title: Libgdx managing the assets
body: <p>I started developing a game using libgdx. Now i want to start managing all my assts. I looked at <a href="http://code.google.com/p/libgdx/wiki/AssetManager" rel="nofollow">this</a>, but it is not really what i need. I want to be able to load the textures on screen change (GameScreen: load game assets, MenuScreen: dispose  game assets, load menu assets.) and then get access everywhere. This is why i thought about a singleton. I am using scene2d and subclasses of image as my ingame characters. The constructor takes a drawable so i need to access it in my stage subclass, where i create all my characters. I also need access to the assets in my actors, cause if they shoot i want to play the shoot sound. For this i would like the MyAssetManager to load and apply the sound preferences (Volume...), which are stored with the libgdx Preferences. How can i realize that? Is a singleton a good idea? Should my asset manager use the libgdx assetmanager internal?</p>
  
  <p>EDIT: I think about having an AssetManager, to load the ressources and a SoundManager to play the sounds. I will load the preferences (sound volume) on startup and keep them as variables. The textures are given to the actors in the constructor. What to you think about that?</p>