Motorola C450, C550, C370 SoundEffect Class, Sprite Class, SoundEffect Methods, Using SoundEffect

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Gaming API and Sound

SoundEffect Class

The SoundEffect class encapsulates the data for a game sound effect. A game may create several SoundEffect objects, one for each of the sounds that it needs to play. The sound data may 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. SoundEffect instances are played by a GameScreen.

SoundEffect Methods

The SoundEffect class implements the following method:

public static SoundEffect createSoundEffect(String resource) throws FileFormatNotSupportedException – Creates a SoundEffect for the sound data stored in the specified named resource or URL. The data must be in a sound format that is supported by the device. Though additional formats may be supported, all devices must support some format yet to be determined.

Using SoundEffect

As described above, a game can need several different sound effects. The code below exemplifies the creation of some SoundEffect objects:

The following is a code sample to show the creation of SoundEffect objects:

SoundEffect Objects

try{

//Create a SoundEffect using a wave file inside the JAR SoundEffect s1 = createSoundEffect("/jump.wav");

//Create a SoundEffect using a wave located

//on a web site

SoundEffect s2= createSoundEffect("http://www.motorola.com/sound/mp.wav");

}catch(FileFormatNotSupportedException fe){}

Sprite Class

The Sprite class is used to create graphic images, animated or non-animated, that a user can interact with and move around.

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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 & RMSGuide to Development in J2ME Developing and Packaging J2ME ApplicationsIntroduction to Development Page Installation OTA ProcedureDownloading Applications Program and Data space notes Starting Applications Java Application Installer/De-Installer JaidExiting Applications Launching Web Session for Http Download Error ChecksDownloading 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 conditionUDP Sockets TCP SocketsImplementation Notes Network API Description LcduiLcdui Functional Description Gaming API and SoundClass 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 Fields ImageUtil ClassImageUtil Methods RgbData Using ImageUtilPalleteImage Constructor PalleteImage ClassPalleteImage Methods Public void setTransparentIndexint index throws Using PalleteImagePlayField Class Using Static and Animated TilesDefining View Windows Using SpritesPlayField Constructor 2N+1 2N + Public void addSpriteSprite s throws PlayField MethodsPage Public boolean collidesWithAnyTileSprite s throws PlayField Using PlayFieldSoundEffect Methods Using SoundEffectSoundEffect Class Sprite ClassSprite Drawing Animation FramesSprite Constructor Sprite Methods Page Public final void drawGraphics g throws FileFormatNotSupportedException Using SpriteSprites 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 SheetsDocumentation Motorola Developer Information ToolsReferences Purchase Motorola Developer Information Tools Motorola, Inc
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