Motorola C550, C450, C370 BackgroundMusic Class, BackgroundMusic Methods, Using BackgroundMusic

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8

Gaming API and Sound

BackgroundMusic Class

The BackgroundMusic class encapsulates the data for a game's background music. A game may create several BackgroundMusic objects, but only one can be playing at any one time. The sound data can be stored on the device as a named resource in the application JAR file, or it can be stored on a server and retrieved via the network.

BackgroundMusic is played by a GameScreen.

BackgroundMusic Methods

The BackgroundMusic class defines the following methods:

public static BackgroundMusic createBackgroundMusic(java.lang.String name) throws

FileFormatNotSupportedException – Creates a BackgroundMusic for the sound data stored in the specified named resource or URL. This method currently supports the use of MIDI format 0 and format 1 only.

Using BackgroundMusic

The following code sample shows implementation of BackgroundMusic:

Using BackgroundMusic

BackgroundMusic bgm1 = BackgroundMusic.createBackgroundMusic("/FunkyTunes.mid");

BackgroundMusic bgm2 = BackgroundMusic.createBackgroundMusic("http://www.motorola.com/sounds/JazzyTunes.mid");

The following code sample shows implementation of the Gaming API that contains a sound API:

Gaming API containing a sound API

import com.motorola.game.*;

public class GS extends GameScreen {

public BackgroundMusic bgm;

public GS()

{

bgm = BackgroundMusic.createBackgroundMusic("vinovata.mid"); playBackgroundMusic(bgm, true);

}

}

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Contents Technical Manual Table of Contents Lcdui JAD Attributes Disclaimer IntroductionPurpose AudienceReferences Acronym Description Revision HistoryDefinitions, Abbreviations, Acronyms Date Name ReasonDocument Overview Introduction Java 2 Platform, Micro Edition J2ME J2ME IntroductionResources Available Motorola J2ME PlatformJava VM Description DisplayNetworking File & RMSDeveloping and Packaging J2ME Applications Guide to Development in J2MEIntroduction to Development Page OTA Procedure InstallationDownloading Applications Program and Data space notes Java Application Installer/De-Installer Jaid Starting ApplicationsExiting Applications Error Checks Launching Web Session for Http DownloadDownloading MIDlets XML Screen Renderings BombMan is back, now on your Taichi series of handsets Taichi handset New Games MIDlet Lifecycle Application ManagementMIDlet Suite Installation MIDlet Suite De-installation DestroyApp MIDlet Suite UpdatingCaller Purpose MethodStartApp or the pauseApp Using startApp MIDlet Control of MIDlet State Transitions Java SystemPage Network Connections Network APIClass Descriptions URL Format IOException when it detects a time-out conditionTCP Sockets UDP SocketsImplementation Notes Network API Description LcduiLcdui Gaming API and Sound Functional DescriptionClass Hierarchy Gaming API containing a sound API Using BackgroundMusicBackgroundMusic Class BackgroundMusic MethodsGameScreen Fields GameScreen ClassPublic int getKeyStates GameScreen MethodsInformation, disabling key events can improve performance GameScreen Using GameScreenImageUtil Class ImageUtil FieldsImageUtil Methods RgbData Using ImageUtilPalleteImage Class PalleteImage ConstructorPalleteImage Methods Public void setTransparentIndexint index throws Using PalleteImagePlayField Class Using Static and Animated TilesUsing Sprites Defining View WindowsPlayField Constructor 2N+1 2N + Public void addSpriteSprite s throws PlayField MethodsPage Public boolean collidesWithAnyTileSprite s throws PlayField Using PlayFieldSoundEffect Methods Using SoundEffectSoundEffect Class Sprite ClassAnimation Frames Sprite DrawingSprite Constructor Sprite Methods Page Public final void drawGraphics g throws Using Sprite FileFormatNotSupportedExceptionSprites Java Gaming Sound API Java Gaming Sound APIMax Midi Extension Support FileFormatNotSupportedException ConstructorsVibe and Backlight API Vibe and BacklightCreating a Message OverviewPermissions Sending a MessageJAD Attributes JAD AttributesMandatory attributes for manifest files MIDlet-Name RecordStore Record Management SystemClass Description Code ExamplesCaveats TipsPhonebook Access API Phonebook AccessSample of code to create object of PhoneBookRecord class Phonebook Access API PermissionsSimmemory Sample of code for calling of ‘getMaxEmailLength ’ method Sample of code for calling of ‘isPrimaryint speedNo’ method Sample of code for calling of ‘getNumberCategories’ method Sample of code for calling of ‘setCategoryView’ method Sample of code for calling of ‘getUsedRecords’ method Int index = ReceivedRecord.getRecord1 Intelligent Keypad Text Entry API ITAPKey Mapping for the C370, C450, and C550 Appendix a Key MappingCenter Select END Available Memory Appendix B Memory Management CalculationAppendix C Online FAQC370, C450, and C550 Spec Sheets Appendix D Spec SheetsMotorola Developer Information Tools DocumentationReferences Purchase Motorola Developer Information Tools Motorola, Inc
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