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Join Lee Brimelow in this project-style course that teaches how to build a Flash-based game with Flash Builder 4.6, Flash Player 11, and the Starling framework. Starling, a pure ActionScript 3.0 library for advanced graphics, extends Flash Player 11's support for the modern GPU (graphic processing unit) to enable visual presentations and games in the browser or as a mobile app.
Starting with installation and configuration of Starling and creation of a Flash Builder project, the course shows how to prepare and import graphical assets, create MovieClip classes from sprite sheets, manage various gaming objects, detect collisions, and add both particle and sound effects. The finished game can be deployed to any browser or mobile device that integrates Flash Player 11, which was released in September 2011.
So now we need to incorporate our sound effects into our game. So we have two MP3 files in the assets folder, explosion.mp3 and shoot.mp3. So I'm going to come into my assets class and we're going to embed those. So Embed(source="assets/explosion.mp3"), and now for class I'm going to create a private static var and call it explosionSound and it's going to be of type class.
And now I'm going to create a public static variable, which is going to be our actual sound object ourself, so public static var explosion, and this is going to be of type sound. So we're only going to create a single sound instance and we're going to use that, and that's going to help us to save on memory and performance. So I'm going to copy this embed block. So we're going to do the same thing for the shoot sound, so I'm going to change this to shoot. Change this to be shoot sound, and we're going to call our sound object shoot.
So now if we come into the init function, let's initialize those. So explosion = new explosionSound, and we're going to do the same for shoot = new shootSound. Now there is a bug in Flash Player and that when you first play a sound back there is a delay because it actually has to load it into memory. So what we're going to do in our init function is to just play it once with no volume, in that way it's actually going to load it into memory.
So we'll say explosion.play, give 0 for start time, 0 for the number of loops, and pass in a new SoundTransform object, and to that we're going to pass in a volume of 0, so that way we don't hear it, and we'll copy that, and come down, we'll paste this in and change it to shoot. And again, that's going to make sure that this is actually in memory so when we actually want to play the sound, I'm just going to do it right away.
So let's do that, let's go now to our CollisionManager class, we want to play an explosion when there is a collision between the bullets and the aliens. So what I'm going to do is to come down in this if statement and I'm going to say Assets.explosion.play, and that's going to play that explosion sound effect. Now another thing I want to do is to play a sound when I'm actually shooting a bullet, so for that I'm going to go to BulletManager, and we're going to come to our fire method and I'll just come down at the bottom here, and I'll say Assets, make sure we have that imported, .shoot.play, like that.
And now let's go ahead and test it. (sound effects) And now you can see we have those nice sound effects happening, so as I hold down the Mouse button, I'm playing that shoot sound, and we're getting those nice explosions when a bullet actually hits one of these aliens. (sound effects) So you can see incorporating sound effects is actually pretty simple, it's exactly the way you're used to doing it in other areas of Flash development.
But again, the trick is definitely to play it one time with no volume, to make sure that that sound effect is ready in memory.
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