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@@ -41,26 +41,27 @@ import com.jme3.export.OutputCapsule;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.Node;
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import com.jme3.util.PlaceholderAssets;
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+import com.jme3.util.clone.Cloner;
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import java.io.IOException;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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/**
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- * An <code>AudioNode</code> is a scene Node which can play audio assets.
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- *
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- * An AudioNode is either positional or ambient, with positional being the
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- * default. Once a positional node is attached to the scene, its location and
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- * velocity relative to the {@link Listener} affect how it sounds when played.
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- * Positional nodes can only play monoaural (single-channel) assets, not stereo
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- * ones.
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- *
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- * An ambient AudioNode plays in "headspace", meaning that the node's location
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- * and velocity do not affect how it sounds when played. Ambient audio nodes can
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- * play stereo assets.
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- *
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- * The "positional" property of an AudioNode can be set via
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+ * An <code>AudioNode</code> is a scene Node which can play audio assets.
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+ *
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+ * An AudioNode is either positional or ambient, with positional being the
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+ * default. Once a positional node is attached to the scene, its location and
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+ * velocity relative to the {@link Listener} affect how it sounds when played.
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+ * Positional nodes can only play monoaural (single-channel) assets, not stereo
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+ * ones.
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+ *
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+ * An ambient AudioNode plays in "headspace", meaning that the node's location
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+ * and velocity do not affect how it sounds when played. Ambient audio nodes can
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+ * play stereo assets.
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+ *
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+ * The "positional" property of an AudioNode can be set via
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* {@link AudioNode#setPositional(boolean) }.
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- *
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+ *
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* @author normenhansen
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* @author Kirill Vainer
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*/
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@@ -99,15 +100,15 @@ public class AudioNode extends Node implements AudioSource {
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* {@link AudioNode#play() } is called.
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*/
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Playing,
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-
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+
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/**
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* The audio node is currently paused.
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*/
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Paused,
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-
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+
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/**
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* The audio node is currently stopped.
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- * This will be set if {@link AudioNode#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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*/
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Stopped,
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@@ -121,14 +122,14 @@ public class AudioNode extends Node implements AudioSource {
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/**
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* Creates a new <code>AudioNode</code> with the given data and key.
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- *
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+ *
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* @param audioData The audio data contains the audio track to play.
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* @param audioKey The audio key that was used to load the AudioData
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*/
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public AudioNode(AudioData audioData, AudioKey audioKey) {
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setAudioData(audioData, audioKey);
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}
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-
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+
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/**
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* Creates a new <code>AudioNode</code> with the given audio file.
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* @param assetManager The asset manager to use to load the audio file
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@@ -142,16 +143,16 @@ public class AudioNode extends Node implements AudioSource {
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/**
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* Creates a new <code>AudioNode</code> with the given audio file.
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- *
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+ *
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* @param assetManager The asset manager to use to load the audio file
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* @param name The filename of the audio file
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- * @param stream If true, the audio will be streamed gradually from disk,
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+ * @param stream If true, the audio will be streamed gradually from disk,
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* otherwise, it will be buffered.
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* @param streamCache If stream is also true, then this specifies if
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* the stream cache is used. When enabled, the audio stream will
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- * be read entirely but not decoded, allowing features such as
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+ * be read entirely but not decoded, allowing features such as
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* seeking, looping and determining duration.
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- *
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+ *
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* @deprecated Use {@link AudioNode#AudioNode(com.jme3.asset.AssetManager, java.lang.String, com.jme3.audio.AudioData.DataType)} instead
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*/
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public AudioNode(AssetManager assetManager, String name, boolean stream, boolean streamCache) {
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@@ -161,12 +162,12 @@ public class AudioNode extends Node implements AudioSource {
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/**
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* Creates a new <code>AudioNode</code> with the given audio file.
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- *
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+ *
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* @param assetManager The asset manager to use to load the audio file
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* @param name The filename of the audio file
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- * @param stream If true, the audio will be streamed gradually from disk,
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+ * @param stream If true, the audio will be streamed gradually from disk,
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* otherwise, it will be buffered.
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- *
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+ *
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* @deprecated Use {@link AudioNode#AudioNode(com.jme3.asset.AssetManager, java.lang.String, com.jme3.audio.AudioData.DataType)} instead
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*/
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public AudioNode(AssetManager assetManager, String name, boolean stream) {
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@@ -175,20 +176,20 @@ public class AudioNode extends Node implements AudioSource {
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/**
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* Creates a new <code>AudioNode</code> with the given audio file.
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- *
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+ *
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* @param audioRenderer The audio renderer to use for playing. Cannot be null.
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* @param assetManager The asset manager to use to load the audio file
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* @param name The filename of the audio file
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- *
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+ *
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* @deprecated AudioRenderer parameter is ignored.
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*/
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public AudioNode(AudioRenderer audioRenderer, AssetManager assetManager, String name) {
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this(assetManager, name, DataType.Buffer);
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}
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-
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+
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/**
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* Creates a new <code>AudioNode</code> with the given audio file.
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- *
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+ *
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* @param assetManager The asset manager to use to load the audio file
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* @param name The filename of the audio file
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* @deprecated Use {@link AudioNode#AudioNode(com.jme3.asset.AssetManager, java.lang.String, com.jme3.audio.AudioData.DataType) } instead
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@@ -196,14 +197,14 @@ public class AudioNode extends Node implements AudioSource {
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public AudioNode(AssetManager assetManager, String name) {
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this(assetManager, name, DataType.Buffer);
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}
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-
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+
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protected AudioRenderer getRenderer() {
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AudioRenderer result = AudioContext.getAudioRenderer();
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if( result == null )
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throw new IllegalStateException( "No audio renderer available, make sure call is being performed on render thread." );
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- return result;
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+ return result;
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}
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-
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+
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/**
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* Start playing the audio.
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*/
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@@ -217,7 +218,7 @@ public class AudioNode extends Node implements AudioSource {
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/**
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* Start playing an instance of this audio. This method can be used
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* to play the same <code>AudioNode</code> multiple times. Note
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- * that changes to the parameters of this AudioNode will not effect the
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+ * that changes to the parameters of this AudioNode will not effect the
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* instances already playing.
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*/
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public void playInstance(){
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@@ -226,21 +227,21 @@ public class AudioNode extends Node implements AudioSource {
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}
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getRenderer().playSourceInstance(this);
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}
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-
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+
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/**
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* Stop playing the audio that was started with {@link AudioNode#play() }.
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*/
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public void stop(){
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getRenderer().stopSource(this);
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}
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-
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+
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/**
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* Pause the audio that was started with {@link AudioNode#play() }.
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*/
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public void pause(){
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getRenderer().pauseSource(this);
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}
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-
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+
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/**
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* Do not use.
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*/
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@@ -261,7 +262,7 @@ public class AudioNode extends Node implements AudioSource {
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/**
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* @return The {#link Filter dry filter} that is set.
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- * @see AudioNode#setDryFilter(com.jme3.audio.Filter)
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+ * @see AudioNode#setDryFilter(com.jme3.audio.Filter)
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*/
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public Filter getDryFilter() {
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return dryFilter;
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@@ -269,14 +270,14 @@ public class AudioNode extends Node implements AudioSource {
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/**
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* Set the dry filter to use for this audio node.
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- *
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- * When {@link AudioNode#setReverbEnabled(boolean) reverb} is used,
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- * the dry filter will only influence the "dry" portion of the audio,
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+ *
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+ * When {@link AudioNode#setReverbEnabled(boolean) reverb} is used,
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+ * the dry filter will only influence the "dry" portion of the audio,
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* e.g. not the reverberated parts of the AudioNode playing.
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- *
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+ *
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* See the relevent documentation for the {@link Filter} to determine
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* the effect.
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- *
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+ *
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* @param dryFilter The filter to set, or null to disable dry filter.
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*/
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public void setDryFilter(Filter dryFilter) {
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@@ -289,7 +290,7 @@ public class AudioNode extends Node implements AudioSource {
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* Set the audio data to use for the audio. Note that this method
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* can only be called once, if for example the audio node was initialized
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* without an {@link AudioData}.
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- *
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+ *
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* @param audioData The audio data contains the audio track to play.
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* @param audioKey The audio key that was used to load the AudioData
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*/
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@@ -303,7 +304,7 @@ public class AudioNode extends Node implements AudioSource {
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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 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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*/
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@@ -312,7 +313,7 @@ public class AudioNode extends Node implements AudioSource {
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}
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/**
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- * @return The {@link Status} of the audio node.
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+ * @return The {@link Status} of the audio node.
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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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@@ -339,7 +340,7 @@ public class AudioNode extends Node implements AudioSource {
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else
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return data.getDataType();
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}
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-
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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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* otherwise, false.
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@@ -351,7 +352,7 @@ public class AudioNode extends Node implements AudioSource {
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/**
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* Set the looping mode for the audio node. The default is false.
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- *
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+ *
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* @param loop True if the audio should keep looping after it is done playing.
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*/
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public void setLooping(boolean loop) {
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@@ -362,8 +363,8 @@ public class AudioNode extends Node implements AudioSource {
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/**
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* @return The pitch of the audio, also the speed of playback.
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- *
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- * @see AudioNode#setPitch(float)
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+ *
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+ * @see AudioNode#setPitch(float)
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*/
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public float getPitch() {
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return pitch;
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@@ -372,7 +373,7 @@ public class AudioNode extends Node implements AudioSource {
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/**
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* Set the pitch of the audio, also the speed of playback.
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* The value must be between 0.5 and 2.0.
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- *
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+ *
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* @param pitch The pitch to set.
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* @throws IllegalArgumentException If pitch is not between 0.5 and 2.0.
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*/
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@@ -388,7 +389,7 @@ public class AudioNode extends Node implements AudioSource {
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/**
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* @return The volume of this audio node.
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- *
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+ *
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* @see AudioNode#setVolume(float)
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*/
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public float getVolume() {
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@@ -397,9 +398,9 @@ public class AudioNode extends Node implements AudioSource {
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/**
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* Set the volume of this audio node.
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- *
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+ *
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* The volume is specified as gain. 1.0 is the default.
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- *
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+ *
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* @param volume The volume to set.
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* @throws IllegalArgumentException If volume is negative
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*/
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@@ -422,7 +423,7 @@ public class AudioNode extends Node implements AudioSource {
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/**
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* Set the time offset in the sound sample when to start playing.
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- *
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+ *
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* @param timeOffset The time offset
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* @throws IllegalArgumentException If timeOffset is negative
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*/
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@@ -439,7 +440,7 @@ public class AudioNode extends Node implements AudioSource {
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play();
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}
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}
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-
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+
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@Override
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public float getPlaybackTime() {
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if (channel >= 0)
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@@ -451,10 +452,10 @@ public class AudioNode extends Node implements AudioSource {
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public Vector3f getPosition() {
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return getWorldTranslation();
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}
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-
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+
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/**
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* @return The velocity of the audio node.
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- *
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+ *
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* @see AudioNode#setVelocity(com.jme3.math.Vector3f)
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*/
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public Vector3f getVelocity() {
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@@ -464,7 +465,7 @@ public class AudioNode extends Node implements AudioSource {
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/**
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* Set the velocity of the audio node. The velocity is expected
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* to be in meters. Does nothing if the audio node is not positional.
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- *
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+ *
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* @param velocity The velocity to set.
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* @see AudioNode#setPositional(boolean)
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*/
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@@ -476,7 +477,7 @@ public class AudioNode extends Node implements AudioSource {
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/**
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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 AudioNode#setReverbEnabled(boolean)
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*/
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public boolean isReverbEnabled() {
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@@ -487,10 +488,10 @@ public class AudioNode extends Node implements AudioSource {
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* Set to true to enable reverberation effects for this audio node.
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* Does nothing if the audio node is not positional.
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* <br/>
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- * When enabled, the audio environment set with
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+ * When enabled, the audio environment set with
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* {@link AudioRenderer#setEnvironment(com.jme3.audio.Environment) }
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* will apply a reverb effect to the audio playing from this audio node.
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- *
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+ *
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* @param reverbEnabled True to enable reverb.
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*/
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public void setReverbEnabled(boolean reverbEnabled) {
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@@ -502,8 +503,8 @@ public class AudioNode extends Node implements AudioSource {
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/**
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* @return Filter for the reverberations of this audio node.
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- *
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- * @see AudioNode#setReverbFilter(com.jme3.audio.Filter)
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+ *
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+ * @see AudioNode#setReverbFilter(com.jme3.audio.Filter)
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*/
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public Filter getReverbFilter() {
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return reverbFilter;
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@@ -515,7 +516,7 @@ public class AudioNode extends Node implements AudioSource {
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* The reverb filter will influence the reverberations
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* of the audio node playing. This only has an effect if
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* reverb is enabled.
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- *
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+ *
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* @param reverbFilter The reverb filter to set.
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* @see AudioNode#setDryFilter(com.jme3.audio.Filter)
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*/
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@@ -527,7 +528,7 @@ public class AudioNode extends Node implements AudioSource {
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/**
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* @return Max distance for this audio node.
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- *
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+ *
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* @see AudioNode#setMaxDistance(float)
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*/
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public float getMaxDistance() {
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@@ -545,7 +546,7 @@ public class AudioNode extends Node implements AudioSource {
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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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+ *
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* @param maxDistance The maximum playing distance.
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* @throws IllegalArgumentException If maxDistance is negative
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*/
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@@ -561,8 +562,8 @@ public class AudioNode extends Node implements AudioSource {
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/**
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* @return The reference playing distance for the audio node.
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- *
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- * @see AudioNode#setRefDistance(float)
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+ *
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+ * @see AudioNode#setRefDistance(float)
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*/
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public float getRefDistance() {
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return refDistance;
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@@ -574,7 +575,7 @@ public class AudioNode extends Node implements AudioSource {
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* <br/>
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* The reference playing distance is the distance at which the
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* audio node will be exactly half of its volume.
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- *
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+ *
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* @param refDistance The reference playing distance.
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* @throws IllegalArgumentException If refDistance is negative
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*/
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@@ -590,8 +591,8 @@ public class AudioNode extends Node implements AudioSource {
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/**
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* @return True if the audio node is directional
|
|
|
- *
|
|
|
- * @see AudioNode#setDirectional(boolean)
|
|
|
+ *
|
|
|
+ * @see AudioNode#setDirectional(boolean)
|
|
|
*/
|
|
|
public boolean isDirectional() {
|
|
|
return directional;
|
|
@@ -601,10 +602,10 @@ public class AudioNode extends Node implements AudioSource {
|
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|
* Set the audio node to be directional.
|
|
|
* Does nothing if the audio node is not positional.
|
|
|
* <br/>
|
|
|
- * After setting directional, you should call
|
|
|
+ * After setting directional, you should call
|
|
|
* {@link AudioNode#setDirection(com.jme3.math.Vector3f) }
|
|
|
* to set the audio node's direction.
|
|
|
- *
|
|
|
+ *
|
|
|
* @param directional If the audio node is directional
|
|
|
*/
|
|
|
public void setDirectional(boolean directional) {
|
|
@@ -615,7 +616,7 @@ public class AudioNode extends Node implements AudioSource {
|
|
|
|
|
|
/**
|
|
|
* @return The direction of this audio node.
|
|
|
- *
|
|
|
+ *
|
|
|
* @see AudioNode#setDirection(com.jme3.math.Vector3f)
|
|
|
*/
|
|
|
public Vector3f getDirection() {
|
|
@@ -625,9 +626,9 @@ public class AudioNode extends Node implements AudioSource {
|
|
|
/**
|
|
|
* Set the direction of this audio node.
|
|
|
* Does nothing if the audio node is not directional.
|
|
|
- *
|
|
|
- * @param direction
|
|
|
- * @see AudioNode#setDirectional(boolean)
|
|
|
+ *
|
|
|
+ * @param direction
|
|
|
+ * @see AudioNode#setDirectional(boolean)
|
|
|
*/
|
|
|
public void setDirection(Vector3f direction) {
|
|
|
this.direction = direction;
|
|
@@ -637,8 +638,8 @@ public class AudioNode extends Node implements AudioSource {
|
|
|
|
|
|
/**
|
|
|
* @return The directional audio node, cone inner angle.
|
|
|
- *
|
|
|
- * @see AudioNode#setInnerAngle(float)
|
|
|
+ *
|
|
|
+ * @see AudioNode#setInnerAngle(float)
|
|
|
*/
|
|
|
public float getInnerAngle() {
|
|
|
return innerAngle;
|
|
@@ -647,7 +648,7 @@ public class AudioNode extends Node implements AudioSource {
|
|
|
/**
|
|
|
* Set the directional audio node cone inner angle.
|
|
|
* Does nothing if the audio node is not directional.
|
|
|
- *
|
|
|
+ *
|
|
|
* @param innerAngle The cone inner angle.
|
|
|
*/
|
|
|
public void setInnerAngle(float innerAngle) {
|
|
@@ -658,8 +659,8 @@ public class AudioNode extends Node implements AudioSource {
|
|
|
|
|
|
/**
|
|
|
* @return The directional audio node, cone outer angle.
|
|
|
- *
|
|
|
- * @see AudioNode#setOuterAngle(float)
|
|
|
+ *
|
|
|
+ * @see AudioNode#setOuterAngle(float)
|
|
|
*/
|
|
|
public float getOuterAngle() {
|
|
|
return outerAngle;
|
|
@@ -668,7 +669,7 @@ public class AudioNode extends Node implements AudioSource {
|
|
|
/**
|
|
|
* Set the directional audio node cone outer angle.
|
|
|
* Does nothing if the audio node is not directional.
|
|
|
- *
|
|
|
+ *
|
|
|
* @param outerAngle The cone outer angle.
|
|
|
*/
|
|
|
public void setOuterAngle(float outerAngle) {
|
|
@@ -679,8 +680,8 @@ public class AudioNode extends Node implements AudioSource {
|
|
|
|
|
|
/**
|
|
|
* @return True if the audio node is positional.
|
|
|
- *
|
|
|
- * @see AudioNode#setPositional(boolean)
|
|
|
+ *
|
|
|
+ * @see AudioNode#setPositional(boolean)
|
|
|
*/
|
|
|
public boolean isPositional() {
|
|
|
return positional;
|
|
@@ -690,7 +691,7 @@ public class AudioNode extends Node implements AudioSource {
|
|
|
* Set the audio node as positional.
|
|
|
* The position, velocity, and distance parameters effect positional
|
|
|
* audio nodes. Set to false if the audio node should play in "headspace".
|
|
|
- *
|
|
|
+ *
|
|
|
* @param positional True if the audio node should be positional, otherwise
|
|
|
* false if it should be headspace.
|
|
|
*/
|
|
@@ -707,7 +708,7 @@ public class AudioNode extends Node implements AudioSource {
|
|
|
if ((refreshFlags & RF_TRANSFORM) != 0){
|
|
|
updatePos = true;
|
|
|
}
|
|
|
-
|
|
|
+
|
|
|
super.updateGeometricState();
|
|
|
|
|
|
if (updatePos && channel >= 0)
|
|
@@ -717,13 +718,35 @@ public class AudioNode extends Node implements AudioSource {
|
|
|
@Override
|
|
|
public AudioNode clone(){
|
|
|
AudioNode clone = (AudioNode) super.clone();
|
|
|
-
|
|
|
+
|
|
|
clone.direction = direction.clone();
|
|
|
clone.velocity = velocity.clone();
|
|
|
-
|
|
|
+
|
|
|
return clone;
|
|
|
}
|
|
|
-
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Called internally by com.jme3.util.clone.Cloner. Do not call directly.
|
|
|
+ */
|
|
|
+ @Override
|
|
|
+ public void cloneFields( Cloner cloner, Object original ) {
|
|
|
+ this.direction = cloner.clone(direction);
|
|
|
+ this.velocity = cloner.clone(velocity);
|
|
|
+
|
|
|
+ // Change in behavior: the filters were not cloned before meaning
|
|
|
+ // that two cloned audio nodes would share the same filter instance.
|
|
|
+ // While settings will only be applied when the filter is actually
|
|
|
+ // set, I think it's probably surprising to callers if the values of
|
|
|
+ // a filter change from one AudioNode when a different AudioNode's
|
|
|
+ // filter attributes are updated.
|
|
|
+ // Plus if they disable and re-enable the thing using the filter then
|
|
|
+ // the settings get reapplied and it might be surprising to have them
|
|
|
+ // suddenly be strange.
|
|
|
+ // ...so I'll clone them. -pspeed
|
|
|
+ this.dryFilter = cloner.clone(dryFilter);
|
|
|
+ this.reverbFilter = cloner.clone(reverbFilter);
|
|
|
+ }
|
|
|
+
|
|
|
@Override
|
|
|
public void write(JmeExporter ex) throws IOException {
|
|
|
super.write(ex);
|
|
@@ -745,7 +768,7 @@ public class AudioNode extends Node implements AudioSource {
|
|
|
oc.write(direction, "direction", null);
|
|
|
oc.write(innerAngle, "inner_angle", 360);
|
|
|
oc.write(outerAngle, "outer_angle", 360);
|
|
|
-
|
|
|
+
|
|
|
oc.write(positional, "positional", false);
|
|
|
}
|
|
|
|
|
@@ -753,7 +776,7 @@ public class AudioNode extends Node implements AudioSource {
|
|
|
public void read(JmeImporter im) throws IOException {
|
|
|
super.read(im);
|
|
|
InputCapsule ic = im.getCapsule(this);
|
|
|
-
|
|
|
+
|
|
|
// NOTE: In previous versions of jME3, audioKey was actually
|
|
|
// written with the name "key". This has been changed
|
|
|
// to "audio_key" in case Spatial's key will be written as "key".
|
|
@@ -762,7 +785,7 @@ public class AudioNode extends Node implements AudioSource {
|
|
|
}else{
|
|
|
audioKey = (AudioKey) ic.readSavable("audio_key", null);
|
|
|
}
|
|
|
-
|
|
|
+
|
|
|
loop = ic.readBoolean("looping", false);
|
|
|
volume = ic.readFloat("volume", 1);
|
|
|
pitch = ic.readFloat("pitch", 1);
|
|
@@ -779,9 +802,9 @@ public class AudioNode extends Node implements AudioSource {
|
|
|
direction = (Vector3f) ic.readSavable("direction", null);
|
|
|
innerAngle = ic.readFloat("inner_angle", 360);
|
|
|
outerAngle = ic.readFloat("outer_angle", 360);
|
|
|
-
|
|
|
+
|
|
|
positional = ic.readBoolean("positional", false);
|
|
|
-
|
|
|
+
|
|
|
if (audioKey != null) {
|
|
|
try {
|
|
|
data = im.getAssetManager().loadAsset(audioKey);
|