision to make our boss a mage
- Design Inspiration: Staff Weapon
- Design decisions for boss
- Archery attack animation for minions
- Different types of minion elves and designs
- Melee attack animation
- Boss attack animation using sceptre
- Design Inspiration: Shooting fireballs
- Mage Boss attack method: fireball
- Sprint 3: Walk Animations and Design Amendments
- Sprint 4: Refining animations
- Map Design
- User + Play Testing
- Gameplay
- Art Style Design Guidelines
- Emotional Goals