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Adding audio

From: Flash Professional CS5: Creating a Simple Game for Android Devices

Video: Adding audio

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.

Adding audio

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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  1. 1m 48s
    1. Welcome
      1m 0s
    2. Using the exercise files
      48s
  2. 7m 16s
    1. Understanding the user
      4m 2s
    2. Flash content on Android devices
      3m 14s
  3. 17m 28s
    1. Reviewing the game
      1m 50s
    2. Creating a file in Device Central
      5m 39s
    3. Reviewing the game structure
      8m 23s
    4. Adding code snippets
      1m 36s
  4. 36m 13s
    1. Animating the intro screen
      8m 13s
    2. Moving the player
      8m 13s
    3. Adding enemies
      6m 49s
    4. Adding movement
      4m 16s
    5. Adding chance and randomness
      8m 42s
  5. 34m 30s
    1. Adding lasers
      8m 14s
    2. Detecting collisions
      7m 57s
    3. Adding explosions
      6m 26s
    4. Removing assets from the stage
      8m 50s
    5. Adding audio
      3m 3s
  6. 33m 12s
    1. Adding scoring and levels
      7m 41s
    2. Subtracting lives and ending the game
      4m 26s
    3. Creating a results screen
      5m 8s
    4. Displaying the score
      6m 57s
    5. Saving and loading game results
      9m 0s
  7. 17m 14s
    1. Detecting movement with the Accelerometer
      6m 39s
    2. Using the swipe gesture
      4m 42s
    3. Using hardware keys
      5m 53s
  8. 23m 18s
    1. Handling exits and idle mode
      3m 31s
    2. Handling activation and deactivation
      6m 14s
    3. Optimizing graphics
      7m 14s
    4. Optimizing ActionScript
      6m 19s
  9. 34m 41s
    1. Creating the application files
      8m 23s
    2. Creating the app (Mac)
      5m 5s
    3. Creating the app (PC)
      7m 19s
    4. Publishing to an Android device (Mac)
      7m 7s
    5. Publishing to an Android device (PC)
      6m 47s
  10. 8m 56s
    1. Uploading to the Android market
      7m 7s
    2. Downloading from the Android market
      1m 49s
  11. 1m 22s
    1. Next steps
      1m 22s

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