-Place audio files in the assets/Sound/ directory of your project. jME3 supports Ogg Vorbis (.ogg) and Wave (.wav) formats.
+Place audio files in the assets/Sound/ directory of your project. jME3 supports Ogg Vorbis (.ogg) and Wave (.wav) formats. You can use for example to convert from other formats.
+
@@ -69,7 +70,7 @@ There are other obvious getters to poll the status of corresponding setters belo
setPitch(1)
Makes the sound play in a higher or lower pitch. Default is 1. 2 is twice as high, .5f is half as high.
-
+
AudioNode Method
Usage
@@ -85,13 +86,13 @@ Does not work for streamed sounds!
setDirectional(false)
All 3D effects switched off. This sound is global and comes from everywhere. Good for environmental ambient sounds and background music.
-
setTimeOffset(0.5f)
Start playing the sound after waiting the given amount of seconds. Default is 0.
+
setTimeOffset(0.5f)
Play the sound starting at a 0.5 second offset from the beginning. Default is 0.
setMaxDistance(100f)
Maximum distance the sound can be heard, in world units. Default is 20.
-
+
AudioNode Method
Usage
@@ -103,7 +104,7 @@ setLocalTranslation(…)
Activates 3D audio: The sound appears to come f
setReverbEnabled(true)
A 3D echo effect that only makes sense to use with positional AudioNodes. The reverb effect is influenced by the environment that the audio renderer is in. See "Setting Environment Properties" below.
-
+
AudioNode Method
Usage
@@ -116,9 +117,9 @@ setDirection(…)
Activates 3D audio: This sound can only be heard from
setOuterAngle()
Set the angle in degrees for the directional audio. The angle is relative to the direction. Note: By default, both angles are 360° and the sound can be heard from all directions!
@@ -185,7 +186,7 @@ Optionally, You can choose from the following environmental presets from c
Closet
1.00f
1.0f
1.0f
1.00f
0.15f
1.0f
0.600f
0.0025f
0.500f
0.0006f
-
+
Activate the preset with setEnvironment(). E.g. in a dungeon environment:
@@ -209,5 +210,5 @@ You can find more info about OpenAL and its advanced features here:
-
+
In your IDE, use code completion to quickly look up Trigger literals. In the jMonkeyEngine SDK for example, press ctrl-space or ctrl-/ after KeyInput.| to choose from the list of all keys.
\ No newline at end of file
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/loading_screen.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/loading_screen.html
index b18b89de9..1cdc62859 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/loading_screen.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/loading_screen.html
@@ -143,15 +143,13 @@ If you do all of this in a single frame, then it is sent to the graphics card on
-The 3 main good solutions are:
+The 2 main good solutions are:
Updating explicitly over many frames
Multi-threading
-
Using a custom AppState
-
@@ -558,16 +556,6 @@ public class TestLoadingScreen1 extends SimpleApplication implements ScreenContr
}
}
-
-
-
\ No newline at end of file
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/logging.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/logging.html
index 7559787ba..4f5043046 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/logging.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/logging.html
@@ -4,7 +4,7 @@
-
\ No newline at end of file
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/monkey_zone.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/monkey_zone.html
index aa0e8ebce..65fd74c14 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/monkey_zone.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/monkey_zone.html
@@ -325,7 +325,7 @@ MonkeyZone is hosted at GoogleCode, where you can check out the jMonkeyEngine Troubleshooting
-
After download error coud appear that in jme3tools.navmesh.util\NavMeshGenerator.java import com.jme3.terrain.Terrain is not known, you should correct this by setting Project Properties > Libraries > Add Library > jme3-libraries-terrain
+
After download, errors could appear because jme3tools.navmesh.util\NavMeshGenerator.java import com.jme3.terrain.Terrain is not known, you should correct this by setting Project Properties > Libraries > Add Library > jme3-libraries-terrain
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_java_layout.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_java_layout.html
index ed1513c8b..ee5e3538c 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_java_layout.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_java_layout.html
@@ -501,7 +501,7 @@ In the hud screen's foreground layer, add the fol
}});
-Note that the width and height do not scale the bitmap font, but the make indirectly certain it is centered. If you want a different size for the font, you need to provide an extra bitmap font (they come with fixes sizes and don't scale well).
+Note that the width and height do not scale the bitmap font, but make indirectly certain it is centered. If you want a different size for the font, you need to provide an extra bitmap font (they come with fixes sizes and don't scale well).
@@ -562,7 +562,7 @@ Nifty additionally offers many customizable controls such as check boxes, text f
\ No newline at end of file
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_scenarios.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_scenarios.html
index 426334e18..c8d1f634b 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_scenarios.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_scenarios.html
@@ -260,7 +260,7 @@ You can name the method (here clicked) what ever you like, as long
The basic Nifty GUI example showed how to use the nifty.fromXML() method to load one XML file containing all Nifty GUI screens.
-The following code sample shows how you can load several XML files into one nifty object. Loading several files with nifty.addXml() allows you to split up each screen into one XML file, insetad of all into one hard-to-read XML file.
+The following code sample shows how you can load several XML files into one nifty object. Loading several files with nifty.addXml() allows you to split up each screen into one XML file, instead of all into one hard-to-read XML file.
NiftyJmeDisplay niftyDisplay = new NiftyJmeDisplay(assetManager, inputManager, audioRenderer, viewPort);
Nifty nifty = niftyDisplay.getNifty();
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_xml_layout.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_xml_layout.html
index 59593492e..14f4b6a6a 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_xml_layout.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_xml_layout.html
@@ -62,7 +62,7 @@ The StartScreen contains:
The HUD contains:
-
The background layer has a centered layout, and contains a the partially transparent HUD image.
+
The background layer has a centered layout, and contains the partially transparent HUD image.
The top layer has a horizontal layout, containing 2 panels:
-The game title is a typical exmaple of static text. In the start screen, add the following text element:
+The game title is a typical example of static text. In the start screen, add the following text element:
<panel id="panel_top" height="25%" width="75%" align="center" childLayout="center">
@@ -284,7 +284,7 @@ The font used is jME3's default font "Interface/Fonts/Default.fnt"
@@ -310,7 +310,7 @@ In the hud screen's foreground layer, add the fol
</panel>
-Note that the width and height do not scale the bitmap font, but the make indirectly certain it is centered. If you want a different size for the font, you need to provide an extra bitmap font (they come with fixes sizes and don't scale well).
+Note that the width and height do not scale the bitmap font, but indirectly make certain it is centered. If you want a different size for the font, you need to provide an extra bitmap font (they come with fixed sizes and don't scale well).
@@ -346,7 +346,7 @@ Nifty additionally offers many customizable controls such as check boxes, text f
-
+
\ No newline at end of file
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/particle_emitters.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/particle_emitters.html
index acf4ce581..d59561086 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/particle_emitters.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/particle_emitters.html
@@ -223,7 +223,7 @@ The following effect textures are available by default from test-data.jar<
-Browse the full source code of all here.
+Browse the full source code of all here.
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/swing_canvas.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/swing_canvas.html
index c08f0f527..a8a423336 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/swing_canvas.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/swing_canvas.html
@@ -77,8 +77,15 @@ In the SwingCanvasTest's main() method, create a queued runnable(). It will
});
}
+
+
+
Note that you have to use app.enqueue() when modifying objects in the scene from the AWT Event Queue like you have to use java.awt.EventQueue.invokeLater() from other threads (e.g. the update loop) when changing swing elements. This can get hairy quickly if you don’t have a proper threading model planned so you might want to use NiftyGUI as it is embedded in the update loop thread and is also cross-platform compatible (e.g. android etc.).
+
\ No newline at end of file
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_audio.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_audio.html
index cc10a73fe..7aa8bf012 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_audio.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_audio.html
@@ -276,8 +276,13 @@ audio_nature = new AudioNode(assetManager, "Sound/Environment/Nature.og
Typically, you stream long sounds, and buffer short sounds.
+
+Note that streamed sounds can not loop (i.e. setLooping will not work as you expect). Check the getStatus on the node and if it has stopped recreate the node.
+
+
\ No newline at end of file
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_node.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_node.html
index 29d7036ea..a95fd8af3 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_node.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_node.html
@@ -53,6 +53,7 @@ import com.jme3.scene.Node;
/** Sample 2 - How to use nodes as handles to manipulate objects in the scene.
* You can rotate, translate, and scale objects by manipulating their parent nodes.
* The Root Node is special: Only what is attached to the Root Node appears in the scene. */
+
public class HelloNode extends SimpleApplication {
public static void main(String[] args){
@@ -96,7 +97,7 @@ Build and run the code sample. You should see two colored boxes tilted at the sa
-
+
@@ -125,7 +126,7 @@ In this tutorial, you learn some new terms:
Position/move, turn, or resize an object
Translate, rotate, scale an object. Transform an object.
-
+
Every JME3 application has a rootNode: Your game automatically inherits the rootNode object from SimpleApplication. Everything attached to the rootNode is part of the scene graph. The elements of the scene graph are Spatials.
@@ -152,9 +153,9 @@ Every JME3 application has a rootNode: Your game automatically inherits the Examples:
A box, a sphere, a player, a building, a piece of terrain, a vehicle, missiles, NPCs, etc…
The rootNode, a floor node grouping several terrains, a custom vehicle-with-passengers node, a player-with-weapon node, an audio node, etc…