Updated AudioNode with a JmeCloneable cloneFields() method

to clone its fields.  Some small change in behavior since the new
methods will clone the filters, too, to avoid 'user surprise'.
cleanup_build_scripts
Paul Speed 9 years ago
parent 2f246b25bb
commit eda92656dd
  1. 215
      jme3-core/src/main/java/com/jme3/audio/AudioNode.java

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

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