@ -72,7 +72,7 @@ public class AudioNode extends Node {
protected transient int channel = - 1 ;
protected transient int channel = - 1 ;
protected Vector3f velocity = new Vector3f ( ) ;
protected Vector3f velocity = new Vector3f ( ) ;
protected boolean reverbEnabled = true ;
protected boolean reverbEnabled = true ;
protected float maxDistance = 20 ; // 20 meters
protected float maxDistance = 200 ; // 20 0 meters
protected float refDistance = 10 ; // 10 meters
protected float refDistance = 10 ; // 10 meters
protected Filter reverbFilter ;
protected Filter reverbFilter ;
private boolean directional = false ;
private boolean directional = false ;
@ -447,11 +447,16 @@ public class AudioNode extends Node {
}
}
/ * *
/ * *
* Set the maximum playing distance for the audio node .
* Set the maximum distance for the attenuation of the audio node .
* Does nothing if the audio node is not positional .
* Does nothing if the audio node is not positional .
* < br / >
* < br / >
* The maximum distance is the distance beyond which the audio
* The maximum distance is the distance beyond which the audio
* node will no longer be heard .
* node will no longer be attenuated . Normal attenuation is logarithmic
* from refDistance ( it reduces by half when the distance doubles ) .
* Max distance sets where this fall - off stops and the sound will never
* get any quieter than at that distance . If you want a sound to fall - off
* very quickly then set ref distance very short and leave this distance
* very long .
*
*
* @param maxDistance The maximum playing distance .
* @param maxDistance The maximum playing distance .
* @throws IllegalArgumentException If maxDistance is negative
* @throws IllegalArgumentException If maxDistance is negative