diff --git a/engine/src/core/com/jme3/audio/AudioNode.java b/engine/src/core/com/jme3/audio/AudioNode.java
index 3b016c696..1074f6765 100644
--- a/engine/src/core/com/jme3/audio/AudioNode.java
+++ b/engine/src/core/com/jme3/audio/AudioNode.java
@@ -42,8 +42,20 @@ import com.jme3.scene.Node;
import java.io.IOException;
/**
- *
+ * An AudioNode
is used in jME3 for playing audio files.
+ *
+ * First, an {@link AudioNode} is loaded from file, and then assigned
+ * to an audio node for playback. Once the audio node is attached to the
+ * scene, its location will influence the position it is playing from relative
+ * to the {@link Listener}.
+ *
+ * An audio node can also play in "headspace", meaning its location
+ * or velocity does not influence how it is played.
+ * The "positional" property of an AudioNode can be set via
+ * {@link AudioNode#setPositional(boolean) }.
+ *
* @author normenhansen
+ * @author Kirill Vainer
*/
public class AudioNode extends Node {
@@ -67,35 +79,108 @@ public class AudioNode extends Node {
protected Vector3f direction = new Vector3f(0, 0, 1);
protected float innerAngle = 360;
protected float outerAngle = 360;
- private boolean positional = true;
+ protected boolean positional = true;
+ /**
+ * Status
indicates the current status of the audio node.
+ */
public enum Status {
+ /**
+ * The audio node is currently playing. This will be set if
+ * {@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
+ * or the audio has reached the end of the file.
+ */
Stopped,
}
+ /**
+ * Creates a new AudioNode
without any audio data set.
+ *
+ * @param audioRenderer The audio renderer to use for playing. Cannot be null.
+ */
public AudioNode(AudioRenderer audioRenderer) {
+ if (audioRenderer == null)
+ throw new IllegalArgumentException("audioRenderer cannot be null");
+
this.renderer = audioRenderer;
}
- public AudioNode(AudioRenderer audioRenderer, AudioData ad, AudioKey key) {
+ /**
+ * Creates a new AudioNode
with the given data and key.
+ *
+ * @param audioRenderer The audio renderer to use for playing. Cannot be null.
+ * @param audioData The audio data contains the audio track to play.
+ * @param key The audio key that was used to load the AudioData
+ */
+ public AudioNode(AudioRenderer audioRenderer, AudioData audioData, AudioKey key) {
this(audioRenderer);
- setAudioData(ad, key);
- }
-
+ setAudioData(audioData, key);
+ }
+
+ /**
+ * Creates a new AudioNode
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
+ * @param stream If true, the audio will be streamed gradually from disk,
+ * otherwise, it will be buffered.
+ */
public AudioNode(AudioRenderer audioRenderer, AssetManager assetManager, String name, boolean stream) {
this(audioRenderer);
this.key = new AudioKey(name, stream);
this.data = (AudioData) assetManager.loadAsset(key);
}
+ /**
+ * Creates a new AudioNode
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
+ */
public AudioNode(AudioRenderer audioRenderer, AssetManager assetManager, String name) {
this(audioRenderer, assetManager, name, false);
}
-
-
-
+
+ /**
+ * Start playing the audio.
+ */
+ public void play(){
+ renderer.playSource(this);
+ }
+
+ /**
+ * Start playing an instance of this audio. This method can be used
+ * to play the same AudioNode
multiple times. Note
+ * that changes to the parameters of this AudioNode will not effect the
+ * instances already playing.
+ */
+ public void playInstance(){
+ renderer.playSourceInstance(this);
+ }
+
+ /**
+ * Stop playing the audio that was started with {@link AudioNode#play() }.
+ */
+ public void stop(){
+ renderer.stopSource(this);
+ }
+
+ /**
+ * Do not use.
+ */
public void setChannel(int channel) {
if (status != Status.Stopped) {
throw new IllegalStateException("Can only set source id when stopped");
@@ -104,59 +189,117 @@ public class AudioNode extends Node {
this.channel = channel;
}
+ /**
+ * Do not use.
+ */
public int getChannel() {
return channel;
}
+ /**
+ * @return The {#link Filter dry filter} that is set.
+ * @see AudioNode#setDryFilter(com.jme3.audio.Filter)
+ */
public Filter getDryFilter() {
return dryFilter;
}
+ /**
+ * 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,
+ * 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) {
- if (this.dryFilter != null) {
- throw new IllegalStateException("Filter already set");
- }
-
this.dryFilter = dryFilter;
if (channel >= 0)
renderer.updateSourceParam(this, AudioParam.DryFilter);
}
- public void setAudioData(AudioData ad, AudioKey key) {
+ /**
+ * 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 key The audio key that was used to load the AudioData
+ */
+ public void setAudioData(AudioData audioData, AudioKey key) {
if (data != null) {
throw new IllegalStateException("Cannot change data once its set");
}
- data = ad;
+ data = audioData;
this.key = key;
}
+ /**
+ * @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.
+ */
public AudioData getAudioData() {
return data;
}
+ /**
+ * @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.
+ */
public Status getStatus() {
return status;
}
+ /**
+ * Do not use.
+ */
public void setStatus(Status status) {
this.status = status;
}
+ /**
+ * @return True if the audio will keep looping after it is done playing,
+ * otherwise, false.
+ * @see AudioNode#setLooping(boolean)
+ */
public boolean isLooping() {
return loop;
}
+ /**
+ * 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) {
this.loop = loop;
if (channel >= 0)
renderer.updateSourceParam(this, AudioParam.Looping);
}
+ /**
+ * @return The pitch of the audio, also the speed of playback.
+ *
+ * @see AudioNode#setPitch(float)
+ */
public float getPitch() {
return pitch;
}
+ /**
+ * 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.
+ */
public void setPitch(float pitch) {
if (pitch < 0.5f || pitch > 2.0f) {
throw new IllegalArgumentException("Pitch must be between 0.5 and 2.0");
@@ -167,10 +310,23 @@ public class AudioNode extends Node {
renderer.updateSourceParam(this, AudioParam.Pitch);
}
+ /**
+ * @return The volume of this audio node.
+ *
+ * @see AudioNode#setVolume(float)
+ */
public float getVolume() {
return volume;
}
+ /**
+ * 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
+ */
public void setVolume(float volume) {
if (volume < 0f) {
throw new IllegalArgumentException("Volume cannot be negative");
@@ -181,10 +337,19 @@ public class AudioNode extends Node {
renderer.updateSourceParam(this, AudioParam.Volume);
}
+ /**
+ * @return The time offset in seconds when the sound will start playing.
+ */
public float getTimeOffset() {
return timeOffset;
}
+ /**
+ * Set the time offset in seconds when the sound will start playing.
+ *
+ * @param timeOffset The time offset
+ * @throws IllegalArgumentException If timeOffset is negative
+ */
public void setTimeOffset(float timeOffset) {
if (timeOffset < 0f) {
throw new IllegalArgumentException("Time offset cannot be negative");
@@ -193,30 +358,72 @@ public class AudioNode extends Node {
this.timeOffset = timeOffset;
}
+ /**
+ * @return The velocity of the audio node.
+ *
+ * @see AudioNode#setVelocity(com.jme3.math.Vector3f)
+ */
public Vector3f getVelocity() {
return velocity;
}
+ /**
+ * 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)
+ */
public void setVelocity(Vector3f velocity) {
this.velocity.set(velocity);
if (channel >= 0)
renderer.updateSourceParam(this, AudioParam.Velocity);
}
+ /**
+ * @return True if reverb is enabled, otherwise false.
+ *
+ * @see AudioNode#setReverbEnabled(boolean)
+ */
public boolean isReverbEnabled() {
return reverbEnabled;
}
+ /**
+ * Set to true to enable reverberation effects for this audio node.
+ * Does nothing if the audio node is not positional.
+ *
+ * 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) {
this.reverbEnabled = reverbEnabled;
if (channel >= 0)
renderer.updateSourceParam(this, AudioParam.ReverbEnabled);
}
+ /**
+ * @return Filter for the reverberations of this audio node.
+ *
+ * @see AudioNode#setReverbFilter(com.jme3.audio.Filter)
+ */
public Filter getReverbFilter() {
return reverbFilter;
}
+ /**
+ * Set the reverb filter for this audio node.
+ *
+ * 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)
+ */
public void setReverbFilter(Filter reverbFilter) {
if (this.reverbFilter != null) {
throw new IllegalStateException("Filter already set");
@@ -227,10 +434,25 @@ public class AudioNode extends Node {
renderer.updateSourceParam(this, AudioParam.ReverbFilter);
}
+ /**
+ * @return Max distance for this audio node.
+ *
+ * @see AudioNode#setMaxDistance(float)
+ */
public float getMaxDistance() {
return maxDistance;
}
+ /**
+ * Set the maximum playing distance for the audio node.
+ * Does nothing if the audio node is not positional.
+ *
+ * The maximum distance is the distance beyond which the audio
+ * node will no longer be heard.
+ *
+ * @param maxDistance The maximum playing distance.
+ * @throws IllegalArgumentException If maxDistance is negative
+ */
public void setMaxDistance(float maxDistance) {
if (maxDistance < 0) {
throw new IllegalArgumentException("Max distance cannot be negative");
@@ -241,10 +463,25 @@ public class AudioNode extends Node {
renderer.updateSourceParam(this, AudioParam.MaxDistance);
}
+ /**
+ * @return The reference playing distance for the audio node.
+ *
+ * @see AudioNode#setRefDistance(float)
+ */
public float getRefDistance() {
return refDistance;
}
+ /**
+ * Set the reference playing distance for the audio node.
+ * Does nothing if the audio node is not positional.
+ *
+ * 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
+ */
public void setRefDistance(float refDistance) {
if (refDistance < 0) {
throw new IllegalArgumentException("Reference distance cannot be negative");
@@ -255,52 +492,114 @@ public class AudioNode extends Node {
renderer.updateSourceParam(this, AudioParam.RefDistance);
}
+ /**
+ * @return True if the audio node is directional
+ *
+ * @see AudioNode#setDirectional(boolean)
+ */
public boolean isDirectional() {
return directional;
}
+ /**
+ * Set the audio node to be directional.
+ * Does nothing if the audio node is not positional.
+ *
+ * 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) {
this.directional = directional;
if (channel >= 0)
renderer.updateSourceParam(this, AudioParam.IsDirectional);
}
+ /**
+ * @return The direction of this audio node.
+ *
+ * @see AudioNode#setDirection(com.jme3.math.Vector3f)
+ */
public Vector3f getDirection() {
return direction;
}
+ /**
+ * Set the direction of this audio node.
+ * Does nothing if the audio node is not directional.
+ *
+ * @param direction
+ * @see AudioNode#setDirectional(boolean)
+ */
public void setDirection(Vector3f direction) {
this.direction = direction;
if (channel >= 0)
renderer.updateSourceParam(this, AudioParam.Direction);
}
+ /**
+ * @return The directional audio node, cone inner angle.
+ *
+ * @see AudioNode#setInnerAngle(float)
+ */
public float getInnerAngle() {
return innerAngle;
}
+ /**
+ * 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) {
this.innerAngle = innerAngle;
if (channel >= 0)
renderer.updateSourceParam(this, AudioParam.InnerAngle);
}
+ /**
+ * @return The directional audio node, cone outer angle.
+ *
+ * @see AudioNode#setOuterAngle(float)
+ */
public float getOuterAngle() {
return outerAngle;
}
+ /**
+ * 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) {
this.outerAngle = outerAngle;
if (channel >= 0)
renderer.updateSourceParam(this, AudioParam.OuterAngle);
}
+ /**
+ * @return True if the audio node is positional.
+ *
+ * @see AudioNode#setPositional(boolean)
+ */
public boolean isPositional() {
return positional;
}
- public void setPositional(boolean inHeadspace) {
- this.positional = inHeadspace;
+ /**
+ * 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.
+ */
+ public void setPositional(boolean positional) {
+ this.positional = positional;
if (channel >= 0)
renderer.updateSourceParam(this, AudioParam.IsPositional);
}
@@ -318,14 +617,15 @@ public class AudioNode extends Node {
renderer.updateSourceParam(this, AudioParam.Position);
}
-// @Override
-// public AudioNode clone(){
-// try{
-// return (AudioNode) super.clone();
-// }catch (CloneNotSupportedException ex){
-// return null;
-// }
-// }
+ @Override
+ public AudioNode clone(){
+ AudioNode clone = (AudioNode) super.clone();
+
+ clone.direction = direction.clone();
+ clone.velocity = velocity.clone();
+
+ return clone;
+ }
@Override
public void write(JmeExporter ex) throws IOException {
@@ -348,6 +648,8 @@ public class AudioNode extends Node {
oc.write(direction, "direction", null);
oc.write(innerAngle, "inner_angle", 360);
oc.write(outerAngle, "outer_angle", 360);
+
+ oc.write(positional, "positional", false);
}
@Override
@@ -371,6 +673,9 @@ public class AudioNode extends Node {
direction = (Vector3f) ic.readSavable("direction", null);
innerAngle = ic.readFloat("inner_angle", 360);
outerAngle = ic.readFloat("outer_angle", 360);
+
+ positional = ic.readBoolean("positional", false);
+
data = im.getAssetManager().loadAudio(key);
}