private short[] generateAudio(int sampleRateinHz, int length) { short[] audioData = new short[(int) (1000.f / sampleRateinHz * length)]; for (int i = 0; i < audioData.length; i++) { audioData[i] = (short) (sfxGenerator.synthSample() * Short.MAX_VALUE); } return audioData; }
/** Update input */ @Override public void updateState() { switch (state) { case GAME_INIT: // create explosion sound sfxGenerator.init(100); sfxGenerator.random(2); sfxGenerator.resetSample(false); soundBank[SOUND_EXPLOSION] = new AudioClip(22050, generateAudio(22050, 500)); // create ship ship.generate(0x3CE0EF76); // create the robots robot = new Robot[10][5]; for (int i = 0; i < robot.length; i++) { for (int j = 0; j < robot[j].length; j++) { robot[i][j] = new Robot(); robot[i][j].generate(mt.generate()); } } // set the starting state of the game. state = GAME_LEVEL; break; case GAME_LEVEL: if (mAccelX > mSensorBuffer || mAccelX < -mSensorBuffer) { ship.updateX(-mAccelX, mCanvasWidth); ship.updateY(mCanvasHeight - 20, mCanvasHeight); } // if (mAccelY > mSensorBuffer || mAccelY < -mSensorBuffer) // if(!particles.isActive()) // particles.init(mCanvasWidth, mCanvasHeight); // else // particles.update(); break; } }