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@@ -17,7 +17,7 @@ public interface AudioSource {
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public enum Status {
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public enum Status {
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/**
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/**
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* The audio source is currently playing. This will be set if
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* The audio source is currently playing. This will be set if
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- * {@link AudioSource#play() } is called.
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+ * {@link AudioNode#play()} is called.
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*/
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*/
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Playing,
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Playing,
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@@ -28,7 +28,7 @@ public interface AudioSource {
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/**
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/**
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* The audio source is currently stopped.
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* The audio source is currently stopped.
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- * This will be set if {@link AudioSource#stop() } is called
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+ * This will be set if {@link AudioNode#stop()} is called
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* or the audio has reached the end of the file.
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* or the audio has reached the end of the file.
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*/
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*/
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Stopped,
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Stopped,
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@@ -47,13 +47,13 @@ public interface AudioSource {
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/**
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/**
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* @return The {#link Filter dry filter} that is set.
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* @return The {#link Filter dry filter} that is set.
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- * @see AudioSource#setDryFilter(com.jme3.audio.Filter)
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+ * @see AudioNode#setDryFilter(com.jme3.audio.Filter)
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*/
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*/
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public Filter getDryFilter();
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public Filter getDryFilter();
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/**
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/**
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* @return The {@link AudioData} set previously with
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* @return The {@link AudioData} set previously with
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- * {@link AudioSource#setAudioData(com.jme3.audio.AudioData, com.jme3.audio.AudioKey) }
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+ * {@link AudioNode#setAudioData(com.jme3.audio.AudioData, com.jme3.audio.AudioKey)}
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* or any of the constructors that initialize the audio data.
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* or any of the constructors that initialize the audio data.
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*/
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*/
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public AudioData getAudioData();
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public AudioData getAudioData();
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@@ -65,34 +65,34 @@ public interface AudioSource {
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/**
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/**
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* @return The {@link Status} of the audio source.
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* @return The {@link Status} of the audio source.
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- * The status will be changed when either the {@link AudioSource#play() }
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- * or {@link AudioSource#stop() } methods are called.
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+ * The status will be changed when either the {@link AudioNode#play()}
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+ * or {@link AudioNode#stop()} methods are called.
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*/
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*/
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public Status getStatus();
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public Status getStatus();
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/**
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/**
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* @return True if the audio will keep looping after it is done playing,
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* @return True if the audio will keep looping after it is done playing,
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* otherwise, false.
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* otherwise, false.
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- * @see AudioSource#setLooping(boolean)
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+ * @see AudioNode#setLooping(boolean)
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*/
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*/
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public boolean isLooping();
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public boolean isLooping();
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/**
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/**
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* @return The pitch of the audio, also the speed of playback.
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* @return The pitch of the audio, also the speed of playback.
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*
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*
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- * @see AudioSource#setPitch(float)
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+ * @see AudioNode#setPitch(float)
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*/
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*/
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public float getPitch();
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public float getPitch();
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/**
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/**
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* @return The volume of this audio source.
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* @return The volume of this audio source.
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*
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*
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- * @see AudioSource#setVolume(float)
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+ * @see AudioNode#setVolume(float)
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*/
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*/
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public float getVolume();
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public float getVolume();
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/**
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/**
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- * @return the time offset in the sound sample when to start playing.
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+ * @return the time offset in the sound sample to start playing
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*/
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*/
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public float getTimeOffset();
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public float getTimeOffset();
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@@ -102,79 +102,77 @@ public interface AudioSource {
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public float getPlaybackTime();
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public float getPlaybackTime();
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/**
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/**
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- * @return The velocity of the audio source.
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- *
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- * @see AudioSource#setVelocity(com.jme3.math.Vector3f)
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+ * @return The position of the audio source.
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*/
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*/
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public Vector3f getPosition();
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public Vector3f getPosition();
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/**
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/**
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* @return The velocity of the audio source.
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* @return The velocity of the audio source.
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*
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*
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- * @see AudioSource#setVelocity(com.jme3.math.Vector3f)
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+ * @see AudioNode#setVelocity(com.jme3.math.Vector3f)
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*/
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*/
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public Vector3f getVelocity();
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public Vector3f getVelocity();
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/**
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/**
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* @return True if reverb is enabled, otherwise false.
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* @return True if reverb is enabled, otherwise false.
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*
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*
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- * @see AudioSource#setReverbEnabled(boolean)
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+ * @see AudioNode#setReverbEnabled(boolean)
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*/
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*/
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public boolean isReverbEnabled();
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public boolean isReverbEnabled();
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/**
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/**
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* @return Filter for the reverberations of this audio source.
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* @return Filter for the reverberations of this audio source.
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*
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*
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- * @see AudioSource#setReverbFilter(com.jme3.audio.Filter)
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+ * @see AudioNode#setReverbFilter(com.jme3.audio.Filter)
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*/
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*/
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public Filter getReverbFilter();
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public Filter getReverbFilter();
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/**
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/**
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* @return Max distance for this audio source.
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* @return Max distance for this audio source.
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*
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*
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- * @see AudioSource#setMaxDistance(float)
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+ * @see AudioNode#setMaxDistance(float)
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*/
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*/
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public float getMaxDistance();
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public float getMaxDistance();
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/**
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/**
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* @return The reference playing distance for the audio source.
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* @return The reference playing distance for the audio source.
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*
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*
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- * @see AudioSource#setRefDistance(float)
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+ * @see AudioNode#setRefDistance(float)
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*/
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*/
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public float getRefDistance();
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public float getRefDistance();
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/**
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/**
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* @return True if the audio source is directional
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* @return True if the audio source is directional
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*
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*
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- * @see AudioSource#setDirectional(boolean)
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+ * @see AudioNode#setDirectional(boolean)
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*/
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*/
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public boolean isDirectional();
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public boolean isDirectional();
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/**
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/**
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* @return The direction of this audio source.
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* @return The direction of this audio source.
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*
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*
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- * @see AudioSource#setDirection(com.jme3.math.Vector3f)
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+ * @see AudioNode#setDirection(com.jme3.math.Vector3f)
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*/
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*/
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public Vector3f getDirection();
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public Vector3f getDirection();
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/**
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/**
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* @return The directional audio source, cone inner angle.
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* @return The directional audio source, cone inner angle.
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*
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*
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- * @see AudioSource#setInnerAngle(float)
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+ * @see AudioNode#setInnerAngle(float)
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*/
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*/
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public float getInnerAngle();
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public float getInnerAngle();
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/**
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/**
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* @return The directional audio source, cone outer angle.
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* @return The directional audio source, cone outer angle.
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*
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*
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- * @see AudioSource#setOuterAngle(float)
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+ * @see AudioNode#setOuterAngle(float)
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*/
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*/
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public float getOuterAngle();
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public float getOuterAngle();
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/**
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/**
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* @return True if the audio source is positional.
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* @return True if the audio source is positional.
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*
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*
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- * @see AudioSource#setPositional(boolean)
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+ * @see AudioNode#setPositional(boolean)
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*/
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*/
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public boolean isPositional();
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public boolean isPositional();
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