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In Flash Professional CS5: Creating a Simple Game for Android Devices, author Paul Trani shows how to translate existing Flash skills from the web to mobile devices while designing a game in Flash and publishing it as an AIR for Android app. The finished application includes collision detection, random enemy creation and movement, shooting capabilities, multiple levels, and even a high score screen. This course also goes beyond game functionality and shows how to use mobile capabilities such as the accelerometer and gestures to control graphics, use the hardware keys to activate menus, and also how to optimize content so it plays well on mobile devices. Also included are instructions for distributing an app through the Android Market. Exercise files are included with the course.
The next step in the development of this game is I really want to bring it to life with some audio, and the perfect place for some audio is just when these explosions happen. Other than that, I don't want to add a lot of audio, because we have to remember this is a mobile game and with all of this audio playing, they could be again in line to get sandwich out in the public or something like that, and they might would not want all of the this audio coming from their phone. Or they could be even listening to music through their phone as well. So use your audio sparingly.
In this case, it's just going to be for these explosions. All right, I'll close that file, and let's go into the Library panel because notice there are a couple audio files. There is this explode.wav, for instance, and this is the file that I want to use. In fact, with this selected, what I can do is I can hit this little Play button right up here, and that's what I want to play when that explosion happens. Notice its linkage name is Explode, so I want to reference that, and let's just go ahead and go into our Actions panel for that first frame in the Actions layer.
And when I am going to add this explosion sound is going to be in this function on line 255. When I make that explosion, that's when I want to go ahead, and right in here, I want to sort of play an explosion sound. Let's go ahead and take a look at our Library, because I am going to be pulling this item from the Library. So I am going to say variable. I am creating a new variable, and I am just going to call it sound: and it's of Sound type, so that's the type it is.
It's a sound file is what I am using. But I am creating a new explode instance from this item in my library. Now it's known as sound, that particular one, so I can go ahead and the next line, I can type in sound.play. Now there is many other things you could do with the sound class and various sound items, but again, what you want to do with the sound is you want to use it really sparingly, and that's what I am doing here. I am just going to use it here. Notice there is also this shoot.wav file in here, and I could use that for the laser, but that laser is being fired off every half of a second so it gets a little annoying, to be honest with you.
But with this implemented, I can go ahead and do a test movie. And now, let's check that out. I am going to click Play and try to shoot the UFOs, and we should hear that explosion. (explosions) So sound is that simple, as simple as writing two lines of code and making sure it's in your library.
Just use it sparingly, but you can see how it really brings your game to life.
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