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.scene.Node;
import com.jme3.util.PlaceholderAssets;
import com.jme3.util.clone.Cloner;
import java.io.IOException;
import java.util.logging.Level;
import java.util.logging.Logger;
/**
* An <code>AudioNode</code> is a scene Node which can play audio assets.
*
* An AudioNode is either positional or ambient, with positional being the
* 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.
* Positional nodes can only play monoaural (single-channel) assets, not stereo
* ones.
*
* 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
* play stereo assets.
*
* The "positional" property of an AudioNode can be set via
* An <code>AudioNode</code> is a scene Node which can play audio assets.
*
* An AudioNode is either positional or ambient, with positional being the
* 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.
* Positional nodes can only play monoaural (single-channel) assets, not stereo
* ones.
*
* 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
* play stereo assets.
*
* The "positional" property of an AudioNode can be set via
* {@link AudioNode#setPositional(boolean) }.
*
*
* @author normenhansen
* @author Kirill Vainer
*/
@ -99,15 +100,15 @@ public class AudioNode extends Node implements AudioSource {
* {@link AudioNode#play() } is called.
*/
Playing,
/**
* The audio node is currently paused.
*/
Paused,
/**
* 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.
*/
Stopped,
@ -121,14 +122,14 @@ public class AudioNode extends Node implements AudioSource {
/**
* Creates a new <code>AudioNode</code> with the given data and key.
*
*
* @param audioData The audio data contains the audio track to play.
* @param audioKey The audio key that was used to load the AudioData
*/
public AudioNode(AudioData audioData, AudioKey audioKey) {
setAudioData(audioData, audioKey);
}
/**
* Creates a new <code>AudioNode</code> with the given 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.
*
*
* @param assetManager The asset manager to use to load 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.
* @param streamCache If stream is also true, then this specifies if
* 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.
*
*
* @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) {
@ -161,12 +162,12 @@ public class AudioNode extends Node implements AudioSource {
/**
* Creates a new <code>AudioNode</code> with the given audio file.
*
*
* @param assetManager The asset manager to use to load 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.
*
*
* @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) {
@ -175,20 +176,20 @@ public class AudioNode extends Node implements AudioSource {
/**
* Creates a new <code>AudioNode</code> with the given audio file.
*
*
* @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 name The filename of the audio file
*
*
* @deprecated AudioRenderer parameter is ignored.
*/
public AudioNode(AudioRenderer audioRenderer, AssetManager assetManager, String name) {
this(assetManager, name, DataType.Buffer);
}
/**
* Creates a new <code>AudioNode</code> with the given audio file.
*
*
* @param assetManager The asset manager to use to load 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
@ -196,14 +197,14 @@ public class AudioNode extends Node implements AudioSource {
public AudioNode(AssetManager assetManager, String name) {
this(assetManager, name, DataType.Buffer);
}
protected AudioRenderer getRenderer() {
AudioRenderer result = AudioContext.getAudioRenderer();
if( result == null )
throw new IllegalStateException( "No audio renderer available, make sure call is being performed on render thread." );
return result;
return result;
}
/**
* 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
* 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.
*/
public void playInstance(){
@ -226,21 +227,21 @@ public class AudioNode extends Node implements AudioSource {
}
getRenderer().playSourceInstance(this);
}
/**
* Stop playing the audio that was started with {@link AudioNode#play() }.
*/
public void stop(){
getRenderer().stopSource(this);
}
/**
* Pause the audio that was started with {@link AudioNode#play() }.
*/
public void pause(){
getRenderer().pauseSource(this);
}
/**
* Do not use.
*/
@ -261,7 +262,7 @@ public class AudioNode extends Node implements AudioSource {
/**
* @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() {
return dryFilter;
@ -269,14 +270,14 @@ public class AudioNode extends Node implements AudioSource {
/**
* Set the dry filter to use for this audio node.
*
* When {@link AudioNode#setReverbEnabled(boolean) reverb} is used,
* the dry filter will only influence the "dry" portion of the audio,
*
* When {@link AudioNode#setReverbEnabled(boolean) reverb} is used,
* the dry filter will only influence the "dry" portion of the audio,
* e.g. not the reverberated parts of the AudioNode playing.
*
*
* See the relevent documentation for the {@link Filter} to determine
* the effect.
*
*
* @param dryFilter The filter to set, or null to disable dry filter.
*/
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
* can only be called once, if for example the audio node was initialized
* without an {@link AudioData}.
*
*
* @param audioData The audio data contains the audio track to play.
* @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) }
* 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() }
* or {@link AudioNode#stop() } methods are called.
*/
@ -339,7 +340,7 @@ public class AudioNode extends Node implements AudioSource {
else
return data.getDataType();
}
/**
* @return True if the audio will keep looping after it is done playing,
* 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.
*
*
* @param loop True if the audio should keep looping after it is done playing.
*/
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.
*
* @see AudioNode#setPitch(float)
*
* @see AudioNode#setPitch(float)
*/
public float getPitch() {
return pitch;
@ -372,7 +373,7 @@ public class AudioNode extends Node implements AudioSource {
/**
* Set the pitch of the audio, also the speed of playback.
* The value must be between 0.5 and 2.0.
*
*
* @param pitch The pitch to set.
* @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.
*
*
* @see AudioNode#setVolume(float)
*/
public float getVolume() {
@ -397,9 +398,9 @@ public class AudioNode extends Node implements AudioSource {
/**
* Set the volume of this audio node.
*
*
* The volume is specified as gain. 1.0 is the default.
*
*
* @param volume The volume to set.
* @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.
*
*
* @param timeOffset The time offset
* @throws IllegalArgumentException If timeOffset is negative
*/
@ -439,7 +440,7 @@ public class AudioNode extends Node implements AudioSource {
play();
}
}
@Override
public float getPlaybackTime() {
if (channel >= 0)
@ -451,10 +452,10 @@ public class AudioNode extends Node implements AudioSource {
public Vector3f getPosition() {
return getWorldTranslation();
}
/**
* @return The velocity of the audio node.
*
*
* @see AudioNode#setVelocity(com.jme3.math.Vector3f)
*/
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
* to be in meters. Does nothing if the audio node is not positional.
*
*
* @param velocity The velocity to set.
* @see AudioNode#setPositional(boolean)
*/
@ -476,7 +477,7 @@ public class AudioNode extends Node implements AudioSource {
/**
* @return True if reverb is enabled, otherwise false.
*
*
* @see AudioNode#setReverbEnabled(boolean)
*/
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.
* Does nothing if the audio node is not positional.
* <br/>
* When enabled, the audio environment set with
* When enabled, the audio environment set with
* {@link AudioRenderer#setEnvironment(com.jme3.audio.Environment) }
* will apply a reverb effect to the audio playing from this audio node.
*
*
* @param reverbEnabled True to enable reverb.
*/
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.
*
* @see AudioNode#setReverbFilter(com.jme3.audio.Filter)
*
* @see AudioNode#setReverbFilter(com.jme3.audio.Filter)
*/
public Filter getReverbFilter() {
return reverbFilter;
@ -515,7 +516,7 @@ public class AudioNode extends Node implements AudioSource {
* 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)
*/
@ -527,7 +528,7 @@ public class AudioNode extends Node implements AudioSource {
/**
* @return Max distance for this audio node.
*
*
* @see AudioNode#setMaxDistance(float)
*/
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
* very quickly then set ref distance very short and leave this distance
* very long.
*
*
* @param maxDistance The maximum playing distance.
* @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.
*
* @see AudioNode#setRefDistance(float)
*
* @see AudioNode#setRefDistance(float)
*/
public float getRefDistance() {
return refDistance;
@ -574,7 +575,7 @@ public class AudioNode extends Node implements AudioSource {
* <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
*/
@ -590,8 +591,8 @@ public class AudioNode extends Node implements AudioSource {
/**
* @return True if the audio node is directional
*
* @see AudioNode#setDirectional(boolean)
*
* @see AudioNode#setDirectional(boolean)
*/
public boolean isDirectional() {
return directional;
@ -601,10 +602,10 @@ public class AudioNode extends Node implements AudioSource {
* Set the audio node to be directional.
* Does nothing if the audio node is not positional.
* <br/>
* After setting directional, you should call
* 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) {
@ -615,7 +616,7 @@ public class AudioNode extends Node implements AudioSource {
/**
* @return The direction of this audio node.
*
*
* @see AudioNode#setDirection(com.jme3.math.Vector3f)
*/
public Vector3f getDirection() {
@ -625,9 +626,9 @@ public class AudioNode extends Node implements AudioSource {
/**
* Set the direction of this audio node.
* Does nothing if the audio node is not directional.
*
* @param direction
* @see AudioNode#setDirectional(boolean)
*
* @param direction
* @see AudioNode#setDirectional(boolean)
*/
public void setDirection(Vector3f direction) {
this.direction = direction;
@ -637,8 +638,8 @@ public class AudioNode extends Node implements AudioSource {
/**
* @return The directional audio node, cone inner angle.
*
* @see AudioNode#setInnerAngle(float)
*
* @see AudioNode#setInnerAngle(float)
*/
public float getInnerAngle() {
return innerAngle;
@ -647,7 +648,7 @@ public class AudioNode extends Node implements AudioSource {
/**
* 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) {
@ -658,8 +659,8 @@ public class AudioNode extends Node implements AudioSource {
/**
* @return The directional audio node, cone outer angle.
*
* @see AudioNode#setOuterAngle(float)
*
* @see AudioNode#setOuterAngle(float)
*/
public float getOuterAngle() {
return outerAngle;
@ -668,7 +669,7 @@ public class AudioNode extends Node implements AudioSource {
/**
* 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) {
@ -679,8 +680,8 @@ public class AudioNode extends Node implements AudioSource {
/**
* @return True if the audio node is positional.
*
* @see AudioNode#setPositional(boolean)
*
* @see AudioNode#setPositional(boolean)
*/
public boolean isPositional() {
return positional;
@ -690,7 +691,7 @@ public class AudioNode extends Node implements AudioSource {
* 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.
*/
@ -707,7 +708,7 @@ public class AudioNode extends Node implements AudioSource {
if ((refreshFlags & RF_TRANSFORM) != 0){
updatePos = true;
}
super.updateGeometricState();
if (updatePos && channel >= 0)
@ -717,13 +718,35 @@ public class AudioNode extends Node implements AudioSource {
@Override
public AudioNode clone(){
AudioNode clone = (AudioNode) super.clone();
clone.direction = direction.clone();
clone.velocity = velocity.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
public void write(JmeExporter ex) throws IOException {
super.write(ex);
@ -745,7 +768,7 @@ public class AudioNode extends Node implements AudioSource {
oc.write(direction, "direction", null);
oc.write(innerAngle, "inner_angle", 360);
oc.write(outerAngle, "outer_angle", 360);
oc.write(positional, "positional", false);
}
@ -753,7 +776,7 @@ public class AudioNode extends Node implements AudioSource {
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule ic = im.getCapsule(this);
// NOTE: In previous versions of jME3, audioKey was actually
// written with the name "key". This has been changed
// 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{
audioKey = (AudioKey) ic.readSavable("audio_key", null);
}
loop = ic.readBoolean("looping", false);
volume = ic.readFloat("volume", 1);
pitch = ic.readFloat("pitch", 1);
@ -779,9 +802,9 @@ public class AudioNode extends Node implements AudioSource {
direction = (Vector3f) ic.readSavable("direction", null);
innerAngle = ic.readFloat("inner_angle", 360);
outerAngle = ic.readFloat("outer_angle", 360);
positional = ic.readBoolean("positional", false);
if (audioKey != null) {
try {
data = im.getAssetManager().loadAsset(audioKey);

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