About a year ago, I wrote many, many Android apps. Some of them were games. All of them were written under a “one app in one day” constraint and as such the games never had any sound. No sound effects, no background music, no waveform generation, nothing. Fast forward a year and they’ve all become open source on GitHub. I’d wanted to update them all while re-using as much code as possible. How then was I to maximize the effect (all the games get all the features) while minimizing the effort of adding sound to all of those previous games simultaneously? And how best to share the effort with other Android programmers? In this, the first of a three part article series, you’ll find out. For part 1, I create the project, setup the environment, make a plan, and update the waveform generation code on my currently in-market apps. You can follow-along with this article series in real-time by watching the commit log to the Android Simple Game Audio project on GitHub. And stay-tuned for the upcoming part 2, wherein I become a Foley artist and make use of some interesting and (not quite) antiquated technology.
Creating an Android Library Project
Including an Android Library Project in Your Android Project (Yo Dawg)
Planning (Knowing Exactly What You Want To Accomplish)
Iterating (One Feature At A Time)
Low Bar: Waveform Generation
Update Your Markets and Ad Copy
Mid Goal: Sound Effects






















