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@ -42,8 +42,20 @@ import com.jme3.scene.Node; |
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import java.io.IOException; |
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/** |
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* An <code>AudioNode</code> is used in jME3 for playing audio files. |
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* <br/> |
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* First, an {@link AudioNode} is loaded from file, and then assigned |
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* to an audio node for playback. Once the audio node is attached to the |
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* scene, its location will influence the position it is playing from relative |
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* to the {@link Listener}. |
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* <br/> |
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* An audio node can also play in "headspace", meaning its location |
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* or velocity does not influence how it is played. |
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* The "positional" property of an AudioNode can be set via |
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* {@link AudioNode#setPositional(boolean) }. |
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* |
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* @author normenhansen |
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* @author Kirill Vainer |
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*/ |
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public class AudioNode extends Node { |
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@ -67,35 +79,108 @@ public class AudioNode extends Node { |
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protected Vector3f direction = new Vector3f(0, 0, 1); |
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protected float innerAngle = 360; |
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protected float outerAngle = 360; |
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private boolean positional = true; |
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protected boolean positional = true; |
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/** |
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* <code>Status</code> indicates the current status of the audio node. |
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*/ |
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public enum Status { |
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/** |
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* The audio node is currently playing. This will be set if |
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* {@link AudioNode#play() } is called. |
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*/ |
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Playing, |
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/** |
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* The audio node is currently paused. |
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*/ |
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Paused, |
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/** |
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* The audio node is currently stopped. |
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* This will be set if {@link AudioNode#stop() } is called |
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* or the audio has reached the end of the file. |
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*/ |
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Stopped, |
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} |
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/** |
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* Creates a new <code>AudioNode</code> without any audio data set. |
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* |
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* @param audioRenderer The audio renderer to use for playing. Cannot be null. |
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*/ |
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public AudioNode(AudioRenderer audioRenderer) { |
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if (audioRenderer == null) |
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throw new IllegalArgumentException("audioRenderer cannot be null"); |
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this.renderer = audioRenderer; |
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} |
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public AudioNode(AudioRenderer audioRenderer, AudioData ad, AudioKey key) { |
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/** |
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* Creates a new <code>AudioNode</code> with the given data and key. |
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* |
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* @param audioRenderer The audio renderer to use for playing. Cannot be null. |
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* @param audioData The audio data contains the audio track to play. |
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* @param key The audio key that was used to load the AudioData |
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*/ |
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public AudioNode(AudioRenderer audioRenderer, AudioData audioData, AudioKey key) { |
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this(audioRenderer); |
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setAudioData(ad, key); |
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setAudioData(audioData, key); |
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} |
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/** |
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* Creates a new <code>AudioNode</code> with the given audio file. |
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* |
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* @param audioRenderer The audio renderer to use for playing. Cannot be null. |
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* @param assetManager The asset manager to use to load the audio file |
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* @param name The filename of the audio file |
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* @param stream If true, the audio will be streamed gradually from disk, |
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* otherwise, it will be buffered. |
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*/ |
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public AudioNode(AudioRenderer audioRenderer, AssetManager assetManager, String name, boolean stream) { |
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this(audioRenderer); |
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this.key = new AudioKey(name, stream); |
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this.data = (AudioData) assetManager.loadAsset(key); |
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} |
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/** |
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* Creates a new <code>AudioNode</code> with the given audio file. |
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* |
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* @param audioRenderer The audio renderer to use for playing. Cannot be null. |
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* @param assetManager The asset manager to use to load the audio file |
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* @param name The filename of the audio file |
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*/ |
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public AudioNode(AudioRenderer audioRenderer, AssetManager assetManager, String name) { |
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this(audioRenderer, assetManager, name, false); |
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} |
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/** |
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* Start playing the audio. |
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*/ |
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public void play(){ |
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renderer.playSource(this); |
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} |
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/** |
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* Start playing an instance of this audio. This method can be used |
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* to play the same <code>AudioNode</code> multiple times. Note |
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* that changes to the parameters of this AudioNode will not effect the |
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* instances already playing. |
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*/ |
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public void playInstance(){ |
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renderer.playSourceInstance(this); |
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} |
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/** |
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* Stop playing the audio that was started with {@link AudioNode#play() }. |
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*/ |
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public void stop(){ |
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renderer.stopSource(this); |
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} |
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/** |
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* Do not use. |
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*/ |
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public void setChannel(int channel) { |
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if (status != Status.Stopped) { |
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throw new IllegalStateException("Can only set source id when stopped"); |
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@ -104,59 +189,117 @@ public class AudioNode extends Node { |
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this.channel = channel; |
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} |
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/** |
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* Do not use. |
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*/ |
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public int getChannel() { |
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return channel; |
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} |
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/** |
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* @return The {#link Filter dry filter} that is set. |
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* @see AudioNode#setDryFilter(com.jme3.audio.Filter) |
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*/ |
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public Filter getDryFilter() { |
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return dryFilter; |
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} |
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/** |
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* Set the dry filter to use for this audio node. |
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* |
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* When {@link AudioNode#setReverbEnabled(boolean) reverb} is used, |
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* the dry filter will only influence the "dry" portion of the audio, |
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* e.g. not the reverberated parts of the AudioNode playing. |
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* |
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* See the relevent documentation for the {@link Filter} to determine |
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* the effect. |
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* |
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* @param dryFilter The filter to set, or null to disable dry filter. |
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*/ |
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public void setDryFilter(Filter dryFilter) { |
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if (this.dryFilter != null) { |
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throw new IllegalStateException("Filter already set"); |
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} |
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this.dryFilter = dryFilter; |
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if (channel >= 0) |
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renderer.updateSourceParam(this, AudioParam.DryFilter); |
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} |
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public void setAudioData(AudioData ad, AudioKey key) { |
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/** |
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* Set the audio data to use for the audio. Note that this method |
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* can only be called once, if for example the audio node was initialized |
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* without an {@link AudioData}. |
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* |
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* @param audioData The audio data contains the audio track to play. |
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* @param key The audio key that was used to load the AudioData |
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*/ |
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public void setAudioData(AudioData audioData, AudioKey key) { |
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if (data != null) { |
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throw new IllegalStateException("Cannot change data once its set"); |
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} |
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data = ad; |
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data = audioData; |
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this.key = key; |
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} |
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/** |
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* @return The {@link AudioData} set previously with |
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* {@link AudioNode#setAudioData(com.jme3.audio.AudioData, com.jme3.audio.AudioKey) } |
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* or any of the constructors that initialize the audio data. |
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*/ |
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public AudioData getAudioData() { |
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return data; |
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} |
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/** |
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* @return The {@link Status} of the audio node. |
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* The status will be changed when either the {@link AudioNode#play() } |
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* or {@link AudioNode#stop() } methods are called. |
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*/ |
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public Status getStatus() { |
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return status; |
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} |
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/** |
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* Do not use. |
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*/ |
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public void setStatus(Status status) { |
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this.status = status; |
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} |
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/** |
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* @return True if the audio will keep looping after it is done playing, |
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* otherwise, false. |
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* @see AudioNode#setLooping(boolean) |
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*/ |
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public boolean isLooping() { |
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return loop; |
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} |
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/** |
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* Set the looping mode for the audio node. The default is false. |
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* |
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* @param loop True if the audio should keep looping after it is done playing. |
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*/ |
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public void setLooping(boolean loop) { |
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this.loop = loop; |
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if (channel >= 0) |
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renderer.updateSourceParam(this, AudioParam.Looping); |
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} |
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/** |
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* @return The pitch of the audio, also the speed of playback. |
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* |
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* @see AudioNode#setPitch(float) |
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*/ |
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public float getPitch() { |
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return pitch; |
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} |
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/** |
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* Set the pitch of the audio, also the speed of playback. |
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* The value must be between 0.5 and 2.0. |
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* |
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* @param pitch The pitch to set. |
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* @throws IllegalArgumentException If pitch is not between 0.5 and 2.0. |
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*/ |
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public void setPitch(float pitch) { |
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if (pitch < 0.5f || pitch > 2.0f) { |
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throw new IllegalArgumentException("Pitch must be between 0.5 and 2.0"); |
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@ -167,10 +310,23 @@ public class AudioNode extends Node { |
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renderer.updateSourceParam(this, AudioParam.Pitch); |
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} |
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/** |
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* @return The volume of this audio node. |
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* |
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* @see AudioNode#setVolume(float) |
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*/ |
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public float getVolume() { |
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return volume; |
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} |
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/** |
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* Set the volume of this audio node. |
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* |
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* The volume is specified as gain. 1.0 is the default. |
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* |
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* @param volume The volume to set. |
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* @throws IllegalArgumentException If volume is negative |
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*/ |
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public void setVolume(float volume) { |
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if (volume < 0f) { |
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throw new IllegalArgumentException("Volume cannot be negative"); |
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@ -181,10 +337,19 @@ public class AudioNode extends Node { |
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renderer.updateSourceParam(this, AudioParam.Volume); |
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} |
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/** |
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* @return The time offset in seconds when the sound will start playing. |
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*/ |
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public float getTimeOffset() { |
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return timeOffset; |
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} |
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/** |
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* Set the time offset in seconds when the sound will start playing. |
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* |
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* @param timeOffset The time offset |
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* @throws IllegalArgumentException If timeOffset is negative |
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*/ |
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public void setTimeOffset(float timeOffset) { |
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if (timeOffset < 0f) { |
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throw new IllegalArgumentException("Time offset cannot be negative"); |
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@ -193,30 +358,72 @@ public class AudioNode extends Node { |
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this.timeOffset = timeOffset; |
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} |
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/** |
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* @return The velocity of the audio node. |
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* |
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* @see AudioNode#setVelocity(com.jme3.math.Vector3f) |
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*/ |
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public Vector3f getVelocity() { |
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return velocity; |
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} |
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/** |
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* Set the velocity of the audio node. The velocity is expected |
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* to be in meters. Does nothing if the audio node is not positional. |
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* |
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* @param velocity The velocity to set. |
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* @see AudioNode#setPositional(boolean) |
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*/ |
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public void setVelocity(Vector3f velocity) { |
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this.velocity.set(velocity); |
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if (channel >= 0) |
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renderer.updateSourceParam(this, AudioParam.Velocity); |
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} |
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/** |
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* @return True if reverb is enabled, otherwise false. |
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* |
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* @see AudioNode#setReverbEnabled(boolean) |
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*/ |
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public boolean isReverbEnabled() { |
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return reverbEnabled; |
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} |
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/** |
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* Set to true to enable reverberation effects for this audio node. |
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* Does nothing if the audio node is not positional. |
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* <br/> |
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* When enabled, the audio environment set with |
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* {@link AudioRenderer#setEnvironment(com.jme3.audio.Environment) } |
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* will apply a reverb effect to the audio playing from this audio node. |
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* |
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* @param reverbEnabled True to enable reverb. |
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*/ |
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public void setReverbEnabled(boolean reverbEnabled) { |
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this.reverbEnabled = reverbEnabled; |
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if (channel >= 0) |
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renderer.updateSourceParam(this, AudioParam.ReverbEnabled); |
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} |
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/** |
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* @return Filter for the reverberations of this audio node. |
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* |
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* @see AudioNode#setReverbFilter(com.jme3.audio.Filter) |
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*/ |
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public Filter getReverbFilter() { |
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return reverbFilter; |
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} |
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/** |
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* Set the reverb filter for this audio node. |
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* <br/> |
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* The reverb filter will influence the reverberations |
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* of the audio node playing. This only has an effect if |
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* reverb is enabled. |
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* |
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* @param reverbFilter The reverb filter to set. |
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* @see AudioNode#setDryFilter(com.jme3.audio.Filter) |
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*/ |
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public void setReverbFilter(Filter reverbFilter) { |
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if (this.reverbFilter != null) { |
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throw new IllegalStateException("Filter already set"); |
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@ -227,10 +434,25 @@ public class AudioNode extends Node { |
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renderer.updateSourceParam(this, AudioParam.ReverbFilter); |
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} |
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/** |
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* @return Max distance for this audio node. |
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* |
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* @see AudioNode#setMaxDistance(float) |
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*/ |
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public float getMaxDistance() { |
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return maxDistance; |
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} |
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/** |
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* Set the maximum playing distance for the audio node. |
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* Does nothing if the audio node is not positional. |
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* <br/> |
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* The maximum distance is the distance beyond which the audio |
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* node will no longer be heard. |
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* |
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* @param maxDistance The maximum playing distance. |
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* @throws IllegalArgumentException If maxDistance is negative |
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*/ |
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public void setMaxDistance(float maxDistance) { |
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if (maxDistance < 0) { |
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throw new IllegalArgumentException("Max distance cannot be negative"); |
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@ -241,10 +463,25 @@ public class AudioNode extends Node { |
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renderer.updateSourceParam(this, AudioParam.MaxDistance); |
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} |
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/** |
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* @return The reference playing distance for the audio node. |
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* |
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* @see AudioNode#setRefDistance(float) |
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*/ |
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public float getRefDistance() { |
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return refDistance; |
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} |
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/** |
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* Set the reference playing distance for the audio node. |
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* Does nothing if the audio node is not positional. |
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* <br/> |
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* The reference playing distance is the distance at which the |
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* audio node will be exactly half of its volume. |
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* |
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* @param refDistance The reference playing distance. |
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* @throws IllegalArgumentException If refDistance is negative |
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*/ |
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public void setRefDistance(float refDistance) { |
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if (refDistance < 0) { |
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throw new IllegalArgumentException("Reference distance cannot be negative"); |
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@ -255,52 +492,114 @@ public class AudioNode extends Node { |
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renderer.updateSourceParam(this, AudioParam.RefDistance); |
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} |
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/** |
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* @return True if the audio node is directional |
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* |
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* @see AudioNode#setDirectional(boolean) |
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*/ |
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public boolean isDirectional() { |
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return directional; |
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} |
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/** |
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* Set the audio node to be directional. |
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* Does nothing if the audio node is not positional. |
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* <br/> |
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* After setting directional, you should call |
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* {@link AudioNode#setDirection(com.jme3.math.Vector3f) } |
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* to set the audio node's direction. |
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* |
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* @param directional If the audio node is directional |
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*/ |
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public void setDirectional(boolean directional) { |
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this.directional = directional; |
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if (channel >= 0) |
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renderer.updateSourceParam(this, AudioParam.IsDirectional); |
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} |
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/** |
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* @return The direction of this audio node. |
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* |
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* @see AudioNode#setDirection(com.jme3.math.Vector3f) |
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*/ |
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public Vector3f getDirection() { |
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return direction; |
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} |
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/** |
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* Set the direction of this audio node. |
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* Does nothing if the audio node is not directional. |
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* |
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* @param direction |
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* @see AudioNode#setDirectional(boolean) |
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*/ |
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public void setDirection(Vector3f direction) { |
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this.direction = direction; |
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if (channel >= 0) |
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renderer.updateSourceParam(this, AudioParam.Direction); |
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} |
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/** |
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* @return The directional audio node, cone inner angle. |
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* |
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* @see AudioNode#setInnerAngle(float) |
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*/ |
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public float getInnerAngle() { |
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return innerAngle; |
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} |
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/** |
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* Set the directional audio node cone inner angle. |
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* Does nothing if the audio node is not directional. |
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* |
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* @param innerAngle The cone inner angle. |
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*/ |
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public void setInnerAngle(float innerAngle) { |
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this.innerAngle = innerAngle; |
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if (channel >= 0) |
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renderer.updateSourceParam(this, AudioParam.InnerAngle); |
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} |
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/** |
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* @return The directional audio node, cone outer angle. |
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* |
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* @see AudioNode#setOuterAngle(float) |
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*/ |
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public float getOuterAngle() { |
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return outerAngle; |
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} |
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/** |
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* Set the directional audio node cone outer angle. |
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* Does nothing if the audio node is not directional. |
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* |
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* @param outerAngle The cone outer angle. |
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*/ |
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public void setOuterAngle(float outerAngle) { |
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this.outerAngle = outerAngle; |
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if (channel >= 0) |
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renderer.updateSourceParam(this, AudioParam.OuterAngle); |
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} |
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/** |
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* @return True if the audio node is positional. |
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* |
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* @see AudioNode#setPositional(boolean) |
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*/ |
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public boolean isPositional() { |
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return positional; |
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} |
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public void setPositional(boolean inHeadspace) { |
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this.positional = inHeadspace; |
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/** |
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* Set the audio node as positional. |
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* The position, velocity, and distance parameters effect positional |
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* audio nodes. Set to false if the audio node should play in "headspace". |
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* |
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* @param positional True if the audio node should be positional, otherwise |
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* false if it should be headspace. |
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*/ |
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public void setPositional(boolean positional) { |
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this.positional = positional; |
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if (channel >= 0) |
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renderer.updateSourceParam(this, AudioParam.IsPositional); |
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} |
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@ -318,14 +617,15 @@ public class AudioNode extends Node { |
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renderer.updateSourceParam(this, AudioParam.Position); |
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} |
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// @Override
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// public AudioNode clone(){
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// try{
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// return (AudioNode) super.clone();
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// }catch (CloneNotSupportedException ex){
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// return null;
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// }
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// }
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@Override |
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public AudioNode clone(){ |
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AudioNode clone = (AudioNode) super.clone(); |
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clone.direction = direction.clone(); |
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clone.velocity = velocity.clone(); |
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return clone; |
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} |
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@Override |
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public void write(JmeExporter ex) throws IOException { |
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@ -348,6 +648,8 @@ public class AudioNode extends Node { |
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oc.write(direction, "direction", null); |
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oc.write(innerAngle, "inner_angle", 360); |
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oc.write(outerAngle, "outer_angle", 360); |
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oc.write(positional, "positional", false); |
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} |
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@Override |
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@ -371,6 +673,9 @@ public class AudioNode extends Node { |
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direction = (Vector3f) ic.readSavable("direction", null); |
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innerAngle = ic.readFloat("inner_angle", 360); |
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outerAngle = ic.readFloat("outer_angle", 360); |
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positional = ic.readBoolean("positional", false); |
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data = im.getAssetManager().loadAudio(key); |
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} |
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