fixed Hello Audio tutorial, also updated the wiki, and added an important note about positional audio

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10713 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 12 years ago
parent 82324a385e
commit 7c5571070c
  1. 17
      engine/src/test/jme3test/helloworld/HelloAudio.java

@ -2,11 +2,11 @@ package jme3test.helloworld;
import com.jme3.app.SimpleApplication;
import com.jme3.audio.AudioNode;
import com.jme3.input.MouseInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.MouseButtonTrigger;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Box;
@ -27,10 +27,9 @@ public class HelloAudio extends SimpleApplication {
flyCam.setMoveSpeed(40);
/** just a blue box floating in space */
Box box1 = new Box(Vector3f.ZERO, 1, 1, 1);
Box box1 = new Box(1, 1, 1);
player = new Geometry("Player", box1);
Material mat1 = new Material(assetManager,
"Common/MatDefs/Misc/Unshaded.j3md");
Material mat1 = new Material(assetManager,"Common/MatDefs/Misc/Unshaded.j3md");
mat1.setColor("Color", ColorRGBA.Blue);
player.setMaterial(mat1);
rootNode.attachChild(player);
@ -44,23 +43,23 @@ public class HelloAudio extends SimpleApplication {
private void initAudio() {
/* gun shot sound is to be triggered by a mouse click. */
audio_gun = new AudioNode(assetManager, "Sound/Effects/Gun.wav", false);
audio_gun.setPositional(false);
audio_gun.setLooping(false);
audio_gun.setVolume(2);
rootNode.attachChild(audio_gun);
/* nature sound - keeps playing in a loop. */
audio_nature = new AudioNode(assetManager, "Sound/Environment/Nature.ogg", true);
audio_nature = new AudioNode(assetManager, "Sound/Environment/Ocean Waves.ogg", true);
audio_nature.setLooping(true); // activate continuous playing
audio_nature.setPositional(true);
audio_nature.setLocalTranslation(Vector3f.ZERO.clone());
audio_nature.setPositional(true);
audio_nature.setVolume(3);
rootNode.attachChild(audio_nature);
audio_nature.play(); // play continuously!
}
/** Declaring "Shoot" action, mapping it to a trigger (mouse click). */
/** Declaring "Shoot" action, mapping it to a trigger (mouse left click). */
private void initKeys() {
inputManager.addMapping("Shoot", new MouseButtonTrigger(0));
inputManager.addMapping("Shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addListener(actionListener, "Shoot");
}

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