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@@ -42,8 +42,20 @@ import com.jme3.scene.Node;
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import java.io.IOException;
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import java.io.IOException;
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/**
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/**
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- *
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+ * An <code>AudioNode</code> is used in jME3 for playing audio files.
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+ * <br/>
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+ * First, an {@link AudioNode} is loaded from file, and then assigned
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+ * to an audio node for playback. Once the audio node is attached to the
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+ * scene, its location will influence the position it is playing from relative
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+ * to the {@link Listener}.
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+ * <br/>
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+ * An audio node can also play in "headspace", meaning its location
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+ * or velocity does not influence how it is played.
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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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* @author normenhansen
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* @author normenhansen
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+ * @author Kirill Vainer
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*/
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*/
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public class AudioNode extends Node {
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public class AudioNode extends Node {
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@@ -67,35 +79,108 @@ public class AudioNode extends Node {
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protected Vector3f direction = new Vector3f(0, 0, 1);
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protected Vector3f direction = new Vector3f(0, 0, 1);
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protected float innerAngle = 360;
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protected float innerAngle = 360;
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protected float outerAngle = 360;
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protected float outerAngle = 360;
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- private boolean positional = true;
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+ protected boolean positional = true;
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+ /**
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+ * <code>Status</code> indicates the current status of the audio node.
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+ */
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public enum Status {
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public enum Status {
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+ /**
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+ * The audio node is currently playing. This will be set if
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+ * {@link AudioNode#play() } is called.
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+ */
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Playing,
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Playing,
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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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Paused,
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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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+ * or the audio has reached the end of the file.
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+ */
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Stopped,
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Stopped,
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}
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}
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+ /**
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+ * Creates a new <code>AudioNode</code> without any audio data set.
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+ *
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+ * @param audioRenderer The audio renderer to use for playing. Cannot be null.
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+ */
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public AudioNode(AudioRenderer audioRenderer) {
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public AudioNode(AudioRenderer audioRenderer) {
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+ if (audioRenderer == null)
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+ throw new IllegalArgumentException("audioRenderer cannot be null");
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+
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this.renderer = audioRenderer;
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this.renderer = audioRenderer;
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}
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}
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- public AudioNode(AudioRenderer audioRenderer, AudioData ad, AudioKey key) {
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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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+ * @param audioRenderer The audio renderer to use for playing. Cannot be null.
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+ * @param audioData The audio data contains the audio track to play.
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+ * @param key The audio key that was used to load the AudioData
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+ */
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+ public AudioNode(AudioRenderer audioRenderer, AudioData audioData, AudioKey key) {
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this(audioRenderer);
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this(audioRenderer);
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- setAudioData(ad, key);
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- }
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-
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+ setAudioData(audioData, key);
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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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+ * @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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+ * @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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public AudioNode(AudioRenderer audioRenderer, AssetManager assetManager, String name, boolean stream) {
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public AudioNode(AudioRenderer audioRenderer, AssetManager assetManager, String name, boolean stream) {
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this(audioRenderer);
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this(audioRenderer);
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this.key = new AudioKey(name, stream);
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this.key = new AudioKey(name, stream);
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this.data = (AudioData) assetManager.loadAsset(key);
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this.data = (AudioData) assetManager.loadAsset(key);
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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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+ * @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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public AudioNode(AudioRenderer audioRenderer, AssetManager assetManager, String name) {
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public AudioNode(AudioRenderer audioRenderer, AssetManager assetManager, String name) {
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this(audioRenderer, assetManager, name, false);
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this(audioRenderer, assetManager, name, false);
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}
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}
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-
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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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+ public void play(){
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+ renderer.playSource(this);
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+ }
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+
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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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+ * instances already playing.
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+ */
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+ public void playInstance(){
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+ renderer.playSourceInstance(this);
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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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+ renderer.stopSource(this);
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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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public void setChannel(int channel) {
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public void setChannel(int channel) {
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if (status != Status.Stopped) {
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if (status != Status.Stopped) {
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throw new IllegalStateException("Can only set source id when stopped");
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throw new IllegalStateException("Can only set source id when stopped");
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@@ -104,59 +189,117 @@ public class AudioNode extends Node {
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this.channel = channel;
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this.channel = channel;
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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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public int getChannel() {
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public int getChannel() {
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return channel;
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return channel;
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}
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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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+ * @see AudioNode#setDryFilter(com.jme3.audio.Filter)
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+ */
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public Filter getDryFilter() {
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public Filter getDryFilter() {
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return dryFilter;
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return dryFilter;
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}
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}
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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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+ * e.g. not the reverberated parts of the AudioNode playing.
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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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+ * @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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public void setDryFilter(Filter dryFilter) {
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- if (this.dryFilter != null) {
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- throw new IllegalStateException("Filter already set");
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- }
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-
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this.dryFilter = dryFilter;
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this.dryFilter = dryFilter;
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if (channel >= 0)
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if (channel >= 0)
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renderer.updateSourceParam(this, AudioParam.DryFilter);
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renderer.updateSourceParam(this, AudioParam.DryFilter);
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}
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}
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- public void setAudioData(AudioData ad, AudioKey key) {
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+ /**
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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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+ * @param audioData The audio data contains the audio track to play.
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+ * @param key The audio key that was used to load the AudioData
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+ */
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+ public void setAudioData(AudioData audioData, AudioKey key) {
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if (data != null) {
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if (data != null) {
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throw new IllegalStateException("Cannot change data once its set");
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throw new IllegalStateException("Cannot change data once its set");
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}
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}
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- data = ad;
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+ data = audioData;
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this.key = key;
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this.key = key;
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}
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}
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+ /**
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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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public AudioData getAudioData() {
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public AudioData getAudioData() {
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return data;
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return data;
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}
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}
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+ /**
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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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public Status getStatus() {
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public Status getStatus() {
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return status;
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return status;
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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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public void setStatus(Status status) {
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public void setStatus(Status status) {
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this.status = status;
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this.status = status;
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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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+ * @see AudioNode#setLooping(boolean)
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+ */
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public boolean isLooping() {
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public boolean isLooping() {
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return loop;
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return loop;
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}
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}
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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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+ * @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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public void setLooping(boolean loop) {
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this.loop = loop;
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this.loop = loop;
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if (channel >= 0)
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if (channel >= 0)
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renderer.updateSourceParam(this, AudioParam.Looping);
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renderer.updateSourceParam(this, AudioParam.Looping);
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}
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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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+ *
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+ * @see AudioNode#setPitch(float)
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+ */
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public float getPitch() {
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public float getPitch() {
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return pitch;
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return pitch;
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}
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}
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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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+ * @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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public void setPitch(float pitch) {
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public void setPitch(float pitch) {
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if (pitch < 0.5f || pitch > 2.0f) {
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if (pitch < 0.5f || pitch > 2.0f) {
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throw new IllegalArgumentException("Pitch must be between 0.5 and 2.0");
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throw new IllegalArgumentException("Pitch must be between 0.5 and 2.0");
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@@ -167,10 +310,23 @@ public class AudioNode extends Node {
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renderer.updateSourceParam(this, AudioParam.Pitch);
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renderer.updateSourceParam(this, AudioParam.Pitch);
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}
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}
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+ /**
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+ * @return The volume of this audio node.
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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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public float getVolume() {
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return volume;
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return volume;
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}
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}
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+ /**
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+ * Set the volume of this audio node.
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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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+ * @param volume The volume to set.
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+ * @throws IllegalArgumentException If volume is negative
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+ */
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public void setVolume(float volume) {
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public void setVolume(float volume) {
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if (volume < 0f) {
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if (volume < 0f) {
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throw new IllegalArgumentException("Volume cannot be negative");
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throw new IllegalArgumentException("Volume cannot be negative");
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@@ -181,10 +337,19 @@ public class AudioNode extends Node {
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renderer.updateSourceParam(this, AudioParam.Volume);
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renderer.updateSourceParam(this, AudioParam.Volume);
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}
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}
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+ /**
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+ * @return The time offset in seconds when the sound will start playing.
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+ */
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public float getTimeOffset() {
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public float getTimeOffset() {
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return timeOffset;
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return timeOffset;
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}
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}
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+ /**
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+ * Set the time offset in seconds when the sound will start playing.
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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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public void setTimeOffset(float timeOffset) {
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public void setTimeOffset(float timeOffset) {
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if (timeOffset < 0f) {
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if (timeOffset < 0f) {
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throw new IllegalArgumentException("Time offset cannot be negative");
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throw new IllegalArgumentException("Time offset cannot be negative");
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@@ -193,30 +358,72 @@ public class AudioNode extends Node {
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this.timeOffset = timeOffset;
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this.timeOffset = timeOffset;
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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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+ * @see AudioNode#setVelocity(com.jme3.math.Vector3f)
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+ */
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public Vector3f getVelocity() {
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public Vector3f getVelocity() {
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return velocity;
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return velocity;
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}
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}
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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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+ * @param velocity The velocity to set.
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+ * @see AudioNode#setPositional(boolean)
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+ */
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public void setVelocity(Vector3f velocity) {
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public void setVelocity(Vector3f velocity) {
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this.velocity.set(velocity);
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this.velocity.set(velocity);
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if (channel >= 0)
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if (channel >= 0)
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renderer.updateSourceParam(this, AudioParam.Velocity);
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renderer.updateSourceParam(this, AudioParam.Velocity);
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}
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}
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+ /**
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+ * @return True if reverb is enabled, otherwise false.
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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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public boolean isReverbEnabled() {
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return reverbEnabled;
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return reverbEnabled;
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}
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}
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+ /**
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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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+ * {@link AudioRenderer#setEnvironment(com.jme3.audio.Environment) }
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+ * will apply a reverb effect to the audio playing from this audio node.
|
|
|
|
+ *
|
|
|
|
+ * @param reverbEnabled True to enable reverb.
|
|
|
|
+ */
|
|
public void setReverbEnabled(boolean reverbEnabled) {
|
|
public void setReverbEnabled(boolean reverbEnabled) {
|
|
this.reverbEnabled = reverbEnabled;
|
|
this.reverbEnabled = reverbEnabled;
|
|
if (channel >= 0)
|
|
if (channel >= 0)
|
|
renderer.updateSourceParam(this, AudioParam.ReverbEnabled);
|
|
renderer.updateSourceParam(this, AudioParam.ReverbEnabled);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+ /**
|
|
|
|
+ * @return Filter for the reverberations of this audio node.
|
|
|
|
+ *
|
|
|
|
+ * @see AudioNode#setReverbFilter(com.jme3.audio.Filter)
|
|
|
|
+ */
|
|
public Filter getReverbFilter() {
|
|
public Filter getReverbFilter() {
|
|
return reverbFilter;
|
|
return reverbFilter;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+ /**
|
|
|
|
+ * Set the reverb filter for this audio node.
|
|
|
|
+ * <br/>
|
|
|
|
+ * The reverb filter will influence the reverberations
|
|
|
|
+ * of the audio node playing. This only has an effect if
|
|
|
|
+ * reverb is enabled.
|
|
|
|
+ *
|
|
|
|
+ * @param reverbFilter The reverb filter to set.
|
|
|
|
+ * @see AudioNode#setDryFilter(com.jme3.audio.Filter)
|
|
|
|
+ */
|
|
public void setReverbFilter(Filter reverbFilter) {
|
|
public void setReverbFilter(Filter reverbFilter) {
|
|
if (this.reverbFilter != null) {
|
|
if (this.reverbFilter != null) {
|
|
throw new IllegalStateException("Filter already set");
|
|
throw new IllegalStateException("Filter already set");
|
|
@@ -227,10 +434,25 @@ public class AudioNode extends Node {
|
|
renderer.updateSourceParam(this, AudioParam.ReverbFilter);
|
|
renderer.updateSourceParam(this, AudioParam.ReverbFilter);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+ /**
|
|
|
|
+ * @return Max distance for this audio node.
|
|
|
|
+ *
|
|
|
|
+ * @see AudioNode#setMaxDistance(float)
|
|
|
|
+ */
|
|
public float getMaxDistance() {
|
|
public float getMaxDistance() {
|
|
return maxDistance;
|
|
return maxDistance;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+ /**
|
|
|
|
+ * Set the maximum playing distance for the audio node.
|
|
|
|
+ * Does nothing if the audio node is not positional.
|
|
|
|
+ * <br/>
|
|
|
|
+ * The maximum distance is the distance beyond which the audio
|
|
|
|
+ * node will no longer be heard.
|
|
|
|
+ *
|
|
|
|
+ * @param maxDistance The maximum playing distance.
|
|
|
|
+ * @throws IllegalArgumentException If maxDistance is negative
|
|
|
|
+ */
|
|
public void setMaxDistance(float maxDistance) {
|
|
public void setMaxDistance(float maxDistance) {
|
|
if (maxDistance < 0) {
|
|
if (maxDistance < 0) {
|
|
throw new IllegalArgumentException("Max distance cannot be negative");
|
|
throw new IllegalArgumentException("Max distance cannot be negative");
|
|
@@ -241,10 +463,25 @@ public class AudioNode extends Node {
|
|
renderer.updateSourceParam(this, AudioParam.MaxDistance);
|
|
renderer.updateSourceParam(this, AudioParam.MaxDistance);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+ /**
|
|
|
|
+ * @return The reference playing distance for the audio node.
|
|
|
|
+ *
|
|
|
|
+ * @see AudioNode#setRefDistance(float)
|
|
|
|
+ */
|
|
public float getRefDistance() {
|
|
public float getRefDistance() {
|
|
return refDistance;
|
|
return refDistance;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+ /**
|
|
|
|
+ * Set the reference playing distance for the audio node.
|
|
|
|
+ * Does nothing if the audio node is not positional.
|
|
|
|
+ * <br/>
|
|
|
|
+ * The reference playing distance is the distance at which the
|
|
|
|
+ * audio node will be exactly half of its volume.
|
|
|
|
+ *
|
|
|
|
+ * @param refDistance The reference playing distance.
|
|
|
|
+ * @throws IllegalArgumentException If refDistance is negative
|
|
|
|
+ */
|
|
public void setRefDistance(float refDistance) {
|
|
public void setRefDistance(float refDistance) {
|
|
if (refDistance < 0) {
|
|
if (refDistance < 0) {
|
|
throw new IllegalArgumentException("Reference distance cannot be negative");
|
|
throw new IllegalArgumentException("Reference distance cannot be negative");
|
|
@@ -255,52 +492,114 @@ public class AudioNode extends Node {
|
|
renderer.updateSourceParam(this, AudioParam.RefDistance);
|
|
renderer.updateSourceParam(this, AudioParam.RefDistance);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+ /**
|
|
|
|
+ * @return True if the audio node is directional
|
|
|
|
+ *
|
|
|
|
+ * @see AudioNode#setDirectional(boolean)
|
|
|
|
+ */
|
|
public boolean isDirectional() {
|
|
public boolean isDirectional() {
|
|
return directional;
|
|
return directional;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+ /**
|
|
|
|
+ * Set the audio node to be directional.
|
|
|
|
+ * Does nothing if the audio node is not positional.
|
|
|
|
+ * <br/>
|
|
|
|
+ * 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) {
|
|
public void setDirectional(boolean directional) {
|
|
this.directional = directional;
|
|
this.directional = directional;
|
|
if (channel >= 0)
|
|
if (channel >= 0)
|
|
renderer.updateSourceParam(this, AudioParam.IsDirectional);
|
|
renderer.updateSourceParam(this, AudioParam.IsDirectional);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+ /**
|
|
|
|
+ * @return The direction of this audio node.
|
|
|
|
+ *
|
|
|
|
+ * @see AudioNode#setDirection(com.jme3.math.Vector3f)
|
|
|
|
+ */
|
|
public Vector3f getDirection() {
|
|
public Vector3f getDirection() {
|
|
return direction;
|
|
return direction;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+ /**
|
|
|
|
+ * Set the direction of this audio node.
|
|
|
|
+ * Does nothing if the audio node is not directional.
|
|
|
|
+ *
|
|
|
|
+ * @param direction
|
|
|
|
+ * @see AudioNode#setDirectional(boolean)
|
|
|
|
+ */
|
|
public void setDirection(Vector3f direction) {
|
|
public void setDirection(Vector3f direction) {
|
|
this.direction = direction;
|
|
this.direction = direction;
|
|
if (channel >= 0)
|
|
if (channel >= 0)
|
|
renderer.updateSourceParam(this, AudioParam.Direction);
|
|
renderer.updateSourceParam(this, AudioParam.Direction);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+ /**
|
|
|
|
+ * @return The directional audio node, cone inner angle.
|
|
|
|
+ *
|
|
|
|
+ * @see AudioNode#setInnerAngle(float)
|
|
|
|
+ */
|
|
public float getInnerAngle() {
|
|
public float getInnerAngle() {
|
|
return innerAngle;
|
|
return innerAngle;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+ /**
|
|
|
|
+ * 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) {
|
|
public void setInnerAngle(float innerAngle) {
|
|
this.innerAngle = innerAngle;
|
|
this.innerAngle = innerAngle;
|
|
if (channel >= 0)
|
|
if (channel >= 0)
|
|
renderer.updateSourceParam(this, AudioParam.InnerAngle);
|
|
renderer.updateSourceParam(this, AudioParam.InnerAngle);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+ /**
|
|
|
|
+ * @return The directional audio node, cone outer angle.
|
|
|
|
+ *
|
|
|
|
+ * @see AudioNode#setOuterAngle(float)
|
|
|
|
+ */
|
|
public float getOuterAngle() {
|
|
public float getOuterAngle() {
|
|
return outerAngle;
|
|
return outerAngle;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+ /**
|
|
|
|
+ * 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) {
|
|
public void setOuterAngle(float outerAngle) {
|
|
this.outerAngle = outerAngle;
|
|
this.outerAngle = outerAngle;
|
|
if (channel >= 0)
|
|
if (channel >= 0)
|
|
renderer.updateSourceParam(this, AudioParam.OuterAngle);
|
|
renderer.updateSourceParam(this, AudioParam.OuterAngle);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+ /**
|
|
|
|
+ * @return True if the audio node is positional.
|
|
|
|
+ *
|
|
|
|
+ * @see AudioNode#setPositional(boolean)
|
|
|
|
+ */
|
|
public boolean isPositional() {
|
|
public boolean isPositional() {
|
|
return positional;
|
|
return positional;
|
|
}
|
|
}
|
|
|
|
|
|
- public void setPositional(boolean inHeadspace) {
|
|
|
|
- this.positional = inHeadspace;
|
|
|
|
|
|
+ /**
|
|
|
|
+ * 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.
|
|
|
|
+ */
|
|
|
|
+ public void setPositional(boolean positional) {
|
|
|
|
+ this.positional = positional;
|
|
if (channel >= 0)
|
|
if (channel >= 0)
|
|
renderer.updateSourceParam(this, AudioParam.IsPositional);
|
|
renderer.updateSourceParam(this, AudioParam.IsPositional);
|
|
}
|
|
}
|
|
@@ -318,14 +617,15 @@ public class AudioNode extends Node {
|
|
renderer.updateSourceParam(this, AudioParam.Position);
|
|
renderer.updateSourceParam(this, AudioParam.Position);
|
|
}
|
|
}
|
|
|
|
|
|
-// @Override
|
|
|
|
-// public AudioNode clone(){
|
|
|
|
-// try{
|
|
|
|
-// return (AudioNode) super.clone();
|
|
|
|
-// }catch (CloneNotSupportedException ex){
|
|
|
|
-// return null;
|
|
|
|
-// }
|
|
|
|
-// }
|
|
|
|
|
|
+ @Override
|
|
|
|
+ public AudioNode clone(){
|
|
|
|
+ AudioNode clone = (AudioNode) super.clone();
|
|
|
|
+
|
|
|
|
+ clone.direction = direction.clone();
|
|
|
|
+ clone.velocity = velocity.clone();
|
|
|
|
+
|
|
|
|
+ return clone;
|
|
|
|
+ }
|
|
|
|
|
|
@Override
|
|
@Override
|
|
public void write(JmeExporter ex) throws IOException {
|
|
public void write(JmeExporter ex) throws IOException {
|
|
@@ -348,6 +648,8 @@ public class AudioNode extends Node {
|
|
oc.write(direction, "direction", null);
|
|
oc.write(direction, "direction", null);
|
|
oc.write(innerAngle, "inner_angle", 360);
|
|
oc.write(innerAngle, "inner_angle", 360);
|
|
oc.write(outerAngle, "outer_angle", 360);
|
|
oc.write(outerAngle, "outer_angle", 360);
|
|
|
|
+
|
|
|
|
+ oc.write(positional, "positional", false);
|
|
}
|
|
}
|
|
|
|
|
|
@Override
|
|
@Override
|
|
@@ -371,6 +673,9 @@ public class AudioNode extends Node {
|
|
direction = (Vector3f) ic.readSavable("direction", null);
|
|
direction = (Vector3f) ic.readSavable("direction", null);
|
|
innerAngle = ic.readFloat("inner_angle", 360);
|
|
innerAngle = ic.readFloat("inner_angle", 360);
|
|
outerAngle = ic.readFloat("outer_angle", 360);
|
|
outerAngle = ic.readFloat("outer_angle", 360);
|
|
|
|
+
|
|
|
|
+ positional = ic.readBoolean("positional", false);
|
|
|
|
+
|
|
data = im.getAssetManager().loadAudio(key);
|
|
data = im.getAssetManager().loadAudio(key);
|
|
}
|
|
}
|
|
|
|
|