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@@ -192,9 +192,15 @@ Here you make audio_nature a positional sound that comes from a certain place. F
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----
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-*Tip:* Attach AudioNodes into the scene graph like all nodes, to make certain moving nodes stay up-to-date. If you don't attach them, they are still audible and you don't get an error message but 3D sound will not work as expected. AudioNodes can be attached directly to the root node or they can be attached inside a node that is moving through the scene and both the AudioNode and the 3d position of the sound it is generating will move accordingly.
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+[TIP]
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+====
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+Attach AudioNodes into the scene graph like all nodes, to make certain moving nodes stay up-to-date. If you don't attach them, they are still audible and you don't get an error message but 3D sound will not work as expected. AudioNodes can be attached directly to the root node or they can be attached inside a node that is moving through the scene and both the AudioNode and the 3d position of the sound it is generating will move accordingly.
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+====
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-*Tip:* playInstance always plays the sound from the position of the AudioNode so multiple gunshots from one gun (for example) can be generated this way, however if multiple guns are firing at once then an AudioNode is needed for each one.
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+[TIP]
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+====
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+playInstance always plays the sound from the position of the AudioNode so multiple gunshots from one gun (for example) can be generated this way, however if multiple guns are firing at once then an AudioNode is needed for each one.
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+====
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== Triggering Sound
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@@ -342,7 +348,10 @@ In short, you must choose in every situation whether it makes sense for a sound
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You now know how to add the two most common types of sound to your game: Global sounds and positional sounds. You can play sounds in two ways: Either continuously in a loop, or situationally just once. You know the difference between buffering short sounds and streaming long sounds. You know the difference between playing overlapping sound instances, and playing unique sounds that cannot overlap with themselves. You also learned to use sound files that are in either .ogg or .wav format.
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-*Tip:* JME's Audio implementation also supports more advanced effects such as reverberation and Doppler effect. Use these “pro features to make audio sound different depending on whether it's in the hallway, in a cave, outdoors, or in a carpeted room. Find out more about environmental effects from the sample code included in the jme3test directory and from the advanced <<jme3/advanced/audio#,Audio>> docs.
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+[TIP]
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+====
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+JME's Audio implementation also supports more advanced effects such as reverberation and Doppler effect. Use these “pro features to make audio sound different depending on whether it's in the hallway, in a cave, outdoors, or in a carpeted room. Find out more about environmental effects from the sample code included in the jme3test directory and from the advanced <<jme3/advanced/audio#,Audio>> docs.
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+====
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Want some fire and explosions to go with your sounds? Read on to learn more about <<jme3/beginner/hello_effects#,effects>>.
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