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From prior experience of working with libgdx, it shouldn't take much to get the Android platform working. It also works with Java (unlike GWT, which translates Java to Javascript) and there are not as many limitations as there are with GWT/HTML5. The main bits to implement will be the AgileRunner implementation class (which will be very similar to the Desktop one) and the WavePlayer implementation class. In that latter case, the sound code will use the Android sound APIs, i.e. the android.media package.
Although libgdx does provide a platform independent abstraction for sound, it doesn't tend to work as well as providing a platform specific implementation.... and the big gotcha with sound will be the GWT/HTML5 implementation, which will definitely require GWT specific code. So for these reasons, it is better to provide a platform specific implementation of the code that plays the generated WAV file data.
The text was updated successfully, but these errors were encountered:
From prior experience of working with libgdx, it shouldn't take much to get the Android platform working. It also works with Java (unlike GWT, which translates Java to Javascript) and there are not as many limitations as there are with GWT/HTML5. The main bits to implement will be the AgileRunner implementation class (which will be very similar to the Desktop one) and the WavePlayer implementation class. In that latter case, the sound code will use the Android sound APIs, i.e. the android.media package.
Although libgdx does provide a platform independent abstraction for sound, it doesn't tend to work as well as providing a platform specific implementation.... and the big gotcha with sound will be the GWT/HTML5 implementation, which will definitely require GWT specific code. So for these reasons, it is better to provide a platform specific implementation of the code that plays the generated WAV file data.
The text was updated successfully, but these errors were encountered: