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@@ -72,7 +72,7 @@ public class AudioNode extends Node {
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protected transient int channel = -1;
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protected Vector3f velocity = new Vector3f();
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protected boolean reverbEnabled = true;
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- protected float maxDistance = 20; // 20 meters
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+ protected float maxDistance = 200; // 200 meters
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protected float refDistance = 10; // 10 meters
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protected Filter reverbFilter;
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private boolean directional = false;
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@@ -447,11 +447,16 @@ public class AudioNode extends Node {
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}
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/**
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- * Set the maximum playing distance for the audio node.
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+ * Set the maximum distance for the attenuation of the audio node.
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* Does nothing if the audio node is not positional.
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* <br/>
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* The maximum distance is the distance beyond which the audio
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- * node will no longer be heard.
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+ * node will no longer be attenuated. Normal attenuation is logarithmic
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+ * from refDistance (it reduces by half when the distance doubles).
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+ * Max distance sets where this fall-off stops and the sound will never
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+ * get any quieter than at that distance. If you want a sound to fall-off
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+ * very quickly then set ref distance very short and leave this distance
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+ * very long.
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*
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* @param maxDistance The maximum playing distance.
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* @throws IllegalArgumentException If maxDistance is negative
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