libgdx-audio-lifecycle — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited libgdx-audio-lifecycle (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
Quick reference for libGDX audio APIs. Covers Sound, Music, platform gotchas, and common audio patterns.
| Sound | Music | |
|---|---|---|
| Loading | Fully into memory | Streamed from disk |
| Use for | Short effects (<1MB on Android) | Background tracks, long audio |
| Concurrent | Multiple instances via play() | One stream per Music object |
| Auto pause/resume | No | Yes (libGDX handles automatically) |
Formats: WAV, MP3, OGG all supported. OGG not supported on iOS — use WAV or MP3.
Sound snd = Gdx.audio.newSound(Gdx.files.internal("click.wav"));
// play() returns instance ID (long).
long id = snd.play(); // default volume
long id = snd.play(volume); // volume: [0, 1]
long id = snd.play(volume, pitch, pan); // pitch: [0.5, 2.0], pan: [-1, 1]
long id = snd.loop(); // same overloads as play()
long id = snd.loop(volume, pitch, pan);
// Per-instance control (pass the id from play/loop)
snd.setVolume(id, volume);
snd.setPitch(id, pitch);
snd.setPan(id, pan, volume); // NOTE: pan+volume together
snd.setLooping(id, true);
snd.stop(id);
snd.pause(id);
snd.resume(id);
// All-instance control (no id)
snd.stop();
snd.pause();
snd.resume();
snd.dispose(); // MUST call when doneIn non-trivial projects, prefer loading audio via AssetManager rather than raw Gdx.audio.newSound(). AssetManager handles disposal via unload() and supports async loading.
Gotchas:
play() on an already-playing Sound plays it concurrently (new instance).play() called in create() can silently fail on Android before the audio system is fully initialized. Defer initial sound playback to the first render() frame or use a boolean flag.Music bgm = Gdx.audio.newMusic(Gdx.files.internal("theme.ogg")); // OGG not supported on iOS — use MP3 for cross-platform
bgm.play();
bgm.pause();
bgm.stop(); // resets to beginning
bgm.setVolume(volume); // [0, 1]
float v = bgm.getVolume();
bgm.setPan(pan, volume); // [-1, 1], [0, 1]
bgm.setLooping(true);
boolean playing = bgm.isPlaying();
boolean looping = bgm.isLooping();
bgm.setPosition(seconds); // seek (float, in seconds)
float pos = bgm.getPosition();
bgm.setOnCompletionListener(music -> {
// Called when music finishes playing
});
bgm.dispose(); // MUST call when doneIn non-trivial projects, prefer loading audio via AssetManager rather than raw Gdx.audio.newMusic(). AssetManager handles disposal via unload() and supports async loading.
Gotchas:
ApplicationListener.pause(). Doing so is redundant.setPosition() is unreliable on some Android devices for MP3 — seeking uses bitrate estimation and can be off by several seconds. OGG seeking is more accurate, but OGG is unsupported on iOS. For cross-platform seeking accuracy, consider WAV (large files) or accept MP3 imprecision.Store Music in the Game class, not in individual Screens. Dispose only in Game.dispose().
public class MyGame extends Game {
public Music bgm;
@Override
public void create() {
bgm = Gdx.audio.newMusic(Gdx.files.internal("theme.mp3")); // use MP3 for iOS compatibility
bgm.setLooping(true);
bgm.play();
setScreen(new MenuScreen(this));
}
@Override
public void dispose() {
bgm.dispose();
getScreen().dispose();
}
}| Behavior | Desktop (LWJGL3) | Android | iOS (RoboVM) |
|---|---|---|---|
| OGG support | Yes | Yes | No |
| Music auto-pause | On minimize only | Yes | Yes |
| Sound size limit | None | <1MB PCM | None |
| MP3 seeking accuracy | Good | Unreliable | Good |
render() frame.~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.